Quazar's 3D and CGI blog for the purpose of crying about polygons. Will contain a lot of rambling. Main Blog Things I've Made Here
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A handful of expressions made using the shapekeys on my wolf model
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Deinonychus Takedown for animation practice
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Hello! I LOVE your 3D work, I'm particularly interested in creating realistic fur and textures for my own models and I'm just wondering (if you don't mind answering,) what render engine do you use? Is it cycles? Also do you do anything special for the hair shader or is it just hair bsdf/principled bsdf?
I understand if you don't want to answer these, just curious. I struggle making my fur grooms look realistic in blender
Hello! ^^ I don't mind answering!
Yes, I use Cycles and Principled Hair BSDF, this is usually enough for a fairly realistic result. Fur doesn't always look perfect, and I sometimes look for the beautiful lighting for a long time (proper lighting can hide some imperfections and show the fur in a more beautiful way), but overall it's good enough:
The realism of the fur is also very dependent on combing and clumping, plus roughness. Real fur isn't perfectly straight and these little details add a lot to the realism. For example, here is the same piece of fur with the same Principled Hair BSDF shader, but before and after the clumping and roughness settings. For me personally, this detail was very easy to miss and very important when I finally found out about it:
I can hardly give any other advice, especially not knowing exactly what you already have and are trying to do, so I can only wish you good luck! I find fur one of the hardest things to create, at my first attempts I always ended up with a weird looking brush-like fur XD
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Fun fact: We know the size of the Pokémon world because Scarlet and Violet has framerate issues
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I'm learning Blender, and its the nicest program I've encountered since Procreate. I'm not even a 3D artist. But I think we all deserve to make use of this little tart of a program!
#this is great OP thank you#I've tried to start learning Blender but the interface is so different to Maya it makes my brain scream lol#Blender#tutorials#software
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I made this transparent 1024x1024 decal texture as part of a long-running gag with someone I now no longer wish to associate with, so now I‘m setting “BALLZ” free into the wild. no credit necessary, do as thou wilt with this shitty .png of mildly profane graffiti
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SUBDIV MATHS SUBDIV MATHS
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Hello! I have a couple of queries regarding your latest animation.
Is there a longer version of the music in the goat girl dancing clip available anywhere, or was it a short one off for the adorable animation?
Also the animation is tagged as '3D', could you say what software do you use to create such wonderful art, and would you be willing to share any information or advise at all on creating a lineless & flat style animation?
It is very unique, and thank you for taking the time to read an hopefully respond to this ask.
TY!! There is not a longer version of the song, sorry. A good friend of mine who wishes to remain anonymous made it. They did the music and the main spell woosh SFX, I did the rest of the SFX. And yes, it is 3D. It was made entirely in Blender. There's a couple things that make it look 2D: 1.) The shaders are all set to emission, so they don't have any shading on them (hence the flat render). 2.) The film 'filter size' property under Render Properties is set to 0.00 px, essentially disabling anti-aliasing and giving it the binary pen look. 3.) The animation is at 24fps, and not using interpolated keyframes (they snap to positions instead of sliding), which is achieved by selecting keyframes in the dope sheet, and setting the interpolation mode to 'constant'. Some keys are animated on 1's, 2's, 3's, etc. giving it that 2D animation look. 4.) This is hard to see because of all the motion, but there is a subtle 'line boiling' effect achieved through the use of a Displace modifier on the model. I set the coordinates to 'Object', and linked it to an empty object which is moving up on the Z axis with stepped interpolation. This moves the noise texture in 3D space and makes the edges of the model 'boil' every 8 frames, like you see often in 2D animation.
Hopefully that answers your questions. Aside from that, the smear frames were drawn using the grease pencil tool in Blender.
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signing in to work after the hols, greeted by terrible jokes from my boss
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I tried to make tutorial about rigging and making 3d effect in Spine Pro.
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me, appreciating all the hard work that goes into creating video game environments:

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FURNITURE HELLSCAPE (a song)
video made with ikea's online design tools!
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I feel like 3D artists are naturally familiar with the liminal, in the modern use of the word to mean a space that exists between, a simplified thing hovering at the edges of reality. Everything we create exists in this space: no matter whether you’re making a little low poly critter or a giant souped-up monster for Pacific Rim, everything is built of only mathematical edges and nuances of light. I can make a sofa that looks sturdy and weathered and plush but as soon as I move the camera inside it it reveals itself to be unreal, just a hollow shell with a thickness of mathematical 0 to which the laws of physics only apply in a limited fashion, if at all
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be luga
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#first of all how dare you#second of all a monogon is basically a non-manifold stray vertex so yeah FUCK that guy#shapes#Silly stuff#Simple Shapes#geometry#mathematics
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