#3d blender tutorial
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insideguppysworld · 2 years ago
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Coffee Mug - Blender Tutorial/Walkthrough (Real Time)
Hello my lovelies! Here’s a cute little tutorial for you if you’re you’re new to Blender! I hope you enjoy it and thank you so much for all the love and support! <3 Please share and subscribe! 
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rapidhighway · 2 years ago
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extremely happy to have enough blender skill now to make this shit
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nouveaumoon · 1 year ago
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💧✨based off of this illustration by @passionpeachy!✨💧
video compression muted the colors, so here are a few stills under the cut
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tiny bonus: happy pride!
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yamsgarden · 2 months ago
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tried to animate a book
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sunnyaliceart · 1 month ago
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Guess who finished the donut tutorial?
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jackgoodfellow · 1 year ago
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Anyway, it turns out setting art goals according to what Julia from Drawfee can do is like setting swim goals according to what sea otters can do.
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emberglowfox · 7 months ago
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beast compilation. behold my funny dog
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7goodangel · 1 year ago
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Me, several years ago: "I'll never try digital 3D art... just have no interest to learn it. Already have learned other art forms that I barely use anyway... so why add to that ?..."
Me, currently: [Is attempting to model a donut in Blender] "... uh... I can explain..."
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amyfloyddesigns · 1 year ago
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really loving how this isometric kitchen came together! ✨️💖 youtube tutorials are a must!
one of my favourite things about setting up a fake room is the clutter - regardless of how clean a space is, we always will have some clutter! i find it adds the extra touch of realism 👌🏻 (if you play the sims, you'll understand)
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otterloreart · 4 months ago
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I wanted to put this here to show you all something!
Blender defaults to saving PNGs and when you click Render Animation it will give you a giant file full pngs of each frame of your render. then you have to use a separate program to paste the pngs.
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You can change the file format to FFmpeg Video and the container (under encoding) to MPEG-4 and it will save the video as an MP4, ready for sharing on platforms such as tumblr.
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kcamberart · 2 years ago
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hello!!
how do you do this really cool cel shading look on your renders? i’m assuming you use blender…
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Hey there! You're right that I use Blender for the majority of my 3D art, this one in particular involves a very simple node setup that I put together earlier this year for shiny stuff like metal or gems.
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You can change the colors of the surface and reflections through the ColorRamp node
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And alter the angle of the reflections by rotating your light sources
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Super simple, but I use it for a lot of scenes nowadays
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synnevp · 3 months ago
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I made donuts in blender following the tutorial, now onto bigger and better things 😏😏😏 wish me luck!
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birdietrait · 2 years ago
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our house is a very very very fine house
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kiidart · 5 months ago
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this took way too long to color for no other reason besides i was busy and kept being indecisive with the design
ough anyways, info about this oc + concept sketches below!! (maybe later on i'll make a fake document for it)
basic info -
angel song (z-888)
sea angel + phantom jellyfish
blind (no eyes) + uses tentacles to feel/move around
small physique (2'5 ft)
game mechanics/MO
appears in long hallways/open areas (ex. the rooms where one part is just an open black void); uses tentacles and body to block next door
will "sing" (screech) to player (causes -20 health)
player must back away three rooms to get it to go away
if flashed with flash beacon, it will begin to cry and strangle or stab player with its tentacles (instant death)
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b3ar-d4ddy · 4 months ago
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I love being an artist <3
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Penguino
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Stinky kitties
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The sillys
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BANJO
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Bouncy meower
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Oh no he's hot/j
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i hate ketchup
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Blender scares me but i will persist
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blizzard-nightlamps · 9 months ago
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I've gotten a few people asking about how I did the bubbly slop slime material for the blender slime fox so heres a quick overview. the bubbles are the interesting part so ill go over those first
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the bubbles are 100% geometry nodes. i use this big box just to control the bounds of where bubbles show up. i first spawn in a bunch of points randomly inside the box, and i use a 3d noise texture to set their radii.
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i also have this simulation zone that just increases a vector by (0,0,0.1) every frame. i modulo (that vector + every point's position) with the bounds of the bubble area and i get a nice scrolling effect. (i also move the NOISE texture DOWNWARDS with the same vector and that causes the radii of the points to fluxuate.
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in a separate geometry node for the mesh, i have it first check every point whether that point is inside the mesh or not, and delete it if it's not. you can do that by raycasting in some direction, getting the normal of the face you hit, and dotting that normal with the direction you raycasted in. if the result is positive then the point is inside the mesh!
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i do a few extra checks besides that - i use a geometry proximity node to get rid of points too close to the surface of the mesh. finally for each of the remaining points i instance an inverted sphere with a radius given by the point's radius. originally I was using a boolean mesh node but i realized just creating a bunch of inverted spheres was way faster and gave the same result. heres the mesh without any kind of refraction so you can see the bubbles more clearly
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okay now for the actual slime material. i just had a texture for the eye, and used an alpha(transparency) texture as well as a regular albedo(color) texture so i could edit the color of the goop in blender. one silly issue that this setup actually allowed me to fix was this.(refraction is off here but you get the idea):
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the other eye is visible through the head! whadda hell! well, i had a node to check if the incoming ray was a camera ray (i.e. it's not light bouncing through the mesh) and by changing the alpha of the eye texture based on that i could make the eyes only visible on the outside of the mesh (as they should be. imo at least.
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the refracting light effect is due to the IOR being cranked up to 1.3 and also due to the noise texture normal map i applied, which makes the light bounces look WAY more interesting. it also causes the bubbles to appear to wobble as they pass through the mesh even though they're moving straight upward - kinda neat i think.
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anyways heres the actual material graph i used if you wanna look at the specifics. i dont know why i connected the camera ray multiply bit to the transmission i think it looks kinda darker and worse that way but it's whatever. hope this was somewhat enlightening
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