#blender tutorials
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artwithteggy · 1 year ago
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Today's endeavor was to learn something new in Blender, and I came across this neat tutorial on how to create clay animation. Although it was a node-heavy tutorial, I found it surprisingly easy to follow, thanks in large part to the author's clear explanation of the process.
After achieving the neat effect I was aiming for, I felt inspired to animate it! I stumbled upon a video about mouth animation and learned about Visemes, which involve the study of lip reading and mouth movements in animation. I did purchase a mouth pack for $5, but the video also detailed how to create your own mouth animation pack. It was incredibly informative and added a lot of value to my learning experience.
Tomorrow I want to animate this so keep posted ^_^
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jaeharu26 · 7 months ago
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God. This. This was all I needed to fucking find. I had to filter through so many fucking articles and bullshit videos just find out how to simply draw fucking mesh for sculpting in Blender so I could make a fucking bow and some curvy hair without killing myself for hours and this shit took way too long to fucking find with how much garbage and other shit is just posted out there for doing something like this. This video is 51 seconds long and it should've been on the top of the fucking results list. Honestly just use the fucking bezier curve like this and then when you're done transform it into a mesh so you can sculpt on it and make the mirror modifier part of it as an object and this all you fucking need.
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scalytail1312 · 2 years ago
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I am Scaly Tail, and I will be writing Blender tutorials for you! Congratulations for finding me! I like hot girls and wish my dead rats were stil alive!
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phoenixiancrystallist · 3 months ago
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@blogquantumreality (and anyone else who wants Blender tutorials)
CG Cookie is who you want to hit up first for the barest bones basics of how to use Blender. I'm talking how to navigate, "what does this button do," some basic terminology, things like that. They also have a lot of paid tutorials but I haven't tried those yet.
Blender Guru is the quintessential Blender Tutorial guy, he's very famous in the Blender community for his donut tutorial which is where almost everyone starts (including me)
Ryan King Art is the guy who does all the tutorials I follow to make my materials, and he did the tutorials I'm following for the river scene I'm working on right now, plus a ton others. I recommend setting him at, like, half speed on YouTube, though, he goes very fast lol
CG Fast Track has a free YouTube tutorial but their main strength is their paid tutorials, which are very comprehensive and come with a step-by-step guide to accompany the videos. The paid tutorials are expensive, so if you're interested in them keep an eye out for sales. The good news is that right now it's a lifetime membership, so once you pay the full fee you get everything they've already put out plus any new tutorials coming out in the future. They are going to be switching to a subscription model in the future but if you've already got the lifetime membership you'll be grandfathered in. Totally understandable if you don't want to do the paid route, though. The free tutorial they have up on YouTube is still great!
So yeah! Hopefully this is a good start! :) You can also search for "b3d tutorial" on YouTube to find more, these are just the channels I've found most useful for where I'm at in learning this beast of a program lol
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xariaseesred · 2 years ago
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experimenting and learning new techniques✨
more art can be found on:
instagram
pinterest
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rapidhighway · 1 year ago
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extremely happy to have enough blender skill now to make this shit
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nouveaumoon · 6 months 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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ezlo-x · 2 months ago
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the demons won
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snippit-crickit · 11 days ago
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hey! im sorry if this has been asked before but i couldnt find it when i was looking, what program do you use to animate?
A lot of my stuff was in in adobe animate when it was still named adobe flash but now i orient towards other programs and just try whatever seems cool,,,, This roblox pressure doodle for example was made in blender! You dont have to set it up all by yourself for 2d animation because it already has a preset
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You can add also noise so it looks like every frame is redrawn
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simplyanjuta · 2 months ago
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Transferring animations between rigs (e.g. adult to child)
The steps below describe how to transfer an animation from an adult rig to a child rig but the method should be applicable for any transfer between human rigs.
However, I haven't tested other constellations. Let me know if you have any other tips, suggestions, corrections or run into any issues.
Many thanks to thepancake1 for helping figuring out the details that are not obvious at all 💛
I posted this little guide in Creator Musings for someone wondering about it but sharing it here as well.
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Step 1)
Export the adult sim animation you want to transfer (=your source) to Blender.
Open a blend file with a child rig (=your target).
Append the adult rig with the animation to the child rig in Blender (File > Append > Select the blend file > folder "Object" > select rig and mesh there)
Select the animation from the adult rig for the child rig (select the child rig in the Outliner menu > select the scene tab in the properties panel below > in "S4S AnimationTools" select the adult animation as the "active animation")
This will get the job mostly done, but the animation will be offset and jumping around, as you see below. To correct for that you will need to set up several constraints as described in step 2.
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Step 2)
As you see below the height of the ROOT_bind of the adult sim and child sim differ by about a factor of 0,7:
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You can check the exact location in edit mode:
The ROOT_bind of the child rig is located at 0.6920, the ROOT_bind of the adult rig at 1.0112 on the Z axis, which gives a factor of 0.6920/1.0112=0.6843354430379747
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With that information you now need to do the following (see image below for comparison, I also uploaded my blend file with the set up here):
In the Dope Sheet menu, select "Action Editor" and press "New Action" there to make a copy of the selected animation.
In the Dope Sheet Summary uncheck ROOT_bind (thus disabling the animation on the root bind for the child rig). Update/Correction: However, the rotation channels need to stay enabled (this only matters if the ROOT_bind is rotated in an animation). The setting should look like this:
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In the Transform menu type in -0,6920 on the X axis for ROOT_bind (thus resetting its position to 0 in the animation; can't properly explain why X axis is chosen here instead of Y but it has sth to do with how local rotations of a bone are determined according to pancake)
Create a "Copy Location" constraint for ROOT_bind of the child rig targetting it to the ROOT_bind of the adult rig (this is done in the Properties panel > Bone Constraints), set Influence to 0.6843354430379747 (factor calculated above), deselect "Z"
Create a second "Copy Location" constraint for ROOT_bind in the same way but this time deselect "X" and "Y" and instead select "Z" and check "Offset".
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The animation will now play as expected:
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Step 3)
All you need to do now is bake the animation (thus applying all the constraints you set up). Select Pose > Animation > "Bake Action...", then check "Visual Keying" and "Clear Constraints" in the pop up. The animation will now work stand alone and you can delete the adult rig.
Alternatively, if you use Pancakes animation tools, you just need to export the clips, the constraints will be applied automatically.
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mattodore · 4 months ago
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theo and his attack dog
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mpekamitzii · 6 months ago
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YOU want to learn blender??? but hate searching for tutorials??this one's for you
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Links under the cut!
I tried to find the shortest and at the same time most informational videos (because i had no patience and i wanted to learn fast lol)
you can download blender for free here
-Basic interface/modelling (low poly human character) i learned A LOT from this. i will highly suggest this tutorial too, albeit a bit lengthy but it's unedited and easy to keep up with. mentions a lot of stuff the first tutorial didnt cover
-low poly sword (this guy has loop tools enabled, it's good to get it from the start for shoulders, legs etc)
-common problem with the E function (so frustrating if youre not aware of it!!)
-uv unwrapping explained , unwrap everything in blender
-uv unwrapping 1 , uv unwrapping 2 (it's essentially the same video, but yeah. you can never have enough uv unwrapping tutorials. love how compact his videos are)
-you might need this to unwrap the neck of your model, and this for more tips, even more uv unwrap tips
-texture painting in 7 minutes
-quick rigging , symmetrize armature (tldr adding .L or _L at your bone name is very important!also be careful of the x and y axis)
-weight paint 1 , weight paint 2 (red is the part you want the bone to affect)
-camera
Obviously this is not an exhaustive list, those are videos that helped me specifically. doing your own research is equally as important, 3d modelling takes a lot of trial and error (and sanity points) and it can be especially frustrating at the beginning stage when you have no idea how everything works and the shortcuts seem like an alien language but it's so satisfying in the end trust me.
you get to make your blorbo. in 3d. how cool is that
if you do make sth based on these tutorials, please tag me !! i want to see it !! :]
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mr-tsuyo · 2 years ago
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i love the style of that 3d render of your character! may i ask how you animated the outline and made the whole thing pixel-y? :0
Very glad you asked!
There isn't many tutorials on how to make this kind of stuff so I am totally glad to be the first one.
BLENDER 2.5D TUTORIAL
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First of all
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Get your model ready and steady, that part is what I ain't explaing, however if you want it to have these colors, you will have to put this nodes in your texture shader
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`[ This is for her red jacket, the lower nodes is for her primary colour and the upper nodes are for her shadows, which also has some extra nodes to give it a comic texture. ]
Quick reminder to give the model some lineart yourself to the parts that don't form its sihlouette, for example her shoes.
Now for the lineart, first of all make sure you have created a black Emissive material and that it has Backface Culling activated
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After that go to the Modifier Properties and add a Solidify modifier
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Make sure to Flip the Normals, set the Material Offset to where the Lineart material is, and adjust a little bit the Thickness of the mesh, then you will get some natural good-looking lineart like hers.
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Now, you could easily be satisfied like this, but now we are going to make it feel like each frame is a new drawing by making her model lineart jiggly
First of all create a Displacement Modifier and give it a cloud texture
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Make sure to lower the strenght and midlevel, otherwise it will look like this
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Now, create an Empty Plain Axes and go to the Displace modifier, change the coordinates from Local to Object and focus the object on the Empty
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And thanks to this adjustments, if you move the empty around, it will create a slight jiggle
Now what we want is for this empty to automatically move around without you having to do anything
Create a new screen and go to the Graph Editor section
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In here we will be making the empty move with a modifier
Select the empty and press "I" of Italy and select Location, this will create a keyframe for the empty that we will be able to manipulate
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Go to the Editor and ONLY SELECT THE Z POSITION, and then go to the Modifiers tab and add a Noise modifier
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Make sure to adjust the Scale and the Strength so that it looks more proper for the jiggle effect, make it look like a rollercoaster!
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And now, if you did everything right, your empty will be moving up and down and all around by its own
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WHICH also means, the model displacement will follow the path of the empty to create that jiggly effect we crave so so much
However...
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The model is indeed jiggling, but it's doing it the wrong way, we are trying to make it look like a cartoon not a gosh darnit gelatin
So to make it jiggle the right way we are going to make its noise feel more STEPPED
Go back to the modifiers of the Graph Editor and add a Stepped Interpolation, and make sure it has a Step Size of 5
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And now we finally get the choppy jiggle effect!!
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Now you can play around the Displace and the Noise to make it more or less jiggly
But nonetheless, if you followed the tutorial right, you will be gifted with the perfect looking 2.5D effect!!!
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Now you can go ahead and try to fool everyone into thinking a 3D animation is 2D
And before we wrap up, one more extra for the one who asked how this is made,
We are going to make the render feel pixel-y!
Go to Render Properties, make sure you are using Eevee, and in Sampling put the Render on 1 and the Viewport on 0
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Then go to Output Properties and you can do two things:
1) Change the X n Y to a size lower than 1000 px
2) Change the Resolution % to these numbers (8, 16, 32, 64) This way if you wanna do pixel art you are more accurate
For this render I used the 1st option
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And last but not least, in the Output Properties make sure you save your files in the right way with these settings
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THen render animation, make an image sequence with all the pngs, and TA-DAH
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You get a pixel-y 2.5D animation!!!
Thank you so much for checking, I hope this is useful for anyone who wants to do this stuff, if anyone has any questions don't be afraid to ask, I may have explained some stuff badly.
Anyways have a very jolly day
Tsuyo OUT
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krmayerillustration · 2 years ago
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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!
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blakeinobi · 10 days ago
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My model appeared on the Tumblr radar! I appreciate all the comments! It was interesting to hear that multiple people didn't realize it was a 3D model. I work a full-time job and modeling in Blender is one of my hobbies. Whenever I look back at my earliest models, I'm always shocked at my improvement. I look forward to seeing where I'll be at a year from now.
Multiple people asked how I was able to get my cel shader to look good. I've learned a lot from watching multiple videos and reading various blogs over the years. Here are a few things that I did for this model.
To start, here is how my shader graph looks like.
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I have the Layer Weight plugged into the Color Ramp. This creates a soft outline around the model so that when objects of the same color overlap, it doesn't look flat. I've been experimenting with the options, but as of now, I like the way the B-Spline option looks.
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Something else that I change is the shadow color on the color ramp. By default, it's set to black. This always felt dull to me, so I will usually change it to a magenta or purple. I also keep an Emission node ready so I can switch the model to all white. This mostly helps when modeling so I can see how the light will interact with the model in this style. Adjusting the settings of the light also improves the shadows.
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Also, change the Color Management from Filmic to Standard. This ensures that the colors you're using to paint your model will look the same in the viewport. This option can be found at the bottom of the Render Properties.
Check out these resources for more useful tips. Also, the props are from a Synty pack. I picked them up years ago when they were on sale.
Anime Shading In Blender (INTRODUCTION) Lightning Boy Shader - Beginner Guide - Shading & Modeling Tips
Synty™ Store - 3D Assets for Games (Unity + Unreal) – Synty Store
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convelocity · 10 months ago
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If you are a 2D artist, this is your sign to learn Blender so you will never have to guess again. Nothing replaces proper references from life, but it helps tremendously understanding how materials will work in a certain setting (that you have full control over).
Plus I only cried for two weeks when I started out.
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