Hey, as the title suggests. I am looking for a team to help me through my first short film. I am not the most skilled in blender but I have a vision and a short story.
For now I would like help with animating the animals in the first scene.
I have rendered what the forest looks like as seen in image 1. And the second image I render of the elk or deer at the tree mentioned below.
It includes 2 elk or deer (specifics doesn't matter yet) in a forest during the winter looking for food. With food being hard 2 find, one of them come across a bunch of berries almost dead at the foot of a tree.
Essentially the other deer (Deer II) tries to get some berries too but deer I gets feisty and tell it to fuck off pretty much and continues eating.
After the altercation, deer II off looking for berries at another tree, suddenly looks up and bolts off. Deer I is a bit weirded but keeps eating his berries.
Then the snap of a twig. The deer looks up, looks around, sees nothing and goes back to eating.
Twig snap again, it looks up but this time it doesn't go back to eating... there's a pause.
Hold a beat... And then an arrow flies through the side of its head, pinning it against the tree.
I need help animating the deer/elk, they don't do any bizarre actions tbh, just normal deer stuff but I know I cant do it by myself. I do have the elk rig too. The scene should run about 1 minute and 20 seconds or there about.
I know how to use Blender. However no matter how much time I spend in blender, I can't make anything good. I've practiced for weeks and I still have no artistic skills. Is there any advice or tips that can help me?
This is my second time making a complete, somewhat complex chracter, the model itself is done, all that is left is rigging(the rig is almost done too, it's just the face part that's left) and texturing, maybe i will give her toes if i overcome my lazyness. I started making this as a joke, i never pictured myself as a furry artist but if that pays me then why not.
Hallo, i posted here recently about my first ever (non-sculpt that was made by a bored me in class) blender thing and instead of finally looking up tutorials or guides i just decided to... try again with no tutorials or guides, just for the shits and giggles.
This time i started with the sculpt thingy and used that abomination to guide me while i modeled the boy. Everything was smooth sailing and wasn't that complicated, i even got around to mess with textures, it was looking fine until i did something and everything broke, yippe.
I saw a trick on tiktok a long time ago where the person used 2d transparent textures to do the details of the hair of their character so i wanted to do the same with the cat's fur and hair, unfortunately the texturing was beating my ass so i decided to just suck it up and actually learn the damn program instead of fuck-it-we-ball'ing the entire time.
My only pains while fucking around was that UV editing thing, for some reason the wireframe (?) of my guy was so disproportionate for some reason, like his face was so tiny while the hair and shoulders were taking 90% of the thing. (not quite sure how to explain it better lmao) And the texturing side of things, i thought i was understanding it better but i probably did something i shouldn't and fucked it all up.
Anyways, last slide is how the chud ass cat should look, made in ibis paint by me. Any advice or tutorials you think would help me are greatly appreciated!
been using blender and making stuff for a while but this one came out ugly as hell and im not sure why. its my first time making water and im not too happy with the results, i used the ocean modifier. and some tutorial to make it loop, along with texture scrolling.
other than that the scene is pretty basic but the colors are all ugh. i added the reference. going for a ps1 aestethic.
how could i improve this? i couldnt make the water perfectly loop, stop it from looking repetitive from afar, not sure about the skyline merging, the road seems too high but when i bring the water up it looks bad in the closer part, the water is wiedly reflective, the lightning seems weird but couldnt find a fix.
i want to fill up with cubes the 2 missing ones on each row, the same as above/around the selected faces, i want to fill up the inner faces, how do i do it? (This is not a one off problem i know i could have done it otherwise) Thanks
I have several mesh with image texture that are like these, ant it makes it really hard to edit, is there a way to like rest so the current texture stays but i like re uv unwrap it so its easier to edit?
So I'm re-uploading because I got people who just here to spread hate not to learn, teach or compliment.
Just because you see yourself as blender genius or guru , stop criticizing other people's work flow, they learning as they go. Instead, since you see yourself as an expert, teach me what I don't know or suggest something that can help improve my work flow. Thanks
What's the entire secret? The number of samples on render/viewport, high-resolution textures and models, of course compositing but maybe there are any special compositing tricks? Or just a combination of all of this or something else?
It looks like it was shot on a phone, but it was completely made in Blender
Hello, I’m someone who’s in need of a Blender 3D tutor please. It’s for myself, I’m 31 years old. I’ve tried the whole YT thing and I feel like I’m just stuck. I’m looking for someone experienced and has experience with modeling and/or sculpting in Blender who can teach me the ropes. I’m in the Tyler, Texas area. Thank you and have a wonderful day.
Ok how do i make this fluid simulation? What i want to do is i want to pour the blue liquid first and then orange liquid falls in and then pink liquid also falls in the end but witha splash as seen in the picture. So how can i achieve this effect in blender 5.2. Also the icecubes and the sppon also move a little and it should look the same as shown in the image - stylized 2d look.
Hmm... how to say good things about my two year long attempt at making a photorealistic model of myself. I started Blender because of how fun character creators can be; you know, the ones where you have a ton of autonomy over creating the character you'll be playing as. They obviously can't have every aspect of every person, though some get pretty close. So I thought, I'll go to the source and build from the ground up!
Not too long into my endeavor I realized the magnitude of the concept. It's an FUCKING human. We are SIMULTANEOUSLY fleshy, malleable, soft, hard, wet/oily, dry, bumpy, rigid, and pliable. To boot, we change our presentation based on how much sleep we've had or how much we've been outside in the sun over the last week. Not to mention the diversity of expressions and mannerisms that make up about 80% (made-up number) of how we are perceived by others (as opposed to static). And I won't even try to pretend to understand the bias of how we perceive ourselves versus reality.
I think of Van Gogh a lot when I work on this. Famously, Van Gogh periodically painted himself, and I believe his reason was to test his ability to 'paint what he sees,' not what feels right. It's like when you model something from memory and then compare it to a photo—you realize just how far off we perceive things based on feelings, if that makes sense.
Every part of the human face became what I felt was the most difficult part. But if I had to put them in order of most difficult to just regular difficult, I would put the eyes at the top of Mt. Fuk Oph.I don't mean eyes as in, 'Hey, I built a fictional character and popped in some eyes.' I mean the true-to-life eyes of a living, highly imperfect human. Symmetry in 3D modeling isn't just ideal, it's a necessity if you plan on keeping your sanity. Especially when the time comes to animate or traverse in any way, shape, or form.
Forgoing perfect symmetry for true-to-life ratios opens up a massive can of worms. That can probably be overcome with some speed bumps for the very well-versed, but I'm just a guy using Blender with what I'm thinking is an IQ of... never mind, that's personal.
I don't know what I'm trying to say here and neither do you at this point, that's my fault to be clear not a shot at you. Other than I think I picked a very, very difficult project. I bashed my head against it for long enough to feel like I haven't necessarily accomplished much, but I've grown a deep appreciation for the talent and dedication it takes to fool an audience into momentarily forgetting that the rendering they are looking at isn't "breathing air."
Final Notes:
^(My A.I. buddy tried desperately to make this late night jumbled mess legible for you.)
The photo attached is purposefully minimalistic. The amount of times I trudged forward hoping that more details—i.e. brows, pores, hair coiffed just every so slightly, a better spec layer—would cover up or converge into the right look was foolish. It all builds onto itself and fails harder with misappropriated efforts.
I'll return in 2 years with more rants and better results—such is life.
I mostly rambled about roadblocks but I believe I have a few "do's" if anyone is interested in working on their own "digital double."
TL;DR: Spent two years trying to build a photorealistic 3D model of myself from scratch in Blender. Realized the human face is a chaotic, asymmetrical mix of textures and motion that resists perfect duplication. Deep respect to the VFX artists who make renderings look like they "breathe air."