r/BlenderAcademy

I’ve been building the render viewer I always wanted Blender to have

final_666 takes over Ctrl+F12 and sends the render straight into a real-time multilayer viewer.

It can play EXRs while Blender is still rendering, cache heavy sequences, put a plate behind alpha, and keep renders, playblasts, notes, versions and source files connected.

The idea is mostly to have an actual record of a project when feedback starts getting endless and someone asks for something from three versions ago.

I’m getting close to a beta release and I’d really like feedback from other Blender users.

Updates on Instagram: u/3duanuan

u/uanuan — 2 days ago

Ainz Great Swords

Edit: Relatively new to blender(about 10 days). Been struggling with this for a bit. Kinda confused on what method to approach the sword guard. Not gonna talk about the topology of the blade🥲(taking suggestions). Tried to start with the handle and pommel first, lost confidence.

u/Important_Pear_168 — 3 days ago
▲ 1 r/BlenderAcademy+1 crossposts

Wondering if/ how I can import an image that can be used to remove the shape from a model I'm working with in Blender

I'm currently trying to utilize the UV editor's mapping function, in hopes that I might be able to use it To extrude the shape of the outline map from the flat model I'm currently working with instaed of only using it as a texture.

So I will REALLY love if there is a way that I can use an image perhaps like a vector map that I could impart its geometry onto my model. That way I can use it as a selection to extrude from.

In other words I'm really just hoping I can extract a particular shape that I've imported (I've tried PNG) from the model and in its place use it to remove what I don't want. Does anyone have any advice I know what I should be researching it doesn't really seem like the unwrap function can be of much use here was curious if it's even possible at this point or any direction I might can take. Thank you!

reddit.com
u/SuperbEmergency4938 — 5 days ago
▲ 46 r/BlenderAcademy+2 crossposts

From a Tribal Museum scan to a cinematic world.

From a Tribal Museum scan to a cinematic world. 🌲🏚️

During a recent museum visit, I made a 3D scan of this old hut using KIRI Engine.

Instead of letting the scan sit in a library, I wanted to bring it to life.

So I took the scanned asset into Blender and built an entire atmosphere around it — environment, materials, lighting, vegetation, composition, and cinematic details.

The goal was to make it feel less like a scanned object… and more like a place that actually exists somewhere deep in the woods.

From a real-world scan → to a completely different world in Blender.

This project was also a reminder of why I love 3D — you can take something that already exists and completely reinvent how people experience it.

What do you think — would you visit this hut?

YouTube: https://www.youtube.com/c/ENORMOUS26?sub_confirmation=1

#Blender3D #3DArt #EnvironmentArt #BlenderArtist #3DEnvironment #DigitalArt #Photogrammetry #3DScan #kiriengine #Cinematic3D #VFX #CGI #EnvironmentDesign

u/Enormous21 — 7 days ago
▲ 8 r/BlenderAcademy+1 crossposts

Hut in the Woods — Viewport vs Final Render

Hut in the Woods — Viewport vs Final Render 🌲🏚️

Here’s a look at the Hut in the Woods project from two perspectives.

Top: Final Render

Bottom: Blender Viewport Animation

The viewport is where everything comes together first — camera movement, lighting, environment placement, animation, and all the little details that eventually make up the final shot.

Then you hit render… and suddenly the scene feels completely different. 🎬

I always enjoy seeing this comparison because it shows how much can happen between a basic Blender viewport and the final cinematic image.

Final Render vs Viewport Setup

Which one do you enjoy seeing more — the polished final result or the raw Blender setup?

#Blender3D #Blender #EnvironmentArt #3DEnvironment #BlenderAnimation #CGI #VFX #BehindTheScenes #3DArt #HutInTheWoods

u/Enormous21 — 6 days ago
▲ 4 r/BlenderAcademy+3 crossposts

How to Create a 100% Procedural Realistic Gold Material in Blender (Quick Tactical Guide)

How to Create a 100% Procedural Realistic Gold Material in Blender

youtu.be
u/Ok-Excuse8183 — 6 days ago

Learning to Communicate Scale

A follow-up to my previous question about communicating extreme scale in Blender.

Thanks to u/Nosarious and u/Smokeey1, and to everyone else who contributed suggestions.

I've spent the last few days going through the feedback and testing some of the ideas.

One lesson in particular has stuck with me: knowing that the cavern measures 3 × 3 km × 1.5 km doesn't mean I actually understand what those dimensions should look like — and it certainly doesn't mean the viewer does.

Real-world comparisons, camera height, perspective, depth cues and the relationship between foreground and background seem much more important than simply making the model physically enormous.

I'm now experimenting with those ideas in these camera tests.

I also have to work within the restrictions of an existing story and script — Ørbital Expedition, 2407 CE / 306 p.A. — so I can't solve every problem by adding a convenient object purely for scale.

I'm not an expert, and this is proving harder than I expected, but that's also why the feedback has been so useful.

These are three of the latest tests. I'd be very interested to know whether any of them are moving in the right direction.

u/DrNoamOrbital — 7 days ago
▲ 44 r/BlenderAcademy+1 crossposts

How do I move the arms of a rigged mesh without messing up the mesh itself.

I want to move the arms lower but can't do that without messing up the mesh?

u/Damy0719 — 9 days ago
▲ 7 r/BlenderAcademy+4 crossposts

LEARN TO MODEL - 04 Modeling Curves: 04 - Common Tools: Editing

🇺🇸: You can listen to the video in English through the video settings panel. In this video I review the curve editing processes that are common to all software.

youtube.com
u/Mazhuka3D — 7 days ago
▲ 41 r/BlenderAcademy+4 crossposts

Segment Display Blender Add-on

Hey everyone! I've been working on Segment Display, a Blender add-on for creating fully procedural segment-style displays directly in your viewport via the N-panel. It's powered entirely by Geometry Nodes and features classic 7-segment and detailed 16-segment alphanumeric models.
 
Numbers, alphanumeric text, clocks, timers, dates, customizable separators, LED and LCD appearances… all procedural, zero manual mesh work. Built for motion designers, 3D artists, and anyone who needs retro-digital elements (dashboards, sci-fi UIs, countdowns, speedometers, etc.).
 
Two editions planned: Segment Display Lite (free) and Segment Display Pro (full version). The add-on is currently in its final stage of development, not released yet, but I wanted to share some screenshots and a demo of where things are at. Feedback and thoughts are very welcome!
 
🔗 Visit orionnovemberstudio.com to see the add-on in action, explore its features, and subscribe for release updates.

🔗 YouTube Channel: https://youtube.com/@orionnovember.studio?si=ti0xhDXPELEp9Oxg

u/AhmetMaya — 10 days ago
▲ 46 r/BlenderAcademy+1 crossposts

How should I model this handle on the Pot of Greed?

Hi everyone, I'm a beginner learning Blender and I'm currently trying to model the Pot of Greed from Yu-Gi-Oh! I'm having trouble figuring out the best way to model the curved handle I want it to have the same curved shape as the original design while keeping the geometry clean I've tried using curves but I'm not sure how to get the shape and connections at the ends right What would be the best modeling approach for this type of handle? Any advice or tutorial recommendations would be greatly appreciated Thank you

u/neom-Space-7482 — 12 days ago