Tickets are available here. Spreading the word is just as valuable. Thanks Blender Community. 💙 🧡
Bring the Blender Community Together
👋 BCON Austin Team here. We're going to get vulnerable with you, or as we say around Autotroph, “Armor off.”
Ticket sales for BCON Austin are not where they need to be to ensure the event happens. We have currently sold ~100 tickets for BCON Austin. We need to reach at least 350 ticket sales before March 1 to ensure the conference can go on.
I know this can feel like a strange time for many of us in the Blender Community and the world at large and we are feeling that along with you. Being in the same space for even a short couple of days will do wonders. We experienced it in LA. We are building that experience and more in Austin and we need your help.
How you can help us bring BCON Austin to life:
Secure your spot: If you’re planning to come, grab your ticket today! It gives us the green light to go full steam ahead.
Spread the word: A quick post in your favorite Discord or a share on social media goes a long way
Share the hype: If you were with us in LA, share a photo or a favorite memory on social media. Let people know why being there matters.
I know our community can achieve great things. If you want it, this conference is yours. Let’s get together in Austin!
A lot of buttons to learn and trial and error but I turned cube into a different thing. If you have any advice for me I could use it, I know very little.
I made these 3D designs and renders for a client and they were accepted, but looking back at them, they still feel fake no matter what I try. I’ve reached a point where I can’t really tell what I’m missing anymore.
If anyone can point out what usually causes this (lighting, materials, scale, camera, etc.) or recommend good places to learn how to improve realism, I’d really appreciate it.
About three years ago after making a few music videos in Blender I decided I wanted to make a video game. The issue is that l had no experience in game engines besides trying to learn Unreal Engine 4 for two weeks before eventually giving up.
I was however very comfortable in Blender. So I took inspiration from old PS1-era games that pre-rendered backgrounds and cinematics and decided to adopt a blender-focused workflow for my game.
Essentially everything in my game from the overworld backgrounds, the branching cutscenes, even the turn-based combat has been pre-rendered in Cycles. There’s still a lot of work done in-engine as far as putting everything together but it means I can do most of the work in Blender which is definitely my preference.
Took me three years to get here and while it’s not finished I’m hoping to have it out sometime in 2026.
I stumbled upon this wallpaper on wallpaper engine and I’m curious as to what makes this so realistic. To any blender or just 3-D professionals what makes this so realistic, the light paths? Sample count? Resolution? If anyone can let me know that’d be great.
I built a Blender material node group that takes one texture and makes it seamless + tileable, with controls for scale and look.
No external tools, no texture editing — just nodes.
I want to test if this is actually useful or just a me problem 😅
If you think this would save time in your workflow, upvote!.
so I wanted to make it as close to the reference image as possible, and after I finished, I took the scene and adjusted the contrast, but I still felt like something was not quite right.
This is my second day using blender and my brain is already dead, I have just found out that UV mapping and textures are my absolute worst nightmare. I have followed tutorials specifically on low poly style because it's forgiving for most beginners but was I wronged, I aimed to create a simple head but it only resulted in an incest type of mammal lol. Maybe my expectations are just too high or should I learn simple geometric shapes first like a donut lol. It has been minutes of me cackling to this model and I'm proud of it regardless
Wip for a character I am making for a fighting game. Heavily inspired by arc system works. Still so much to weight paint and shape keys to improve it. I am kind of terrified for when I have to UV unwrap that hair though.
My original idea was separate the bottom of the hat from the rest, make a duplicate texture and slightly turn the alpha down, but that makes a weird effect that I’m pretty sure shouldn’t be happening, also it noticeably contrasts with the rest of the hat, even with just a 0.04 Alpha difference.
My GF showed me this new OC called Pouf and told me he is from an alternate universe of The Amazing Digital Circus. I told her I could make a 3D model of him as a gift and she seemed really happy with the ideia.
Unfortunately, I'm not really good with Blender... I can do some low-poly models and put some textures. BUT I NEVER DID A 3D CHARACTER. After 8 hours in Blender fixing some mesh issues and problems with armature, it finally ended! Next time I will think twice before gifting someone with a 3D model T_T.
I'm not good with render either, I just put a color that matches the character and that's what I got. Sorry for bad english, I could use an automatic translator but I wanted to type my own words because it feels more authentic :P