Top products from r/blender

We found 31 product mentions on r/blender. We ranked the 72 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top comments that mention products on r/blender:

u/OldSkoolVFX · 11 pointsr/blender

Your sculpting technique is fine but your anatomy is atrocious.

The rib cage and abdominal musculature anatomy is off. You don't just have abdominal muscles on your lower trunk. Also the abdominals should have a limited width. To the nipple line would work but your nipples are set out too far. They should be in the mid clavicular line but you don't have any clavicles. The 6 pack is nice but the hole in the top one would hurt as it's not present in real life and is where the xiphoid under the bottom of the rib cage should be. So your abdominals are to high and too wide and too bulky. There should also be one long one below the navel which is way too low. The pecs attach to the sternum and manubrium and go to the inside of the arm. That's what forms the axilla (armpit). The lat in the back and the pec in the front. So along the sternum the pecs should go outward not downward. Also that deep line separating the pec from the shoulder would sever the pec muscles from the arms. That is not existent in normal anatomy. People do tend to shift there humerus foward but that is an abnormality caused by bad posture and muscle imbalances. There is no rib cage giving the upper trunk its form. The serratus muscles are just sliding downward and fading out instead of inserting onto the ribs along the lateral side under the axilla. You've created a new muscle under the arm that doesn't exist. The deltoid muscle is nonexistant in the front and top and is in the wrong place on the back. There are three heads to the deltoid. The anterior (front) middle (on top) and posterior (rear). They blend together midway down on the lateral side of the humerus at about your cutoff. The posterior one attaches to the spine of the scapula where your attaches to nothing. The anterior attaches to the lateral aspect of the clavicle (which you don't have) and the anterior acromion. The middle attaches to the lateral acromion. The upper traps also go outward from the nuchal ridge on the skull to the acromion on the top of the shoulder then down the back along the spine of the scapula to the spinus' of the vertebra. The lower trap is also on the spine of the scapula to the vertebra and the lateral aspect goes down diagonally to the 12th vertebral spinus process. So you have no lower trap. The lats sweep up from the lumbosacral fascia which starts along the upper boarder of the illium (which again does not exist) moving laterally and inserts onto the humerus in the same medial groove the pec inserts into. You con't have any lats either. You also don't have any paraspinal muscles along the spine and you have no posterior hip fold where the glut medius is. I could go on and on.

You NEED to read a book on artistic anatomy. I love Bridgeman's books. They would be great for you due to your focus on muscles.

The Human Machine (Dover Anatomy for Artists)

Constructive Anatomy (Dover Anatomy for Artists)

You MUST start with the bones. Get a GOOD inexpensive or free skeleton. Put it in a separate collection and use it as a reference so you know where the bones are and can attach the muscles appropriately. Once you know your anatomy that will be superfluous or only needed as a check. But you really REALLY need to learn anatomy if you are going to do this kind of work. It LOOKS good but anyone who knows anatomy will go "nope, it's not right". When you create art about a subject always keep in mind that somewhere in your audience there will almost always be a content expert. Like me. An an artist, I always strive to impress them. If I make a spaceship, I keep in mind as best as I can the physics involved. You con't need the math. Just like in art anatomy you don't need to know the innervation of the muscles like a doctor would need. You need to know enough that you can sell your art to an expert. Keep that in mind as you do all your art. That is one thing that will separate out the pro from the amateur. There is always artistic license ... but not with human anatomy. Even is you're doing an anime or cartoon, the best artists embed their knowledge in the subtle way they do their linework or design their mesh. That's why we buy it.

I hope that helps. Don't give up or get frustrated. Your sculpting technique is good. Your knowledge must match. One thing I learned doing art is that a good artist researches and expands their knowledge about not only their craft, but their subject matter as well. Do that and you can only get better.

Good luck.

u/Jawshem · 3 pointsr/blender

Animation is very very deep, but incredibly rewarding.
For characters, Richard Williams animators survival kit


https://www.amazon.ca/Animators-Survival-Kit-Principles-Formulas/dp/0571202284

It is an industry standard. It has tons of great information and people all levels refer to it constantly. There are tons of great youtube tutorials but I can't grab any from mobile ATM.

A search on YouTube for the "12 principles of animation" may be a good jumping off point. If I remember I'll try and find you something tomorrow.

u/Jet_Nebula · 2 pointsr/blender

I would suggest that you take a look at something called "Planes of the head", being able to clearly distinguish shape and form in sculptures are important in order to place different landmarks, and keep a consistant quality of the sculpt. I would recommend looking up Stan Prokopenkos youtube-channel about this, as he is very good at showing how the anatomy works, and what common mistakes are. Even if Prokopenko is drwaing, the theory of how the major and minor planes do not change.

I would also like to suggest Michael Hamtpons book "Design and Invention" as it has very good shapes for 3D-work.

It's very nice to see sculpting here, keep it up! :)

u/mistyriver · 2 pointsr/blender

Word to the wise: If you've spent a good deal of time going over tutorials on the net, you're ready to buy a real book. Books you can buy at Amazon are so much more complete and thorough and helpful than the freebie bin of the internet. Remember, however, that this year's selection of books generally deal with blender 2.4x

Tony Mullen is a good author.

u/lumpynose · 2 pointsr/blender

Yeah, I like it too. It's Matthew Price's PBR dialectric, with the roughness at 0.5 (I think).

Also the colors work well; good color combinations make a big difference. This is my favorite book with examples of nice color combinations. You can buy it used (it's out of print): http://smile.amazon.com/dp/0891348573/ Well worth reading if you haven't thought much about color combinations.

u/JtheNinja · 1 pointr/blender

The node editor is basically an editor for data and operators, and how they relate to each other. It has several different modes, such as the compositor and the Cycles material editor. If you want to know more about the Cycles material editor, read danrich2910 and candreacchio's posts, they covered most of the basics there.

If you want to know more about the compositor, Lord Price does a good (if kind of old at this point) overview here: http://www.blenderguru.com/videos/introduction-to-the-compositor/

The compositor is actually pretty similar to Photoshop or After Effects in some sense, except that it's node-based. Node-based compositing is actually quite superior to the layer-based systems you're probably used to, but for most people it takes a bit for them to wrap their head around it. It's really very simple, you just have a set of building blocks to script out whatever it is you'd normally do in an image editor.

If you want to get really serious about using the compositor, I highly recommend this book: http://www.amazon.com/Art-Science-Digital-Compositing-Second/dp/0123706386

Especially with node-based compositors, it's very helpful to know what it is you are doing under the hood. (I could never really get which input went where on the alpha-over node until I started reading through this and learned about the "over" operator and what was actually going on back there)

u/pandaeconomics · 2 pointsr/blender

Thank you! That was my fear. I was thinking RAM would be my best chance because he's mentioned it, in which case I'd just find a general price and be like now choose the right one and make a silly fake giftcard to downloadmoreram.com, which isn't real of course!

So he has 2 monitors already. He isn't pro at blender atm but follows tutorials to learn. Are books on blender irrelevant/outdated vs YouTube generally? He's working on textures and faces now I think.

Forgive my ignorance on tablets- as a writer and researcher, I stick to laptops for notetaking because that's just how I work. How is a tablet powerful enough for modeling if so much goes into blender to begin with? Is it difficult to work with? He has a laptop but I've never seen him use it for blender. It's on Linux though, if that matters. (Edit: like this?)

Thank you again!

u/ionblue · 3 pointsr/blender

Looks like a nice first pass, give the body some weight and move it up and down and then you can start adding some secondary motion (small belly bounce, head bob, etc)

I highly recommend this book if you're getting into animation. http://www.amazon.com/The-Animators-Survival-Richard-Williams/dp/0571202284

u/FireworkEater · 1 pointr/blender

It's up!

I hope it helps you. I still have a few minor formatting issues from the .mobi conversion, but the material looks good. Let me know if you have any questions or requests.

u/msghmr · 2 pointsr/blender

The proportions seem off, specifically the eyes are too close together. Check this out. I also recommend Figure Drawing for Dummies, great book that covers human body proportions in detail.

u/Dagarik · 1 pointr/blender

'Stop Staring' is a great book and thoroughly explains the fundamentals including how to do animation friendly topology.

https://www.amazon.com/Stop-Staring-Facial-Modeling-Animation/dp/0470609907

u/jefe317 · 1 pointr/blender

Thank you! I appreciate those pointers and resources more than you could know. Is this the book you were referring to?

u/rinse · 2 pointsr/blender

I mostly followed the key poses laid out in Character Animation Fundamentals. Added a little bit of follow-through and overlapping action myself but probably couldn't have done the big parts as good on my own.... yet, I hope.

Borrowed the rigged character from VMComix on Blenderswap.

u/Kareem_Jordan · 2 pointsr/blender

The arms look a little off. A great book for learning human anatomy is Figure Drawing: Design and Invention. It's referenced a lot by sculptors (and in clay sculptors)

u/vladimirpoopen · 1 pointr/blender

Use the real link. Not some Facebook go between


https://www.amazon.com/gp/product/0134663462/

For others, this is for version 2.78 if that matters.

u/draeath · 2 pointsr/blender

There was a lot of conflict and infighting going on with the style for Quake. I think the colors they went with were a compromise.
Romero was pushing for medieval, while the rest of the team wanted to continue Doom's direction.

u/AMY_bot · 2 pointsr/blender

For less messy amazon links you can extract the part after "/dp/" in

https://www.amazon.com/Designers-Guide-Color-Combinations/dp/0891348573/ref=mt_hardcover

and make it:

https://amzn.com/0891348573

Or via smile link:

https://smile.amazon.com/dp/0891348573

BEEP BOP

Plz send any recommendations via PM