I am new to Blender and I want to make this metal look more realistic.  I am using a PBR method but the handle on this sword looks like it is missing something.  Any tips would be appreciated.     Let me know if you would like the .blender file or a screenshot of the nodes.
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I'm trying to make a gun for an alien space ship and I need to know how to create a dark gray metal look. I have tried mixing a Diffuse and Glossy BSDF, but it isn't quite what I am looking for. I need some light falloff to help get that "extra touch", but I don't know how to do that.
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Hi im new to blender (started about a month ago) im trying to make a coiled cable for my so called imaginary "desk setup"  Heres what im trying to make    Ive tried using screw modifier but the thing is I dont know how to make it like a cable as you need the ends to not be coiled. I searched all over the internet on how to make this but i cant find them.  If you could just direct me to what I could do and explain in detail so that i can follow step by step on how to do this.  Extra, and if, just if you can help me with rigging the cable so that I can move it around to make it more natural in the scene, example photo below:      Thanks in advance for any help.
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I've followed the same  I mentioned in the question I asked  and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.    I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.    Anyone care to help?
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I was modeling a chess set. Bishop was my biggest problem. The slice looks ok without a subsurf. Add a subsurf of 2 and ugliness happens.  I went to just practicing on a cylinder. looks ok, but I'm still get creases/folds. I get the slice by beveling a flat cube and booleaning.    So far this is the best I can get.  Thanks for any help or suggestions. Just another noob wading neck deep in blender water.  Not sure if my solution is a perfect as I would like, but here is what I ended up with.  I removed the edges inside the slice and allowed the Subsurf to create the curve. That eliminated the mega ngons that was being created.
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I downloaded few 3d models from a recent pokemon game, then I found this. It doesn't look like a regular skeleton, and I don't think anybody has told me how to do this. Yes, I'm relatively new to this game, but I was just sort of curious. Can you make a bone look like this in blender?
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I'd like to recreate the shading that is going on in the Sculpting view for high-resolution render. It seems to have a very specific light-setup and way of catching light the soft specular, very thick black creases it creates and the almost solarized fill light (light blueish bottom-lighting)     Is there a Material out there that does this?   Thanks
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I'm a newb to blender so apologies if this is obvious.  I modelled a simple cup and set the modifier subdivisions to 5 after I turned on 'smooth'.  It renders fine in the CTRL+Z render preview window but when I do a final render the handle of the cup is blocky and not smooth.... Any ideas what I'm doing wrong?  Attached pics of the render with blocky handle and the object/render settings   Many thanks
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O.k. I'm back and now i need to know how to make a metallic material in Blender Internal. The last question was for cycles and that fixed my problem, but Blender Internal doesn't have a Glossy BSDF. How do I get a glossy/metallic material in BI?
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My goal is create realistic foam. I mean really realistic foam with bubbles, no only SSS shader and done :-).   Use particle system's is not enough, because bubbles overlaps and black artifact's appear.  Any ideas? Some reference images and something about bubbles:    EDIT:  I want this for 360° turntable animation. Bubbles and foam does not to be animated, but should be good keep reasonable render time.  Of course, if someone know how to make it animated I glad to learn it and I'm sure I'm not only one. But my priority is realistic look, not animation.  Only for clarification: I don't need to know how to make bubbles in beer (there is very good tutorial by Andy Price), please focus only on foam. Beer is not important.
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Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?
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I'm using Blender to create a game level for my Game. But the Problem is that My game Engine doesn't support PBR, also, it doesn't support import in Cycles mode. I'm using Godot Engine 2.1.4. Fortunately, it supports Blender Render mode. I know its outdated renderer, and I can't create everything realistic there. So, Is blender Render Capable of doing realistic projects. Thanks For the help in Advance!! :)
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I used sculpting on a plane, and things looks great. However, when I press P to play, the whole ground become a mess. I can see through it in various places, and there are also nasty looking black edges everywhere.  another problem, I made a UV Sphere to display the sky, but when I press , P to play it disappears!
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Hello blender community.  Could someone please let me know how to fix this issue? I have one material for the whole face and a different one for the lips.  there's a noticeable edge that I want to get rid of. I just want it to have an ease fade instead of a sharp edge.   what's the best way to go about this?  Thank you in advance!    Finished Update  I wanted to give an update on how it was fixed with @hexbob6 and @Lemon 's help.    I needed two textures. One is the actual colored version and the 2nd is the black and white masked version. Hexbob6 described very well on the process here:   A: The node process on how to do it.    The B/W masked texture is going to be connected to the Fac of the mixed shader along with its UV coordinates. Make sure the image is on clip instead of repeat. the 1st shader is going to be the black part of the B/W masked texture. An important thing to note is if you have a texture already for the object, be sure to connect the other UV coordinates! the 2nd shader will be the white part of the B/W masked texture.   B: This section is the UV layout called "mainUV" where all the color goes.  C: This section is the B/W masked texture to focus on the lips.  D: Just the render view  E: Best way to texture something is to be able to see it in 3D view and texture paint.  F: Just showing that there are two textures to keep track of. One is the main UV and the 2nd is to focus on the lip.   That was it. Once again thanks to those who replied and helped me figure this problem. In the process I learned other things that I didn't know about blender even though I've been using it for years.
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I'm stuck trying to figure out how to model this part of the mandolorian hemlet without sculpting.  any help, tips, references is greatly appreciated!
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Hello Blender community,  I am a huge fan of the Disney movie Zootopia, the amount of physics and detail really drew me into 3D animation and design. Although I always had an interest in 3D technologies, designs, animation, etc. This movie really pushed me into getting into making 3D stuff, and learning Blender.  Anyway, as a learning experience, I decided to take multiple different 'animating techniques' of the movie and try to replicate in Blender.   The scene I'm trying to replicate? The Limo scene, specifically the low, lying smoke.    I have analyzed this scene many times and I have concluded on some of its properties   It lively collides, with the characters, meaning that it is not a textured material, it is most likely mesh based. It has a lower temperature value than other objects, which is why when the characters breathe, an amount of fog appears (This is because the movie was designed in the Hyperion Renderer, I don't really need this, but if you know how to make this please let me know) It is somewhat fluffy, although not cloud-like. When a mass of this smoke comes together, it makes a fluffy looking mass. It is affected by gushes of air, when Judy (the bunny) lands on the ground, a gush of air extrudes the smoke around her. Sudden movements have this effect as well.   Now I'm pretty sure that making this is in Blender is difficult or even impossible, considering that Disney has their own proprietary rendering engine named Hyperion and they can drop smoke in within a couple of clicks. And they have HUGE render-farms that can render these details.  But I just wanted to know if it is possible. As I may be getting an internship for Disney Animation, I need to know this stuff  UPDATE: So, I see that using a still frame from the movie to demand something that needs multiple frames, is pretty stupid  So feel free to study this clip:  (and if you haven't seen the movie, do yourself a favor and please have a watch)  Also, I would like to know, how to smoke kind of 'flows', the way that it lies low to the ground moving. Not just stuck in place similar to how Cycles does it.
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So I took a sphere, made it a smoke simulator, added wind and increased that to 50.00, and rendered it. For some reason it looks very pixelated. 3D Viewport:   Final Render:   Blender File:
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I am a noob with blender. Please be as specific as possible. College students have been doing this for me, but I am unable to understand them.