
3DxDEV
@3DxDEV7 • 13,920 subscribers
3DxDEV is for Game Developer & Designer | Programming | UI Design | 3D Modeling | Animation | VFX Indie Game Dev | 3D Artists | 3D Modeler | 3D Animation |
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Shoulder and chest deformation is notoriously one of the hardest problems to solve in character rigging. Most technical artists rely on dozens of corrective blendshapes, heavy muscle systems, or complex deformers to prevent mesh collapse. But Matt Le-Fevre, Senior Technical Artist at Ninja Theory, tackled it using 100% joints attached to curves—with zero blendshapes required. By letting poses drive authorable curves, the underlying joint skeleton handles non-linear movement, volume preservation, and twist offsets seamlessly. Are you still relying on corrective blendshapes for shoulder rigs, or are you moving toward pose-driven curve and RBF joint setups?
3DxDEV135,676 views • 1 month ago

UV unwrapping isn't hard. Blender's default UV tools just make it feel hard. That's the honest reason so many people avoid it, put it off, or let auto-unwrap ruin a good model. UniV is an open-source add-on that adds the small quality-of-life UV tools that should probably have shipped by default. It's free. Is UV work genuinely your least favourite part of modeling, or is that just a meme at this point? #b3d #Blender3d
3DxDEV205,630 views • 1 month ago

POV: you nail the front view, then rotate the camera 😭 bird chen recreated the viral Frieren angle meme in 3D using Blender — and the breakdown actually shows WHY this happens with camera angles and face topology. Funny AND educational. This is why I love the Blender community 😭🔥 #Blender3D #B3D #Frieren #AnimeArt #3DAnimation #BlenderMeme #CharacterArt
3DxDEV691,220 views • 6 months ago

This Studio Ghibli AI trend is an utter insult to the studio and anime/cinema in general. the real issue is that the AI is clearly trained on copyrighted material without permission in order to recreate like that. this is what the discussion should be about. It's especially disgusting considering Miyazaki is an artist whose profoundly against AI. Kind of reveals that people care far more about aesthetics than the artist...
3DxDEV239,536 views • 3 months ago

This Studio Ghibli AI trend is an utter insult to the studio and anime/cinema in general. the real issue is that the AI is clearly trained on copyrighted material without permission in order to recreate like that. this is what the discussion should be about. It's especially disgusting considering Miyazaki is an artist whose profoundly against AI. Kind of reveals that people care far more about aesthetics than the artist...
3DxDEV315,387 views • 5 months ago

Impact frames — are why anime fight scenes land so hard. There's a Blueprint asset for Unreal Engine 5 that adds them to your game's attacks. Combat feel is 90% timing and 10% particles, and most projects get that ratio backwards. What's the best-feeling attack in any game you've played, and why? #UE5 #gamedev
3DxDEV102,021 views • 1 month ago

Is manually blocking out urban environments for background city shots officially a thing of the past? VFX artist Andreas Dürr released The City Generator 2.0 on Superhive, bringing procedural urban worldbuilding directly into the Blender sidebar panel. Instead of hand-placing buildings or configuring complex layout constraints, the tool features intuitive controls for custom city layouts, dynamic traffic simulations, night lighting setups, and procedural materials—with full support for exporting assets straight into real-time game engines like Unreal Engine. #b3d #Blender3D #UnrealEngine #EnvironmentArt #3DModeling
3DxDEV13,509 views • 7 days ago

Check out this custom advanced VRoid hair work by Chroma Flow ® 🌻so satisfying
3DxDEV178,306 views • 4 months ago

Procedural mesh fracturing in Blender usually means slow calculations, messy topology, or relying on heavy third-party add-ons. Environment and technical artist Jolan Huijskes built a custom Geometry Nodes fracturing solution that splits 3D models into clean, procedural stone blocks and cracked surface tiles in real time—and he's releasing the nodes for free. By leveraging Blender's Manifold booleans and accumulating cuts across individual mesh islands, the setup generates realistic stone cracks and edge damage without tanking viewport performance. Do you rely on Geometry Nodes for procedural destruction and asset variation, or do you still prefer destructible physics tools and manual sculpting? #b3d #GeometryNodes #Blender3D #TechArt #EnvironmentArt
3DxDEV33,284 views • 23 days ago