7 step jumpstart to create lewds with blender

Posted on July 31, 2019, 4:03 p.m. by backstage • Last updated on July 31, 2019, 4:23 p.m.

Hey folks!

This tutorial is about things which are, in most cases, not written. Things you learn at schools, university (just cause you have to..) or simple: things hidden somewhere in instruction manuals, software documentations, EULAs etc… It is definatly not a tech-tutorial about creating 3D content, for that case, there are enough tutorials on the net.. it´s more kinda like a jumpstart from zero to heaven…
It depends on you, how deep you dive into wonderland (there is way more than one Alice!)

Creating 3D content, especially lewd content, follows some set of rules you wont find on youtube (or at least rarely). Ever tried to ask a lewd specific topic on a casual messageboard?
You may have seen those questions already.. „How to create a milky like fluid with a honey like consistence?“

On the other hand, there are messageboards for lewd topics! You start asking a noob question (cause you´re at the beginning of your learning curve) and get at least 10 responses, one out of 10 may be a usable one, the remaining nine.. rocket science or harsh comments to use the search function (you did that)… Learning a new software (or skillset in general) is tough enough...

Well, best memories in life (mostly) starting with the magic words „hold my beer“.. consider this tutorial as the helping hand which holds YOUR beer on your trip into the wilds of 3D content production.
Don´t expect to be a god of lewd imaging after reading this tutorial.. a holding hand doesn´t do the work, it holds the beer!

As for me.. as i started creating lewd content (gosh, decades ago) i had to learn most things the hard way. Fail, Fail, Fail and oh, did the lucky shot!
I never would consider myself as a professional artist who gotta pay his debts with 3D content (dudes you are awesome!).
For me, its more like half a hobby (which got a little relationship to my daily work)..

A few days ago, a rocket-science-like-software called Blender got released in version 2.8. For me as an ex-HL1-modder, migrating from SFM, DAZ3D and ages ago 3dsmax (and milkshape as well), blender was always a “known pain in the ...”. Inside software industry there is another unwritten rule, it takes 4 major versions until it´s usable in production… since blender now gained v2.8, expect heavy resistance on your path, expect failure, expect non reasonable crashes.. just expect the unexpectable… it WILL happen! But hey, there is a totally new user interface, plenty of evolved features, lets give it a try! We all know organisation kill creativity, so try to keep it as low as possible..

First to start, grab yourself a copy of Blender

Go to https://www.blender.org/ and download the latest build. Install/extract it to your favorite Folder

Grab some characters and assets
As you have a dream (of becoming a lewd content producer), you should start with a usable file/folder structure for your projects. Otherwise you will need lots and lots of storage, time and a pulse around 50-60 bpm, cause your lazyness will fuck you up in nearly every known manner (that´s the only thing i could guarantee)..

To find a suitable folder structure, one which scales up with your learning curve, try to image what „could be possible“ and make your decision what part of that you want to realize.
Will there be characters? Will there be objects (tools, toys, environments, buildings) etc.?
To keep it simple (example):


  • Models
    --- Characters
    --- Environments
    --- Tools
    --- Toys
  • Projects
    --- 2019
    ---- 2019-07-31 whats-inside-happening
    --- 2020
  • Render
    --- TEMP_TESTS
    --- Finals
    ---- project_name
  • Textures
  • ZIP Files

Organizing internal file structures
Since most assets you will be using, especially the lewd ones, are not curated on their internal structure or rig behaviour..
you gotta find a suitable system which is working for YOU (unless you do not plan to build up a complete production studio including teams, renderfarms etc.)..
For me, i´ll try to keep things simple, quick and dirty…

As i grab an asset, like a rigged character, i extract it to a separated folder and load it into blender. Than the funpart begins :)

  • delete all keyframes which may inside the file (some artists ship a demonstration animation)
  • free all bakes (pre-caculated physics, like boobs, ass and hair movements)
  • get an overview of whats included (whats that red button?)
  • delete all unnecessary giveaways, like lights, cameras, clothes (as long as you wont use them)
  • move all remaining things into one Collection and name it with your desired whats-inside-text
  • save the file (keep the downloaded zip file in a separated folder, in case you fuck up things)

Final scene
Blender offers multiple ways to bring things together. Simple and working: open up two instances of blender (containing your characters), copy your „whats-inside“-collection and just paste it into the second blender instance.

Congrats! You got 2 Assets in 1 file! You´re able to start setting the rest of your scene! As soon as you´re going to save your file, you may notice something.. a little lag… thats cause blender is just writing everything the file contains on youre storage space.. if that´s your way, fine! Files up to 2 Gbyte (with only two characters, no environments etc) in size are kinda „normal“..
Just to clarify, you just killed the cat! Copy´n paste sounds and feels fast.. but you´re loosing a lot of disc space and time to manage your assets..

As long we´re not getting any storage sponsorships, we should consider another approach… Blender offers to link files, by means, you´re able to build a cascade of asset containing files.

--link to character 1.blend
--link to character 2.blend
--link to environment.blend

The magic on this approach: Blender will only maintain links (like hyperlinks) to your asset files and loads them only if necessary into your system ram. Your scene (or project) file will only a be few megabytes in size. Easy to manage and backup! I am not gonna lie on you, there are characters out there, you will need lots of magic to link them.. keep it simple, copy them into the file, job done. Just remember that today you killed a good habit...

Make Proxys
For some reason (Mets called it „black magic“ and he´s totally right on that), as you want to pose a rigged and linked character, you gotta do a small detour in your project file. Inside your 3D viewport, select your linked Collection → from the menue → object → relations → make Proxy → select the armature of your character.

Select your armature, switch to pose mode and start to do „your thing“…

Final things to do
Blender needs a camera and light sources to generate something human viewable. As soon as you created and configurated them, you´re now are able to „render“ the whole thing. Blender offers (as always) multiple ways to get a viewable result. As you´re (or may be) fresh into this, blender will use (in standard scenes) the „Eevee“ render engine, wich is a brand new, extremly fast tool for your creations. Sounds good? It definatly is! (Disclamer: only in combination with eevee-ready-setups).

As you hit F12 (renderbutton) and starting wondering why there is a slighty difference, between your freshly rendered image and the previews you saw on your asset websites.. Try to switch over to cycles render engine. Most assets are designed to be used with a specific render engine and are only usable if you´re going to „modify“ them (that´s another world…) …

Using the eevee render engine, with assets designed for cylces, is like tuning a car.. As you have a tuned engine, you should consider better brakes/fuel. The ones which are „standard“ were simply outperformed by the new engine..

Final words
As I hope you got your first self produced lewd image in front of you, keep in mind that you just peeked through the hole…
if you want to succeed, consider building up skills in project management, photography, lighting scenes (physics are always the same, even in blender), science of color, etc. nearly everything around imaging (including other software) could and will help you.
Just remember one thing, blender is just a tool, you´re the one who pulls the trigger in a desired direction.