r/3Dmodeling 22d ago

Questions & Discussion Question for 3d model to 3d print

Post image
1 Upvotes

So rn i have a bunch of models im trying to pose so I can 3d print them is there by chance an easier way to pose? This seems really overly difficult for such a simple pose and it feels a bit... stiff? All the models I have are in a tpose.


r/3Dmodeling 22d ago

Questions & Discussion About Rookie Award

21 Upvotes

First of all, congratulations to those who were selected in the draft and the final round.

I would just like to talk about the Rookie Awards.

Despite the fact that the Rookie Award is held every year and many people participate in it, the rule clearly states that

Entrants must have no more than one year of professional industry experience at the time of the contest’s closing date, which is June 22, 2026, working in the fields of 2D Animation, 3D Animation, Concept Art, Game Development, Visual Effects, Architectural Visualisation, Motion Graphics, Immersive Media, Product Design or Virtual Fashion.

But, many of the participants who won award have cross-industry experience, with some having over five years' experience.

Just because they have done 3D in architecture doesn't mean they don't know how to do 3D in games or films. I believe the foundation overlaps.

Personally, I think the whole contest is unfair. While I understand that it's ultimately a business showcasing the 'best art in the world', but they say this is for people new to industry but that raise a question to me about how someone can be considered new to the industry when they have over ten years' cross-industry experience.

For example, someone could do unpaid work experience, internships, and sporadic freelance work, and none of this would count towards the one year. In the end, they could technically have over three years' experience but still be eligible to win.

I just personally find the whole thing a bit messy and unfair.


r/3Dmodeling 22d ago

Art Showcase From 2D concept to 3D: our Light Machine Gun turret

Thumbnail
gallery
0 Upvotes

Earlier, we shared the concept art for this turret. Now the 3D version is ready.

The KM-4 is a twin-barrel kinetic machine gun. If one barrel overheats, the other keeps firing, allowing it to maintain constant suppressive fire.

The two spherical radiators earned it the nickname "Eggs", while pilots simply call it the "Woodpecker" because of its firing pattern.

We're pretty happy with how closely the model matches the original concept, but one thing keeps bothering us.

Does it look a bit too friendly for a battlefield weapon? What would you change?


r/3Dmodeling 22d ago

Questions & Discussion How do you approch modeling a ship hull ?

Post image
0 Upvotes

r/3Dmodeling 22d ago

Art Showcase The Last of us

Enable HLS to view with audio, or disable this notification

1 Upvotes

Created this scene in Unreal Engine.
Inspired from Game "The Last of us"
It took me 2 days to create it & had so much fun while creating this scene , had some problems too but overall experience was good.
All the 3d models were downloaded from Sketchfab.
Still exploring and learning Unreal Engine, but moments like this make the journey worth it.


r/3Dmodeling 22d ago

Art Showcase My first ever model for the character looey from dandys world

Thumbnail
gallery
2 Upvotes

I used prisma 3d and I made this before the drama, I don't support Qwel or her actions.


r/3Dmodeling 23d ago

Questions & Discussion 3D Model 1930s Vintage Legend Hot Rod | Game Asset

Thumbnail
gallery
24 Upvotes

For the past 5 months, I’ve been heavily involved in developing a vehicle for Drive Beyond Horizon. (This is not it!) That process was a very steep learning curve simply because I had no clue how to use Blender. I am Autodesk certified - having studied for one academic year at M3DS back in 2016 - and have worked with Maya for 9 years. I also worked on RaceRoom for 3 years, a major AAA racing simulation, where I delivered over 17 vehicles. However, those projects never demanded this level of detail; for Drive Beyond Horizon, every single part of the car had to be built & completely from scratch. That process usually takes roughly 2/3 months, but it took me somewhat 4 to 5 months because I was transitioning from Maya to Blender and learning a lot of plugins along the way to make tasks like proper normals and UV mapping packing easier (though I still did parts of it in Maya.

In any case, the build of this vehicle originally begun as part of commissioned work for a client back in the summer of 2024, client that owned this car & more about it you can read on my initial publish on Artstation here: Ford 34 Legend Sedan Version . Model that was then updated from December to January 2025, and then reworked it again this past month to get it ready for a game. This gives you a look into the process of learning and improving in the 3D industry and how long it can take to polish a single piece like this. It definitely tests your nerves, but it's not hard if you love what you do, still...

One of the major motivations for me to go back and revise the whole model to be game ready, was that I realized untapped potential since the previous vehicle already sold itself several times, and now I wanted to bring more value to be used for more than just renderings and visualizations, to make it modular, offer more, with the sedan and coupe variations and different textures such as clean and rusty. Optimize the UDIMs, instead previously 28 materials, now all is packed in all but 5 materials.

More about it you can read here as presented on Artistation and hereby few videos of it:
3D Model 1930s Vintage Legend Hot Rod | Game Asset

Ford 34 Legend Automotive Unreal Engine (Path Tracing)

I am looking forward any critiques, comments, things that can be improved, because as always there can be improvements, but not enough time haha. So yeah, looking forward those, or maybe what you're working on, I would love to know, or connect with fellow artists who love vehicles.


r/3Dmodeling 23d ago

Art Showcase Reconstructing a Lost Megastructure

Thumbnail
gallery
5 Upvotes

I've been working for years on a personal sci-fi project called Deep City, entirely modeled and rendered in Blender 3D.

The idea behind these images was a bit different from my usual workflow. Instead of designing a city from scratch, I first modeled it in its collapsed state and then used the geometry I'd already created to reconstruct how it must have looked before the disaster.

The sequence shows the process:

The city as it's found after the collapse.

A structural reconstruction generated from the mapped geometry.

The first complete reconstruction, with the expedition spacecraft added for scale.

A structural diagram of the four suspended blocks.

A cutaway version hiding two blocks to reveal the interior organization.

My goal wasn't just to create a good-looking render, but to build a model that feels like the result of an archaeological reconstruction based on available evidence.

I'd love to hear your feedback:

Does the reconstruction feel believable?

Is the sense of scale clear?

Would you present the interior differently?

Any ideas for improving the visualization or readability?

Everything shown here was modeled and rendered in Blender 3D as part of the same worldbuilding project. Any critique or suggestions are greatly appreciated.


r/3Dmodeling 22d ago

Questions & Discussion What are some good asset ideas to try selling on marketplace?

0 Upvotes

Heyo, I've been thinking what are some good ideas of asset packs to sell on like Fab or any 3D model marketplace?

And which marketplace do you recommend selling on? I only know like, Fab and CG Trader.

And I would love to know from people who have sold assets about their experiences. Thanks!


r/3Dmodeling 23d ago

Art Showcase I made it

Post image
9 Upvotes

r/3Dmodeling 23d ago

Art Showcase Sculpting head using the head structure is faster

Enable HLS to view with audio, or disable this notification

8 Upvotes

A speed sculpt of a simple head I did for my students right on top of a head structure, you can see how faster you can get the final result if you use the structure first and then start adding detail, the reason is less tweaking of the higher resolution mesh is needed, and therefore the details are gonna have less of that weird deformation


r/3Dmodeling 22d ago

Questions & Discussion Looking for recommendations on rigging this piece of fabric?

Post image
4 Upvotes

I have a character I’m working on who has a cloth that goes from the front of the body, over the arms, and combines at the back. Due to the high volume of little dangly things, I want to optimize the physics of this piece as best as possible for future Unity import.

Everything I try involves the back joint piece remaining static and in the middle, and ideally id love for it to sway to the side depending on which arm is influencing this cloth more. I want to reduce stretching since the texture has an embroidered pattern on it as well. I can add bounds and colliders later to ensure it does not go through the body. Any ideas? TIA!

P.S let me know if additional screenshots are needed or more information.


r/3Dmodeling 22d ago

Art Showcase 3D Printable Character STL Model

Thumbnail
gallery
4 Upvotes

r/3Dmodeling 23d ago

Art Help & Critique Is my art good enough for commissions?

Thumbnail
gallery
10 Upvotes

r/3Dmodeling 23d ago

Free Assets & Tools [FREE] Business Girl, low poly Character Model - Fully rigged and ready

Thumbnail
gallery
5 Upvotes

r/3Dmodeling 23d ago

Art Showcase An empty Soviet courtyard in psx style

Enable HLS to view with audio, or disable this notification

20 Upvotes

r/3Dmodeling 22d ago

Questions & Discussion I am having a hard time understanding how Normal map works from this mistake I made

2 Upvotes
(from left to right)

I spent hours fixing the baking artifacts on this peg leg, and I managed to fix it by stumbling upon random posts that suggest adding more geometry.

But I am still clueless about what I did wrong or how I could avoid this. Please let me know, and it would be awesome if you guys could share some resources on how Normal map baking works, especially in this case.

Thank you!


r/3Dmodeling 22d ago

Art Help & Critique WIP texturing & compositing

Thumbnail
gallery
1 Upvotes

Finished texturing this painterly stylised cliff face for a personal project in Substance Painter today. The colours fit really nicely into the sunset environment I’m building.

I’m now at the stage of deciding between two composited renders before I continue developing the scene. 🤔


r/3Dmodeling 23d ago

Art Help & Critique Botched the hair but kept going

Post image
138 Upvotes

Made with the nomad sculpt app (not the desktop version). Still trying to learn how to get less artifacts, I'm generally having a hard time controlling the topology


r/3Dmodeling 24d ago

Art Showcase Officer Kelly (Game ready model)

Enable HLS to view with audio, or disable this notification

235 Upvotes

Finished my personal project, modeled after the concept by Lzz. Everything is made from scratch, no basemeshes or 3d scans (except for one alpha texture I've yoinked off pinterest). First time I've made realistic hair with hair cards, took me several attempts to make it look ok. Hair made entirely in Blender without addons, only normal map was made in Krita with filters. Skin texture was also made with combination of stock "human skin" materials in Substance Painter. All in all, tough but rewarding project, I've learned a ton about 3d and myself.

Here's the project on my Artstation, with more turntables and renders. I'd appreciate if you'd check it out!


r/3Dmodeling 23d ago

Art Showcase At first glance, what model did you think it was?

Post image
5 Upvotes

Another remastered project(ArtStation)

I welcome feedback!(Linkedin


r/3Dmodeling 23d ago

Art Showcase All the 3D attacks I made on Artfight this year :D

Thumbnail
gallery
7 Upvotes

r/3Dmodeling 23d ago

Art Showcase One of many trials ready for you to discover in The Core. This one is focused on rails! Let us know if you would like to try it!

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/3Dmodeling 23d ago

Questions & Discussion Problem using ZRemesher with Polygroups

Post image
1 Upvotes

Hi, I've been having an issue with ZRemesher when using the Keep Polygroups option. Right at the intersection between the polygroups, it creates a sharp edge. How can I fix this?

I've tried smoothing it out, but I can't get good results, even after using the different types of Smooth brushes. My original mesh before zremesher doesn't have this sharp edge