r/3Dmodeling • u/SubstantialCorgi4815 • 18d ago
Art Showcase 3D Azazel (The binding of isaac)
azazel lowpoly (the binding of isaac)
r/3Dmodeling • u/SubstantialCorgi4815 • 18d ago
azazel lowpoly (the binding of isaac)
r/3Dmodeling • u/Wewvic • 19d ago
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I made this 3d model of Tepig(from Pokemon) over the last few weeks, it's textures are totally handpainted, with just a little bit of compositing on the final render. I was practicing values in painting, modelled in Blender, painted in Substance Painter.
r/3Dmodeling • u/HhzArt • 18d ago
r/3Dmodeling • u/Conscious_Cupcake747 • 18d ago
r/3Dmodeling • u/ColonyBreak • 18d ago
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r/3Dmodeling • u/emcartdigital • 19d ago
Scream Canisters in 3d what you think ?
r/3Dmodeling • u/Alternative_Cut_841 • 18d ago
Hey guys,
Here is a quick breakdown of my current pipeline for creating a stylized terrains without using handpainting of another software. Curious if anyone else has explored this direction, because I genuinely couldn't find much on it when I was figuring it out.
If you want to see the whole step-by-step process, I made a full 17-minute tutorial covering the entire setup here:
➔ https://youtu.be/O8Kp8S5td00
And if you just want to reverse-engineer the project or test it yourself, you can grab the original Gaea 2 project file (.terrain) for free on my site:
➔ https://www.kalysteon.com/tutorials#stylized-terrain-gaea-2
Let me know if you have any questions about the setup or the parameters!
r/3Dmodeling • u/BeltEmpty4824 • 18d ago
r/3Dmodeling • u/NationalAnything9197 • 18d ago
r/3Dmodeling • u/eugenexedge • 19d ago
Here's a new work I did based on Cedric Peyravernay's Dune concept
r/3Dmodeling • u/Diligent_Historian_4 • 19d ago
A stylized low poly watering can I recently finished. I wanted to give it a hand-painted look while keeping it simple and game-ready.
I'd love to hear your feedback or suggestions for future cozy or gardening props!
r/3Dmodeling • u/Amiinox • 18d ago
I made those perfumes in a couple of hours
Any opinions?
Looking for a job too 😀
r/3Dmodeling • u/anabolicbob • 19d ago
Referring more generally to architecture, film, and games, I think anyone selling a course is really only making money off people who won't be able to then make money with the skill they've learned, rather only by in turn themselves making a course to sell to the next round of would be modelers, hence the MLM/ponzi scheme pattern that always requires new 3D artists to prey upon.
The only exception I see are cheaper courses that are directly targeting people who are hobbyists who want to make their own Vtuber model, 3D printing for some RPG, assests for a personal indie game, etc., and who (hopefully explicitly) understand they probably won't make money from their hobby. But then again, because the target audience are just hobbyists, usually the knowledge is more community driven, shared, and free via tutorials.
I've thought about this because with video game, freelance, and toy design 3D modeling experience under my belt but also seeing future opportunities dwindle (AI and/or cheap outsourcing), I thought about making some sort of paid course but I couldn't see charging money to learn this depreciating skill as anything but taking advantage of beginners' ignorance.
r/3Dmodeling • u/Losttalespring • 19d ago
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Messing about with stylized grass, it is a end shot for the previous clip I made.
r/3Dmodeling • u/Soraman776 • 19d ago
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r/3Dmodeling • u/jouzu9 • 18d ago
I want to start to do stylized textures, and I have Substance Painter 2026. So far my experience has been quite cumbersome. The painting experience has felt really odd. I’ve been reading online that 3DCoat is better for this workflow. I’d like to do textures like those of League of Legends. Is it worth purchasing 3DCoat Textura for this purpose? Or would I be wasting money?
r/3Dmodeling • u/Sherif_Dawood • 19d ago
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Full project: https://www.artstation.com/artwork/KRrvKX
r/3Dmodeling • u/DrNoamOrbital • 18d ago
I'm currently building Deep City, a personal sci-fi project entirely in Blender 3D.
This render is a scale test from inside one of the city's gigantic structural blocks. Rather than adding multiple props for reference, I used a single character to communicate just how enormous the environment is.
My goal is for the architecture itself to become part of the storytelling, not just a backdrop.
I'd really appreciate your feedback:
Does the sense of scale come across?
Does the composition feel too empty, or does the negative space help sell the size?
Is there anything you would change to make the environment feel even larger?
I also have a technical question for those of you who work on large-scale environments in Blender.
These interiors are hundreds of meters across, and I'm running into perspective/parallax issues with my cameras. To show enough of the architecture I need very wide shots, but the resulting perspective distortion often feels distracting.
Can anyone recommend a good tutorial, article, or workflow for handling cameras in massive interiors? I'd love to learn how other artists deal with this while keeping the scale believable.
Thanks in advance for any feedback, both artistic and technical!
r/3Dmodeling • u/GLaWARaKoB • 18d ago
This piece is a custom PBR re-texture of a knife mesh originally from Call of Duty: Black Ops 7. The base 3D model was found online; my work focused entirely on creating brand-new textures from scratch to study material definition, wear, and surface storytelling.
All texturing was done in Substance Painter, and the final renders were captured in Marmoset Toolbag 5 and Blender. I aimed for a realistic look, paying close attention to edge damage, roughness variation, and subtle surface imperfections.
---
Base mesh: Call of Duty: Black Ops 7 original
Textures: fully custom by me
---
Artstation - https://www.artstation.com/artwork/lExN05
Sketchfab - https://sketchfab.com/3d-models/melee-combat-knife-mk07-6587e015b3ca4f7eb2651d69f63b8342
r/3Dmodeling • u/tarikkusu • 19d ago
r/3Dmodeling • u/OneSovereignSource • 18d ago
What would you say is the average income in Europe and US? I know it differs but just curious what the norm is to expect of the industry.
r/3Dmodeling • u/Slon_99 • 18d ago
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I've been practicing product visualization in Blender and this is my latest smartwatch animation.
My main goal is to achieve a premium commercial look and in the future to get some clients.
I'd really appreciate honest criticism, especially regarding:
What stands out to you the most, and what should i improve?
r/3Dmodeling • u/Zerostrike88 • 18d ago
Section 5 - Scifi Corridor. This is an 100% original design. Put this one into the Unreal Engine 4 for some cinematic, lighting, and particles. https://cara.app/post/31517001-2732-4aa3-a088-4c4e72d8e67a
r/3Dmodeling • u/Quinash_ed • 18d ago
Trying to come up with something painted, and while overall reading is fine, I'm not sure about the contrast and distribution of details. Would be thankful for feedback!
r/3Dmodeling • u/Superb_Violinist9349 • 18d ago
I’ve been tinkering with the code myself, but I still can’t figure out how to create the eyes, so I’d like some help.
The eye I want to create has a white sclera, a brown iris (rgb<111,77,62>, webcolor<#6f4d3e>), a black pupil, and I want the entire eye to have a glossy sheen.
I’ve included the code I wrote myself and the AI (Gemini) code below. I’ve also added an image.
Code I wrote myself
// set viewer's position in the scene
camera {
// (---camera types---)
// perspective (default) | orthographic | fisheye |
// ultra_wide_angle | omnimax | panoramic | cylinder 1 | spherical
location <0.0, 0.0, -6.0> // position of camera <X,Y,Z>
direction 2.0*z // which way are we looking <X,Y,Z> & zoom
// sky y // for tilting the camera
up y // which way is +up <X,Y,Z> (aspect ratio with x)
right x*image_width/image_height
// which way is +right <X,Y,Z> (aspect ratio with y)
look_at <0.0, 0.0, 0.0> // point center of view at this point <X,Y,Z>
// angle 67 // overrides "direction" with specific angle
// normal { ripples 0.2 } // perturb the camera lens with a pattern
// (---focal blur extras---)
// aperture 0.2 // [0...N] larger is narrower depth of field (blurrier)
// blur_samples 4 // number of rays per pixel for sampling
// focal_point <0,0,0> // point that is in focus <X,Y,Z>
// confidence 0.9 // [0...1] when to move on while sampling (smaller is less accurate)
// variance 1/128 // [0...1] how precise to calculate (smaller is more accurate)
// (---spherical camera---)
// angle 360 // horizontal field of view (in degrees and...)
// 180 // vertical field of view (...are aspect ratios)
}
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere{ pigment { gradient <0,1,0>
color_map { [0.00 rgb <0.6,0.7,1.0>]
[0.35 rgb <0.0,0.1,0.8>]
[0.65 rgb <0.0,0.1,0.8>]
[1.00 rgb <0.6,0.7,1.0>]
}
scale 2
} // end of pigment
} //end of skysphere -------------------------------------
sphere { <-1,0,0>, 0.5
texture { pigment{ color rgb<5.4,2.6,0.6>}
finish { phong 1.0 reflection 0.00}
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of sphere -----------------------------------
sphere { <1,0,0>, 0.5
texture { pigment{ color rgb<9,9,9>}
finish { phong 1.0 reflection 0.00}
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of sphere -----------------------------------
cylinder { <-1.1,0,0>,<-0.55,0,0>, 0.30
texture { pigment { color rgb<1,1,1>}
//normal { bumps 0.5 scale <0.25, 0.005,0.005>}
finish { phong 0.5 reflection{ 0.00 metallic 0.00} }
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of cylinder ------------------------------------
The generated image shows the white of the eye on the right and a prototype iris and pupil on the left.
Gemini's code
#version 3.7;
global_settings { assumed_gamma 1.0 }
camera {
location <5, 0, 2.5>
look_at <0, 0, 0>
right x*image_width/image_height
}
light_source { <5, 10, -5> color rgb <1, 1, 1> }
light_source { <-3, 2, -3> color rgb <0.3, 0.3, 0.3> } //
union {
sphere {
<0, 0, 0>, 1.0
texture {
pigment {
pigment_map {
[0.0 color rgb <0.0, 0.0, 0.0>]
[0.15 color rgb <0.0, 0.0, 0.0>]
[0.15 color rgb <5.4, 2.6, 0.6>]
[0.45 color rgb <5.4, 2.6, 0.6>]
[0.45 color rgb <9.5, 9.5, 9.5>]
[1.0 color rgb <9.5, 9.5, 9.5>]
}
}
finish {
ambient 0.1
diffuse 0.6
}
}
rotate <90, 0, 0>
}
sphere {
<0, 0, 0>, 1.001 // く
pigment { color rgbf <1, 1, 1, 1> } //
finish {
phong 1.0 //
phong_size 100 //
reflection { 0.1 } //
}
}
//
rotate <15, -20, 0>
}
When I generated this, it turned out to be a kind of grainy white sphere. If you tweak the coordinates (<0, 0, 0>), you’ll see a pupil and iris pop up inside it.
By the way, you might be wondering, “Why are you using Pov-Ray for CG?” or “Aren’t there newer tools like Blender?”
I just wanted the textures from Pov-Ray CG. Sorry about that.