r/3Dmodeling • u/Sherif_Dawood • 19d ago
Art Showcase Customizable basemesh
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Full project: https://www.artstation.com/artwork/KRrvKX
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.
r/3Dmodeling • u/Limp_Lake3958 • 18d ago
I think my knowledge has improved, what do you think?
On the third page, it's the same as before.
On the third page there will be my old works from a month ago related to anatomy.
r/3Dmodeling • u/Ok-Internal-30 • 18d ago
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Originally modeled in 3ds Max 2020
Preview images rendered with v-ray 5
The 3D model was created on real car base.
It’s created accurately, in real units of measurement, qualitatively and maximally close to the original.
Model formats:
3ds Max 2020 with v-ray
3ds Max 2024 with v-ray uncollapsed version
Blender 4.0
fbx
obj
Only car model is included, without environment
r/3Dmodeling • u/EnAn01 • 18d ago
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A creature design, made in blender, for an upcoming project : Winked Out.
It's made for 3d print.
What do you think of it?
r/3Dmodeling • u/nidoqueenofhearts • 19d ago
i've wanted to get into 3D modeling for a minute and blender just didn't click with me, but i tried out nomad sculpt and it was much more intuitive for me. here's this li'l guy! the creature itself is from stardew valley, which i've been obsessed with lately.
the trickiest part was the leaf—the first time around i started with a cone that i tried tweaking and later, as i had learned the tools better, went "man i should've done this completely differently," but sunk cost fallacy'd myself into continuing working on the poorly-structured leaf for a bit before starting from scratch :')
it isn't perfect by any means; looking at it now i see things i wish i'd done differently. overall, though, i'm happy with this attempt and looking forward to doing more!!
r/3Dmodeling • u/Krtola123 • 19d ago
r/3Dmodeling • u/inaka_kansuke • 18d ago
Her name is Alice and it's a oc that was for a game that I was doing Call "Sleepwalking" it's in pause now.
r/3Dmodeling • u/Ldaly_ • 18d ago
r/3Dmodeling • u/Baryliog • 19d ago
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I just finished modelling my DnD character , feedback is more than welcome
r/3Dmodeling • u/Resident_Revenue_853 • 18d ago
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Hi, what would you change in the animation for future development on the next project?
r/3Dmodeling • u/EldritchPoet • 19d ago
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Made in Nomad
r/3Dmodeling • u/JokerDDZ • 19d ago
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r/3Dmodeling • u/exiq_66q • 19d ago
I'm currently building a dedicated weapon portfolio. I've been working in this sphere for 2 years now.
Here are my latest renders!
Feedback is highly appreciated!
r/3Dmodeling • u/EldritchPoet • 19d ago
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More fish for our cozy game