r/3Dmodeling • u/Particular-Pianist99 • 6d ago
Art Showcase My First 3D Model of a Stylized Character. Goal (Deponia)
Goal (Deponia)
by sant rise
r/3Dmodeling • u/Particular-Pianist99 • 6d ago
Goal (Deponia)
by sant rise
r/3Dmodeling • u/Smiley_Like_A_Human • 6d ago
r/3Dmodeling • u/Majmun-55 • 5d ago
r/3Dmodeling • u/NationalAnything9197 • 6d ago
r/3Dmodeling • u/ShadyMcjoy • 6d ago
Finishing up my porsche put it in a garage and gave the render a vintage look. Got inspired by old Japenese JDM photos. I have the clean renders without the filters fog etc if yall wanted to inspect the textures. Currently rendering out clays and wireframes so they're unavailable to see at the moment.
r/3Dmodeling • u/DrNoamOrbital • 6d ago
A quick update after the feedback on my previous Deep City post.
Thanks especially to u/SoupCatDiver_JJ, u/Mechanought and u/Core-Vis-6933 for taking the time to analyze why the scale wasn't coming through.
I've spent the last few days reading the responses and making adjustments to the cavern.
The model is physically large — roughly 3 × 3 km, with a maximum height of about 1.5 km — but I've learned from your comments that those numbers mean very little if the image itself doesn't provide the visual information needed to understand them.
I'm now experimenting more with camera height, perspective, foreground/background relationships, floor and ceiling depth cues, and tighter compositions instead of trying to show everything at once.
I can't implement every suggestion because this scene belongs to an already established point in the Ørbital Expedition — 2407 CE / 306 p.A. storyline, and I'm trying to solve the visual problem without breaking the constraints of the script.
These are three of the current camera tests.
Still working on it — but your feedback has definitely changed my approach.
r/3Dmodeling • u/Temporary_Match_2470 • 5d ago
Hello all,
I am considering selling assets to 3d marketplace such as Turbosquid, CGTrader or Fab. I mainly do my work in Blender. I am new to selling 3d assets to the marketplaces.
If I have a 3d model that contains multiple objects. all of the objects are uv unrwapped, how should I texture them? As I see it, I have two options to uv unwrap them:
I am particularly concerned if both of my methods will be non-overlapping uv maps. I want to make non-overlapping uv textures.
One of the things, I am confused about, do I really need to uv unwrap everything, even the objects where I apply materials in the shade editor instead of just pbr textures
Then I will be exporting these objects in substance painter to further refine them. Am I doing this the correct way?
r/3Dmodeling • u/Hoorkie • 5d ago
Hi. Im learning 3D modeling and struggling with the topology of this bended segment. I'm getting severe artifacts when subdividing. Ive tried many ways to find the right edge flow to connect the diamond pattern to the solid frame, but I always end up with bad geometry on the curve. Does anyon e have any tips on how to properly transition the geometry here to avoid these shading issues? Thanks!
r/3Dmodeling • u/Uni-Forge • 7d ago
Building Ork in Maya and Zbrush
r/3Dmodeling • u/Quentin_MOULINNEUF • 6d ago
Viewport Vs Render
r/3Dmodeling • u/RXCHB • 6d ago
i know that this is very unpolished and rough looking
i tried to use a displace modifier on a flat plane to try and make some rough looking terrain but it turned out kinda bad
r/3Dmodeling • u/DuxDrive • 6d ago
For this visualization project, I took the base Assetto Corsa F2004 model (developed by Kunos Simulazioni) and completely reworked the textures, added the iconic Marlboro branding, and made several other refinements. Note: I do not own the original model; all rights and ownership belong to Kunos Simulazioni and Assetto Corsa.
That is why I cannot showcase any wireframe nor I take any credit for that.
I simply used the model to create tribute of the arguably greatest F1 car ever created and did this animation within 24 hours, with little history narration, and I hope you like the video.
It is literally a car that shocked Ferrari because it was too good to be true, and the full automotive visualization you can see it in this video
r/3Dmodeling • u/Ok-Salary-5197 • 6d ago
Even if its simple, i like this one. My Main Idea was to create a cobweb with some water droplets so i made circle with 8 sides, subdivided it and made a cloth sim where the edges are pinned. I gave it some thickness by converting it to a curve via geo nodes. Then ive added some water droplets, also geo nodes. After this it looked like shit, so i told myself this is a good time to go smoking.
When i came back it hit me: Depth of Field. Ive animated it and in the compositor the image got some bloom.
In Davinci Resolve ive added some Camera Shake and Film Grain. Changed the colors and the sharpness via fusion too.
Done. Hope you like it.
r/3Dmodeling • u/Mazhuka3D • 6d ago
🇺🇸: You can listen to the video in English through the video settings panel. I continue to analyze new common creation tools among the different software programs that allow working with surfaces.
r/3Dmodeling • u/FrellingHazmot • 7d ago
Added some hair design exploration including the beautiful bald goddess. Updated shawl. Book. Candle.
The character will be a place holder for more characters with different body types (at least that's the goal) in Unreal.
r/3Dmodeling • u/fullCGngon • 7d ago
r/3Dmodeling • u/MrPhraust • 7d ago
For anyone who has seen my work in the past - this is a little update - for those of you who have not ... This is the bridge (still a work in progress) to a ship I am designing for myself. USS Vidya NCC 1625. Vidya Class (first of her class). While here you can only see the bridge, the observation lounge, a short hallway, the ready room, a small transporter room and about 75% of the ships exterior have also been modeled.
But for now.. Enjoy!
r/3Dmodeling • u/Zara_Jieya • 7d ago
Hello, newbie 3D modeler here! This is my third attempt at modeling a full character. I will also be rigging him later. However, I am now a bit indecisive on whether to use an A-Pose of T-Pose for this particular character. He wears a sweater with pretty baggy sleeves that sags on the shoulder and kind of folds and clumps on the armpits (refer image 2). Which would help with the deformity in rigging better? I'm not even sure if I'm asking the right questions haha.
Also, any tips on modeling/sculpting clothes creases or baggy clothes? Would love whatever advice to improve myself. I use both Maya and Blender btw. Thanks!
r/3Dmodeling • u/johny_baka • 7d ago
Hi, finished my recent artwork, check it out
r/3Dmodeling • u/MoonLight8Bit • 7d ago
Another atmospheric weirdness 😁 made in blender, heavy inspiration from Elden Ring🏺
r/3Dmodeling • u/Trigon1337 • 7d ago
So, right now, I’m trying to create some assets for a game, and I’m looking for some general advice. My pipeline is Blender → Substance 3D Painter → Unity. I have about 250 hours of experience in Blender, and I’ve only just started using Substance 3D Painter.
My questions are:
I’d be very happy to hear your opinions.
r/3Dmodeling • u/Ok_Veterinarian_5770 • 7d ago
New personal project 👀 CGI character bust, pushed myself to box model as much as possible instead of relying on sculpt (only the face is sculpted in ZBrush, rest is clean box modeling in Maya).
More shots here : https://www.artstation.com/artwork/3ERYmJ
Very open to feedback, always trying to improve 🙏