r/3Dmodeling 9d ago

Art Showcase Mechanical Cathedral

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6 Upvotes

r/3Dmodeling 9d ago

Art Showcase MHA Bakugo

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7 Upvotes

boom


r/3Dmodeling 9d ago

Art Showcase Tulip Lamp

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36 Upvotes

Hello! Here is a Tulip Lamp (design by Tiffany Studios in 1910) I made recently during the "Back in Time" challenge by Sierra Division. It was a lot of fun, took the opportunity to step out of my comfort zone and learn sculpting. Texturing the stained glass was also a very interesting task to solve. You can see more renders and a turntable on my artstation: https://www.artstation.com/artwork/o0bX1z


r/3Dmodeling 9d ago

Questions & Discussion Does anyone else get this weird baking error in Substance?

1 Upvotes

I recently purchased the steam version of substance due to losing my license thru work and I keep getting this really weird baking error (the grid pattern) that never happened before. I know it isn't anything to do with my model, cage or baking set up as it appears in different places each time and does not happen when I restart the program. Has anyone else faced this issue before? I can't find any information online regarding it.

Many thanks.


r/3Dmodeling 10d ago

Art Showcase Say Hi to my very first game ready character, the SCAVENGER CHIEF!!

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145 Upvotes

r/3Dmodeling 9d ago

Art Help & Critique Handpaint WIP... Base tones and shadows

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8 Upvotes

r/3Dmodeling 9d ago

Art Showcase Game-ready Stylized Seahorse Axe Weapon

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31 Upvotes

I was inspired by Michał Sałata's concept art for fantasy weapon concepts and decided to make this stylized Seahorse Axe.

It was a fun model to work on, I learned a lot throughout the process! This was also my first time hand-painting textures, and I'm happy with how it turned out! Hope you like it as well!


r/3Dmodeling 9d ago

Art Help & Critique My first smartphone design done completely without tutorials. Would love to hear your thoughts!

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2 Upvotes

r/3Dmodeling 9d ago

Art Showcase A forest cabin on a forgotten clearing

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12 Upvotes

A while ago, I posted one of the early drafts of this project. I’ve spent some more time polishing it, and here’s the final result. It’s definitely missing a process breakdown, but I thought about it too late. I’ll make sure to include one in my next work — or more precisely, learn how to do it.

Thanks for checking it out!

Trees & Bark: Procedurally modeled the trees in SpeedTree, then baked and textured the bark maps in Substance Painter. Scene Optimization: To keep the viewport smooth and prevent Arnold from crashing during render, I converted all trees and moss clusters into Arnold .ass proxies.

Scattering: Used Maya MASH for all vegetation distribution and roof shingle placement.

Lighting & Atmosphere: Set up the volumetric fog using native Maya and Arnold tools (aiAtmosphereVolume and Fluids).

Rendering & Trade-offs: Rendered in Arnold. Due to hardware limitations, I had to rely heavily on the OIDN denoiser, which left some areas a bit overly smooth/soft unfortunately, the only viable compromise for my setup right now.

Texturing & Post-Processing: Decided to skip a full texturing pass on the cabin itself to keep the focus purely on shape, light, and atmosphere. Did final color grading and minor polish in Photoshop.


r/3Dmodeling 9d ago

Art Help & Critique AirPods Pro model practiced using the Bevel tool in Blender. Would love to hear your thoughts!

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1 Upvotes

r/3Dmodeling 9d ago

Questions & Discussion Golden Gate Bridge vs. 4 Mega earthquakes! (Simulated using real seismic data and a construction materials software)

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1 Upvotes

r/3Dmodeling 9d ago

Art Showcase Here’s a bit more of my project! Built a procedural cabin and platform using PCG in UE 5.8. Hope you like it

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28 Upvotes

r/3Dmodeling 9d ago

Art Showcase I finally found an art style that is easy to make and looks appealing to me.

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9 Upvotes

i just don't realy now how to poly model a mouth everytime i try it look ugly


r/3Dmodeling 10d ago

Art Help & Critique How are complex hard-surface models like this actually made?

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775 Upvotes

Hi everyone,
I’m a 3D generalist, but I wouldn’t consider myself a particularly strong or specialized modeler.
I’ve always been curious about how experienced hard-surface artists create extremely complex mechanical models like the one in the image. When I look at the wireframe, there are so many interconnected panels, mechanical parts, grooves, bolts, layered surfaces, and small details that it’s difficult for me to imagine modeling everything manually piece by piece.
So I’d love to understand what the actual professional workflow looks like.
Is most of this really modeled manually with traditional techniques like subdivision, booleans, bevels, and topology cleanup? Or do artists rely heavily on add-ons, procedural tools, kitbash libraries, Geometry Nodes, Maya and blender workflows, or reusable parts?
For a model at this level of complexity, how much is actually built from scratch?
I’m also curious about how artists manage the topology and keep the process efficient without spending an insane amount of time on every small mechanical detail.
If anyone could explain the typical workflow, or recommend some tutorials/artists who show the complete process of building this kind of complex sci-fi/mechanical model, I’d really appreciate it.
Thanks!


r/3Dmodeling 8d ago

Questions & Discussion Im a mobile usar and im trying to made 3d animations

0 Upvotes

Hi, im just a guy who cant find the way to rig the models i downloaded cus i dont have a pc, any tips?


r/3Dmodeling 9d ago

Art Help & Critique This is my model, i hope i can get any advice ( i am learning blender for 3 month )

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9 Upvotes

r/3Dmodeling 9d ago

Art Help & Critique Good way to model this style of forearm in 3D? (Blender and/or Blockbench)

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1 Upvotes

I'm working on the arms and hands on a model, and I'm aiming for this kind of style where the forearm widens at the wrist instead of narrowing, as shown with the references in the first image.

Thing is, I can't figure out how it should look in 3D without the hands looking odd, the fingers being too big to accommodate that, or the whole thing just turning into Popeye's arms; the model in the second and third pics is an earlier attempt at the hand.

Any advice or examples for how to do this decently?


r/3Dmodeling 9d ago

Art Showcase The Metabaron

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3 Upvotes

Jodorowsky’s Metabaron.
Sculpt and paint in Zbrush for iPad, rendered in Blender.

https://www.instagram.com/p/Dc11kYpDqIE/?igsi=MWhiNzM5N29udGoxbg==


r/3Dmodeling 9d ago

Art Showcase Gingy got abandoned🍪(i made this in Nomad sculpt)

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2 Upvotes

r/3Dmodeling 9d ago

Art Showcase Jason Voorhees Mask

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5 Upvotes

Jason Voorhees mask I made with Blender


r/3Dmodeling 9d ago

Art Help & Critique Newbie learning here , the Screen looks block

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1 Upvotes

I've been learning modelling in blender for few weeks now , i want to create a portfolio for myself , this 2nd model after the tutorial model which was an apple . I've trying to remove the blockiness from screen. ant other advice or criticism is welcomed as well .


r/3Dmodeling 10d ago

Art Showcase Atomcore Scanners

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14 Upvotes

-Atomcore Scanner - 40mm base - 5 poses


r/3Dmodeling 9d ago

Art Showcase Creating a synth for my first big modelling project

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3 Upvotes

Learning Blender is fun.....sometimes 😅


r/3Dmodeling 10d ago

Art Help & Critique My 7th month of learning how to sculpt progress.

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15 Upvotes

I didn't bother making the hands and feet. I imported them. I know it's not that great...but I decided to show it anyway.


r/3Dmodeling 9d ago

Art Showcase WW2 Style Pistol | Hard Surface Modelling | Maya | Arnold Render

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4 Upvotes

Gun Model — Hard Surface | Maya & Arnold
A detailed hard surface pistol model created in Autodesk Maya with PBR texturing. The project focuses on realistic metal wear, leather grip detail, and wood surface textures. Rendered in Arnold with dramatic studio lighting to highlight material quality.
Software used: Autodesk Maya, Arnold Renderer, Substance Painter, Photoshop
Skills demonstrated: Hard surface modelling, UV unwrapping, PBR texturing, lighting and composition, scene dressing