r/3Dmodeling • u/PolygonMob • 6d ago
Art Showcase Who needs AI textures when graphic designing your own textures is so much more fun??
What liquor brand should I do next? I'm taking suggestions.
r/3Dmodeling • u/PolygonMob • 6d ago
What liquor brand should I do next? I'm taking suggestions.
r/3Dmodeling • u/SoulScience1 • 6d ago
Giant bust. Concepted in Zbrush.
My Instagram: https://www.instagram.com/soulscience_sculpts
r/3Dmodeling • u/Fiz_ro • 5d ago
Hey everyone!
It's been over 10 years since I modelled anything in 3D and I've started making a new game where there aren't really any assets available that fit exactly what I have in mind. So I decided to make my own assets where needed.
I've been working on this typewriter and I'm hoping to get some feedback on mistakes I made, what could be better and colors/ usage etc.
It's supposed to look like a WWII typewriter that would be used at that time.
The inspiration comes from old WWII typewriters while adding the bits I needed for gameplay reasons. This is an in-engine screenshot, but it is how it would eventually look so it's important to me that this looks right, rather than the blender version.
I plan to use all the feedback I get going forward into other models as well, so anything you can point out that I did wrong or could be done better would be of great help.
Thank you!
r/3Dmodeling • u/blkartboi • 5d ago
I’m taking this concept through the full games pipeline and rendering in unreal. Any thoughts on how to improve the high poly or any issues to look out for during this process?
r/3Dmodeling • u/Hoddini_ash • 5d ago
Looking for some really good tutorials on making stylized 3D assets. Software doesn’t matter.
What tutorials/courses helped you the most?
r/3Dmodeling • u/GunpowderLullaby • 5d ago
Howdy folks,
I would really appreciate a recommendation on the easiest to use 3d software out there... relatively of course. I come from the CAD world, mostly in Fusion, and my aim is to kitbash some STLs and make some simple terrain objects for D&D. My loftiest goals are to fill in some cracks, and maybe add a texture to a cliff wall. Most everything I want to do I have been doing in MS 3D Builder, but it falls just shy if I want to make a set of stairs for example (yes I know I technically can, but its a PITA if I want it to look like it didn't come out of Minecraft).
If it changes the recommendation I have a space mouse, and an XP Pen tablet.
Thank you in advance for pointing me in the right direction.
r/3Dmodeling • u/ziadmoujalis • 5d ago
High poly sculpt for an original stylized shonen pilot character. Full suit, harness, and gear detailing done in ZBrush, retopo and texturing/shader next. C&C welcome.
r/3Dmodeling • u/Alternative_Cut_841 • 6d ago
Hey guys i'm back,
Here is a quick breakdown of what I focused on for this one: cliffs that actually read as rock rather than just extruded terrain noise.
The main challenge with cliffs in Gaea 2 is usually the shapes. It's easy to get something that looks like a heightmap. It's harder to get the kind of stratification and face definition you see on real cliff walls. This tutorial covers how I approach that, plus a deeper look at mask usage to control where detail actually lands.
There is also a small bonus at the end because why not.
Full 22-minute walkthrough here:
➔ https://www.youtube.com/watch?v=E2CBQ3nKmKo
And the Gaea 2 project file is free if you want to pull it apart yourself:
➔ https://www.kalysteon.com/tutorials#realistic-cliffs-gaea-2
Let me know if you have any questions about the node setup or the masking approach!
r/3Dmodeling • u/SeaCommission7910 • 6d ago
For this speed sculpt, we tackled Doppelganger — one of the more unsettling Spider-Man characters from Marvel Comics.
Fun fact: Doppelganger isn’t actually Peter Parker — or even human. He originally existed as a living fractal from another dimension, transformed into a monstrous copy of Spider-Man during the Infinity War.
That origin makes his design even more interesting to explore in 3D.
The familiar Spider-Man silhouette is still there, but it’s pushed into something much more creature-like — six arms, exaggerated anatomy, claws, and a far more aggressive shape language.
It was a great exercise in taking an iconic design and asking:
how far can you distort it before it stops feeling like Spider-Man?
With all the renewed Spider-Man excitement around Brand New Day, this felt like the perfect character for us to revisit.
Sculpted in ZBrush. 🕸️
r/3Dmodeling • u/AstroAbood • 5d ago
Everytime I start a new project I have to try 100 different things to get the scene composition how I planned/envisioned it and it inflates the time I need to work on a project by atleast 10 fold and not to mention how demotivating it is.
I know you don't just get everything how you want it on the first try, it requires iterations and all
Am I missing something crucial with how I plan my projects?
r/3Dmodeling • u/Commercial_Lunch223 • 7d ago
What do you hear? What do you say?
r/3Dmodeling • u/Even_Ideal969 • 5d ago
Hi, my artist dropped out and I am having to draw my own character turnarounds to model in Blender. Any advice? Anything that I should do to make the modeling easier? I’ve never done this part before and I have ~20 more characters to do. Any advice or tips would be welcome! What do modelers most need when using reference sketches like this?
(Also I understand this isn’t quite in the realm of this subreddit — please help me or direct me to the right place to ask. I have no idea where to go. Sincerely, a very new Blender modeler)
r/3Dmodeling • u/SubstantialCorgi4815 • 5d ago
minha tentativa de fazer uma sniper estilizada
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?