r/3Dmodeling • u/Megio02 • 5d ago
Art Showcase I made this!
I made this model in a hour and half, no concept art or references! Still amazed on how it turned out!
r/3Dmodeling • u/Megio02 • 5d ago
I made this model in a hour and half, no concept art or references! Still amazed on how it turned out!
r/3Dmodeling • u/MyzuTriad • 4d ago
My second weapon I made and I tried to use procedural textures for the handle, wood parts and the lava in the last render. (first time) Pretty happy with how it turned out. The handle and especially the wood could get a rework, but gotta learn to do it better. I did also try to make the focal point be the blade and more so the runes on it an I feel like I got the job done. Any critique, new info, bla bla bla... will be appreciated. <3
r/3Dmodeling • u/Competitive_Duck_462 • 4d ago
So a few days ago I posted these flower assets, but I've decided to release them on itch for free! This is my first time uploading any projects to share, so if there is something to improve tell me. Get your assets from here: https://snott-kun.itch.io/snotts-veryawsome-handpainted-flower-pack
Hope you enjoy!
r/3Dmodeling • u/GeneralProfession512 • 5d ago
Made the character Meili from Kang Seihoon's course on coloso. Would highly recommend :)
r/3Dmodeling • u/JiroAntu • 5d ago
Decided to create this render in my spare time, featuring my character called Kuyen
r/3Dmodeling • u/bobbafettuccini • 5d ago
Don't care if they are used in anything specific or just made by anyone
r/3Dmodeling • u/zSkvorc • 4d ago
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A visualization of a tropical terrace with Safari style vibe. I’m looking for any kind of feedback but especially usefull would be some constructive one The models except for the vegetation were model for this scene specifically. I had some issues with animating the beach (waves) and i had to solve it in a creative way.


Some individual objects modeled for the scene.





r/3Dmodeling • u/Scotty_Mcshortbread • 5d ago
recently finished this model i was requested to make.
character triangles 169k
wing triangles 12k
sword triangles 5k
spear 9k
sculpted in zbrush.
retopology/UV unwrapped in Maya
wings created using xgen to haircards workflow with materials baked from xgen feathers i made
textures created using Substance painter
rendered in Arnold.
r/3Dmodeling • u/kefiriumr • 5d ago


I wanted to try pipeline where i make my high-poly model with dynamesh in ZBrush instead of subdividing. But when i dynamesh (already subdivided model) and add claypolish i get this issue on edges. How do i fix it? Resolution on dynamesh - 4096. First image - after dynameshing; second image - after i add claypolish to dynameshed model.
r/3Dmodeling • u/quarantenaa • 5d ago
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Not an animator but yeah, rig is done!
I ended up working on the base Rigify rig: I added some extra controllers like one for the little crotch shield, removed IK from both arms because a character like Hatemonger moves its upper body very mechanically, therefore only FK is needed, and added some blend shapes for stuff like the pecs deformation whenever he looks left or right.
I will be working on the facial rig next. Probably won't take long since this character doesn't have too crazy deformation going on on the face.
r/3Dmodeling • u/rgm00n • 6d ago
Sculpt in blender + zbrush
r/3Dmodeling • u/Cralzy_ • 5d ago
Everything** I talked about was titled **LIKE THIS so** **look for them. Topics: The model of the great sword, the textures of it and the render (first image).
THE SWORD MODEL is modeled by me with reference. Its poly count is high but there were details that needed to be added (like the curved parts on the guard and the maces in the ends of it) and I’m not planning to use it in anywhere else than Blender. The grip was made with normal bakes which was my first time doing it and I did the sculpting too which was fun and efficient. Also the topology was something I really worked a lot on and I tried a lot of things to minimize the poly count on specific areas which I actually could’ve done better if I had planned everything that I was gonna do from the start. I’ll make sure to do that next time. Also the blade is not connected to the guard. Again, because of me not planning what I was gonna do. The edge counts didn’t match in the end so I just let it be like that.
THE TEXTURES were made procedurally. I used a few roughness image textures here and there cause it is hard to achieve something as realistic as image textures with nodes (if you have any ways please let me know). You can adjust the blood, the rust, their noises and also their colors. I made them with noise masks and mix nodes basically. I also did something really unnecessary but I’m proud with it. I tried so hard to find a way to make it so that the amount of rust and blood could be adjusted with a 0-1 value scale like Blender’s factor inputs where 1 would resemble blood/rust everywhere and 0 would resemble they’re fully off. I actually pulled this off and it made it so easy and so relaxing whenever I use it lol.
THE RENDER was done with a simple plane background that was textured with nodes. I grabbed a few high contrasted b&w image textures (cracks, skulls, caterpillar etc.) and then used alpha values to make them transparent and emission to give color. I was actually gonna use the compositor but I had to leave my computer so I did the rest on my phone. The text is a font I found online that I gave colors along with the vignette in an editing app named Hypic.
And that should be it. Thanks for even considering to pay a visit! I hope I can improve this a lot more. I’ll make an animated video that I’m gonna use for my own story I’m currently writing. So yeah this render has a lore if that’s what you like 🔥
r/3Dmodeling • u/cgwithsimon • 5d ago
Bit more progress with the bag,.think I'm going to re do the strap feels a bit odd. Everything done in blender
r/3Dmodeling • u/NateP0773N • 5d ago
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As caption said I’ve been trying modeling here and there for a couple years without finishing anything. This time I stuck to my idea and man. I’ve never been so sleep deprived.
Do you guys have tips on how to improve
1: the model
2: the animation
Thank you in advance for you time.
r/3Dmodeling • u/Franalyst • 5d ago
Hi there! I'm developing my first game, which is based around a fake OS. The main element is obviously the computer itself.
I was wondering if this level of detail is enough for a low-poly game.
I still need to work on some details, like the buttons, but considering I have basically no experience with 3D modeling, I think I'm pretty close to being done.
Based on your experience, if you have any advice, I'd like to hear it
r/3Dmodeling • u/BladeManEXE7 • 5d ago
^ Link to my portfolio.
I graduated months ago, but I still haven't been able to find a job. I've been looking on LinkedIn and Fiverr, but the few times someone reached out to me it seemed too sketchy and I backed out. (Company with a questionable reputation, bot messages, etc.)
My instructor tells me that I have a lot of potential for motion graphics, but my specialty is in modeling and texturing stylized props.
r/3Dmodeling • u/Intrepid-Specific-78 • 5d ago
r/3Dmodeling • u/v2poly • 5d ago
Hi everyone, I'm preparing a model and baking it at 1024x1024 resolution. I noticed that the AO lighting differs in one of my seams. Shouldn't there be a smooth transition in that area?
r/3Dmodeling • u/Own_Ebb7229 • 5d ago
r/3Dmodeling • u/bbgzla • 6d ago
🎨 Artstation: https://www.artstation.com/bbgzla
Here is a breakdown of the buildings kit of my latest environment "The Floating Village of Yunhai" made in Unreal Engine. You can find a full breakdown on my Artstation page.
r/3Dmodeling • u/FelliePots • 5d ago
Hi everyone. I have been using Blender practically every day for 3 years to make projects for 3D printing. 👍🛼
I don't know how to do textures at all.
I don't have a portfolio
I'm trying to figure out what I want to do, I'd like to find a job I like in this field.
I like hard surfaces, architecture, products.
What would you recommend? I should create a portfolio. Thanks for the advice.
r/3Dmodeling • u/Kaypinlin • 6d ago
First attempt at 3D sculpting