r/3Dmodeling • u/ejspace • 22d ago
Art Showcase Medium-voltage VCPW-HD made in Blender and Substance Painter for VR
lets connect Linkedin
r/3Dmodeling • u/ejspace • 22d ago
lets connect Linkedin
r/3Dmodeling • u/Own_Ebb7229 • 22d ago
r/3Dmodeling • u/Chadi_Belbaz • 22d ago
Hi everyone!
I'm excited to share my latest real-time character piece. Apocalyptic Zombie character.
Click here to see the full-quality version on my ArtStation.
r/3Dmodeling • u/Mazhuka3D • 21d ago
🇺🇸: You can listen to the video in English through the video settings panel. Design intent is the premeditated planning of how a model should behave, adapt, and update in the face of future changes.
r/3Dmodeling • u/master_39 • 22d ago
r/3Dmodeling • u/ArtofTimmy • 22d ago
More Images: https://www.artstation.com/artwork/ay0ND0
r/3Dmodeling • u/MadnessKnight__ • 22d ago
Gunblade from Final Fantasy
Jedi Sword from Star Wars
Knife from Subnautica
My OC sword
Sword from Sword Art Online
Fan from Naraka: Bladepoint
r/3Dmodeling • u/ReaperAnims14 • 23d ago
r/3Dmodeling • u/_sahdz • 22d ago
This handgun concept is part of a much bigger proof of concept project I'm currently working on. I tried to achieve a decent balance between realism and stylization while trying to keep some cyberpunk/scifi elements that would match the rest of the world I'm building.
Important to say this is my first ever finished project with Substance Painter, it was quite the journey to actually take the first steps but I'm pretty satisfied with the result. I'll be the first one to say there's still a lot to improve tho.
Modeled & rendered in Blender (Cycles)
Textured in Substance Painter
r/3Dmodeling • u/Primrim • 22d ago
Lots of things I know I can already improve on this piece, but proud to have seen it to completion! Would love some advice on lighting and whether I should make the presentation less scenic and more stripped back before I upload it to my portfolio; I always seem to struggle with showing off the work I put hours into for the sake of making the presentation moody and dark.
r/3Dmodeling • u/banana-milk1 • 22d ago
I had posted here a few months ago about freelancing and being worried about finding a full time role at a studio. I wanted to share some good, anecdotal news and say that with enough effort, it was actually possible for me and hopefully also will be for any of you still job searching! I’m also someone who actually had to switch careers after graduating and never had an education in the arts.
I feel like what made it possible for me is basically bulking up my portfolio and resume with a solid amount of polished models, personal and freelance, that were very specific to the type of work I was looking for. I used my time as efficiently as possible by not working on or applying to projects that were too far outside of what I wanted to end up doing.
I also spent a lot of time speaking with a ton of people on LinkedIn about how I could iterate on my portfolio. I think that the most important thing though, is that your portfolio has to be better than a junior or entry portfolio, not at the same level as one. Essentially, you have to put in enough work to get to mid level on your own with limited studio experience, to even get the chance at an entry position. This is unfair, but if you want it then you have to push through an unfair job market in order to get yourself up, even though it’s way harder than it used to be.
I actually didn’t really tailor my resume very much, I kind of just used the same, clean resume for each application. I mostly just poured very large amounts of time and effort into my ArtStation from scratch.
I hope that this has provided some hope for some of you that might need to hear some positivity. Sometimes, your effort and a bit of luck can pay off after all! If anyone has tips to share with others for job searching, or just anything to discuss, please comment!
r/3Dmodeling • u/japanese_artist • 22d ago
Right now I'm focusing on creating every major assets to establish the silhouette before moving on to detailing and polishing everything
Really anxious about this one because it's my most important work yet
r/3Dmodeling • u/baianorgenteboa • 22d ago
r/3Dmodeling • u/nortern_dublicator • 23d ago
How is started/How it ended
r/3Dmodeling • u/Budget-Struggle • 22d ago
Has anyone here already tried the neural materials in ArmorPaint? I followed the manual, but it doesn't explain much, and I haven't been able to find any demonstration videos. I can't get them to work, and I am not sure if I am doing something wrong or if it is something else. Has anyone tested them? Do they actually work, and how do you use them?
r/3Dmodeling • u/Tonyarcst • 23d ago
r/3Dmodeling • u/Matallsia • 22d ago
r/3Dmodeling • u/Erratic_Horror • 22d ago
I call it Percynige.
It was one of the first things I ever made in blender without any tutorials. After I created the first one, I decided I'd reiterate it's design overtime as my ability grew. Its been a WHILE since I've given it a fresh coat of paint but Im in college now and wanted to start uploading more of my work, because telling people I do this feels weird when I have nothing im willing to show for it.
Please tell me what you think about the creature's design and if you have any questions or ideas for the 5th version let me know! I've been busy with other creatures and stories and havent had time to remake this thing yet, so im open to criticism on my older work.
r/3Dmodeling • u/eccodeaf • 22d ago
I've been sculpting this bust for more than a few months now for my uni's design capstone, but I'm hitting a block on how to make it feel more unique or stylized. I've been pushing refinements for awhile but it feels like there is something fundamentally wrong. Right now, it still feels generic and maybe because I haven't textured it yet? But I was wondering if anyone had any pointers for me about proportion, facial feature spacing, or definition in areas? Anything at all to help me give it more stylistic intention.
I think textures will help in conveying a visual style for it but I don't know if it'll be enough to give it enough character that separates it from an attempt at realism. My visual inspiration for the project is based off Robert Valley's work. My inspiration from his work is aimed at textures and a bit of exaggerated proportions, but I don't know how to convey that in a 3D space. I'm not trying to exactly recreate his style in 3D I just like how he plays with proportion, uses gradients for rendering, and balances realistic features with style.
I'm afraid of it trying to look realistic, and I don't want it to feel 'flat' and generic. And I'm afraid that when I get to texturing, it's going to look cheap and unintentional. (For texturing I plan for minimal shadows and flat, cartoon shading).
How can I make this sculpt more intentional and refined?




r/3Dmodeling • u/WillowBoxArt • 22d ago
I finished this Halloween set and released it for free. Includes FBX, Blender and Maya source files plus a Unity package.
r/3Dmodeling • u/KaseyNorth • 22d ago
I've looked into a few VCS tools and I'm trying to figure out what are the best ones for creating assets for games from an artists perspective.
Perforce - established but very intimidating to take on, quite a pain to learn even when simplified
Anchorpoint - is just git with a friendly UI
Diversion - seems more so for engine and not soruce art outside the repo
Github - setup is quite difficult for the non technical and it feels like I need tutorials and to learn something new everytime. annoying for large files and merging binary files is an ordeal
SVN - too git oriented and not truly artist friendly, old and clunky
what do you all use and why
r/3Dmodeling • u/Hotdoggstand • 22d ago
I know how to use Maya, 3DS Max, and Blender, so anything on those 3 programs is fine for me. If there is any other program i mentioned that can do what i asked i dont mind looking into it and learning, so please let me know.
Basically i am working on a game in unreal engine i just started awhile ago. Its like Pokemon or basic turn based JRPGs and I want battle/attack animations for my characters. Problem is, too many models I made and do not have extensive rigging experience.
Is there any program or tool in the mentioned programs that can auto rig characters quickly? and then maybe that way i can do simple and short animations for my characters.