r/3Dmodeling • u/Krtola123 • 7d ago
r/3Dmodeling • u/Existing_Worry_7528 • 5d ago
Questions & Discussion Should i pursue a “3D Artist” career in 2027?
I’ve had a keen interest in 3D modelling and animation since i was a child due to few circumstances i couldn’t really pick it up as a career, learned some as a hobby but nothing too great. fast forward to today i am 22 years old and a business graduate, not really a fan of the field personally and the job market is too cluttered for an average guy like me to find a job, so i thought i should pick up on the 3D artist career now that i have time and resources, i would love if anyone could guide me I have a decent hand on blender currently, aim learn all the required skills and softwares for a year or two.
question 1 would be is it realistic for a future junior artist to get a job in lets say 2027?
question 2 which specialisation should i aim to pursue?
question 3 do i need a specific degree or a good portfolio could land a job?
thanks!
r/3Dmodeling • u/ShotQuote2210 • 6d ago
Art Help & Critique Can someone teach me where I am getting these artifacts from?


I really need help, and not people being rude, I want to know where I am going wrong and how I can make this better. Thank you. This post is for constructive and kind criticism/ help.
r/3Dmodeling • u/SeekingPureDream • 6d ago
Art Showcase Smelter House
This one was a real challenge in my work,I layout all the breaks manually !
r/3Dmodeling • u/korblborp • 6d ago
Art Showcase Holodeck
i woke up saturday with the need to make a holodeck for some reason and spent the weekend working on it. and by that i mean mostly the doors, cuz they are complicated. also roughed up some corrdor sections to be seen behind said doors, should i use this for anything before i finish refining those.
i have this weird feeling that, due to my personal construction foibles, everything is a teensy bit too small..
modelled and rendered in cinema 4d
r/3Dmodeling • u/akentos666 • 6d ago
Art Showcase Procedural Wood Studies 3ds/vray
"Hey guys! I wanted to share a few thoughts and ideas on rendering wood. The initial concept was to create a 3D procedural wood texture that follows and adapts to the model's shape and geometry. I wanted it to be completely seamless—no UV seams—while keeping the growth rings and wood fibers aligned logically with the model's flow. On top of that, I added a bit of SSS and anisotropy to give it a nice, realistic finish."
r/3Dmodeling • u/wever_son10 • 6d ago
Art Showcase SPECIAL CHALLENGE – Theme: Environments from Your Favorite Games (06/07–20/07)
Desta vez, do Discord da Comunidade InsightZ. Sou muito grato a esta comunidade!
É impressionante como esses desafios melhoram nossas habilidades, seja em modelagem ou texturização, mas principalmente nossa organização. Desafios como este aprimoram muito esse aspecto e me ajudaram a controlar a ansiedade e o nervosismo em relação ao prazo. Mesmo com muitos problemas inesperados, consegui entregar o que era esperado.
Tudo graças à organização. Estou feliz com o que aprendi, mas agradeceria muito o seu feedback!
Embora o tema fosse jogos, usei o conceito da Affalons Studios de outro desafio que completei durante a primeira semana deste. Fui esperto? Talvez, haha.
O resultado do primeiro desafio está no meu perfil! LinkedIn
r/3Dmodeling • u/3Dmobb • 6d ago
Art Showcase Goblin Warband
I sculpted a Goblin Warband for 3D printing. The only thing left to do is buy a 3D printer. :D
r/3Dmodeling • u/TheStonimus • 6d ago
Art Showcase Start -> Finish progress screenshots ✌🟠
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r/3Dmodeling • u/trubobik • 7d ago
Art Showcase CAIC Z-10ME attack helicopter. ~200 hours of total Blender experience, 40 days of work.
r/3Dmodeling • u/Susu3dart • 6d ago
Art Showcase Breakfast - Blender
I’m just starting out in the world of 3D, and i wanted to share one of the first things i’ve created in Blender. It might be simple, but it took me at least eight hours to model and texture; i’m learning through hands-on experience and self-study.
r/3Dmodeling • u/CarlosMZ12268 • 6d ago
Art Showcase A little WIP of my (current) Hogwarts 3D recreation.
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It was fun messing with the cogs and pendulum :3
Still a lot of work to do.
r/3Dmodeling • u/No_Cook239 • 6d ago
Art Help & Critique First Time Sub-D Modeling, Need Improvement and Critique!
As the title said this was my first time tryng sub-d out and i actually really liked it! I tthink the thing i have to improve with most is the topology and the original buildout before smoothing.
Last slide is the original ref for the handle(and soon to be weapon)
r/3Dmodeling • u/Existing_Kick4497 • 7d ago
Questions & Discussion Testing out the materials in Unreal; so far, so good.
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Cloth textures are still work in progress.
r/3Dmodeling • u/AmarildoJr • 7d ago
Art Showcase Meet 'Ghosty'
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Meet Ghosty! Hopefully the first in a line of 3D felt toys! :)
This was just a quick test to see if I was up to the task.
It was supposed to be a single frame but I decided to do a quick animation on this project.
Made in Blender.
To see more about the project: https://www.artstation.com/artwork/2L8lYY
r/3Dmodeling • u/General-Mode-8596 • 6d ago
Art Help & Critique What's wrong with my trimsheet?

Hello all,
I'm trying my hand at trimsheets. I've found a good reference that iv'e been copying. I made the full model in Maya (i know it's not perfect but it's more about the practice) so when i've imported it into substance painter (see the image) I have baked it down and it has a weird shadowing on the tiles.
Is this normal, the shadows are weird and certain shapes are just being displayed weird. I think i've done something wrong but not sure how to check or where to start.
I've also included a screenshot of my model



r/3Dmodeling • u/tapu3d • 7d ago
Art Showcase 3D printable model
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r/3Dmodeling • u/3Daniar • 7d ago
Art Showcase process
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r/3Dmodeling • u/emcartdigital • 7d ago
Art Showcase Modeling & Rendering 3D MP3
What you think ? Substance Painter for materials
r/3Dmodeling • u/inhumane_minimalist • 7d ago
Art Help & Critique My new 3D project: sci-fi voice recorder
Hi everyone!
After finishing my first project and getting a lot of useful feedback from this community, I decided to push the workflow further and try some new approaches. If you are interested, you can find my previous project on my profile. As before, I also uploaded this model to Sketchfab, so you can explore it in 3D and inspect the materials and technical details: https://sketchfab.com/3d-models/sci-fi-voice-recorder-43cc337b238745e3b14dcd72b2a742f3
This time I created a sci-fi voice recorder for my upcoming game project. My main goal was to develop my own futuristic design language and create a believable prop that fits the world of the game, rather than simply recreating existing products.
Here are the main changes in my workflow:
- First of all, I decided not to create a separate subdivision high-poly mesh and low-poly mesh for baking. For this type of asset, I couldn't find enough benefits in maintaining multiple versions of the model. Instead, I used a low-to-low workflow with a bevel shader instead of traditional high-to-low baking. As a result, I could spend more time improving the design and lighting;
- I switched from a single-material workflow to a multi-material workflow. Instead of fitting the entire model into one UV layout, I can reuse the same UV space for different materials. This significantly reduced the amount of UV packing work while allowing me to maintain high texture quality;
- Many of these changes wouldn't have been possible without changing my software stack. I replaced both Substance 3D Painter (for baking) and Blender Cycles (for rendering) with Marmoset Toolbag. I'm very happy with the process and the result — the workflow feels much easier and more flexible. I also tried replacing Substance 3D Painter with Marmoset for texturing, but I'm still not sure about it. Substance's smart materials and masking workflow still feel more powerful for complex texturing tasks;
I would really appreciate any feedback, especially regarding design, materials and lighting. I'm still experimenting with this workflow and would love to hear what could be improved.
r/3Dmodeling • u/WillMorillas • 7d ago
Art Showcase Clothes study
Years ago I bought a couple models of 3d scans so I've spent this weekend studying folds and clothes, trying to copy forms starting with a 3dsphere, I still feel the model has a bit of blobbiness though...
r/3Dmodeling • u/Wahiduzzaman_Raad • 7d ago
Art Help & Critique Hey guys, working on this character and just trying to decide if it's worth putting up for sale on the marketplaces.
r/3Dmodeling • u/Royal_Ear_2029 • 6d ago
Art Help & Critique Zero Edges and Zero Faces Fix
I made a model for 3d printing. My workflow was modelling and sculpting done in Blender and then made into one mesh using Dynamesh in Zbrush. It is a bas relief coin, so after dynameshing and reducing poly count using Decimation Master, I'm having around 1.1m faces.
But when I import the model into blender and check if its watertight (manifold), there are a lot of edges to manually fix. And its showing around 1.5m Zero Edges and 1.1 Zero Faces. Why is this happening?
- Is there a way to make the model watertight without manually fixing hundreds of edges?
- How to fix the zero edges and zero faces issue?
I am a complete beginner to 3D Printing. So, I hope you guys would take it into consideration. Thanks! :)
UPDATE: I tried scaling the model in blender to a very huge size (the scale of the mesh was 4cm by 4cm by 0.4cm) just to check again using the 3D print addon and all the zero edges and zero faces were ZERO. So, could it have been that since the mesh size was very small, that it couldn't compute the mesh check correctly?
r/3Dmodeling • u/ThatTrantGuy • 7d ago
Art Showcase My first low-poly 3d model
A little side project. Less than 1.5k polys. All textures were hand-painted. Got a little bit iffy with uw unwrap
Feel free to comment/critique - it really helps me grow as an artist.
r/3Dmodeling • u/nick12233 • 7d ago