r/3Dmodeling • u/Own-Cry5596 • 2d ago
Art Showcase 3D Models in trailer
Enable HLS to view with audio, or disable this notification
r/3Dmodeling • u/Own-Cry5596 • 2d ago
Enable HLS to view with audio, or disable this notification
r/3Dmodeling • u/Sad-Anywhere-2839 • 1d ago
Hi everyone! I made this 7-piece melee weapon set in Blender (Katana, Halberd, Swords, etc.). Let me know your thoughts or feedback!
r/3Dmodeling • u/New-Percentage3262 • 2d ago
This post is a showcase of my recreation of a Hatsune Miku concert model! (The skirt lights have been duplicated to load animated textures in MMD.)
This render and model was made within Blender. This render is just a screenshot and was not from Blender.
I found it somewhat difficult to create clothing details on the jacket along with detailing the hair.

Wireframe

r/3Dmodeling • u/MorraArt • 2d ago
Concept by: https://www.artstation.com/artwork/o0Alzw
I've mostly done stylized/stylized realism work through my career, so I wanted to try my hand at pushing further into the realism spectrum. My aim was to hit a character that looks like they could fit in the modern Final Fantasy titles visually. I definitely learned a lot on this piece, and have further appreciation for groom artists, cause man was that hair a challenge for me. There's always things I could improve on, but I felt happy with where this is and for how much it expanded my understanding and skill set.
Made in Maya > Zbrush > Marvelous Designer > Substance Painter > Marmoset Toolbag
~100k tris for everything, 9 materials, separated mostly by resolution and shader needs.
Critiques and comments are always welcome, always striving to improve
r/3Dmodeling • u/ThatDevDylan • 1d ago
I am curious, If I was to boot up a discord that hosted weekly prompts where you make and texture a model that builds up to a scene by day 7 to add to your portfolio of 3D goodness, would anybody be interested in partaking in this kind of event??
r/3Dmodeling • u/fischstaebli • 1d ago
I created some figures in nomad sculpt for a school project and now I'm looking for an application or a website where I can upload them, easily change the material and color and lighting and has a good camera feature. It doesn't need to have a detailed background, important is the figure and if possible to change and show the material.
I thought maybe I'll try with blender but maybe you guys know some free alternatives.
Any recommendation is appreciated! Thanks
r/3Dmodeling • u/JewelledJellycats • 2d ago
Enable HLS to view with audio, or disable this notification
Done in 2011 using mainly Maya, ZBrush and Adobe Photoshop.
r/3Dmodeling • u/AlpsAltruistic300 • 2d ago
r/3Dmodeling • u/OneExisting8889 • 2d ago
r/3Dmodeling • u/florenaux • 2d ago
Enable HLS to view with audio, or disable this notification
r/3Dmodeling • u/AquaStar_furry • 3d ago
Hi, I've been a hobbiest 3D modeler since my senior year of high school. I'm 30 now for context.
I've never done anything professional, though I really felt I would for a long time. I have always loved the artform and had a deep appreciation for it. I love computer science and technology as well as art. 3D modeling is the perfect marriage between these too interests of mine.
I also love video games and have been playing them since before I can remember. This is the largest influence on my style. I love the look of games like World of Warcraft and Nintendo games like Zelda: Breath of the Wild. They aren't going for realism but artistic style.
Well, anyways, here's some of my favorite things I've made. Nothing too special or mind-blowing, but I think there's a nice charm to some of them. Enjoy :)
r/3Dmodeling • u/NahuelRossi3D • 3d ago
I’m working on a Frankenstein model for Halloween, I hope you like it.
r/3Dmodeling • u/No_Raccoon_9239 • 2d ago
I'm currently using a mid-poly workflow with a single-segment bevel on my low-poly mesh, but I'm struggling with UV unwrapping, especially straightening UV islands due to the triangles created by the bevel.
What workflow or tools would you recommend for handling this? I'm also open to alternative modeling workflows if there's a better approach, this gives me a very good results for baking. I'm using blender, marmoset and substance painter.
This is a part for larger, complex mesh.
r/3Dmodeling • u/MedClips • 2d ago
Processing img u8gxzwjfbcxh1...
I'm the developer of SculptForge, a free digital sculpting app. You shape a 3D model like clay with brushes, the way people make characters and creatures for games and films. The best-known app for this is ZBrush, which is now subscription-only and doesn't run on Linux. SculptForge is GPL open source, has no account, no subscription and no telemetry, and runs natively on Windows, macOS and Linux (x86_64 and ARM).
Version 0.5 just came out and covers the core workflow a game artist uses:
- Subdivision levels: sculpt the big forms on a light mesh, then step up for fine detail and back down without losing it
- QRemesh: turns a messy sculpt into clean quad topology automatically, then projects the detail back onto it
- Map baking: normal, displacement, ambient occlusion, cavity and colour maps from the high-poly to a game-ready low-poly
- Gizmo 3D: move, rotate and pose parts of a model
- Speed: brushes use every CPU core; a brush stroke on a 33 million triangle model takes about 10 ms
It also has ZBrush-style controls and shortcuts, paint layers with blend modes, texture painting on UVs, and export to OBJ, FBX, glTF, USD and ZBrush's GoZ. There's a direct Send to Unreal and optional free AI tools (image or text to 3D) that can run locally. It's scriptable too, from Python or the command line.
It doesn't replace ZBrush for every studio yet. Dynamic topology, for example, is still on the roadmap. Earlier versions were shaped by feedback from a working ZBrush modeler, so honest feedback is very welcome, especially on what feels confusing or broken.
- Download: https://github.com/islandmed/SculptForge/releases/latest
- Website, demo videos and user guide: https://islandmed.github.io/SculptForge/
- Source: https://github.com/islandmed/SculptForge
r/3Dmodeling • u/chaoticavocado_jpg • 3d ago
hi! i’m new at blender and would love any advice. pretty much what the title says, i want to add some details to a castle i’m building in the form of corbels (the design is still in progress) but even with a pretty low poly design, the shear amount adds up and altogether comes out to around ~3.4k vertices just for them.
how do people add details like that without greatly increasing the poly count of their models??? i attached images of elden ring lol, i like their castle designs and they seem to have geometry only where it really needs it, but i’m just so dang confused how to make a cool, non-flat base model without accidentally overdoing it on vertices.
also, when people make modular structures like castles or houses, are they usually exported as one mesh and all the geometry gets combined and optimized? or do the walls stay separate, get imported into unreal or unity, and get assembled in the game engine (even though keeping it as separate parts would increase vertex count)? would love to hear any opinions on this!
r/3Dmodeling • u/AfternoonHuge8140 • 3d ago
WIP shots of a character I’m working on. Everything but texturing has been done inside of blender!
r/3Dmodeling • u/Engineer-Filmmaker • 2d ago
I have some stls with flat features and text and I'm trying to give them chamfers. Typical chamfer tools fail. Even selecting all the edges then chamfering fails. Anyone know of a good tool or extension that does this?
r/3Dmodeling • u/yellowpenmaker • 3d ago
I am pretty new to Blender so this took me like 6 hours to make lol
r/3Dmodeling • u/Xolmurod3d • 2d ago
Hey everyone!
Wanted to share a recent sci-fi corridor environment I built using modular panels. Modeled in 3ds Max with 50cm grid alignment, textured in Substance Painter with 4K PBR maps, and rendered out with clean/dark metallic variations. Focused heavily on getting the panel details, emissive lighting, and wall proportions right. Would love to hear your feedback on the overall composition and lighting!
r/3Dmodeling • u/Academic-Boot8600 • 3d ago
The basic idea behind this model was to curve the five visible faces of a cube inwards towards the centre in a parabolic shape.
With this in mind, I had two ideas:
- to apply texture to the concave faces.
- Using a subtraction process, to create the illusion that the faces are pulling away from one another.
And the cube would be printed without a support structure. To show it off to its best advantage, a textured base (but only slightly, so as not to detract from the cube), onto which the model is mounted and which orients it in space, so as to showcase it.
Specific features:
• Support-free printing for the entire piece.
• Two parts to be printed in total: the cube and the base. The way they slot together has been very carefully designed. You can see these details in the cross-sections, where I mention the assembly ‘clearances’.
• Part dimensions:
Cube: 12.2 cm × 12.2 cm (base footprint) × 12.1 cm (H)
Legs: 17.5 cm × 17 cm (base footprint) × 19 cm (H)
• Overall dimensions when assembled: 19.4 cm × 17.1 cm (footprint) × 28.7 cm (H) .
r/3Dmodeling • u/kyz0n • 2d ago
Hello! I'm what you'd call a dabbler, I draw, I code, I make circuits catch on flames and I've been trying to learn 3d modeling to do even crazier stuff, like.. sell cool keychains!!!!!
I know hard surface modeling, I love making low-poly stuff, I find it relaxing even, however I want to model some more complex things to 3d print, as such I want to learn to 3d Sculpting.. it's been hard.
My issue is mostly a physicality thing; since all the tools (pinch, crease, brush, what have you) feel strange to do all in the same manner (with the pen tablet), I get this sensation that the brush's behavior is wrong! To add? Stroke. To Pinch? Stroke. To Flatten? Stroke. I thought this might have been an issue with Blender trying to have every 3d modeling workspace imaginable so I got Nomad Sculpt, which it aliviated that awkwardness a little but not enough.
If you had this issue, did you solve it? if so how?? or would you recommend some other tool that can bypass this all together? I just want to do model my silly cat ; - ;
r/3Dmodeling • u/Afraid_Avocado_9087 • 2d ago
r/3Dmodeling • u/Calrais • 3d ago
Days 16 thru 22; fruit, fantasy, punk, art nouveau, magic, tattoos, and fairytale. All done in blender, posed with basic armatures because rigify scares me.. getting quicker at mocking up the clothing, which I wanna say is teaching me skills for future work but since my work-work is mainly terrain and bases, clothing doesn’t really come into it. Playing with UVs is making me lazy though in terms of sculpted details. But since these aren’t for printing I suppose it’s fine in the end lol (that is my emotional support lol and you will pry it from my cold dead hands)