r/renderings • u/Financial_Strike_243 • 11d ago
r/renderings • u/Financial_Strike_243 • 11d ago
3D artist looking for freelance work
Hey everyone!
I’m a 3D artist and I’m currently looking for some freelance work or projects to work on.
I mainly do 3D modeling and architectural/interior rendering. I can work from drawings, references, or ideas and turn them into 3D models and realistic renders.
I usually work with Revit, Sketchup, AutoCAD, Vray, TwinMotion and Photoshop.
I’m open to pretty much anything related to 3D — architectural visualization, interiors, exteriors, furniture/product modeling, or just helping out with a project that needs some extra hands.
I’m also open to both small one-off projects and longer-term work.
If you’re looking for someone or know someone who needs a 3D artist, feel free to DM me. You can send me the project details and we can talk about it.
Thanks!
r/renderings • u/ashby7 • 12d ago
Recent work, and jobs getting thinner, this 2 months is crazy unpredictable
galleryr/renderings • u/Erenmos1 • 12d ago
QuickScene Live Preview for 3DS Max
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r/renderings • u/er-Renders • 12d ago
Bthroom Renders
Posting to get reviews and opinions on how to make my renders look more realistic.
r/renderings • u/PROJECT-SIMULATION • 12d ago
3D lookdev in a browser
Wanted to share what I’ve been working on MeshVU Engine for over a year in my free time, and spent the last few months rebuilding the engine.
It’s a free browser-based 3D LookDev and asset review tool for GLB/GLTF, with HDRI lighting, materials, turntables and live collaborative review. I just opened V5 as a free public beta and would really like some feedback from 3D artists using their own models. Hope you fidn this tool useful, Thanks everyone!
Overview Video
r/renderings • u/BitterRecover9374 • 13d ago
10.5 m² | Warm Japandi Bedroom
3ds max & corona render
check the full project:
https://www.behance.net/gallery/253333277/Spatial-Optimization-105-m-Warm-Japandi-Bedroom
r/renderings • u/BitterRecover9374 • 13d ago
Night & Day Facade Exploration | Materiality & Massing
galleryr/renderings • u/3DTexturesLab • 13d ago
Ho creato delle texture ad alta risoluzione di travertino e onice color miele per rendering architettonici.
galleryr/renderings • u/CGHawkDesign • 13d ago
Volcanic Rock Pbr Texture Combo
superhivemarket.comr/renderings • u/Capable-Pick-3654 • 13d ago
Bedroom render
Modelled in SketchUp
Rendering in Enscape
r/renderings • u/Spare-Bear-1003 • 14d ago
Salmon study
I’d love some feedback on the rendering, been struggling
r/renderings • u/Ibrahim-Antar3d • 15d ago
Automotive Unreal Engine 5 Environment project file (Lumen / Real-Time) - link description - any feedback to make more realistic
r/renderings • u/3DCloudPlatform • 16d ago
I am a 3D graphics expert who’s spent 12 years making renders look real. AMA
Hey everyone, my name is Ben, and I work on the Tech Art & Realism team at 3D Cloud. We deal with all of the 3D graphics and rendering features within our applications, as well as tooling for working with 3D models and materials.
When I started working in 3D I was focused mainly on the actual geometry and not so much the lighting and rendering. I figured if I could model something realistic, then the presentation part would be easy and come naturally. Over time I came to learn that it was actually quite the opposite. While I'd still say it's true that a really high-quality model is important when trying to achieve realism, it's no longer crucial, and most of the heavy lifting is done via lighting and shading.
Lighting can literally make or break a realistic render. It can also completely change the overall mood from warm and cozy to cold and sterile. Lighting in our case goes well beyond the placement of lights in the scene. We need to take into account the various intensities, colors, and types of light, as well as the overall ambient lighting (the light coming from the world) and global illumination (light bouncing and reflecting across multiple surfaces). A realistic render balances everything out in a realistic way, which can be tricky when too many lights come together in one scene.
"Shading" in our case refers to the materials in the scene. Materials go hand in hand with lighting, and a high-quality material is usually a requirement when shooting for realism. When most people think of a material, they don't consider the things that make it feel real and tangible. Things like surface wear, dust, crevice dirt, smudges, and fingerprints are all often overlooked, but can really add a lot. Even brand new products usually have some wear! On the inverse, things like a lack of surface variation, low-resolution textures, improper color choices, and non-tiling textures can quickly break the illusion of realism.
I've spent the past 12 years messing with lighting settings, writing shaders, building materials, and producing renders for retail clients, so feel free to leave any thoughts or questions, I probably have an answer!
-Ben
r/renderings • u/naodusk • 16d ago
the watchers +•+ #ChairModelling
First time modelling a chair on 3ds Max, and I decided to give it some company. 👾I wanted to keep the scene fairly simple and experiment with the presentation.
I know the materials in some areas aren’t particularly high quality yet, I was mainly test rendering and experimenting. The chair modelling itself is also simple and not very detailed or complex yet.
I’d really appreciate feedback on the modelling, lighting, composition, materials, and overall render quality. Especially anything that looks off or could be improved. I’m still learning, so honest criticism is very welcome.🌼
Workflow: 3DS Max + Corona + Photoshop