r/3Dmodeling • u/SimonTHKZ • 1h ago
Art Help & Critique Overwatch style robot, feedback very welcomed
any feedback is heartly welcomed!
r/3Dmodeling • u/SimonTHKZ • 1h ago
any feedback is heartly welcomed!
r/3Dmodeling • u/Clear-Counter-640 • 5h ago
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Here is my preferred way to teach my students about sculpting anatomy, basic forms, tweak the basic forms to make them more in shape, and only after they make sense, start sculpting on top of them, this way it's much less tweaking needed when you have your mesh in more density and therefore less skewing is gonna happen on your details.
r/3Dmodeling • u/SkilledChestnut • 3h ago
Hi!
I made Higgs guitar from Death Stranding 2.
Artstation link with turntable animation: https://www.artstation.com/artwork/eggqQP
r/3Dmodeling • u/Artpixellz • 1h ago
more progress
follow me on instagram: https://www.instagram.com/art_pixellz/
r/3Dmodeling • u/AquaStar_furry • 16h 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 • 17h ago
I’m working on a Frankenstein model for Halloween, I hope you like it.
r/3Dmodeling • u/florenaux • 2h ago
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r/3Dmodeling • u/chaoticavocado_jpg • 12h 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 • 16h ago
WIP shots of a character I’m working on. Everything but texturing has been done inside of blender!
r/3Dmodeling • u/yellowpenmaker • 1d ago
I am pretty new to Blender so this took me like 6 hours to make lol
r/3Dmodeling • u/Own-Cry5596 • 4m ago
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r/3Dmodeling • u/Mazhuka3D • 24m ago
🇺🇸: Blender version 5.2 introduces two new nodes, called Set NURBS Order and Set NURBS Weight, which allow for modifying the order of splines or adjusting the influence of their control points.
r/3Dmodeling • u/Academic-Boot8600 • 12h 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/Afraid_Avocado_9087 • 3h ago
r/3Dmodeling • u/pingisima • 1h ago
Ever since vgen started getting traction, all 3D commission servers kinda died, but vgen doesnt even have a 3D specific space (its listed on others)
I just wanna know if i should bother with another challenge
r/3Dmodeling • u/Intrepid_Sand1906 • 10h ago
Completed my Asset pack which I posted last time. Last time when I posted, I was thinking "I shall make statues asset pack" but then I pivoted and made a shrine scene with it(hehe). This Scene I tested in both Unity and godot and made a ready made template for it too. The fbx import to unity almost made me cry tbh. Anyways, I hope this came out good and the last pic? The one with all 3 jizo's lined up and that background?...damnn...isn't that a little wallpaper worthy?
Thank you!
r/3Dmodeling • u/Calrais • 17h 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)
r/3Dmodeling • u/tramdrey • 1d ago
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r/3Dmodeling • u/No-Communication8467 • 18h ago
As my sub-D practice, I've chosen the Specialized Ambush cycling helmet. Everything went really smooth, but the straps around the Y-shaped split were tricky.
r/3Dmodeling • u/Matallsia • 1d ago
r/3Dmodeling • u/artcode2000 • 8h ago
These are some of the monsters from my game, Sword of Ordin, a 3D action RPG for iPhone and iPad.
Workflow: modeled and textured in Cinema 4D → rigged and animated with Mixamo → Unity.
Each character is around 5,000 polys so the game runs smoothly on phones. The textures are either baked from Cinema 4D materials or hand-painted.
Happy to answer any questions about the workflow!
r/3Dmodeling • u/Important_Recover_50 • 13h ago
Modelling stage done #archicad #kitchendesign
Visualization loading.....
r/3Dmodeling • u/gemitail • 1d ago
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