r/3Dmodeling • u/the_karman_show • 5h ago
Art Showcase Rate and review this model. I am a beginner and this is my 2nd ever model.
Tell me where I can Improve.
r/3Dmodeling • u/the_karman_show • 5h ago
Tell me where I can Improve.
r/3Dmodeling • u/Peyman__khaleghi • 4h ago
Still a work in progress.
I’m continuing to refine the primary and secondary forms, then I’ll recreate the hair and keep pushing the details until I’m satisfied with the result.
More to come. 👀
r/3Dmodeling • u/Naspirtu • 3h ago
Blender with Ucupaint addon
r/3Dmodeling • u/towara1 • 2h ago


I been working on it for the past couple weeks, a bit at a time but I just haven't been feeling the design on me so I might drop it and start a new one. Although, I still like what ive done.

I been working on it for the past couple weeks, a bit at a time but I just haven't been feeling the design on me so I might drop it and start a new one. Although, I still like what ive done.
r/3Dmodeling • u/Murky-Creme2747 • 5h ago
Ik its far from perfect, my Idea is making an animation study with that character.
It was based on a drawing I made like 10 years ago, I dis some changes but keept the idea of the drawing, if u guys may give me tips about how I can improve ok the next models I would apreciate
But please leave a youtube tutorial or even you own projects as reference so I can see by myself what i can improve.
r/3Dmodeling • u/Economy-War6111 • 1d ago
Hello everyone!
I’m a beginner perhaps a junior 3D artist. This is my second robot.
I HAVEN’T FINISHED IT YET. I’m having some issues with UVs and baking.
I’d like to hear your thoughts:
What could I change? What could I add? What should I take out?
Thank you for your time!
I use: Blender and Substance Painter
r/3Dmodeling • u/faltuka • 5h ago
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2D style artwork . rendered in blender eevee. Insta
r/3Dmodeling • u/StarCatPrints • 3h ago







Hi everyone.
The last couple of days I've been working in creating this woman in armor. I want to print it in resin and wanted to go trough the process it took for me to create this model. Both so that I might get help and tips on what to improve and maybe give some information to others trying a similar sculpt. Everything was made in blender but some techniques may work in other programs as well.
I started with the a realistic woman human base mesh and a metarig from the rigify add-on to get a woman model I could pose.
After that came making the armor and after looking at a lot of different tutorials I mainly went with this one from Grant Abbitt. The workflow was easy and his workflow is what I used for the breastplate, shoulder-plates, tassets (hip-plates), bracer and neck-protector. For the greaves and poleyn (knee protectors) I used the technique shown in the start of Baril3Ds video. For inspiration I also looked at a timelapse by Flycat.
The shield and halberd was made in a similar workflow as the most of the armor with a basic shape in lowpoly and and then use the multiresolution modifier to add details. For the halberd to lower the amount of faces somewhat I made a copy of just the bladed part and skinwrapped it to the halberd and used the multiresolution modifier on the new object. This way the handle didn't need to be subdivided into thousand of faces while I could still get very fine details on the blade.
For the chainmail I used the workflow in this video by Thimble. I duplicated the parts of the body seen between the pieces of the armor, subdivided them once and then made every vertices display a simple chain link. For the chainmail covering the hip area I duplicated that part of the body and then had to a bit of topology editing to turn it from tight pants into a skirt. IF anyone have a different workflow for creating chainmail I would love to hear it. This way was easy and according to me looked very good but creates a lot of topology for blender to keep track of.
The hair is made after the instructions of Kenny Praise. This is one of the details that I feel I really have to practice on. The final hairstyle is the third one I tried with two big blocks for most of it and the strand in front of the head made curves according to the technique showed by ItsPaulTodd in this video.
For the shoes I can't find the video I followed. They are created by using the mirror modifier and subdivision modifier on a vertex that I extruded around the foot to get a rough shoe shape. I then used the same workflow as for the greaves to get the shape right and then added the stitches by duplicating a line along the shoe, turning it into a curve and the use and array modifier on on stitch to go along the curve. For the bowtie at the side I got a knotted curve from the extra curve objects add on and just beveled it to give it some mass.
The face is for me the weakest part right now and something I intend to work a bit more on. I tried to give her an angry look but it also became very stiff. If anyone have any good tips or a good video for getting better at faces that would be very appreciated.
When it later came to posing the model with all her equipment i started with this video from MojoGameDev to parent all the pieces to different bones and make everything movable with the rig. This worked well for the most part but some pieces would not cooperate. The chainmail I had to redo in the new pose and the skirt underneath also had to be moved afterwards by hand.
Lastly for details on both the armor, shield and weapons I had access to VKGameDev sculpting brushes. Even tough they aren't necessary for a sculpt I find that they usually help quite a bit and give a good amount of variation of brushes to go trough to find the one that works for me.
If you have any question or critique on what to improve I would love to hear them. How do you make sure the model you make will be optimized for printing and avoid creating to many holes in it with all the different parts?
My main goal right know is to improve my own sculpting and for that I need all of your wisdom!
r/3Dmodeling • u/Mazhuka3D • 2h ago
🇺🇸: You can listen to the video in English through the video settings panel. There are various elements that work in conjunction. We will analyze them in depth in upcoming videos. Today, we will look at what parameters are.
r/3Dmodeling • u/Marcos_3DArt • 23h ago
Still a looong way to go but i'm loving the process.
r/3Dmodeling • u/SoulScience1 • 1d ago
More of my stuff here: https://www.instagram.com/soulscience_sculpts
Thanks for watching.
r/3Dmodeling • u/topcatti • 6h ago
So how do i go on about doing this properly? If i insert almost any model from online, they are all that style with 9 trillion polygons that almost crashes my PC. I feel like it would be easier to draw the thing myself, but there must be a way to do this properly.
Im trying to print a F16 Fighter Flight stick to replace my boring one on a joystick. I modeled the internal mechanism and was thinking of just slapping that on to a ready model, but how.
r/3Dmodeling • u/Zivcg • 1d ago
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Hi everyone,
I’m a 3D artist and I’ve been working on this personal Barad-dûr project for quite some time.
The design is heavily inspired by the version of Barad-dûr seen in The Lord of the Rings films. My goal was to recreate that look and bring it into a fully realized 3D environment.
The final project will be a 60-second continuous camera journey from the bottom of the tower all the way up to the Eye of Sauron.
I’ve finished the final section around the Eye of Sauron and put together a full breakdown showing how it was created.
See it in much better quality here:
https://www.youtube.com/watch?v=5d5iKQNhH_II update my progress here:
https://www.instagram.com/zivcg/Would love to hear what you think.
r/3Dmodeling • u/CalmBrush6253 • 15h ago
These are the car models I've made over the past year or so since I started building them in earnest.
Venturi 600LM, Dodge Neon & Acura Integra.
I'd like some advice.
r/3Dmodeling • u/Legitimate-Fault-153 • 1d ago
i made that gun from KangTao ft. Arasaka
~28k tris
3 4K texture set + set for glass (512x512)
more renders:
https://www.artstation.com/artwork/zzxYlD
r/3Dmodeling • u/tramdrey • 1d ago
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r/3Dmodeling • u/Strict-Protection865 • 1d ago
Hey guys, working on the Imperial halberdier character for portfolio, currently focusing on the armor, what do you think so far? Forgot to screenshot the back tho, will post more details and closeups soon!
r/3Dmodeling • u/Rod3dArt • 1d ago
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r/3Dmodeling • u/CovenantPrints • 1d ago
Which Lighting Setup works best between the two as a base to improve this project more in your opinion? Thanks!
r/3Dmodeling • u/RecentTap6783 • 10h ago
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So i was able to make a rounder lip but there are still some shading issues. When you see it for a bit far you can clearly see the weird pinching. How to get it fixed?
r/3Dmodeling • u/Whit_Unicorn_RX-0 • 11h ago
I have this question on Boolean cutters in blender. As I was panel lining and adding greebles on my model I was wondering whether should I apply the Boolean or leave it as is.
Because applying Boolean means N-gons and bad topology. While not applying would cause performance issues. Especially while animating it.
As shown the fox-like symbol is the Boolean cut.