3D/CGI Artists, post your stuff...

I wish I was good enough at this stuff to make a living at it. but I’m really only good at creating Non human objects. My human objects lack life and spark.

But I still have fun trying. it’s a fun past time. my Program of Choice is Softimage 2015.
scene

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I do 3D modelling specifically for 3D printing action figures, so most of my stuff’s in bits and pieces.


I tend to use a mix of TinkerCAD and Meshmixer for the majority of my work. Both free.
TinkerCAD is great at precise down to 1/10th of a mm positioning and measurement, so I use it for most of my articulation, scaling, or anything that involves mostly geometric shapes or precise slot-together parts, but it has an incredibly low max polygon count which does… interesting things when you try to import or export complex shapes.


Meshmixer is my go-to for anything organic or non-geometric in shape. I use it for all my faces, humanoid body designs, and most of my surface texturing. Generally, I end up bouncing back and forth between the two. Because TinkerCAD cuts out so much detail, I have to do some careful merging of parts to keep my flat parts flat, and my complex surface detail complex.


WIP381

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I’ve been meaning to create more 3D art for years, and I’m probably pretty rusty now, but here are a few I made back in 2003 (all made with 3dsmax):

All of these built 100% from scratch – no library objects or the like. All geometry, lighting, textures, etc. made by me from the ground up. These weren’t professional projects, I was just inspired by the notions and made them for myself.

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94% of the time I will build stuff from the ground up. more fun that way. but sometimes I take the lazy way out and search for things, if I can’t make it the way I want.

I do miss the b oolean feature in Max. that was handy. and I wish I could figure out Z Brush. but the learning curve is tough.

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Not on my pc, but here’s one I have access to. Will try to remember this topic later on…

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It was a cool feature but extremely buggy, and least back then. With anything more complex than basic primitives, it would either produce wildly incorrect results or max would crash entirely, so I pretty much wrote it off. Maybe it’s improved in later versions?

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