Briefs and projects in 3d modeling
When I'm modeling, I appreciate the advanced tools Blender offers for creating and editing 3D models. Whether I'm sculpting, working with retopology, or using procedural modeling techniques, it provides everything I need.
Role
3D Modeling
Tools and software
Procreate
Blender
Project
Overview
Development
My journey in Blender has been an exciting and rewarding experience. I started with modeling, where I learned to create and edit 3D models using various tools and techniques. Initially, I focused on basic shapes and gradually moved on to more complex models. I also explored retopology to optimize my models for better performance and smoother surfaces.
As I became more comfortable with modeling, I delved into texturing and shading. This part of the process was fascinating because it allowed me to add realistic textures and materials to my models. Using the node-based shader editor, I experimented with different combinations to achieve the desired look.
Watermelon
I created the inside of the watermelon by duplicating the sphere, scaling it down slightly, and applying a red material with small black dots to represent the seeds. I used a Boolean modifier to cut the watermelon in half, revealing the inside.








Environment design
This process involved creating and positioning primitive shapes like cubes, spheres, and planes to represent different elements of the environment. For natural elements like grass, trees, and rocks, I use particle systems and procedural generation techniques. This allows me to distribute these elements efficiently across the scene. I also use sculpting tools to add terrain details and create more organic shapes.












Doughnut
I started by adding a torus mesh and adjusting its settings to resemble a doughnut. Then, I used proportional editing in Edit Mode to add some imperfections, making it look more realistic. I applied a Subdivision Surface modifier and used Shade Smooth to enhance the smoothness.








Tombstone
Modeling the tombstone using a simple cube, scaling it to the right proportions, and adding some bevels for a worn look. I then used a texture to give it a stone-like appearance. I positioned the hand so it appeared to be reaching out from the base of the tombstone. For lighting, I used a combination of area lights and an HDRI to create a spooky atmosphere.







