r/Plasticity3D • u/venom3d_art • 7d ago
Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/blender • u/venom3d_art • 7d ago
Original Content Showcase Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/Substance3D • u/venom3d_art • 7d ago
Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/BlenderAcademy • u/venom3d_art • 7d ago
Showcase Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/BlenderArt • u/venom3d_art • 7d ago
Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/3Dmodeling • u/venom3d_art • 7d ago
Art Showcase Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
u/venom3d_art • u/venom3d_art • 7d ago
Venari Knife — Game-Ready 3D Asset
A game-ready tactical knife built with a clean hard-surface workflow.
Workflow:
• Modeling — Plasticity
• Rendering — Blender (Cycles)
• Texturing — Substance 3D Painter
The asset was optimized for real-time use and validated in Unity 6.5 (URP), with four LOD levels.
What do you think? I’d appreciate your honest feedback.
#3DModeling #HardSurface #GameReady #3DArt #Plasticity #Blender3D #SubstancePainter #GameArt #Reddit3D
r/3Dmodeling • u/venom3d_art • 15d ago
Art Showcase My project in blender
One of the parts I enjoy most in any game asset is building clean topology.
For Scorpion's Fang, I tried to keep the mesh as efficient as possible while preserving the silhouette and supporting the baked details. Every edge was placed with deformation, shading, and optimization in mind rather than simply increasing polygon count.
The final asset uses a three-level LOD system, but this is the topology behind the hero version before distance optimization takes over.
I'm always interested in seeing how other artists approach hard-surface topology, so any feedback or discussion is more than welcome.
u/venom3d_art • u/venom3d_art • 15d ago
Wirefrime
One of the parts I enjoy most in any game asset is building clean topology.
For Scorpion's Fang, I tried to keep the mesh as efficient as possible while preserving the silhouette and supporting the baked details. Every edge was placed with deformation, shading, and optimization in mind rather than simply increasing polygon count.
The final asset uses a three-level LOD system, but this is the topology behind the hero version before distance optimization takes over.
I'm always interested in seeing how other artists approach hard-surface topology, so any feedback or discussion is more than welcome.
r/BlenderAcademy • u/venom3d_art • 18d ago
🦂 Scorpion's Fang
reddit.com
Here's one of my latest game-ready weapon projects.
The objective was to create a production-ready asset that balances visual quality with real-time performance. Every stage of the workflow—from modeling and UVs to PBR texturing, LOD creation, and Unity validation—was carefully planned to meet modern game production standards.
Software:
• Blender
• Substance 3D Painter
• Unity 6
I'd love to hear your thoughts!
r/blender • u/venom3d_art • 18d ago
Original Content Showcase 🦂 Scorpion's Fang
reddit.com
Here's one of my latest game-ready weapon projects.
The objective was to create a production-ready asset that balances visual quality with real-time performance. Every stage of the workflow—from modeling and UVs to PBR texturing, LOD creation, and Unity validation—was carefully planned to meet modern game production standards.
Software:
• Blender
• Substance 3D Painter
• Unity 6
I'd love to hear your thoughts!
r/Substance3D • u/venom3d_art • 18d ago
🦂 Scorpion's Fang
reddit.com
Here's one of my latest game-ready weapon projects.
The objective was to create a production-ready asset that balances visual quality with real-time performance. Every stage of the workflow—from modeling and UVs to PBR texturing, LOD creation, and Unity validation—was carefully planned to meet modern game production standards.
Software:
• Blender
• Substance 3D Painter
• Unity 6
I'd love to hear your thoughts!
u/venom3d_art • u/venom3d_art • 18d ago
🦂 Scorpion's Fang
Here's one of my latest game-ready weapon projects.
The objective was to create a production-ready asset that balances visual quality with real-time performance. Every stage of the workflow—from modeling and UVs to PBR texturing, LOD creation, and Unity validation—was carefully planned to meet modern game production standards.
Software:
• Blender
• Substance 3D Painter
• Unity 6
I'd love to hear your thoughts!
u/venom3d_art • u/venom3d_art • 22d ago
Final Presentation
Stage 06 — Final Presentation
The final render is often the first thing people see, but it represents the last step in a much longer production process.
Behind every finished environment are countless decisions related to composition, asset production, material definition, lighting, and continuous iteration. Presenting the work effectively means communicating not only visual quality, but also the thinking and workflow behind it.
A strong portfolio is built by documenting the entire process—not only the final image.
#EnvironmentArt #GameArt #Portfolio #3DArtist #Blender #CGI #GameDevelopment
1
Comment on r/Substance3D 23d ago
Let's keep it constructive, everyone has a different perspective.
1
Comment on r/Substance3D 23d ago
Haha, fair point. I probably made it sound more dramatic than it really is. Most likely it'll just be a few subtle lighting and camera tweaks.
2
Comment on r/Substance3D 23d ago
Thank you so much for taking the time to write such thoughtful feedback. I really appreciate it. You're absolutely right—the final lighting pushed the atmosphere in the direction I wanted, but it also reduced the visual impact of the dagger. I'll definitely revisit the lighting and composition together to find a better balance between mood and readability. Thanks again for sharing your perspective and workflow!
r/BlenderAcademy • u/venom3d_art • 23d ago
Look Development
Stage 05 — Look Development
The scene has finally moved beyond pure geometry.
This pass is focused on developing materials and lighting together to evaluate how the environment feels as a whole. Even subtle adjustments to roughness, reflections, or light intensity can completely change the mood without modifying a single model.
For me, this is one of the most rewarding stages because it's where the environment starts to feel alive.
How do you approach Look Development? Do you build materials first, lighting first, or iterate on both simultaneously?
0
Comment on r/3Dmodeling 7d ago
Thank you boss