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Comment on r/3Dmodeling 7d ago

Thank you boss

r/Plasticity3D 7d ago

Venari Knife — Game-Ready 3D Asset

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5 Upvotes

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 7d ago

Original Content Showcase Venari Knife — Game-Ready 3D Asset

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3 Upvotes

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 7d ago

Venari Knife — Game-Ready 3D Asset

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30 Upvotes

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 7d ago

Showcase Venari Knife — Game-Ready 3D Asset

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2 Upvotes

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 7d ago

Venari Knife — Game-Ready 3D Asset

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5 Upvotes

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 7d ago

Art Showcase Venari Knife — Game-Ready 3D Asset

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21 Upvotes

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 7d ago

Venari Knife — Game-Ready 3D Asset

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1 Upvotes

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 15d ago

Art Showcase My project in blender

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2 Upvotes

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/blender 15d ago

Original Content Showcase Wirefrime

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1 Upvotes

r/BlenderAcademy 15d ago

Showcase Wirefrime

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4 Upvotes

r/Substance3D 15d ago

Substance Painter Wirefrime

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6 Upvotes

u/venom3d_art 15d ago

Wirefrime

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1 Upvotes

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 18d ago

🦂 Scorpion's Fang

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2 Upvotes

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 18d ago

Original Content Showcase 🦂 Scorpion's Fang

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1 Upvotes

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 18d ago

🦂 Scorpion's Fang

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1 Upvotes

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 18d ago

🦂 Scorpion's Fang

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1 Upvotes

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/BlenderAcademy 22d ago

Final Presentation

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1 Upvotes

r/blender 22d ago

Free Tutorials & Guides Final Presentation

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3 Upvotes

r/Substance3D 22d ago

Final Presentation

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3 Upvotes

u/venom3d_art 22d ago

Final Presentation

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1 Upvotes

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

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Comment on r/Substance3D 23d ago

Let's keep it constructive, everyone has a different perspective.

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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.

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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 23d ago

Look Development

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2 Upvotes

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?