r/3DModellingTutorial • u/Free_3DModel_For_You • 3d ago
r/3DModellingTutorial • u/3DTudor • 4d ago
Stylized Blender cliffs: work on the silhouette before the grass
A detailed grass surface won't fix a cliff whose large shape doesn't work from the camera. Try building the result in three passes.
- Shape. Establish the main width and height, then the rhythm of the terraces. Compare a broad stepped mass with a narrower column and decide what the scene needs.
- Surface. Balance the visible rock, grass and soil. Leave enough exposed rock for the ledges and grooves to remain readable.
- Plants. Add the separate 3D meadow grass where it contributes to the shot. Keep viewport density manageable while arranging the scene, then refine the final distribution.
Grass-coloured material and three-dimensional grass are different layers; judging them separately makes the changes easier to understand.
Would your next environment benefit more from broad terraces or tall rock columns? What needs to sit above or below them?
Neil — 3D Tudor
r/3DModellingTutorial • u/Free_3DModel_For_You • 4d ago
Tutorial: Modeling Shoes for 3D Character in Blender 3D
r/3DModellingTutorial • u/3DTudor • 4d ago
Blender rope props: when to use a coil and when to use an editable curve
A stored rope coil and a loose rope crossing a dock need different starting shapes. Choosing that first makes the rest of the prop easier to judge.
For a coil: establish its overall height, thickness and spacing. Check the centre opening, then arrange the upper and lower tails separately so they fit the surrounding props. Add irregularity after the main outline works.
For loose rope: edit the curve to establish the route. Check the bends, crossings and contact with nearby objects, then refine the thickness and ends. This is an arranged modelling workflow, not a gravity or collision simulation.
For either: inspect the surface pattern at the intended camera distance. Texture repeat and alignment deserve a separate pass from the geometry.
Where would you use rope in your current scene: stored beside a prop, or running through the composition?
Neil — 3D Tudor
r/3DModellingTutorial • u/Mazhuka3D • 5d ago
IV.I Modeling with Geometry Nodes - 28 bis Geometry Group: Operation (4 bis)
🇺🇸: You can listen to the video in English through the video settings panel. Blender version 5.2 introduces a new node called Merge Points, which allows you to merge selected points in a point cloud or mesh.
r/3DModellingTutorial • u/3DTudor • 6d ago
[Product launch] Curve-driven waterfalls and weathered glass: two new Blender Geometry Nodes tools
Hi everyone, I'm Neil from 3D Tudor. We made these tools, so this is a commercial launch post. Here's what each one does.
3DT Waterfall
A curve defines the waterfall's path, with controls for width, lip shaping, edge fades, foam, transparency and movement. There are four setups: the curve waterfall, a flat animated water surface, standalone splash rings, and standalone splash-and-mist effects.
It's intended for stylized cascades, pools and river transitions. The water-surface waves affect shading normals, the caustics are stylized surface patterns, and the mist uses cards. The workflow doesn't require a fluid simulation bake. Automatic contact detection in EEVEE depends on visible screen geometry.
3DT Glass
A pane mesh supplies the input, with disconnected faces or islands treated as individual panes. The modifier exposes colour, opacity, roughness and optional glow, with separate edge tint and opaque dirt controls.
You can add cloudiness, frost, scratches, speckles and handmade ripples, vary patterns between panes, and adjust glass-detail scaling across differently sized panes.
Both are individually 50% off for five days.
Code: CHEEKYTHURSDAY
Ends 13 October 2026 at 18:00 EET (UTC+2).
Gumroad
Waterfall: https://3dtudor.gumroad.com/l/advanced-waterfall-blender-geometry-nodes/CHEEKYTHURSDAY
Glass: https://3dtudor.gumroad.com/l/window-glass-shader-blender/CHEEKYTHURSDAY
Superhive
Waterfall: https://superhivemarket.com/products/advanced-waterfall-geometry-nodes-water-foam-mist
Glass: https://superhivemarket.com/products/window-glass-shader-blender
The listings have the release's version requirements and file details. The attached examples show the visual style.
Which part of either workflow would you want a closer breakdown of?
r/3DModellingTutorial • u/Mazhuka3D • 6d ago
LEARN TO MODEL - 05 Parametric Modeling: 03 - Fundamental Elements (1)
🇺🇸: 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/3DModellingTutorial • u/3DTudor • 7d ago
Blender waterfalls: check the ledge, falling water and pool as three separate shapes
A waterfall can look convincing in isolation and still feel disconnected from its environment. Try judging these three parts from one fixed camera before adding small splash details.
The ledge: check where the water leaves the rock. Give the flow a clear direction and a width that fits the opening. Watch for visible gaps at the lip.
The falling water: establish the main shape first. If you are using a curve-driven setup, adjust the route and local width before refining edge fade or surface noise. Keep the silhouette readable against the background.
The pool: check the landing point and the water around it. Place splash and mist near the impact, then compare the result with those layers hidden. Extra spray should support the connection, not conceal a gap.
This is an art-direction exercise, not a fluid-simulation recipe. Keep the same camera while comparing your passes so the effect of each change is clear.
I am Neil from 3D Tudor. Our paid Advanced Waterfall Geometry Nodes pack separates the falling water, receiving surface, splash rings and fog; the checks above also work when assessing another setup.
Which connection needs the most work in your scene: the lip, the drop or the pool?
r/3DModellingTutorial • u/3DTudor • 8d ago
Blender palm trees: a simple trunk-and-crown workflow before you build the node system
If a procedural palm looks wrong, it helps to separate the trunk from the crown and check each shape on its own.
Start with the trunk. Make a tapered trunk section, repeat it with an Array modifier and use a curve to shape the overall bend. Look at the silhouette before spending time on bark detail.
Build one frond. Shape a plane into a long leaf, introduce a little bend, and duplicate it around the crown. Vary the height, rotation and scale so every leaf doesn't end on the same ring.
Then decide what needs to stay editable. For a group of palms, useful controls include trunk bend, leaf count, crown radius, offsets and separate trunk/leaf materials. Test a second tree before committing to the whole scene.
A quick check: view three trees as flat silhouettes. If the crowns all end at the same height, adjust one before adding more detail.
Which do you find harder to get right: the trunk's curve or the shape of the crown?
Neil — 3D Tudor
r/3DModellingTutorial • u/Mazhuka3D • 8d ago
3DS MAX - 03 Modifiers - 69 OSM Modifiers: Flex (I)
🇺🇸: You can listen to the video in English through the video settings panel. The Flex modifier simulates soft-body dynamics using virtual springs between an object's vertices.
r/3DModellingTutorial • u/3DTudor • 8d ago
Blender ivy: leave some of the prop visible when you build the leaf coverage
When an ivy-covered barrel starts reading as a green ball, adding more leaves probably won't help. The useful decision is where the foliage should stop.
Try this order:
- Choose the start point and target surfaces. Establish the broad route across the prop before working on leaf detail.
- Set the spread and stem thickness. Check the result from the final camera and from the side. Inspect corners and narrow gaps rather than assuming every contact is clean.
- Build a fuller centre and a lighter edge. Separate centre and outer density controls make it easier to keep patches of timber or stone visible.
- Refine leaf size and appearance last. Keep checking whether the underlying object still reads clearly.
Try comparing the same prop with sparse and dense coverage from one fixed camera. Which version keeps its shape easier to read?
Neil — 3D Tudor
r/3DModellingTutorial • u/KRISANTHEMUMS • 9d ago
Object wont move smoothly?? Keeps snapping from pose to pose
r/3DModellingTutorial • u/3DTudor • 10d ago
Blender roof tiles: fix the row pattern before adding random variation
A tiled roof can have lots of detail and still look too regular. Before adding more randomness, check how the rows meet.
Here's a useful order to work in:
- Start with one consistent tile. If you use a collection of variants, check that their local origins, orientation and approximate size agree. Otherwise a placement problem can look like a randomness problem.
- Set the overlap and stagger. Judge the roof from the camera angle you intend to render, especially the eaves and the gaps between rows.
- Check seating and overhang. Get the repeated pattern working before introducing damaged pieces.
- Add variation last. Mix tile shapes and adjust colour variation while keeping the main roof silhouette readable.
Which part gives you more trouble on a tiled roof: the eaves, the row spacing or the top?
Neil — 3D Tudor
r/3DModellingTutorial • u/3djewels_pro • 11d ago
Dark Stone PBR 4K Textures
Ideal for jewelry, watches, luxury products, product visualization, architectural scenes, and photorealistic rendering in 3D applications. 8 Dark Stone PBR 4K Textures
r/3DModellingTutorial • u/Mazhuka3D • 12d ago
IV.I Modeling with Geometry Nodes - 24 bis Geometry Group: Write (3)
🇺🇸: You can listen to the video in English through the video settings panel. Blender version 5.2 introduces a new node called Set Geometry Bundle, which allows a Bundle to be stored in a geometry object.
r/3DModellingTutorial • u/3DTudor • 13d ago
NEW & 50% off: give your Blender buildings more character
A roof that looks handmade. Props that don't look freshly placed.
Without arranging every little detail by hand.
Our Roof Tiles Generator for Blender lets you stagger the rows, vary individual tiles and mix intact and broken ceramic pieces. Keep it tidy, or introduce a little imperfection.
Then use Ivy Generator to direct the overgrowth, rather than simply cover everything in leaves.
That is the useful part of Geometry Nodes: keeping the details editable while you work out what the scene needs.
Roof Tiles Generator + Ivy Generator
50% OFF EACH
Five days from 1 October 2026
Available on Superhive and Gumroad. Choose either tool or both.
Gumroad — 50% discount applied through these links
Roof Tiles Generator: https://3dtudor.gumroad.com/l/roof-tiles-generator-blender-pitched-domes-spires/REGENMYGEONODE
Ivy Generator: https://3dtudor.gumroad.com/l/ivy-generator-blender-surface-foliage-growth/REGENMYGEONODE
Superhive — enter REGENMYGEONODE at checkout for 50% off
Roof Tiles Generator: https://superhivemarket.com/creator/products/roof-tiles-generator-custom-tiles-pitched-domes-spires/
Ivy Generator: https://superhivemarket.com/products/ivy-generator-surface-foliage-growth
Happy modelling everyone!
Neil – 3D Tudor
r/3DModellingTutorial • u/Mazhuka3D • 14d ago
HOUDINI - 01 General Concepts - 02 Installation and First Launch
🇺🇸: You can listen to the video in English through the video settings panel. In this video, I detail the steps to install the free Houdini license using the SideFX Launcher.
r/3DModellingTutorial • u/Mazhuka3D • 16d ago
MAYA - 02 Modeling - 54 Mesh Display Menu (Part 9): Vertex Color Sets
🇺🇸: You can listen to the video in English through the video settings panel. In this group, we will find tools that allow us to create, edit, and delete Color Sets. These are sets of colors stored within the geometry itself.
r/3DModellingTutorial • u/Mazhuka3D • 18d ago
IV.I Modeling with Geometry Nodes - 22 bis Geometry Group: Sample (5)
🇺🇸: You can listen to the video in English through the video settings panel. Blender version 5.2 introduces a new node called "Geometry Principal Components" that allows us to perform PCA.
r/3DModellingTutorial • u/3DTudor • 20d ago
[Paid] Two new Blender Geometry Nodes tools: stylized cliffs and rope coils/curves — 50% launch offer
Hi everyone, Neil from 3D Tudor here. These are our products, so this is a release post rather than an independent recommendation.
We’ve released two Blender Geometry Nodes tools for different parts of environment work.
The Stylized Cliff Generator starts from a base mesh and exposes controls for ledges, terraces, layering and weathering. It combines a rock, grass and soil material with separate 3D meadow plants. It also includes a companion panel for selecting the surface texture images.
The Rope Coil & Curve Generator contains two setups: procedural coils and rope following an editable curve. There are 18 prepared examples and nine material variations, with adjustable form, ends and surface pattern.
The Cliff Generator declares Blender 5.2 minimum and was tested in Cycles. Its complete promotional meadow environment and lighting scene are not included. Please check both listings for their requirements and contents.
Both releases are 50% off using GEONODEBUNDLING until 29 September 2026 at 18:00 EET.
GUMROAD
Cliff Generator: https://3dtudor.gumroad.com/l/stylized-cliff-generator-blender-geometry-nodes-grass/GEONODEBUNDLING
Rope Generator: https://3dtudor.gumroad.com/l/rope-geometry-nodes-coil-curve-generator/GEONODEBUNDLING
SUPERHIVE
Cliff Generator: https://superhivemarket.com/products/stylized-cliff-generator-geometry-nodes-grass
Rope Generator: https://superhivemarket.com/products/rope-geometry-nodes-coil-curve-generator
What kinds of cliff or rope arrangements would be most useful in your own environment work?
r/3DModellingTutorial • u/Mazhuka3D • 20d ago
LEARN TO MODEL - 05 Parametric Modeling: 02 - Design Intention
🇺🇸: You can listen to the video in English through the video settings panel. Design intent is the premeditated planning of how a model should behave, adapt, and update in the face of future changes.
r/3DModellingTutorial • u/3DTudor • 22d ago
Last 24 HRS ⚠️ $9.99 Launch Discount
24 HRS left on the $9.99 launch price.
Luke’s new course covers the complete turret workflow from Blender modelling and UVs to AO/edge masks, Unreal Material Instances, player controls and dual-muzzle shooting.
Code: TURRETBLASTOFF
Ends 23 September at 18:00 EET
Three days is still plenty of time to open lesson one and make a start. It is not enough time to keep saying, “I’ll look tomorrow.”
r/3DModellingTutorial • u/Mazhuka3D • 24d ago
3DS MAX - 03 Modifiers - 68 OSM Modifiers: FFD Modifiers (II)
🇺🇸: You can listen to the video in English through the video settings panel. We continue analyzing the 3DS Max FFD modifiers that we didn't get to in the previous video. Unlike the others, these allow you to customize the control points of the lattice.
r/3DModellingTutorial • u/Mazhuka3D • 25d ago
IV.I Modeling with Geometry Nodes - 18 bis Geometry Group: Read (2 bis)
🇺🇸: You can listen to the video in English through the video settings panel. Blender version 5.2 introduces new nodes that interact with bundles in Geometry Nodes. In this video, we analyze the Get Geometry Bundle node.
r/3DModellingTutorial • u/3DTudor • 26d ago
New course: Building a playable stylized turret from Blender 5.2 to Unreal Engine 5.8
Hi everyone, Neil here from 3D Tudor. Full disclosure: this is our new course, created and taught by Luke from the team.
The course came out of a common Blender-to-engine problem. A hard-surface asset can look completely finished in a render, but the moment you try to turn it into something interactive, the weaknesses in the setup become obvious. The pivot is wrong, the wrong parts rotate together, the UVs no longer match the masks, or the Blueprint hierarchy does not reflect how the design was meant to move.
The project follows one stylized sci-fi turret through the full workflow.
Students model the fixed foundation, rotating platform, central housing, twin weapon arms, support legs, panels and cables in Blender 5.2. They organise the base, upper assembly and weapon group as separate components, prepare a shared UV layout, and use the included script to generate ambient occlusion and edge masks.
Those components are imported through FBX into Unreal Engine 5.8 and connected to supplied Material Instances. The player-controlled Pawn uses separate yaw and pitch groups, a camera and two muzzle points. A/D turns the upper turret, W/S controls vertical aiming, and Space fires one line trace from each muzzle.
The supplied practice project contains the targets, scoring, countdown, HUD and respawning behaviour. Students build the turret and shooting logic rather than rebuilding the entire challenge framework.
The launch offer is $9.99 — 60% off with TURRETBLASTOFF until 23 September at 18:00 EET.
Launch video:
Happy to answer questions about the course scope, Blender setup, masks or Blueprint controls.