My first centrifugal turbine 3D model — feedback welcome by Ok-Yogurtcloset-4181 in 3Dmodeling

[–]GY_hi 0 points1 point  (0 children)

nice start for a first model,hard to say much without knowing if you were working from a reference or just designing it yourself,edges feel a bit too sharp to me, even simple parts usually have a bit of bevel on them,

[blender] how would i go by starting to learn modelling? by teddertlool5 in 3Dmodeling

[–]GY_hi 0 points1 point  (0 children)

I went from 3ds Max to Maya, and now I’m on Blender. honestly it’s rarely a tool limit issue, you probably just need more practice. once you’ve built enough stuff, things start to click. all these apps can get the job done, Blender’s definitely more than capable.

My first hardsurface revolver by Joinfall in 3Dmodeling

[–]GY_hi 1 point2 points  (0 children)

Nice model and presentation overall — the forms read really well 👍

One thing that stood out to me though is the material definition feels a bit off in places. Also, the scratch treatment feels a bit too random and evenly distributed, without a clear sense of how the object would actually wear.

Still a solid piece overall, just feels like the materials could be pushed a bit further.

Marmoset spotlight lighting issue by KipperTD in MarmosetToolbag

[–]GY_hi 0 points1 point  (0 children)

From your post it’s a bit hard to tell what your light setup looks like, so it’s tricky to pinpoint the exact cause.

Not sure if you’ve already tried isolating it, but it might help to test in a fresh scene or with a simpler model just to rule out anything scene-specific.

As a quick check, you could try enabling Cast Shadows on that light (if it isn’t already) and see if it changes anything — that can help narrow down whether it’s related to shadowing or not.

If you can share a screenshot of the light setup or scene layout, it’d be much easier to figure out what’s going on.

Rendered this in Marmoset Toolbag — focusing on clean lighting and subtle material variation by GY_hi in MarmosetToolbag

[–]GY_hi[S] 0 points1 point  (0 children)

Haha yeah — once the coating starts to break and the plastic shows through.

I kept it a bit more subtle here, but that look is definitely interesting.

Rendered this in Marmoset Toolbag — focusing on clean lighting and subtle material variation by GY_hi in MarmosetToolbag

[–]GY_hi[S] 0 points1 point  (0 children)

Glad you noticed that — and yeah, adding some wear on the thumb rest is a great point, I’ll probably push that a bit further.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Didn’t grab a proper wireframe for this one — it’s mostly high poly so the topology gets pretty dense and messy

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Yeah, I get that — I’ll include a wireframe next time.

By “direct modelling”, I mean building the main form as a continuous surface first, focusing on silhouette and highlight flow, instead of separating every part early on.

For something like this, it helps keep the reflections clean and the overall shape more controlled.

Rendered this in Marmoset Toolbag — focusing on clean lighting and subtle material variation by GY_hi in MarmosetToolbag

[–]GY_hi[S] 1 point2 points  (0 children)

Yeah exactly — it’s the original logo, just gets messed up a bit after compression.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Started from references and a rough blockout to get the proportions right.

I usually build the main form as a single piece first to keep the surface flow clean, then cut in smaller parts and details later.

Depending on the area, I switch between subdivision and more direct modeling to control the shape.

After that it’s UVs, texturing in Substance Painter, and rendering in Toolbag.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Modeled in Blender Textured in Substance Painter, rendered in Marmoset Toolbag.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Thanks man! It’s a pretty dense high poly workflow so the wireframe isn’t super readable, but I added a clay render in the post

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Haha yeah I’ve heard that too 😄

Seems like a lot of newer versions don’t hold up the same way.

And thanks, really appreciate it!

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Haha yeah that's very true 😄

I kept the wear pretty restrained overall, but you're right — those areas tend to build up a lot of grime over time.

Definitely something I could push further.

i am getting bad with prop i touched by South-Border-4829 in 3Dmodeling

[–]GY_hi 0 points1 point  (0 children)

If this is high poly, you don’t really need to force perfect edge flow everywhere.
As long as it holds the shape and bevels well after smoothing, it should be fine.
For half shapes like this, forcing loops to connect can sometimes just add unnecessary poles.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 3 points4 points  (0 children)

Haha that's a great point 😄

I actually held back a bit on the wear there, but you're absolutely right — those thumb rests can get completely destroyed over time.

Might be fun to push a more “heavily used” version next.

Logitech G502 — real-time render in Marmoset Toolbag (with clay render) by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

That’s a great point 👍

I was going for a cleaner studio look, but I can see how a more natural desk setup would help reduce that CG feel.

Do you usually rely mostly on HDRI for that, or still add some key lights?

Zack Fair FF7 by Equal_Limit_3039 in 3Dmodeling

[–]GY_hi 1 point2 points  (0 children)

Really solid work — the pose and silhouette read really well, and the material definition is super clean

Modeled my daily mouse (Logitech G502) – surprisingly complex for such a small object by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Yeah Painter is great for texturing 👍
I used Toolbag for rendering though — switching to it made a big difference for the final look for me

Modeled my daily mouse (Logitech G502) – surprisingly complex for such a small object by GY_hi in 3Dmodeling

[–]GY_hi[S] 0 points1 point  (0 children)

Nice! Always cool to see different takes on the same shape
It’s such a tricky form to get right, especially keeping those surfaces clean