#3D Design Software
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3D Design Essentials: Mastering Animation and Rigging Techniques

In the ever-evolving world of 3D design, mastering animation and rigging techniques is essential for creating dynamic, engaging, and believable digital content. Whether you're designing characters for film, developing assets for video games, or producing interactive simulations, the ability to animate and rig models effectively can elevate your work from static to truly lifelike. These two core components are what give 3D models motion, personality, and emotional expression.
Rigging: The Structural Blueprint of Movement
Rigging is the process of creating a digital skeleton for a 3D model. Much like bones and joints in a human body, a rig allows a model to move in realistic ways. Each joint in the rig corresponds to a part of the model, whether it's an arm, leg, or even facial muscles. These joints are then connected in a hierarchical structure that enables natural motion—moving a shoulder bone, for example, affects the entire arm.
Effective rigging also includes building user-friendly control systems that simplify animation. These controls allow animators to move characters or objects intuitively without manually adjusting every joint. Advanced rigs often include features like inverse kinematics (IK), which help create smooth, realistic motion such as walking or reaching.
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Animation: Breathing Life Into Static Models
Once a model is rigged, it’s ready to be animated. Animation involves creating keyframes, timing sequences, and refining motion to tell a story or deliver a message. Animators manipulate the rig’s controls to simulate lifelike behavior—from simple movements like blinking and smiling to complex sequences like dancing or interacting with other characters.
For instance, in a 3D animated film, a character might be rigged with hundreds of control points for facial expressions alone. This allows animators to create detailed emotional performances. In gaming, animators might focus more on fluid and responsive motion optimized for real-time performance. Regardless of the platform, animation plays a crucial role in how audiences connect with 3D content.
The Power of Combining Skill and Technology
Rigging and animation are more than just technical steps—they’re creative tools that bring ideas to life. As 3D technology continues to evolve, so do the possibilities for expression and storytelling. By mastering these techniques, designers can unlock new levels of realism, interactivity, and engagement in their work. For anyone looking to excel in 3D design, building strong foundations in animation and rigging is not just beneficial—it’s essential.
#3D design#3D design ideas#3D design software#3D design tools#3D design trends#modern 3D design#creative 3D design#3D design inspiration#3D design technology
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The Matrix: Resurrections (2021)
#the matrix resurrections#cyberpunk#movies#office#computers#tech#keanu reeves#scifi#monitors#cyberpunk aesthetic#programming#coding#software engineering#gifs#the matrix#3d animation#motion graphics#graphics design
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HELP WANTED: LITTLEBIGPLANET FAN MOVEMENT

For the past year or so I’ve been working on a fan movement to revitalize interest in LittleBigPlanet on Sony’s terms. Think it comparable to Operation Moonfall, a fan movement for revitalizing interest in The Legend of Zelda: Majora’s Mask, which eventually led to its 3D Remake.
While I can’t promise the plan I’ve set out is guaranteed to result in a new LBP game, I do believe that it is also the best opportunity for one to be made. However, as I’ve worked behind the scenes I’ve found it impossible to maintain on my own. Therefore I must ask for help.
Operation Mushroom Tree, as it is tentatively titled, involves the creation of a professional pitch for a new LittleBigPlanet entry for modern consoles. This pitch would provide a basic outline of what a new entry would entail, and prove why the franchise would still be popular.
The goal is not to make a wishlist nor a whole new installment on our own, but a feasible design concept for a new game that the community can rally behind. While this exact pitch may not be directly used by Sony Interactive Entertainment, Operation Mushroom Tree would be a template to guide development of a new game. The design document at the forefront would show the best way to make a new installment in a way that would be enticing to shareholders and employees of Sony Interactive Entertainment, the current rights holders.
The document has been mainly continuously written by me. However, I am just beginning my journey into game development, and this project would be unsustainable on my own. I need concept artists and render artists to create mockups of believable illustrations of the game Operation Mushroom Tree provides. As well, I’d sincerely love the second opinions of other game designers who are passionate about the LBP franchise. Finally, I have only a very rudimentary idea of how LBP works on a programming and hardware level, and thus this project would benefit from an expert on such.
To be precise, I am looking for:
- 3D Modeling or Photoshop Artists to create renders and mock-ups of gameplay mechanics.
- Individuals with history in Game Design and have a fondness for the LittleBigPlanet Franchise, mainly to help write and guide the main design document.
- Individuals who have intimate knowledge of the LittleBigPlanet franchise on a hardware and software level, and can evaluate the feasibility of certain features on modern hardware.
If you or anyone you know falls into these categories, please contact me through Tumblr. If you are not in these categories, but are interested and believe you are able to help with this campaign, please contact me as well, and hopefully we can find a way to work together still. Do please provide some evidence of your past work and knowledge with your message.
I know that many out there currently are disappointed with the treatment of the LBP franchise after 2024, as am I. However, I do believe that LittleBigPlanet could thrive in today’s landscape, and would be beneficial to the games industry as a whole. Therefore, I am willing to embark on this journey, not only to entertain fans, but to help support up-and-coming developers get their first steps, as LBP did for me.
#little big planet#playstation#sony#lbp#game design#programming#3d modeling#sackboy#lbp2#lbp3#fan movement#help wanted#hardware#software#game development#dualshock#sony playstation#ps5#ps4#ps3#retro gaming#2000s nostalgia#sackgirl#british#media molecule#sony interactive entertainment
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#rad rodgers#rad rodgers radical edition#duke nukem#bombshell#shadow warrior#cosmo's cosmic adventure#3d realms#apogee software#video games#indie games#production art#character design#crossover#ewald wip#cool art#not mine
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Something underrated in FPS games is cameras.
Like Duke 3D had cameras where you could even switch the cameras to see different places.
D64 had cameras to look at specific angles and they were limited, used a few times.
D3 being modern makes it so cameras relate to screens in the environment and you see stuff happen in real time: Therefore, the cameras "exist more" in the game world
Something interesting about cameras in a genre where the player is also a camera.
#doom#doom 3#id software#doom 64#midway#classic doom#opinions#duke nukem 3d#duke nukem#build engine#3d realms#level design
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JustSketchMe 🤝 Sweet Home 3D
Free programs that help artists pose models and create interior backgrounds for drawing
#Free sauce for my art friends- mutuals- and fellow artists out there 😏💜👌🏾✨#This is what I use (especially the first one)#free software#art software#art reference#art poses#3d posing#interior design#reference for drawing backgrounds#art resources#artists on tumblr
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save me, post-cannon fanfic Viktor with your gay little highlights 😭💐
taking a break from Clip Studio and reinstalling paint tool sai in a desperate attempt go get out of art block, even thought it doesn't have half as much functionalities I was happy to rediscover the default brushes are insanely good and i was surprised how smooth the process was ^-^
#my art#arcane#fanart#viktor arcane#arcane s2#the long hair with highlights is his best look thank you fortiche chara designers i owe you my life#if you scroll down my blog like#7 years ago (not many posts so it's quick)#you can see my old paint tool sai art#and i'm now realizing that i wasn't struggling with the software i was just shit at drawing all together ;w;#hopefully using the old software for a while will help me detach from my almost addiction to the 3D model functionality in clip studio#fingers crossed#arcane spoilers#by the way
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looking through the dual destinies and spirit of justice sprites really has me like "did ace attorney have a rough transition to 3d or do some of the sprite animations just not work in 3d like they do 2d"
#yes theres a difference. “rough transition to 3d” generally means the entire game is messy#additionally usually “rough transition to 3d” implies they couldn't help how the 3d stuff turned out#100% convinced that if they hadn't stuck to some of the 2d sprite animations it wouldn't be QUITE as awkward as it is#not all the sprites in dd and soj are awkward either. they just decided to keep the 2d sprite animations#for some characters that works (ema and trucy for example) but for others (APOLLO) it feels SO awkward on some animations#klavier. i just hate klavier's model. i love his animations though lol. his hair flip after his laughing animation? 10/10#the other issue is that dual destinies and spirit of justice feel like they were animated using a regular 3d animation software#im 100% convinced that the reason the animation on tgaa's sprites is so nice in comparison is because they used motion capture#i dont know if dd and/or soj used mocap but it feels like they didnt and i think its one of the issues with the sprites#most of the designs arent any more or less realistic than tgaa's designs. mocap would work for dd and soj's sprites#anyway enjoy in-the-tags the ramblings about the sprites of a game i havent played yet lmao#ace attorney#dual destinies#spirit of justice#ramble in the tags
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So my dnd brain rot lead to me learning 3d sculpting? Pretty much last weekend I decided I wanted to try and make a little model for Zyris, so I could draw his horns more consistently and it turned out…. Ahh not great and very cursed (first one). These are my models one week out and I’ve found a new obsession?
There’s 7 days difference between the first Zyris model and the second (which is still a work in progress)
Also posting the Bugbear I made because I’m really proud of it! It’s another players character from the dnd campaign I’m in :) I’m slowly learning more and more, and I think I’m going to try moving to a computer 3d software next! These are all made on my iPad!
Ahhh thank you for reading my rambling?
#illustration#character design#digital art#3d art#3d artwork#3d sculpting#3d software#tiefling#bugbear#oc#original character
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"Urbs of Qlippoth" is an awe-ins artwork created by Husam Minawi using advanced 3D software. With intricate details and surreal landscapes, it prompts contemplation on the delicate balance between light and darkness, the divine and the tainted. Captivating in its ethereal beauty and thought-provoking symbolism
The scenario is established for Afterlife's Team , to showcase it during the Afterlife Worldwide Events 2024 LATIN AMERICA TOUR
youtube
#design#hbmestudio#visualart#artandscience#husam minawi#graphicdesign#brandidentity#husamalminawi#husam minawy#husamminawi#husamminawydesigner#husam alminawy#husamalminawy#husam minawi designer#2024#3d cgi#3d artwork#3d modling#visualcommunication#rendering#concept design#3dart#hbmevisuals#hbmemedia#hbmedesign#universal architecture#structure#software architect#Youtube
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INSTALL NEW ENSCAPE 4.6.0
#youtube#enscape#sketchup#render#renderização#interior design#interiorstyling#home interior#how to install#how to download#como instalar#como baixar#download enscape#modelagem#design software#3d modeling#real-time render#3d design#download and installation#what is new#architecture#2025
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Devs (2020)
#devs#scifi#movies#office#computers#tech#monitors#cyberpunk aesthetic#programming#coding#software engineering#3d animation#motion graphics#graphics design#developers & startups#stephen mckinley henderson#alison pill#alex garland#cailee spaeny
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Character Design: From Concept to Creation
Creating a memorable character is like cooking up a magical recipe. It’s all about blending imagination, storytelling, and a pinch of technical skill. Whether you’re new to the game or a seasoned pro, the journey of character design is a wild ride full of twists and turns. Ready to dive in? Let’s explore the exciting world of character design, from the first spark of an idea to the final masterpiece!
Step 1: The Spark of Inspiration
Every awesome character starts with a spark of inspiration. This can hit you while reading a book, watching a movie, daydreaming, or even while brushing your teeth! The trick is to grab onto that spark and let it light your creative fire.
Picture this: you’re designing a character for a fantasy video game. Maybe you’re inspired by mythical creatures from ancient tales. You see a majestic, winged warrior with the strength of a lion and the wisdom of an owl. Boom! You’ve got your starting point.
“Inspiration is everywhere and often where you least expect it.” — Chuck Jones
Step 2: Concept Development
With inspiration in hand, it’s time to dive deeper. Develop your character’s backstory, personality, and quirks. Ask yourself fun questions like:
What makes your character tick?
What are their superpowers and weaknesses?
How do they vibe with the world around them?
For our winged warrior, maybe they’re the last of their kind, on a mission to find a magical relic that can save their homeland. They’re brave but feel the weight of their epic quest.
Step 3: Visual Exploration
Now, let’s get visual! Start with rough sketches to play around with shapes, poses, and expressions. Don’t worry about making it perfect; this is your playground.
Think about:
Silhouette: A cool silhouette makes your character instantly recognizable.
Proportions: Play around with exaggerated features to add flair.
Details: Scars, accessories, or funky tattoos can tell your character’s story.
For our winged warrior, try out different wing shapes, armor styles, and facial expressions. Maybe they have a battle scar or a unique emblem showing their heritage.
“Every great design begins with an even better story.” — Lorinda Mamo
Step 4: Refining the Design
You’ve got a bunch of cool ideas, so now it’s time to polish them. Pick the elements that scream "this is my character" and refine them into a slick, cohesive design. Pay attention to colors, textures, and materials to make your character pop.
Create a detailed turnaround sheet showing your character from all angles. This will keep your design consistent and serve as a handy reference for future art or animations.
Step 5: Bringing Your Character to Life
With your refined design, it’s showtime! Bring your character to life in your favorite medium. This could be a digital illustration, a 3D model, or even a traditional painting. Add depth, lighting, and shading to make your character feel real.
Imagine your winged warrior in a heroic pose, wings spread wide, ready to soar. Or if you’re into 3D, sculpt a detailed model with intricate textures and realistic lighting.
Software to Use:
Adobe Photoshop: Great for digital painting and creating detailed illustrations.
Clip Studio Paint: Excellent for character design, especially for comic and manga artists.
Blender: A powerful, free tool for 3D modeling, rigging, and animation.
ZBrush: Industry-standard for detailed 3D sculpting and modeling.
Procreate: Perfect for sketching and painting on the go with an iPad.
“Design is not just what it looks like and feels like. Design is how it works.” — Steve Jobs
Step 6: Storytelling and Beyond
A well-designed character is more than just eye candy; they’re a storytelling machine. Throw your character into different scenarios and see how they react. This adds depth and opens up new adventures.
Maybe your winged warrior teams up with an unexpected ally, sparking a new quest. Or they discover a hidden talent that changes their destiny. The sky’s the limit!
Conclusion
Character design is a thrilling journey where creativity meets storytelling and skill. From that first spark of inspiration to the final creation, each step is a chance to breathe life into your ideas. So, grab your sketchbook, unleash your imagination, and embark on the adventure of character design. Who knows? Your next creation might be the next big thing in art and storytelling.
Happy designing!
#2d animation#3d animation#animation#animation studio#cgi animation#Character design process#Character creation tips#Developing character concepts#Visual character development#Character design inspiration#Character design software
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Please help me answer some questions about 3D artists' software!
Hey, everyone! I am a second-year student who has to do research about the usage of 3D Software in the game industry. I wondered if someone who works in the industry (Indie or not) could help me by answering some of my questions. The questions mainly revolve around 3D-art.
Which software is used?
For what is this software used for specifically?
How much do you make use of this software?
Why do you use your chosen software, instead of comparable software? (For example, why use Maya over Blender?)
Which software is the most important to learn if someone wants to enter the industry as a 3D-artist?
Thx in advance!
#video games#3d art#3d artist#3d artwork#game design#game development#gamedev#indiegamedev#indie games#indie dev#software#3d software
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This is definitely stupid, but the only 3D design software I've ever been able to grasp is Roblox Studio. You have a basic move gizmo, you can edit how many game engine units you scale/move things by and how many degrees you rotate by, and you can spawn in, merge, and slice bits off of basic shapes. You can spawn in a little dummy of the player model for scale reference. Simple. No bloat. No five nested dropdown menus with twenty options each required to do something incredibly basic. It's literally the only software I've ever been able to grasp and make maps in. And like, I get that it's because it's designed for use by literal children, but. What's stopping Blender or Blockbench or whatever from being more like this. Basic tasks like "altering the length of a rectangle" or "spawning in a cube" should be simple and intuitive and take one, maybe two clicks. One of my deepest desires is a move gizmo mod for the Fallout 4 settlement system. Like. Why shun the move gizmo it's literally perfect.
#3d software#3d design#3d modelling'#roblox studio#roblox#blender#fallout 4#fallout 4 creation kit#fallout 4 settlements
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