I'm a pretty mediocre 3D modeler. I understand the basics and make some decent-looking scenes, but the majority of the heavy lifting is done through lighting and texturing, while the models remain very basic.
I find that I struggle with visualizing proper form/proportions and rely too much on orthographic reference. I always shy away from more organic or complex shapes.
So I set up a little challenge to myself. 12 weeks, 12 models. Here's how I break down the process. I’ve stayed faithful to this and make sure I give myself 30-60 minutes a day before work for this.
How do you get better at making models? By modeling of course!
The only caveat is that the models need to follow a structure and have some ground rules. Creating random models without any clear goals isn't helpful.
Proportions and masses. Nothing else.
Turn the blockout into real geometry with intention.
Push the form, add the first layer of surface interest.
Final surface detail pass. Secondary and tertiary forms only.
This is typically reserved for things like robots and mechanical pieces but for my definition I meant things like woods/ceramics.
I wanted to get out of my comfort zone and pick more stylized or cartoony concept art.

A chair that would fit with a Halloween-themed cartoon special. No straight lines, everything is "bendy".
A first for me in Blender was using a lattice to take the initial chair shape and alter the silhouette globally.

I'm quite proud at how I was able to convey that the chair is made of wood without any texture work.


This was probably the most difficult for me. I've never really worked on a prop this stylized before, and some of the flowing shapes in the handle took a lot of trial and error.
Many places on this model go from hard edge to soft, so the topology was tricky to map out.
Two unique techniques I tried for this were sculpting and retopology. The handle went through an initial sculpt pass to get the overlapping shapes that almost fold on top of each other.

One benefit of this design was that quite a few elements could be repeated. I used a circular array to accomplish this.


This model was the most fun for me as I think it leans the most into my natural sensibilities, but the goal of this week was to work with the scale of multiple objects in a single scene.
The holes in the crate were made through a simple boolean shape cutout. This example was about as simple as it comes but the boolean -> SubD workflow can be very powerful.
I also applied sculpting to the melting candle mesh. Building up a toolset as this challenge continues.

There are PLENTY of examples of the models not matching the reference. The vase is probably the weakest of the group in this regard.
Next are more organic props. This will push me even further out of my comfort zone, but I think it is the phase I will grow the most! Here are the projects: