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Home/ Questions/Q 549179
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T11:09:26+00:00 2026-05-13T11:09:26+00:00

okay. so I want to know how to make game 3D models and design

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okay. so I want to know how to make game 3D models and design levels. where to start? A free open source solution would be best.

Additionally, how do you create those realistic looking textures on 3D objects?

Is Blender a good choice?

Is there an outsource or market place for purchasing game assets?

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  1. Editorial Team
    Editorial Team
    2026-05-13T11:09:26+00:00Added an answer on May 13, 2026 at 11:09 am

    First, unfortunately this is a wrong site for these sort of questions since you’re not (apparently, correct me if I’m wrong) asking about programming your own 3D engine/whatnot but how to create 3D content which is an artistic feat. I’d suggest you head over to CGTalk and VFXTalk, they both have their own subforums for people who are interested of programming 3D stuff.

    However, since I used to be a 3D hobbyist (Lightwave 3D, woo!) I do feel that I should answer your questions so here goes:

    First, only reasonable open source solution to look into is Blender 3D as you thought. However it’s quite horrible in usability and does nothing well, it’s a Jack of all trades and master of none, not to mention it’s abysmal usability. From the code POV it might be interesting to look into though since it does all the basic and some rather advanced things related to 3D programming as a whole.

    Second, materials have been the hot issue in CG for years now. There’s several general purpose algorithms for achieving a certain look, for example Wikipedia has a list of the most common ones and that’s just the beginning. As an example of the more advanced stuff, screen-space ambient occlusion is a method used in modern games such as Crysis to fake global illumination which traditionally has been achieved through clever use of virtual lights or raytracing/raymarching algorithms possibly using some form of Monte Carlo method such as Metropolis light transport. For a lot more research on this and other related subjects, check out SIGGRAPH‘s home page.

    Also note that the previous chapter I just wrote is mostly about lighting the models instead of creating textures etc. Realism has three parts, lighting, shading and animation (or accentuation for stills).

    Lastly, there’s several web sites which do sell 3D models created by others, I’ve never personally used them and I’ve long since forgotten most of the URL:s but there’s one I still remember, Turbosquid. ANd yes, there is a market for these, for example architects use a lot of stock models for populating their 3D mock-up pictures of unbuilt houses to give them a sense of scale and in general make them look more lively.

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