3D Art Illustration with BlendersteemCreated with Sketch.

in art •  4 days ago  (edited)

Whenever I get a bit of free time and some inspiration, I jump into Blender to create something cool. I don’t think geometric shapes need to be overly complex — the real magic is in the materials design and lighting. Though, if I’m being honest, I might just be fooling myself into thinking geometry doesn’t matter that much.

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Before I even opened Blender, I already had a rough idea of what I wanted to create. First things first, I added a cube — this was going to be the outer shell of the scene. Then, I deleted the top and front faces to leave space for the camera.

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Next, I added an Icosphere, which would be the main element of the design. To get that wireframe look, I applied the Wireframe modifier:

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  • Added the Wireframe modifier

  • Set Thickness to around 0.02

  • Disabled Replace Original (so the base shape stays intact)

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To add more depth, I threw in an extra sphere — just another piece of the puzzle for the final look.

Now, for the fun part — particles! Here’s how I set it up:

  1. In the Particles panel, I created a new system and set it to Emitter so particles would appear on the surface.

  2. Under Source, I switched the placement type to Vertices, making the particles align with the object’s shape.

  3. Adjusted the particle count to match the number of vertices — keeps things looking balanced.

  4. In the Render settings, I changed the type to Object and picked the sphere as the particle shape. Then, I tweaked the size to make it look natural.

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After playing around with it, I realized I needed to thicken the wireframe edges and slightly increase the particle size to make everything feel more organic.

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To add more depth, I stretched the original cube to create a long, dark corridor effect. Then, I placed a light source right above the main object to give it some subtle illumination.

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Render preview:

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I wanted the overall look to be dark and moody, with just enough lighting to make things pop. But something still felt missing. So, I added another cube in the same spot as the Icosphere and created an extra particle system inside it, filling it with tiny particles. I kept their count low so they wouldn’t steal the show.

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Last but not least — the camera. I enabled Depth of Field, set the focus roughly in the middle of the Icosphere, and adjusted the f-stop to 2. This gave the scene a nice 3D depth effect.

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And then… render time!

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The result turned out a bit lifeless in colors and display style. Something was missing. I had to add the missing style elements in Photoshop using vibrance and brightness, which were enough to achieve what I wanted. The final result in full size is below:

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