Working from reference

The stage before modelling that decides whether the model is any good, and the one most often skipped.

Modelling without reference produces the version of an object that lives in your head, which is usually a simplified average of everything you have seen.

What reference is for

  • Proportion. The most common failure in modelled objects, and the hardest to spot from memory.
  • Detail scale. How big is a bolt relative to a panel, a handle relative to a door.
  • Construction logic. How the parts actually go together, which is what makes an object read as real.
  • Wear story. Where an object gets damaged and why. Uniform wear reads as fake.

Gathering it

  • Multiple angles, always. A single front view leaves the depth to invention.
  • Detail shots of the parts you will model closely.
  • Scale references — something of known size in frame.
  • Similar objects, not just the exact one. Understanding the category tells you what is variable and what is fixed.

Orthographic reference

For precise work, front/side/top orthographic views set up in the viewport let you model against them directly. Photographs have perspective and are misleading used this way — a photo used as an orthographic backdrop bakes its lens distortion into the model.

Reference for generation

The same discipline applies, differently. When generating:

  • A good reference photograph produces a good image-to-3D result, and the criteria are the same as for modelling reference — clear, evenly lit, undistorted.
  • A prompt is a description of reference you do not have. The more specifically you can describe the object, the closer the intermediate image lands.
  • Several consistent views feed multi-view reconstruction directly.

The block-out stage still applies too: check the generated result at scale, in context, before investing in cleanup.