Behind the scenes: how we build 3D characters and products in Blender

People often ask how a small studio makes polished 3D without a big team. Here is our actual process for the five characters and four product renders on this site. It is a mix of old craft, such as shape, material and light, and modern tools, including code and AI assistance. We think you should know exactly what is involved.
The tools
- Blender, the free and open-source 3D software, for modeling, lighting and rendering.
- Python scripts inside Blender to build models procedurally, so a character is described as a list of shapes and rules and can be rebuilt or changed in seconds.
- Claude, an AI assistant, to help us write and refine those scripts.
- A browser and a few lines of HTML to design label artwork, which we then wrap on the product.
- FFmpeg to turn rendered frames into the turntable videos you can drag on this site.
We say this plainly because it affects what you should expect: the designs are ours and original, the building is assisted by AI, and every result is checked by a person.
Characters: shape language first
A friendly character starts with simple shapes. Rounded forms, big eyes, small hands and a wide stance read as approachable. We sketch the idea as primitives: Bloop is a flattened sphere with two feet, Zap is a rounded box head on a smaller body, Mochi is a head-heavy cat with a curved tail.
From there, each character is a short script. Eyes are layered spheres, white, iris, pupil and a small highlight, because that tiny highlight is what makes eyes look alive. Smiles are curves with thickness. Cheeks are flattened discs. Because the model is code, we can change a proportion, such as eye size or head width, and see the personality shift immediately.
Materials and lighting
Characters use glossy, slightly coated materials, like a toy or vinyl figure, and soft three-point lighting: a key light, a cool fill and a back light for a clean outline. A soft shadow under the feet grounds them. We render these with Blender's fast real-time renderer, then frame each character automatically from its bounding box so they all sit consistently in the tile.
Products: where realism lives
Product renders use a slower, physically accurate renderer. The recipe is the same for every item:
- Model the shape from a profile. A bottle or can is a revolved curve: we define the profile, the bevels, the shoulder, the neck and the lip, and spin it around the axis.
- Give each part the right material. Amber glass, frosted glass, clear plastic, brushed aluminium, rubber and gold foil all behave differently.
- Add the liquid. A bottle with a liquid level inside looks correct. An empty shell does not.
- Wrap the label. The label is a curved surface with a proper UV map, so artwork bends with the geometry. This is the difference between "text floating in front of a bottle" and a bottle that has a label.
- Add small proofs of reality. Condensation drops on a cold can, a gold ring at the collar of a dropper, a barcode on the back.
- Light it like a studio. Large softboxes at the sides create the long, clean highlights you see on glass, and a gradient backdrop with a soft reflective floor finishes the scene.
Turntables you can drag
Each item is rendered as a 360-degree rotation, then encoded so every frame can be reached instantly. That is what lets you drag a character or product to turn it around, without loading a heavy 3D viewer.
Where AI helps, and where it does not
AI assistance speeds up the scripting, for example turning "make a flat-topped soda can with a tapered neck and a pull tab" into working code. It does not replace taste: which proportions feel right, which colours work together and when a render still looks fake. Those decisions, and the final check, are made by a person.
What this means for your project
- Changes are cheap. If you want a taller bottle or a different cap, we edit a number and re-render.
- Variants are cheap. New flavours or colourways are texture swaps.
- You get honest disclosure. We tell you which parts were AI-assisted.
See the results in Meet the cast and 3D product renders, or read our guide on 3D renders versus photography. Want something built? Get in touch.
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Creonix Studios makes 2D explainers, storyboards, 3D characters and product renders.
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