How To Make A Realistic Ladybird

In this tutorial we will cover how to make a ladybird mainly in Blender.


First add a sphere, set the shading to smooth and remove a half of it (x or y-axis, not z!)

Then remove the „two stripes in the middle“. Then also use proportional editing to make it look more anatomically.

Then add a Solidify Modifier to make it look thicker and also add a Subdivision Surface Modifier on level 2 to make the model look more smooth.

Then we’re ready for uv-unwrapping and texturing: Go to edit mode [TAB], select all, press [U] and use „Smart UV Project“ to unwrap it.

Then create an new Image by pressing „NEW“ (what a surprise), name it cleverly, set the resolution at least to 2048x2048 and press „OK“.

PS: Don’t forget to look up some refrence on Pixabay!

Now we’re ready to paint our textures. Switch to „Texture Paint Mode“, choose the texture / image we created before and just paint on your 3d model. Also switch between the different types of brushes and save the image or you will loose it, if blender crashes.

Then model the other parts of the body and repeat the last steps on the new objects.

Now we simply model the legs in Edit Mode with extruded (press "E") circles.

Then give the ladybird a new material, use the textures we created before. Then we combine the subsurface scattering node with the glossy node. Also use some procedural textures for the roughness and bump map

Then we create the antenna: Just combine two spheres with two different materials, add an „Array Modifier“, which duplicates the object. Then add a bezier curve, adjust it.  and a „Curve Modifier“ (on the two spheres) to make them follow the curve. Then create a good looking material. It doesn’t have to be physically correct, it just has to look great!

Then set up a cool camera angle, enable Depth of Field and add some details, raindrops and a tree from blendswap.

After That, add an environment map in the world tab to create cool lighting & reflections (free HDRIs on sIBL Archive) and choose „Raw“ in Color Managment and adjust the Exposure and Gamma to have a better control about the colors in the post-production.

Finally render your Scene with a high sample rate. Then export it to your preferred editing software, in my case it’s Adobe Photoshop, but you can also use Krita, Gimp or the Node Editor in Blender and adjust the colors and the look of the Image.