3d:start

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3d:start [2023/08/25 14:15] – bou mh3d:start [2023/08/31 09:56] – [Low Poly Workflow] mh
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 For pavings its better to work with a plane and solidify modifier than with meshes as you don't have to worry about thickness ; don't forget to apply scales as the thickness will be affected by the changes in scale as you duplicate and randomize these objects. For pavings its better to work with a plane and solidify modifier than with meshes as you don't have to worry about thickness ; don't forget to apply scales as the thickness will be affected by the changes in scale as you duplicate and randomize these objects.
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 +Grass and plants can be made easily with a few loop cuts along a plane and scaling ends down and rotating a bit the edges to get some variation.
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 +You can precisely reset the origin point to a vertex by selecting the vertex and setting the 3D cursor to the selection ''SHIFT + S'' and then setting the origin to the 3D cursor.
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 +You can create a quick long leaf plant by creating a leaf first. A loop cut down the middle bringing the vertices down will create a nice leaf-like bend on it. Then set the origin at the bottom. Then link duplicate the leaf (''ALT + D'') and rotate it 45°. Then ''SHIFT + R'' to repeat the duplicate 8 times so you fill the plant. Then give a bit of random variation to each leaf with scaling and rotating.
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 +At this point you understand the big difference between linked duplicates and non-linked duplicates : with a linked duplicate, you can still make changes in object mode that won't affect the other copies and still gives variation. This way you keep the possibility of editing the shape in Edit mode and having the mesh edit apply to all the copies. While non-linked duplicates can all be edited separately but do not have the easy fast modification applying to all copies.
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 +Poke faces is useful for creating a collection of triangles on a big N-gone like circle shape.
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 +Applying modifiers is really up to you and depends on if you need to edit the full mesh (in which case apply) to break symmetry 
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 +Texture slots enable you to give different textures to different parts of a mesh. To do so, select the parts of the mesh and select another slot material and click assign.
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 +Eevee vs Cycles : Cycles is a Ray based renderer while Eevvee is a screen based renderer. Eevee tries to keep things as simple as possible and kind of flat while cycles is trying to be as realistic as possible. Eevee is a real-time renderer while cycles is more resource intensive and requires many samples to produce good results.
 +Surfaces that are emissive will have a much better render in Cycles than in Eevee.
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 +When beveling you can press ''CTRL + B'' and then ''V'' to bevel a vertex and create a triangle face where the vertex was. Direct shortcut is ''CTRL + SHIFT + V''. When beveling vertices, use ''J'' to join opposite vertices that were created to re-triangulate the faces and correct the geometry.
 ===== Texturing ===== ===== Texturing =====
  
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   *''CTRL + A'' : Apply menu to apply scales, rotations, etc.   *''CTRL + A'' : Apply menu to apply scales, rotations, etc.
   *''CTRL'' while moving objects : Applies snapping (if snapping is disabled) or disengages snapping (if snapping is enabled)   *''CTRL'' while moving objects : Applies snapping (if snapping is disabled) or disengages snapping (if snapping is enabled)
 +  *''CTRL + X'' : Dissolve selection (Vertex/Edge/Face)
  
 === Selection === === Selection ===
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   *''CTRL + Right Click & Drag'' : Lasso select (according to object centers) in Layout Mode   *''CTRL + Right Click & Drag'' : Lasso select (according to object centers) in Layout Mode
   *''CTRL +/-'' : Select more / less of mesh (based on a first selection of faces or edges or vertices   *''CTRL +/-'' : Select more / less of mesh (based on a first selection of faces or edges or vertices
 +  *''SHIFT + S'' : Cursor selection pie menu
  
 === Sculpting === === Sculpting ===
  • 3d/start.txt
  • Last modified: 2024/04/17 09:55
  • by mh