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3d:modeling [2025/05/01 15:41] – [Tree (Variant 2)] mh | 3d:modeling [2025/06/02 21:23] (current) – external edit 127.0.0.1 | ||
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Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement. | Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement. | ||
+ | |||
+ | ---- | ||
=== Boxing shapes === | === Boxing shapes === | ||
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Take every element piece by piece into several level of details : rough, medium, fine. Cycle the entire scene through a level of detail before moving on to the next. | Take every element piece by piece into several level of details : rough, medium, fine. Cycle the entire scene through a level of detail before moving on to the next. | ||
+ | |||
+ | **Inset faces** and **extrude** them and scale them down along the normal to get quick good looking volumes. | ||
+ | |||
+ | Loop cuts **'' | ||
+ | |||
+ | Beams are useful elements on buildings to join parts together and hide overlaps. | ||
+ | |||
+ | |||
+ | ---- | ||
=== Modifiers === | === Modifiers === | ||
- | Make good use of the Mirror | + | Use the **Mirror** and **Solidify** Modifiers to speed up workflow on basic shapes and apply them only to break the symmetry and add finer details (destructive modeling). |
+ | |||
+ | ---- | ||
=== Randomness === | === Randomness === | ||
- | Moving vertices around a little randomly and rotating/ | + | Moving vertices around a little randomly and rotating/ |
+ | |||
+ | The **Proportional Edit** tool can be handy in some cases. | ||
+ | |||
+ | Use **Select Random** and **Randomize** to immediately add a lot of chaotic, uncontrolled randomness to the entire mesh. | ||
+ | |||
+ | ---- | ||
=== N-Gons, Quads, Tris === | === N-Gons, Quads, Tris === | ||
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If all vertices of the quads are not all on the same plane they will be shaded weirdly. Select all and scale to 0 along local appropriate axis. | If all vertices of the quads are not all on the same plane they will be shaded weirdly. Select all and scale to 0 along local appropriate axis. | ||
- | === Tips === | + | ---- |
- | Beams are useful elements on buildings to join parts together and hide overlaps. | + | === Linked/ |
- | Loop cuts **'' | + | When creating linked duplicates with **'' |
+ | |||
+ | ---- | ||
+ | |||
+ | === Tips === | ||
Proportional editing **'' | Proportional editing **'' | ||
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Apply all modifiers on a multiple selection with **Convert > Mesh**. | Apply all modifiers on a multiple selection with **Convert > Mesh**. | ||
+ | Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | ||
+ | |||
+ | To scale down a shape that goes in multiple directions (like a twisted beam), switch to **Edit Mode** and use **'' | ||
==== Useful Techniques ==== | ==== Useful Techniques ==== | ||
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---- | ---- | ||
+ | |||
+ | ===== Tree (Variant 2) ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | Scale vertically to full length of trunk. | | ||
+ | | ::: | Loop cut a few times and move around to give a bit of wobbliness. | | ||
+ | | ::: | Add a plane with two loop cuts. Scale loop cut outwards for a sort of leaf like aspect. | | ||
+ | | ::: | Bring center face up and rotate the inner cuts around to break flatness. | | ||
+ | | ::: | **'' | ||
+ | | ::: | Repeat twice, each time in **Object** mode rotate a bit the branch to break evenness. | | ||
+ | | ::: | **'' | ||
+ | | ::: | Repeat up to full height of tree and scale down as you go. | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Low Poly Crystals ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | Bevel corners and merge vertices and add randomness. | | ||
+ | | ::: | Duplicate twice to create 3 different shards. | | ||
+ | | ::: | Create a cluster of shards by duplicating the lot and arranging them. | | ||
+ | | ::: | Join all objects together with union modifier (bool tool add-on to do on multiple shapes). | | ||
+ | | ::: | //If problem when joining either select another active object or just move/rotate slightly the active object that failed.// | | ||
+ | | ::: | At this point you might have a few massive N-gons to repair. | | ||
+ | | ::: | Edit mode > Select all vertices > Bisect tool to cut base (Clear inner + Fill ticked). | | ||
+ | | ::: | Rectify topology. | | ||
+ | | ::: | Add crystal material : transmission 1, roughness down. Add a base color. | | ||
+ | | ::: | Add a point light inside the Crystal. | | ||
+ | |||
+ | ---- | ||
+ | |||
===== Parenting ===== | ===== Parenting ===== | ||