3d:modeling

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3d:modeling [2025/05/01 15:41] – [Tree (Variant 2)] mh3d: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 **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly. 
 +
 +Beams are useful elements on buildings to join parts together and hide overlaps.
 +
 +
 +----
  
 === Modifiers === === Modifiers ===
  
-Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only to break the symmetry and add finer details (destructive modeling).+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/scaling loop-cuts helps to give character really fast.+Moving vertices around a little randomly and rotating/scaling loop-cuts helps to give character really fast and break the initial rigidity of shapes. 
 + 
 +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/Unlinked Duplicates ===
  
-Loop cuts **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly+When creating linked duplicates with **''ALT'' + ''D''** any changes made into **Object** mode are instance-specific but changes made in **Edit** mode update all instances. 
 + 
 +---- 
 + 
 +=== Tips ===
  
 Proportional editing **''O''** helps a lot to move/rotate parts of meshes together. Proportional editing **''O''** helps a lot to move/rotate parts of meshes together.
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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 **''ALT'' + ''S''** to scale along the normals with every vertex selected.
 ==== Useful Techniques ==== ==== Useful Techniques ====
  
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 ---- ----
 +
 +===== Tree (Variant 2) =====
 +
 +| {{3d:low-poly-tree-variant-3.png?direct&340}} | Start with a **low poly cylinder** (6-8 sides).  |
 +| ::: | 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. |
 +| ::: | **''ALT'' + ''D''** to link duplicate and rotate around the Z 90°. |
 +| ::: | Repeat twice, each time in **Object** mode rotate a bit the branch to break evenness. |
 +| ::: | **''ALT'' + ''D''** to link duplicate upwards and rotate a bit around Z. |
 +| ::: | Repeat up to full height of tree and scale down as you go. |
 +
 +----
 +
 +===== Low Poly Crystals =====
 +
 +| {{3d:low-poly-crystals.png?direct&340}} | Make a shard : Default cube > scale Shift Z > loop cut twice vertically in both X and Y and bring middle vertex up.  |
 +| ::: | 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 =====
  
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  • Last modified: 2025/06/02 21:19
  • (external edit)