3d:modeling

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3d:modeling [2025/05/01 15:49] – [Method] mh3d:modeling [2025/06/02 21:23] (current) – external edit 127.0.0.1
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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.
 +
  
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 === 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.
  
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 === Tips === === Tips ===
- 
-Beams are useful elements on buildings to join parts together and hide overlaps. 
- 
-Loop cuts **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly.  
  
 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)