Show pageOld revisionsBacklinksFold/unfold allBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Modeling ====== * **[[3d:modeling:topology|Topology]]** ===== Method ===== === Reference === Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement. ---- === Boxing shapes === Start by boxing out the different elements with very rough primitive shapes until the entire composition is boxed out. Pay attention to the scale of items and their proportions in regard to other elements. 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 === 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 === 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 === Blender converts everything to triangles when rendering. Quads are easier to work with because they can be easily loop cut. N-Gons are shaded correctly as long as they are on the same surface. Generally best to model with Quads. 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. ---- === Linked/Unlinked Duplicates === 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. Duplicate elements **''SHIFT'' + ''D''** and detach **''P''** (to create primitives that will become roofs, windows, doors, etc.) 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 ==== === Extrude along a path === Use **''CTRL'' + ''RIGHT CLICK''** to extrude along a path given by your clicks. This is very handy for extruding along crude curves created on the fly (handles, etc.) === Plane and knife tool === Sometimes its simpler to use a plane then knife your shape roughly through it making use of mirror modifiers for symmetry and to create thickness Use the knife again to break down N-gons into quads ---- ===== Stone Walls ===== | {{3d:3d-stone-wall.png?direct&340}} | Block out a large, medium and small stone shape. Apply scale. | | ::: | Add a Bevel modifier. | | ::: | Add a bit of variations with loop-cuts and randomness. | | ::: | Fill in one row. | | ::: | Duplicate the row upwards once with **''SHIFT'' + ''D''**. | | ::: | Repeat as many times as necessary with **''SHIFT'' + ''R''** to fill in the height of the wall. | | ::: | Randomize each row manually by shifting blocks around. | | ::: | Add randomness in object or edit mode. | | ::: | Polish manually to avoid ugly joints. | ==== Additional tips ==== * Go into side view and flatten each sides after adding the randomness. They often tend to stick out too much which doesn't look very good in flat shading. * Having the stones slightly overlap each other helps to avoid light sources leaking through the wall. ===== Floor/Ceiling Planks ===== | {{3d:3d-planks.png?direct&340}} | Create a basic plank. | | ::: | Add 2 loop cuts for some variation. | | ::: | Duplicate along X or Y to cover the zone. Add a little variation. | | ::: | (Optional) Bring variations in length on the end visible to the camera (some sticking in, some sticking out). | | ::: | Bevel a few vertices to add notches . | | ::: | Randomize a bit & rectify where needed. | ==== Additional tips ==== * Add dents by beveling a vertex and joining the two unconnected center vertices ===== Pipes ===== | {{3d:low-poly_pipes.png?direct&340}} | Start with a cylinder. | | ::: | **''CTRL''+''RIGHT CLICK''** with a face selected to extrude to click point. | | ::: | **''ALT''+''E''**Extrude along normals certain face loops to create joints. | | ::: | Bevel a few vertices/edges to add notches. | | ::: | Randomize & rectify. | ---- ===== Fast Plants ===== | {{3d:low-poly-leaf.png?direct&340}} | Start with a plane. | | ::: | Loop cut several times across and once down the middle and rearrange create a leaf. | | ::: | Set origin to bottom. | | ::: | **''SHIFT''+''D''** to duplicate and immediately **''R'' + ''Z'' + ''45''** to rotate the duplicate at a 45° angle. | | ::: | **''SHIFT''+''R''** x6 to repeat. | | ::: | Randomize & rectify. | | ::: | Shade auto smooth and colorize. | ---- ===== Tree (Variant 1) ===== | {{3d:low-poly-tree-variant-1.png?direct&340}} | Merge a primitive into a **single vertex**. | | ::: | Extrude several times to create skeletal structure of tree. | | ::: | Add **skin** modifier. | | ::: | **''CTRL'' + ''A''** to scale vertices. Scale bigger at root and smaller at top. | | ::: | (Optional) Add **Subdivision** and **Decimate** modifiers. | | ::: | Add icospheres for leaves. Duplicate, rotate, scale. | | ::: | (Optional) Add **Subdivision** and **Decimate** modifiers. | | ::: | Apply modifiers to randomize. | ---- ===== Tree (Variant 2) ===== | {{3d:low-poly-tree-variant-2.png?direct&340}} | Start with a **low poly cylinder** (6-8 sides). | | ::: | Top face scale down, creates the trunk. Loop cut to add a bit of variation. | | ::: | **Duplicate upwards** for first row of leaves. Take the bottom face and **inset** then **extrude upwards**. | | ::: | **Repeat** several times making cones smaller and rotating them a bit for variation. | | ::: | Add some **vertical loop cuts** into some parts to add variations by bringing the created bottom edge upwards. | | ::: | Use the **knife tool** to create notches. Delete excess face and **''F''** to fill to create the notch. | | ::: | (Note) the previous step creates N-Gons that can be kept but rectify topology if needed. | | ::: | Shade auto smooth and colorize. | ---- ===== 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 ===== Use **''CTRL'' + ''P''** to parent a selection to the active object (opens the parenting menu). It's handy to parent a selection of meshes composing an object to an empty to be able to move the empty to place and move the object easily afterwards. When placing such empties, be wary of the origin point of the empty as snapping to faces afterward will use that empty's origin. 3d/modeling.txt Last modified: 2025/06/02 21:23by 127.0.0.1