3d:modeling

Modeling

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.

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


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.
  • 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.
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.
  • Add dents by beveling a vertex and joining the two unconnected center vertices
Start with a cylinder.
CTRL+RIGHT CLICK with a face selected to extrude to click point.
ALT+EExtrude along normals certain face loops to create joints.
Bevel a few vertices/edges to add notches.
Randomize & rectify.

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.

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.

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.

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.

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.

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: 2025/05/20 22:07
  • by mh