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3d:start [2023/08/25 14:08] – [Useful shortcuts] mh3d:start [2024/04/17 09:55] (current) mh
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 ====== 3D Modeling ====== ====== 3D Modeling ======
  
-This section will document what I wish to keep handy regarding [[https://blender.org|Blender 3D]], an advanced and powerful 3D modeling suiteIt's free and open source so feel free to rush to their website, download it, and have fun as well. +This section will document what I wish to keep handy regarding [[https://blender.org|Blender 3D]].
  
 ===== Low Poly Workflow ===== ===== Low Poly Workflow =====
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 Then take each element into finer stages of detail step by step, don't try to model the elements from box to final in one go.  Then take each element into finer stages of detail step by step, don't try to model the elements from box to final in one go. 
  
-Use loop cuts to add mesh (''CTRL + R'') but be wary of adding too much to stay in the low poly. Move individual vertices around a little randomly.+Use loop cuts to add mesh (''CTRL + R'') but be wary of adding too much to stay in the low poly. Move individual vertices around a little randomly to give character.
  
 Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only when you want to break the symmetry and add finer details (destructive modeling). Scale can be applied on shapes (''CTRL + A'') but it is not mandatory and modeling can be done with scales other than (1,1,1). Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only when you want to break the symmetry and add finer details (destructive modeling). Scale can be applied on shapes (''CTRL + A'') but it is not mandatory and modeling can be done with scales other than (1,1,1).
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 Beams are useful elements on buildings to join parts together and hide overlaps. Beams are useful elements on buildings to join parts together and hide overlaps.
  
-Cut out windows and doors using the knife (''K'') tool in the base object. Then select the edges, duplicate and move them outwards, scale them down a bit, separate to make a new object, in that new object in edit mode extrude outwards and then add a solidify modifier. Careful that your normals face the right way. If you have mirrors not applied be sure to activate clipping so that the points on the mirror axes don't separate from each others when scaling down.+Cut out windows and doors using the knife (''K'') tool in the base object. Then select the edges, duplicate and move them outwards, scale them down a bit, separate to make a new object, in that new object in edit mode extrude outwards and then add a solidify modifier. Take care that your normals are facing the right way. If you have mirrors not applied be sure to activate clipping so that the points on the mirror axes don't separate from each others when scaling down.
  
 It's handy to start with a boxed shape then inset faces and extrude them and scale them down along the normal to get quick good looking volumes. It's handy to start with a boxed shape then inset faces and extrude them and scale them down along the normal to get quick good looking volumes.
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 Don't forget to organize your scene into collections that are easy to manage. Unless you are in a workflow where other people will also work on your models in fine detail it is generally a big waste of time to rename each mesh object in your scene. Collections are there to organize your scene into meaningful elements that you can quickly hide/reveal and or select. Don't forget to organize your scene into collections that are easy to manage. Unless you are in a workflow where other people will also work on your models in fine detail it is generally a big waste of time to rename each mesh object in your scene. Collections are there to organize your scene into meaningful elements that you can quickly hide/reveal and or select.
  
 +For pavings its better to work with a plane and solidify modifier than with meshes as you don't have to worry about thickness ; don't forget to apply scales as the thickness will be affected by the changes in scale as you duplicate and randomize these objects.
 +
 +Grass and plants can be made easily with a few loop cuts along a plane and scaling ends down and rotating a bit the edges to get some variation.
 +
 +You can precisely reset the origin point to a vertex by selecting the vertex and setting the 3D cursor to the selection ''SHIFT + S'' and then setting the origin to the 3D cursor.
 +
 +You can create a quick long leaf plant by creating a leaf first. A loop cut down the middle bringing the vertices down will create a nice leaf-like bend on it. Then set the origin at the bottom. Then link duplicate the leaf (''ALT + D'') and rotate it 45°. Then ''SHIFT + R'' to repeat the duplicate 8 times so you fill the plant. Then give a bit of random variation to each leaf with scaling and rotating.
 +
 +At this point you understand the big difference between linked duplicates and non-linked duplicates : with a linked duplicate, you can still make changes in object mode that won't affect the other copies and still gives variation. This way you keep the possibility of editing the shape in Edit mode and having the mesh edit apply to all the copies. While non-linked duplicates can all be edited separately but do not have the easy fast modification applying to all copies.
 +
 +Poke faces is useful for creating a collection of triangles on a big N-gone like circle shape.
 +
 +Applying modifiers is really up to you and depends on if you need to edit the full mesh (in which case apply) to break symmetry 
 +
 +Texture slots enable you to give different textures to different parts of a mesh. To do so, select the parts of the mesh and select another slot material and click assign.
 +
 +Eevee vs Cycles : Cycles is a Ray based renderer while Eevvee is a screen based renderer. Eevee tries to keep things as simple as possible and kind of flat while cycles is trying to be as realistic as possible. Eevee is a real-time renderer while cycles is more resource intensive and requires many samples to produce good results.
 +Surfaces that are emissive will have a much better render in Cycles than in Eevee.
 +
 +When beveling you can press ''CTRL + B'' and then ''V'' to bevel a vertex and create a triangle face where the vertex was. Direct shortcut is ''CTRL + SHIFT + V''. When beveling vertices, use ''J'' to join opposite vertices that were created to re-triangulate the faces and correct the geometry.
 ===== Texturing ===== ===== Texturing =====
  
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 ++++ ++++
 +
 +
 +==== Making Spiral meshes ====
 +
 +Use addon tool : Add Curve : Extra Objects.
 +
 +  * Add an Archemedian curve spiral.
 +  * Tweak the Turns, Steps, Radius Growth and Height properties before validating the spiral.
 +  * Go into the Data panel and under Geometry > Bevel add some Depth. Activate Fill Caps option.
 +  * Convert the curve to a mesh and go sculpt.
  
  
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   *''O'' : Toggle proportional Editing ON/OFF   *''O'' : Toggle proportional Editing ON/OFF
   *''CTRL + A'' : Apply menu to apply scales, rotations, etc.   *''CTRL + A'' : Apply menu to apply scales, rotations, etc.
 +  *''CTRL'' while moving objects : Applies snapping (if snapping is disabled) or disengages snapping (if snapping is enabled)
 +  *''CTRL + X'' : Dissolve selection (Vertex/Edge/Face)
  
 === Selection === === Selection ===
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   *''CTRL + Right Click & Drag'' : Lasso select (according to object centers) in Layout Mode   *''CTRL + Right Click & Drag'' : Lasso select (according to object centers) in Layout Mode
   *''CTRL +/-'' : Select more / less of mesh (based on a first selection of faces or edges or vertices   *''CTRL +/-'' : Select more / less of mesh (based on a first selection of faces or edges or vertices
 +  *''SHIFT + S'' : Cursor selection pie menu
  
 === Sculpting === === Sculpting ===
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  • Last modified: 2023/08/25 14:08
  • by mh