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3d:start [2023/08/31 09:54] – [Low Poly Workflow] 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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 Surfaces that are emissive will have a much better render in Cycles than in Eevee. 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 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.
  
  
  • 3d/start.1693468447.txt.gz
  • Last modified: 2023/08/31 09:54
  • by mh