3d:modeling

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
3d:modeling [2025/03/21 10:51] – created mh3d:modeling [2025/04/16 18:17] (current) – [Modeling] mh
Line 1: Line 1:
 ====== Modeling ====== ====== Modeling ======
  
-Page just created.+  * **[[3d:modeling:topology|Topology]]** 
 +===== Method ===== 
 + 
 +Box out the entire scene. Then take each element into rough detail first, then finer detail after. 
 + 
 +Loop cuts are a fast way to add topology but be wary of adding too much to stay in low poly.  
 + 
 +Moving vertices around a little randomly and rotating/scaling loop-cuts helps to give character really fast. 
 + 
 +==== 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 
 + 
 +---- 
 +===== Stone Walls ===== 
 +| {{3d:3d-stone-wall.png?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?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 
 + 
 + 
 +===== 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.1742550686.txt.gz
  • Last modified: 2025/03/21 10:51
  • by mh