3d:modeling

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3d:modeling [2025/03/21 13:50] – [Stone Walls] mh3d:modeling [2025/04/16 18:17] (current) – [Modeling] mh
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 ====== Modeling ====== ====== Modeling ======
  
 +  * **[[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 ===== ===== 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.
  
-  * Block out a largemedium and small stone shape. Apply scale +When placing such emptiesbe wary of the origin point of the empty as snapping to faces afterward will use that empty's origin.
-  * 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+
  • 3d/modeling.1742561401.txt.gz
  • Last modified: 2025/03/21 13:50
  • by mh