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3d:modeling [2025/03/23 15:50] – mh | 3d:modeling [2025/06/02 21:23] (current) – external edit 127.0.0.1 | ||
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====== Modeling ====== | ====== Modeling ====== | ||
+ | * **[[3d: | ||
+ | ===== Method ===== | ||
+ | === 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 **'' | ||
+ | |||
+ | 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/ | ||
+ | |||
+ | 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/ | ||
+ | |||
+ | When creating linked duplicates with **'' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Tips === | ||
+ | |||
+ | Proportional editing **'' | ||
+ | |||
+ | Duplicate elements **'' | ||
+ | |||
+ | 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 **'' | ||
+ | ==== Useful Techniques ==== | ||
+ | |||
+ | === Extrude along a path === | ||
+ | |||
+ | Use **'' | ||
+ | |||
+ | === 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 | ||
+ | |||
+ | ---- | ||
===== Stone Walls ===== | ===== Stone Walls ===== | ||
- | | {{3d: | + | |
+ | | {{3d: | ||
| ::: | Add a Bevel modifier. | | | ::: | Add a Bevel modifier. | | ||
| ::: | Add a bit of variations with loop-cuts and randomness. | | | ::: | Add a bit of variations with loop-cuts and randomness. | | ||
Line 17: | Line 101: | ||
==== Additional tips ==== | ==== Additional tips ==== | ||
- | * Go into side view and flatten each sides after adding the randomness. They tend to stick out too much and don't look very good in flat shading. | + | * 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. | ||
Line 23: | Line 109: | ||
- | | {{3d: | + | | {{3d: |
| ::: | Add 2 loop cuts for some variation. | | | ::: | Add 2 loop cuts for some variation. | | ||
| ::: | Duplicate along X or Y to cover the zone. Add a little variation. | | | ::: | Duplicate along X or Y to cover the zone. Add a little variation. | | ||
Line 31: | Line 117: | ||
+ | ==== Additional tips ==== | ||
+ | * Add dents by beveling a vertex and joining the two unconnected center vertices | ||
+ | ===== Pipes ===== | ||
+ | | {{3d: | ||
+ | | ::: | **'' | ||
+ | | ::: | **'' | ||
+ | | ::: | Bevel a few vertices/ | ||
+ | | ::: | Randomize & rectify. | | ||
+ | ---- | ||
+ | ===== Fast Plants ===== | ||
- | ==== Additional tips ==== | + | | {{3d: |
+ | | ::: | Loop cut several times across and once down the middle and rearrange create a leaf. | | ||
+ | | ::: | Set origin to bottom. | | ||
+ | | ::: | **'' | ||
+ | | ::: | **'' | ||
+ | | ::: | Randomize & rectify. | | ||
+ | | ::: | Shade auto smooth and colorize. | | ||
- | | + | ---- |
+ | |||
+ | ===== Tree (Variant 1) ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | Extrude several times to create skeletal structure of tree. | | ||
+ | | ::: | Add **skin** modifier. | | ||
+ | | ::: | **'' | ||
+ | | ::: | (Optional) Add **Subdivision** and **Decimate** modifiers. | | ||
+ | | ::: | Add icospheres for leaves. Duplicate, rotate, scale. | | ||
+ | | ::: | (Optional) Add **Subdivision** and **Decimate** modifiers. | | ||
+ | | ::: | Apply modifiers to randomize. | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Tree (Variant 2) ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | 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 | ||
+ | | ::: | Use the **knife tool** to create notches. Delete excess face and **'' | ||
+ | | ::: | (Note) the previous step creates N-Gons that can be kept but rectify topology if needed. | | ||
+ | | ::: | Shade auto smooth and colorize. | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Tree (Variant 2) ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | 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. | | ||
+ | | ::: | **'' | ||
+ | | ::: | Repeat twice, each time in **Object** mode rotate a bit the branch to break evenness. | | ||
+ | | ::: | **'' | ||
+ | | ::: | Repeat up to full height of tree and scale down as you go. | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Low Poly Crystals ===== | ||
+ | |||
+ | | {{3d: | ||
+ | | ::: | Bevel corners | ||
+ | | ::: | 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 | ||
+ | | ::: | At this point you might have a few massive N-gons to repair. | | ||
+ | | ::: | Edit mode > Select all vertices | ||
+ | | ::: | Rectify topology. | | ||
+ | | ::: | Add crystal material : transmission 1, roughness down. Add a base color. | | ||
+ | | ::: | Add a point light inside the Crystal. | | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Parenting ===== | ||
+ | |||
+ | Use **'' | ||
+ | |||
+ | 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' |