3d:modeling

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3d:modeling [2025/03/23 15:50] 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. | | {{3d:3d-stone-wall.png?340}} | Block out a large, medium and small stone shape. Apply scale. |
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 ==== 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.
  
  
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 +==== 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.
-==== Additional tips ==== +
- +
-  * Add dents by beveling a vertex and joining the two unconnected center vertices+
  • 3d/modeling.1742741426.txt.gz
  • Last modified: 2025/03/23 15:50
  • by mh