3d:modeling

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3d:modeling [2025/05/01 15:40] – [Tree (Variant 1)] mh3d:modeling [2025/09/12 09:19] (current) – [Workflow] mh
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   * **[[3d:modeling:topology|Topology]]**   * **[[3d:modeling:topology|Topology]]**
 +
 +
 ===== Method ===== ===== Method =====
  
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 Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement.  Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement. 
 +
 +----
  
 === Boxing shapes === === Boxing shapes ===
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 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. 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 **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly. 
 +
 +Beams are useful elements on buildings to join parts together and hide overlaps.
 +
 +
 +----
  
 === Modifiers === === Modifiers ===
  
-Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only to break the symmetry and add finer details (destructive modeling).+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 === === Randomness ===
  
-Moving vertices around a little randomly and rotating/scaling loop-cuts helps to give character really fast.+Moving vertices around a little randomly and rotating/scaling loop-cuts helps to give character really fast and break the initial rigidity of shapes. 
 + 
 +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 === === N-Gons, Quads, Tris ===
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 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. 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.
  
-=== Tips ===+----
  
-Beams are useful elements on buildings to join parts together and hide overlaps.+=== Linked/Unlinked Duplicates ===
  
-Loop cuts **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly+When creating linked duplicates with **''ALT'' + ''D''** any changes made into **Object** mode are instance-specific but changes made in **Edit** mode update all instances. 
 + 
 +---- 
 + 
 +=== Setting up Reference Images === 
 + 
 +Drag & dropping an image into blender when in an orthographic view will automatically restrain that image as an empty to be only visible in that specific orthographic view. 
 + 
 +It's handy to set up reference images at 0.5 opacity in front/back/top and side view and with no perspective view and no selectability. 
 + 
 +---- 
 + 
 +=== Tips ===
  
 Proportional editing **''O''** helps a lot to move/rotate parts of meshes together. Proportional editing **''O''** helps a lot to move/rotate parts of meshes together.
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 Apply all modifiers on a multiple selection with **Convert > Mesh**. 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 **''ALT'' + ''S''** to scale along the normals with every vertex selected.
 ==== Useful Techniques ==== ==== Useful Techniques ====
  
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 Use the knife again to break down N-gons into quads Use the knife again to break down N-gons into quads
 +
 +=== Shear command ===
 +
 +The **Shear** command will help rotate items while keeping an axis constant. For example rotating a circle from side view will actually resize it because the Z position of the vertices will move while using the Shear command will keep the size of the circle constant.
  
 ---- ----
 +
 +===== Hard Surface Modeling =====
 +
 +Hard Surface modeling refers to the modeling of objects with hard surfaces such as vehicles, ships, etc.
 +
 +==== Workflow ====
 +
 +  * Set up your scene with reference images that display only in orthographic view. Model with **''ALT'' + ''Z''** active (X-Ray) to view the reference images through your shape.
 +
 +  * Start with a plane somewhere and extrude along the lines to match up the reference image. Look for poles where the edge flow needs to change direction (check the **[[3d:modeling:topology|Topology]]** page for more information).
 +
 +  * Build the general outline first and then shapes can be cut out ensuring the topology matches up.
 +
 +  * Build the shapes roughly at first, loop cuts can be added in a second pass to refine the details.
 +
 +  * Use the **Smooth Vertices** command to average out the topology.
 +
 ===== Stone Walls ===== ===== Stone Walls =====
  
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 ===== Tree (Variant 2) ===== ===== Tree (Variant 2) =====
  
-| {{3d:low-poly-tree-variant-2.png?direct&340}} | Start with a low poly cylinder (6-8 sides).  |+| {{3d:low-poly-tree-variant-2.png?direct&340}} | Start with a **low poly cylinder** (6-8 sides).  |
 | ::: | Top face scale down, creates the trunk. Loop cut to add a bit of variation. | | ::: | 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. | +| ::: | **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. | +| ::: | **Repeat** several times making cones smaller and rotating them a bit for variation. | 
-| ::: | Add some vertical loop cuts into some parts to add variations by bringing the created bottom edge upwards. | +| ::: | Add some **vertical loop cuts** into some parts to add variations by bringing the created bottom edge upwards. | 
-| ::: | Use the knife tool to create notches. Delete excess face and **''F''** to fill to create the notch. |+| ::: | Use the **knife tool** to create notches. Delete excess face and **''F''** to fill to create the notch. |
 | ::: | (Note) the previous step creates N-Gons that can be kept but rectify topology if needed. | | ::: | (Note) the previous step creates N-Gons that can be kept but rectify topology if needed. |
 | ::: | Shade auto smooth and colorize. | | ::: | Shade auto smooth and colorize. |
  
 ---- ----
 +
 +===== Tree (Variant 2) =====
 +
 +| {{3d:low-poly-tree-variant-3.png?direct&340}} | Start with a **low poly cylinder** (6-8 sides).  |
 +| ::: | 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. |
 +| ::: | **''ALT'' + ''D''** to link duplicate and rotate around the Z 90°. |
 +| ::: | Repeat twice, each time in **Object** mode rotate a bit the branch to break evenness. |
 +| ::: | **''ALT'' + ''D''** to link duplicate upwards and rotate a bit around Z. |
 +| ::: | Repeat up to full height of tree and scale down as you go. |
 +
 +----
 +
 +===== Low Poly Crystals =====
 +
 +| {{3d:low-poly-crystals.png?direct&340}} | Make a shard : Default cube > scale Shift Z > loop cut twice vertically in both X and Y and bring middle vertex up.  |
 +| ::: | Bevel corners and merge vertices and add randomness. |
 +| ::: | 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 either select another active object or just move/rotate slightly the active object that failed.// |
 +| ::: | At this point you might have a few massive N-gons to repair. |
 +| ::: | Edit mode > Select all vertices > Bisect tool to cut base (Clear inner + Fill ticked). |
 +| ::: | Rectify topology. |
 +| ::: | Add crystal material : transmission 1, roughness down. Add a base color. |
 +| ::: | Add a point light inside the Crystal. |
 +
 +----
 +
 +===== Stylizing with Lattice modifier =====
 +
 +| {{:3d:lattice-modifier.png?direct&340|}} | Start with default cube, scale into proportions & **apply scale**.  |
 +| ::: | Delete front face and add 3 loop cuts for shelves. |
 +| ::: | Select the loop cuts and **''F''** to fill. |
 +| ::: | Add a **Solidify** modifier. Separate the shelves and make the Solidify on the bookcase offset outside. |
 +| ::: | Add **Bevel** modifier on bookcase and shade smooth + use **Harden Normals** in Shading menu of Bevel modifier. |
 +| ::: | Copy the modifiers to the shelves. |
 +| ::: | Add a **Lattice object** around the bookcase so that it fits nicely around it. |
 +| ::: | Add a **Lattice modifier** on the bookcase & copy to shelves.. |
 +| ::: | With Lattice selected, **adjust the UVW** in the Lattice panel for more **topology**. |
 +| ::: | **Stylize the lattice** (proportional edit helps). |
 +
 +----
 +
 ===== Parenting ===== ===== Parenting =====
  
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