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3d:modeling [2025/05/01 16:40] – [Method] mh | 3d:modeling [2025/09/12 09:19] (current) – [Workflow] mh | ||
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* **[[3d: | * **[[3d: | ||
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===== Method ===== | ===== Method ===== | ||
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**Inset faces** and **extrude** them and scale them down along the normal to get quick good looking volumes. | **Inset faces** and **extrude** them and scale them down along the normal to get quick good looking volumes. | ||
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+ | Loop cuts **'' | ||
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+ | Beams are useful elements on buildings to join parts together and hide overlaps. | ||
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- | === Tips === | + | === Setting up Reference Images |
- | Beams are useful elements on buildings | + | 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. |
- | Loop cuts **'' | + | It's handy to set up reference images at 0.5 opacity |
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+ | ---- | ||
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+ | === Tips === | ||
Proportional editing **'' | Proportional editing **'' | ||
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Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | ||
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+ | To scale down a shape that goes in multiple directions (like a twisted beam), switch to **Edit Mode** and use **'' | ||
==== 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 | ||
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+ | === Shear command === | ||
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+ | 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. | ||
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+ | ===== Hard Surface Modeling ===== | ||
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+ | Hard Surface modeling refers to the modeling of objects with hard surfaces such as vehicles, ships, etc. | ||
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+ | ==== Workflow ==== | ||
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+ | * Set up your scene with reference images that display only in orthographic view. Model with **'' | ||
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+ | * 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: | ||
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+ | * Build the general outline first and then shapes can be cut out ensuring the topology matches up. | ||
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+ | * Build the shapes roughly at first, loop cuts can be added in a second pass to refine the details. | ||
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+ | * Use the **Smooth Vertices** command to average out the topology. | ||
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===== Stone Walls ===== | ===== Stone Walls ===== | ||
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| ::: | **'' | | ::: | **'' | ||
| ::: | Repeat up to full height of tree and scale down as you go. | | | ::: | Repeat up to full height of tree and scale down as you go. | | ||
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+ | ---- | ||
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+ | ===== Low Poly Crystals ===== | ||
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+ | | {{3d: | ||
+ | | ::: | 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. | | ||
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+ | ---- | ||
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+ | ===== Stylizing with Lattice modifier ===== | ||
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+ | | {{: | ||
+ | | ::: | Delete front face and add 3 loop cuts for shelves. | | ||
+ | | ::: | Select the loop cuts and **'' | ||
+ | | ::: | 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). | | ||
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