3d:modeling

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3d:modeling [2025/05/01 16:40] – [Method] mh3d:modeling [2025/09/12 09:19] (current) – [Workflow] mh
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   * **[[3d:modeling:topology|Topology]]**   * **[[3d:modeling:topology|Topology]]**
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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.
 +
 +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.
 +
  
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-=== Tips ===+=== Setting up Reference Images ===
  
-Beams are useful elements on buildings to join parts together and hide overlaps.+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 **''CTRL'' + ''R''** are a fast way to add topology but don't add too much to stay in low poly+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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 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.
 +
 +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
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 +=== 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.
  
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 +
 +===== 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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 | ::: | **''ALT'' + ''D''** to link duplicate upwards and rotate a bit around Z. | | ::: | **''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. | | ::: | 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). |
  
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