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| 3d:modeling [2025/06/02 21:23] – external edit 127.0.0.1 | 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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| When creating linked duplicates with **'' | When creating linked duplicates with **'' | ||
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| + | ---- | ||
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| + | === Setting up Reference Images === | ||
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| + | 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. | ||
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| + | It's handy to set up reference images at 0.5 opacity in front/ | ||
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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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| | ::: | Add crystal material : transmission 1, roughness down. Add a base color. | | | ::: | Add crystal material : transmission 1, roughness down. Add a base color. | | ||
| | ::: | Add a point light inside the Crystal. | | | ::: | 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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