3d:modeling

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3d:modeling [2025/08/18 17:14] – [Low Poly Crystals] 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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 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. 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.
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 +----
 +
 +=== 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.
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 +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.
  
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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 =====
 +
 +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.
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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:modeling:topology|Topology]]** page for more information).
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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 **Bevel** modifier on bookcase and shade smooth + use **Harden Normals** in Shading menu of Bevel modifier. | | ::: | Add **Bevel** modifier on bookcase and shade smooth + use **Harden Normals** in Shading menu of Bevel modifier. |
 | ::: | Copy the modifiers to the shelves. | | ::: | Copy the modifiers to the shelves. |
-| ::: | Add a Lattice object around the bookcase so that it fits nicely around it. | +| ::: | Add a **Lattice object** around the bookcase so that it fits nicely around it. | 
-| ::: | Add a Lattice modifier on the bookcase & copy to shelves.. | +| ::: | Add a **Lattice modifier** on the bookcase & copy to shelves.. | 
-| ::: | With Lattice selected, adjust the UVW in the Lattice panel for more topology. | +| ::: | With Lattice selected, **adjust the UVW** in the Lattice panel for more **topology**. | 
-| ::: | Stylize the lattice (proportional edit helps). |+| ::: | **Stylize the lattice** (proportional edit helps). |
  
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  • 3d/modeling.1755530063.txt.gz
  • Last modified: 2025/08/18 17:14
  • by mh