Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
3d:start [2023/08/25 14:15] – bou mh | 3d:start [2024/10/29 17:28] (current) – [Low Poly Well] mh | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== 3D Modeling ====== | ====== 3D Modeling ====== | ||
- | This section will document what I wish to keep handy regarding [[https:// | + | This section will document what I wish to keep handy regarding [[https:// |
===== Low Poly Workflow ===== | ===== Low Poly Workflow ===== | ||
Line 12: | Line 11: | ||
Then take each element into finer stages of detail step by step, don't try to model the elements from box to final in one go. | Then take each element into finer stages of detail step by step, don't try to model the elements from box to final in one go. | ||
- | Use loop cuts to add mesh ('' | + | Use loop cuts to add mesh ('' |
Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only when you want to break the symmetry and add finer details (destructive modeling). Scale can be applied on shapes ('' | Make good use of the Mirror Modifier and Solidify Modifiers to speed up workflow on basic shapes and apply them only when you want to break the symmetry and add finer details (destructive modeling). Scale can be applied on shapes ('' | ||
Line 18: | Line 17: | ||
Beams are useful elements on buildings to join parts together and hide overlaps. | Beams are useful elements on buildings to join parts together and hide overlaps. | ||
- | Cut out windows and doors using the knife ('' | + | Cut out windows and doors using the knife ('' |
It's handy to start with a boxed shape then inset faces and extrude them and scale them down along the normal to get quick good looking volumes. | It's handy to start with a boxed shape then inset faces and extrude them and scale them down along the normal to get quick good looking volumes. | ||
Line 48: | Line 47: | ||
For pavings its better to work with a plane and solidify modifier than with meshes as you don't have to worry about thickness ; don't forget to apply scales as the thickness will be affected by the changes in scale as you duplicate and randomize these objects. | For pavings its better to work with a plane and solidify modifier than with meshes as you don't have to worry about thickness ; don't forget to apply scales as the thickness will be affected by the changes in scale as you duplicate and randomize these objects. | ||
+ | |||
+ | Grass and plants can be made easily with a few loop cuts along a plane and scaling ends down and rotating a bit the edges to get some variation. | ||
+ | |||
+ | You can precisely reset the origin point to a vertex by selecting the vertex and setting the 3D cursor to the selection '' | ||
+ | |||
+ | You can create a quick long leaf plant by creating a leaf first. A loop cut down the middle bringing the vertices down will create a nice leaf-like bend on it. Then set the origin at the bottom. Then link duplicate the leaf ('' | ||
+ | |||
+ | At this point you understand the big difference between linked duplicates and non-linked duplicates : with a linked duplicate, you can still make changes in object mode that won't affect the other copies and still gives variation. This way you keep the possibility of editing the shape in Edit mode and having the mesh edit apply to all the copies. While non-linked duplicates can all be edited separately but do not have the easy fast modification applying to all copies. | ||
+ | |||
+ | Poke faces is useful for creating a collection of triangles on a big N-gone like circle shape. | ||
+ | |||
+ | Applying modifiers is really up to you and depends on if you need to edit the full mesh (in which case apply) to break symmetry | ||
+ | |||
+ | Texture slots enable you to give different textures to different parts of a mesh. To do so, select the parts of the mesh and select another slot material and click assign. | ||
+ | |||
+ | Eevee vs Cycles : Cycles is a Ray based renderer while Eevvee is a screen based renderer. Eevee tries to keep things as simple as possible and kind of flat while cycles is trying to be as realistic as possible. Eevee is a real-time renderer while cycles is more resource intensive and requires many samples to produce good results. | ||
+ | Surfaces that are emissive will have a much better render in Cycles than in Eevee. | ||
+ | |||
+ | When beveling you can press '' | ||
===== Texturing ===== | ===== Texturing ===== | ||
Line 188: | Line 206: | ||
=== Recap === | === Recap === | ||
- | * Uses a bend modifier to create a circle with basic shapes. | + | * Uses a bend modifier to create a circle with basic shapes |
* Uses a nice simple low poly esthetic with bevels and moving a few vertices around | * Uses a nice simple low poly esthetic with bevels and moving a few vertices around | ||
* Shows the use of a lattice to parent an object or group of object to follow modifications made to the lattice (bends and such) | * Shows the use of a lattice to parent an object or group of object to follow modifications made to the lattice (bends and such) | ||
Line 264: | Line 282: | ||
++++ | ++++ | ||
+ | |||
+ | |||
+ | ==== Making Spiral meshes ==== | ||
+ | |||
+ | Use addon tool : Add Curve : Extra Objects. | ||
+ | |||
+ | * Add an Archemedian curve spiral. | ||
+ | * Tweak the Turns, Steps, Radius Growth and Height properties before validating the spiral. | ||
+ | * Go into the Data panel and under Geometry > Bevel add some Depth. Activate Fill Caps option. | ||
+ | * Convert the curve to a mesh and go sculpt. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Exercises ===== | ||
+ | |||
+ | [[3d: | ||
Line 276: | Line 310: | ||
*'' | *'' | ||
*'' | *'' | ||
+ | *'' | ||
=== Selection === | === Selection === | ||
Line 281: | Line 316: | ||
*'' | *'' | ||
*'' | *'' | ||
+ | *'' | ||
+ | *'' | ||
=== Sculpting === | === Sculpting === |