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====== 3D Modeling ====== | ====== 3D Modeling ====== | ||
- | This section will document what I wish to keep handy regarding | + | I essentially do my 3D Modeling with **[[https:// |
+ | ===== Sections ===== | ||
- | ===== Low Poly Workflow ===== | + | * **[[3d: |
- | Before starting a composition it is good practice to have some reference images and a rough sketch of where you want the final composition to go in terms of disposition and arrangement. | + | * **[[3d: |
- | Start by boxing out the different elements with rough primitive shapes until you have your entire composition boxed out. | + | * **[[3d: |
- | 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. | + | * **[[3d: |
- | Use loop cuts to add mesh ('' | + | * **[[3d: |
- | 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 ('' | + | * **[[3d: |
- | Beams are useful elements on buildings to join parts together and hide overlaps. | ||
- | Cut out windows and doors using the knife ('' | + | ===== Useful Add-ons ===== |
- | 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. | + | * **Extra Meshes :** Gives access |
- | Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | + | * **Rigify :** Very handy for rigging humanoidss or basic animals |
- | Solidify + Decimate work well together to give jaggedy looks to objects and land parts. | + | * **Node Wrangler :** Provides useful tools for working with nodes |
- | Make good use of the proportional editing ('' | ||
- | Good practice : Duplicate elements using '' | + | ===== Useful Tips ===== |
- | Duplicate face loops and extrude along the normals towards the outside (e.g. to create pipe joints) | + | |
- | Careful : Rotations in edit mode do not apply a transformation relative to global axes. It's better to rotate in object mode so the local axes are preserved. | + | === Quick Favorites === |
- | Once shapes have been modeled out, it can be handy to scale by the normals using '' | + | * Right click on an item in the top menus of the viewport and select **Add to Quick Favorites** : makes them available in the Quick Favorites menu (**'' |
- | N-gones are OK to model with as long as they are kept on a same surface. It is safer though to tidy things up with the knife tool to create quads and triangles. Blender converts everything to triangles to render anyways so tidying things up brings you closer to what Blender is actually seeing in your mesh. | + | === Low Poly === |
- | If your mesh is chiseled looking | + | * Solidify + Decimate modifiers work well together to give jaggedy looks to objects |
- | Useful tip : when using knife tool '' | + | === Setting Origin Point === |
- | Careful when using mirror modifiers, if you move in object | + | * In **Edit |
- | When using shapes to cut out mesh in other shapes using the Boolean modifier it is handy to switch the viewport display of the shape being used for the cut into wireframe to see things better. This is done in the Object properties under Viewport Display tab. Don't forget to also toggle it off of the Render in that case. | ||
- | Don't forget to organize your scene into collections that are easy to manage. Unless you are in a workflow where other people will also work on your models in fine detail it is generally a big waste of time to rename each mesh object in your scene. Collections are there to organize your scene into meaningful elements that you can quickly hide/ | + | ===== To Sort and properly dispatch ===== |
- | For pavings its better | + | // |
- | 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 | + | Cut out windows and doors using the knife ('' |
- | 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 | + | Careful : Rotations in edit mode do not apply a transformation relative |
- | 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 | + | Once shapes have been modeled out, it can be handy to scale by the normals using '' |
- | Surfaces that are emissive will have a much better render in Cycles than in Eevee. | + | |
- | When beveling you can press '' | ||
- | ===== Texturing ===== | ||
- | Great places | + | Careful when using mirror modifiers, if you move in object mode it moves both sides in the same direction along the given axis because it moves the object center around which the mirror is calculated. If you move in edit mode it moves the selection relative |
- | * [[https:// | + | |
- | * [[https:// | + | When using shapes to cut out mesh in other shapes using the Boolean modifier it is handy to switch the viewport display of the shape being used for the cut into wireframe to see things better. This is done in the Object properties under Viewport Display tab. Don't forget to also toggle it off of the Render in that case. |
+ | Don't forget to organize your scene into collections that are easy to manage. Unless you are in a workflow where other people will also work on your models in fine detail it is generally a big waste of time to rename each mesh object in your scene. Collections are there to organize your scene into meaningful elements that you can quickly hide/reveal and or select. | ||
- | ==== PBR materials ==== | + | 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. |
- | <WRAP round info> | + | Poke faces is useful |
- | **PBR** stands | + | |
- | Use Cycles render engine for this. | + | 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 |
- | </ | + | |
- | ---- | + | When beveling |
- | === Texture Coordinates === | + | |
- | + | ||
- | For all the texture nodes use a **Texture coordinate** node (use output '' | + | |
- | + | ||
- | If you have **Node Wrangler** add-on activated, the keyboard shortcut | + | |
- | + | ||
- | {{3d: | + | |
- | + | ||
- | Incidently, using **Node Wrangler** add-on you can select the **Principled BSDF** | + | |
- | + | ||
- | ---- | + | |
- | === Base Color === | + | |
- | + | ||
- | Keep the diffuse image in '' | + | |
- | + | ||
- | ---- | + | |
- | === Roughness === | + | |
- | + | ||
- | For roughness use '' | + | |
- | + | ||
- | + | ||
- | ---- | + | |
- | === Normal === | + | |
- | + | ||
- | For the normals use '' | + | |
- | + | ||
- | ---- | + | |
- | === Displacement === | + | |
- | + | ||
- | The displacement avoids the **Principled BSDF** and goes directly into the '' | + | |
- | + | ||
- | Displacement must be activated in the Options under the '' | + | |
- | + | ||
- | Displacement works best when there are many polygons on the object (use of a **Subdivision Surface** modifier is advised) and adds a good bit of detail. The drawback is it takes a lot more processing power and it' | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | <WRAP tip round> | + | |
- | __**Box Projection Method**__ | + | |
- | + | ||
- | Box projection has the **advatage** of being quick to setup, works with modifiers (e.g. bevel) and automatically updates if you modify the shape (e.g. extrude). | + | |
- | + | ||
- | However, it **does not work** with a game engine, which require a proper UV Map (hence, we cannot choose the '' | + | |
- | + | ||
- | __**UV Map Method**__ | + | |
- | + | ||
- | UV Map on the other hand requires | + | |
- | + | ||
- | + | ||
- | Both these methods however keep the advantage of being able to easily change the PBR texture. | + | |
- | + | ||
- | __** Texture painting **__ | + | |
- | + | ||
- | You can also load an image into a texture brush and paint directly on the object. In which case, choosing a random tiling and a large brush along with isolated-click painting instead of strokes can result in a good looking object. One drawback is the object has no roughness | + | |
- | </ | + | |
- | + | ||
- | In the case of texture painting, there is a way to add a bit of normals and bumpiness using the data from the image texture and a few color ramps as so : | + | |
- | + | ||
- | {{3d: | + | |
- | + | ||
- | ==== Texture Atlas ==== | + | |
- | + | ||
- | A texture atlas is a custom image combining many different textures all in one image. It has the huge advantage of asking the CPU/GPU to load only one image and pick all the textures for different objects from parts of that image. The inconvenience is that each texture will have a lower pixel resolution (being part of a greater image) | + | |
- | + | ||
- | ==== Seamless textures ==== | + | |
- | + | ||
- | Using seamless textures is useful as the texture will repeat itself when scaled without it being too noticeable at a glance. However, if you scale too much, a pattern will become visible as the texture repeats itself. | + | |
- | + | ||
- | There are two ways to scale : | + | |
- | + | ||
- | In the node editor, on the **mapping** node : | + | |
- | + | ||
- | {{3d: | + | |
- | + | ||
- | In the UV editor, by scaling the unwrap. This second option is preferable if you are going to export your scene to a game engine as the UV unwrap (and it's scale) will be exported with it. | + | |
- | + | ||
- | {{3d: | + | |
- | + | ||
- | A handy feature of seamless textures is that they will continue applying if you modify your geometry. | + | |
- | + | ||
- | {{3d: | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | ==== Procedural textures ==== | + | |
- | Procedural textures are created by using nodes instead of images or photographs to create a material. Basic texture nodes are mixed together (often with a **MixRGB** node) and the Color output is then used to give both roughness and normals to the material. | ||
- | {{3d: | ||
- | When creating textures with this method it's important to think macro-details and micro-details and mix them together. The '' | ||
- | A rapid shortcut to create a mix node is to '' | ||
- | The procedural textures can be very easily tweaked and modified. They do not require much artistic skills as opposed to the // | ||
===== Scultping ===== | ===== Scultping ===== | ||
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Linking on the other hand imports a collection as a single object. Note that the origin point for that object will be the world origin from the original file, so if the collections are not centered on that world origin it will be offset when you link it. Also note that the link is not dynamic so any change made to the object in the original file will not update in the other project until the first one is linked again. | Linking on the other hand imports a collection as a single object. Note that the origin point for that object will be the world origin from the original file, so if the collections are not centered on that world origin it will be offset when you link it. Also note that the link is not dynamic so any change made to the object in the original file will not update in the other project until the first one is linked again. | ||
- | ===== Learning Parts ===== | + | ===== Models |
+ | ==== Low Poly Cottage | ||
- | //These are a few 3D models I made following various tutorials to learn Blender.// | + | Preview coming soon. |
+ | |||
+ | [[3d: | ||
==== Low Poly Well ==== | ==== Low Poly Well ==== | ||
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=== Recap === | === Recap === | ||
- | * Uses a bend modifier | + | * Modifier |
- | * Uses a nice simple low poly esthetic with bevels | + | * Use 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) | + | |
++++ Video Tutorial | | ++++ Video Tutorial | | ||
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=== Recap === | === Recap === | ||
- | * Use basic extrude | + | * Quick extrude |
- | * Use the ' | + | * Use **Image |
* Add a particle system to multiply that branch using vertex group to focus it only on the branch and not on trunk + with a lot of random scale/ | * Add a particle system to multiply that branch using vertex group to focus it only on the branch and not on trunk + with a lot of random scale/ | ||
* Texture the bark of the tree | * Texture the bark of the tree | ||
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=== Recap === | === Recap === | ||
- | *Use the cell fracture add-on | + | *Cell fracture add-on |
- | *Basic particle system | + | *Basic particle system |
- | *Use basic mix shader materials with voronoi displacements | + | *Basic mix shader materials with voronoi displacements |
- | *Use compositing | + | *Compositing |
++++ Video Tutorial | | ++++ Video Tutorial | | ||
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=== Recap === | === Recap === | ||
- | *Introduces the use of integrated cloth animation to render cloth materials (let it drop and choose the keyframe | + | *Cloth animation to render cloth materials (choose the frame where you like it) |
- | *Also uses basic glass materials and basic lighting | + | *Basic glass materials and basic lighting |
++++ Video Tutorial | | ++++ Video Tutorial | | ||
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++++ | ++++ | ||
+ | |||
+ | |||
+ | ==== 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: | ||
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=== Mesh Editing === | === Mesh Editing === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
+ | | ||
+ | | ||
+ | | ||
+ | |||
+ | === Object Mode === | ||
+ | |||
+ | ***'' | ||
+ | ***'' | ||
=== Selection === | === Selection === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
+ | ***'' | ||
+ | ***'' | ||
=== Sculpting === | === Sculpting === |