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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:// |
- | ===== Low Poly Workflow | + | ===== Sections |
- | 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. | + | * **[[3d: |
- | Cut out windows and doors using the knife ('' | + | * **[[3d: |
- | 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. | ||
- | Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | + | ===== Useful Add-ons ===== |
- | Solidify | + | * **Extra Meshes :** Gives access to more primitives in the Add Menu (**'' |
- | Make good use of the proportional editing ('' | + | * **Rigify :** Very handy for rigging humanoidss or basic animals |
- | Good practice | + | * **Node Wrangler |
- | 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. | ||
- | Once shapes have been modeled out, it can be handy to scale by the normals using '' | + | ===== Useful Tips ===== |
- | 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. | + | === Quick Favorites === |
- | If your mesh is chiseled looking and shaded differently because the quads and triangles are not on the same plane you can flatten things out by selecting all the concerned faces and scaling | + | * Right click on an item in the top menus of the viewport |
- | Useful tip : when using knife tool '' | + | === Low Poly === |
- | Careful when using mirror | + | * Solidify + Decimate |
- | 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. | + | === Setting Origin Point === |
- | Don't forget | + | * In **Edit mode** set the 3D cursor |
- | For pavings its better | + | === Applying |
- | 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. | + | * With multiple items selected in the Outliner, using **'' |
+ | ===== To Sort and properly dispatch ===== | ||
- | You can precisely reset the origin point to a vertex by selecting the vertex | + | // |
- | 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 | + | Cut out windows |
- | 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 '' | + | Careful : Rotations in edit mode do not apply a transformation relative |
- | ===== Texturing ===== | + | |
- | Great places | + | Once shapes have been modeled out, it can be handy to scale by the normals using '' |
- | * [[https:// | + | |
- | * [[https:// | ||
+ | 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 to the given axis effectively copying the move on the mirrored side. | ||
- | ==== PBR materials ==== | + | 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. |
- | <WRAP round info> | + | Don't forget |
- | **PBR** stands for **P**hysically **B**ased **R**endering : the materials react to the environment surrounding it in a physically realistic way. | + | |
- | Use Cycles render engine for this. | + | 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. |
- | </ | + | |
- | ---- | + | Poke faces is useful for creating a collection of triangles on a big N-gone like circle shape. |
- | === Texture Coordinates === | + | |
- | For all the texture nodes use a **Texture coordinate** node (use output '' | + | 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 |
- | If you have **Node Wrangler** add-on activated, | + | When beveling |
- | {{3d: | ||
- | Incidently, using **Node Wrangler** add-on you can select the **Principled BSDF** and use '' | ||
- | ---- | ||
- | === 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's use is not advised for games. | ||
- | |||
- | ---- | ||
- | |||
- | <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 to properly unwrap your object but once textured it can be exported easily to a game engine. The downside is you will see the seams, and there is no way to blend it so you should think carefully about where you place them, and keep your objects at a safe viewing distance. Another inconvenience is that you have to apply the modifiers for the seams to be set properly so it is slightly destructive. | ||
- | |||
- | |||
- | 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 and the texture looks a bit flat. | ||
- | </ | ||
- | |||
- | 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. One good way to do this is with an edge slide (Shortcut : '' | ||
- | |||
- | {{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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===== Exercises ===== | ===== Exercises ===== | ||
- | ==== Simple House ==== | + | [[3d: |
- | + | ||
- | [[3d: | + | |
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=== Mesh Editing === | === Mesh Editing === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
+ | | ||
+ | | ||
+ | | ||
+ | |||
+ | === Object Mode === | ||
+ | |||
+ | ***'' | ||
+ | ***'' | ||
=== Selection === | === Selection === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
+ | ***'' | ||
+ | ***'' | ||
=== Sculpting === | === Sculpting === | ||
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*'' | *'' | ||
*'' | *'' | ||
+ | |||
+ | ===== Ressources ===== | ||
+ | |||
+ | * **[[https:// |