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3d:start [2025/03/23 15:58] – [PBR materials] mh | 3d:start [2025/04/17 17:28] (current) – [Useful Add-ons] mh | ||
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====== 3D Modeling ====== | ====== 3D Modeling ====== | ||
- | I essentially do my 3D Modeling with **[[https:// | + | I essentially do my 3D Modeling with **[[https:// |
===== Sections ===== | ===== Sections ===== | ||
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* **[[3d: | * **[[3d: | ||
+ | * **[[3d: | ||
+ | |||
+ | * **[[3d: | ||
===== Low Poly Workflow ===== | ===== Low Poly Workflow ===== | ||
- | Before starting a composition | + | Before starting a composition |
- | Start by boxing out the different elements with rough primitive shapes until the entire composition is boxed out. | + | Start by boxing out the different elements with very rough primitive shapes until the entire composition is boxed out. Pay attention to the scale of items and their proportions in regard to other elements. |
+ | |||
+ | Take every element piece by piece into several level of details : rough, medium, fine. Cycle the entire scene through a level of detail before moving on to the next. | ||
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* **Extra Meshes :** Gives access to more primitives in the Add Menu (**'' | * **Extra Meshes :** Gives access to more primitives in the Add Menu (**'' | ||
+ | |||
+ | * **Rigify :** Very handy for rigging humanoidss or basic animals | ||
+ | |||
+ | * **Node Wrangler :** Provides useful tools for working with nodes | ||
===== Useful Tips ===== | ===== Useful Tips ===== | ||
+ | |||
+ | === Quick Favorites === | ||
* You can right click on an item in the top menus of the viewport and select **Add to Quick Favorites** which makes them available in the Quick Favorites menu (**'' | * You can right click on an item in the top menus of the viewport and select **Add to Quick Favorites** which makes them available in the Quick Favorites menu (**'' | ||
+ | |||
+ | === Low Poly === | ||
+ | * Solidify + Decimate modifiers work well together to give jaggedy looks to objects and land parts. | ||
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// | // | ||
- | 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 ('' | ||
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 ('' | ||
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Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | Trees and landscapes can be sculpted with a finer mesh and then decimated using a modifier to bring them back down to Low Poly. | ||
- | Solidify + Decimate work well together to give jaggedy looks to objects and land parts. | + | |
Make good use of the proportional editing ('' | Make good use of the proportional editing ('' | ||
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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 them to 0 along the proper axis. | 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 them to 0 along the proper axis. | ||
- | |||
- | Useful tip : when using knife tool '' | ||
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. | 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. | ||
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- | ==== 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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=== Mesh Editing === | === Mesh Editing === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
- | *'' | + | ***'' |
+ | | ||
+ | | ||
+ | | ||
+ | |||
+ | === Object Mode === | ||
+ | |||
+ | ***'' | ||
+ | ***'' | ||
=== Selection === | === Selection === | ||
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
- | *'' | + | |
=== Sculpting === | === Sculpting === |