3d:start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
3d:start [2025/03/23 15:59] – [Useful shortcuts] mh3d:start [2025/04/17 17:28] (current) – [Useful Add-ons] mh
Line 1: Line 1:
 ====== 3D Modeling ====== ====== 3D Modeling ======
  
-I essentially do my 3D Modeling with **[[https://blender.org|Blender 3D]]** but things might change some day.+I essentially do my 3D Modeling with **[[https://blender.org|Blender 3D]]** for now.
  
 ===== Sections ===== ===== Sections =====
Line 11: Line 11:
   * **[[3d:rendering|Rendering]]**   * **[[3d:rendering|Rendering]]**
  
 +  * **[[3d:rigging|Rigging]]**
 +
 +  * **[[3d:animating|Animations]]**
  
 ===== Low Poly Workflow ===== ===== Low Poly Workflow =====
  
-Before starting a composition it is good practice to have **reference images** and a **basic sketch** of the final composition in terms of disposition and arrangement. +Before starting a composition compile **reference images** and make a **basic sketch** of the final composition in terms of disposition and arrangement. 
  
-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.
  
  
Line 22: Line 27:
  
   * **Extra Meshes :** Gives access to more primitives in the Add Menu (**''SHIFT'' + ''A''**)   * **Extra Meshes :** Gives access to more primitives in the Add Menu (**''SHIFT'' + ''A''**)
 +
 +  * **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 (**''Q''**)   * 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 (**''Q''**)
 +
 +=== Low Poly ===
 +  * Solidify + Decimate modifiers work well together to give jaggedy looks to objects and land parts.
  
  
Line 34: Line 48:
 //Everything below needs to be sorted out and included in the above sections.// //Everything below needs to be sorted out and included in the above sections.//
  
-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 (''CTRL + R'') but be wary of adding too much to stay in the low poly. Move individual vertices around a little randomly to give character. 
  
 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 (''CTRL + A'') but it is not mandatory and modeling can be done with scales other than (1,1,1). 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 (''CTRL + A'') but it is not mandatory and modeling can be done with scales other than (1,1,1).
Line 48: Line 59:
 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 (''O'') tool. Make good use of the proportional editing (''O'') tool.
Line 62: Line 73:
  
 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 ''E'' starts a new cut elsewhere. 
  
 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.
Line 93: Line 102:
  
  
-==== 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:mapping-node.png?200}} 
- 
-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:uv-edit-scale.png?200}} 
- 
-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 : ''G'' + ''G''). If you want to edge slide beyond the existing geometry you need to remove clamping (Shortcut : ''C'' while edge-sliding). 
- 
-{{3d:clamping-removed.png?200}} 
- 
----- 
- 
-==== 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:procedural-texture.png?800}} 
- 
-When creating textures with this method it's important to think macro-details and micro-details and mix them together. The ''Scale'' value of the basic texture nodes can be used to this effect. 
- 
-A rapid shortcut to create a mix node is to ''CTRL + SHIFT + RIGHT-CLICK & DRAG'' from one node to the other one that you want to mix. 
- 
-The procedural textures can be very easily tweaked and modified. They do not require much artistic skills as opposed to the //creation// of textures based on images and photographs (although those are often available for free or a small fee on many platforms online). One downside however is that these textures need to be baked to be exported to a game engine, although that is a minor downside as baking is often required when exporting to game engines anyways. 
 ===== Scultping ===== ===== Scultping =====
  
Line 254: Line 231:
 === Mesh Editing === === Mesh Editing ===
  
-  ***''H'' / ''ALT + H''** : Hide / Unhide objects in object mode+
   ***''ALT + S''** : Scale along normals in Edit mode   ***''ALT + S''** : Scale along normals in Edit mode
   ***''SHIFT + N''** : Rcalculate Normals   ***''SHIFT + N''** : Rcalculate Normals
 +  ***''SHIFT + D''** : Duplicate selection (unlinked)
 +  ***''CTRL + B''** : Bevel (edges)
 +  ***''CTRL + SHIFT + B''** : Bevel (vertices)
   ***''O''** : Toggle proportional Editing ON/OFF   ***''O''** : Toggle proportional Editing ON/OFF
-  ***''CTRL + A''** : Apply menu to apply scales, rotations, etc.+  ***''CTRL + R''** : Add loop cut
   ***''CTRL''** while moving objects : Applies snapping (if snapping is disabled) or disengages snapping (if snapping is enabled)   ***''CTRL''** while moving objects : Applies snapping (if snapping is disabled) or disengages snapping (if snapping is enabled)
   ***''CTRL + X''** : Dissolve selection (Vertex/Edge/Face)   ***''CTRL + X''** : Dissolve selection (Vertex/Edge/Face)
 +
 +=== Object Mode ===
 +
 +  ***''CTRL + A''** : Apply menu to apply scales, rotations, etc.
 +  ***''H'' / ''ALT + H''** : Hide / Unhide objects
  
 === Selection === === Selection ===
  
-  *''CTRL + Right Click & Drag'' : Lasso select (according to object centers) in Layout Mode +  ***''CTRL + Right Click & Drag''** : Lasso select (according to object centers) in Layout Mode 
-  *''CTRL +/-'' : Select more / less of mesh (based on a first selection of faces or edges or vertices +  ***''CTRL +/-''** : Select more / less of mesh (based on a first selection of facesedges or vertices) 
-  *''SHIFT + S'' : Cursor selection pie menu +  ***''SHIFT + S''** : Cursor selection pie menu 
-  *''CTRL + Click'' : With a vertex selected will auto-select shortest path to the target vertex +  ***''CTRL + Click''** : With a vertex selected will auto-select shortest path to the target vertex 
-  *''L'' : Select linked mesh (useful when hovering over meshes that intersect but are different objects)+  ***''L''** : Select linked mesh (useful when hovering over meshes that intersect but are different objects)
  
 === Sculpting === === Sculpting ===
  • 3d/start.1742741973.txt.gz
  • Last modified: 2025/03/23 15:59
  • by mh