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3d:start [2025/03/23 16:04] – [Texture Atlas] mh | 3d:start [2025/05/01 16:40] (current) – [To Sort and properly dispatch] 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: | ||
- | ===== 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. | + | |
- | + | ||
- | Start by boxing out the different elements with rough primitive shapes until the entire composition is boxed out. | + | |
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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 === |
+ | |||
+ | | ||
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+ | === 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 ('' | ||
- | 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. | ||
- | 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 ('' | ||
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- | Good practice : Duplicate elements using '' | ||
- | 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. | 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. | ||
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Once shapes have been modeled out, it can be handy to scale by the normals using '' | Once shapes have been modeled out, it can be handy to scale by the normals using '' | ||
- | 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. | ||
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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. | ||
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- | 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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You can precisely reset the origin point to a vertex by selecting the vertex and setting the 3D cursor to the selection '' | 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 ('' | ||
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- | 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. | Poke faces is useful for creating a collection of triangles on a big N-gone like circle shape. | ||
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- | ==== 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 : | ||
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- | {{3d: | ||
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- | 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. | ||
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- | {{3d: | ||
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- | 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: | ||
- | |||
- | ---- | ||
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- | ==== 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. | ||
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- | {{3d: | ||
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- | When creating textures with this method it's important to think macro-details and micro-details and mix them together. The '' | ||
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- | A rapid shortcut to create a mix node is to '' | ||
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- | 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 |
- | + | ||
- | //These are a few 3D models I made following various tutorials to learn Blender.// | + | |
==== 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 and moving a few vertices around | + | * 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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***'' | ***'' | ||
***'' | ***'' | ||
- | ***'' | + | ***'' |
***'' | ***'' | ||
***'' | ***'' | ||
+ | |||
+ | === Object Mode === | ||
+ | |||
+ | ***'' | ||
+ | ***'' | ||
=== Selection === | === Selection === | ||
***'' | ***'' | ||
- | ***'' | ||
***'' | ***'' | ||
***'' | ***'' |