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3d:start [2025/04/29 23:06] – [To Sort and properly dispatch] mh3d:start [2025/06/19 10:21] (current) – [Sections] mh
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   * **[[3d:modeling|Modeling]]**   * **[[3d:modeling|Modeling]]**
 +
 +  * **[[3d:geo-nodes|Geometry Nodes]]**
  
   * **[[3d:shading|Shading / Textures]]**   * **[[3d:shading|Shading / Textures]]**
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 === Low Poly === === Low Poly ===
 +
   * Solidify + Decimate modifiers work well together to give jaggedy looks to objects and land parts.   * Solidify + Decimate modifiers work well together to give jaggedy looks to objects and land parts.
  
 +=== Setting Origin Point ===
 +
 +  * In **Edit mode** set the 3D cursor to a selection (Vertex/Edge/Face) with **''SHIFT'' + ''S''** then in **Object mode** **''RIGHT CLICK''** and Set Origin > Origin to 3D cursor.
  
  
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 Cut out windows and doors using the knife (''K'') tool in the base object. Then select the edges, duplicate and move them outwards, scale them down a bit, separate to make a new object, in that new object in edit mode extrude outwards and then add a solidify modifier. Take care that your normals are facing the right way. If you have mirrors not applied be sure to activate clipping so that the points on the mirror axes don't separate from each others when scaling down. Cut out windows and doors using the knife (''K'') tool in the base object. Then select the edges, duplicate and move them outwards, scale them down a bit, separate to make a new object, in that new object in edit mode extrude outwards and then add a solidify modifier. Take care that your normals are facing the right way. If you have mirrors not applied be sure to activate clipping so that the points on the mirror axes don't separate from each others when scaling down.
  
-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. 
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-Good practice : Duplicate elements using ''Shift + D'' and then detach using ''P''. (e.g. to detach a roof off a roughly boxed building) 
-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 ''ALT + S'' Once shapes have been modeled out, it can be handy to scale by the normals using ''ALT + S''
  
-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. 
  
 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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 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. 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.
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-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. 
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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 ''SHIFT + S'' and then setting the origin to the 3D cursor. 
  
 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.
  
 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  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 
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-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. 
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-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 ''CTRL + B'' and then ''V'' to bevel a vertex and create a triangle face where the vertex was. Direct shortcut is ''CTRL + SHIFT + V''. When beveling vertices, use ''J'' to join opposite vertices that were created to re-triangulate the faces and correct the geometry. When beveling you can press ''CTRL + B'' and then ''V'' to bevel a vertex and create a triangle face where the vertex was. Direct shortcut is ''CTRL + SHIFT + V''. When beveling vertices, use ''J'' to join opposite vertices that were created to re-triangulate the faces and correct the geometry.
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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 ==== 
 + 
 +Preview coming soon.
  
-//These are a few 3D models I made following various tutorials to learn Blender.//+[[3d:models:low-poly-cottage|Low Poly Cottage]]
  
 ==== Low Poly Well ==== ==== Low Poly Well ====
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 === Recap === === Recap ===
  
-  * Uses a bend modifier to create a circle with basic shapes : create a line of shapes + Modifier > Simple Deform > Bend (360°) and apply.  +  * Modifier to create a circle with basic shapes : create a line of stones and **Modifier > Simple Deform > Bend (360°)**.  
-  * 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 (CTRL + Right Click) in Edit Mode to quickly get trunk and branches +  * Quick extrude **''CTRL'' ''RIGHT CLICK''** in **Edit Mode** to get trunk and branches 
-  * Use the 'image as plainsaddon to create a branch from an image with a transparent background+  * Use **Image as plains** addon to create a branch from an image with a transparent background
   * 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/rotate it gives a realistic impression   * 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/rotate it gives a realistic impression
   * 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 use and how collections work instead of layers with that add-on +  *Basic particle system 
-  *Use basic mix shader materials with voronoi displacements +  *Basic mix shader materials with voronoi displacements 
-  *Use compositing node with backdrop to use a render image as a ghost to draw gas around the planet+  *Compositing node with backdrop to use a render image as a ghost to draw gas around the planet
  
 ++++ 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 where you find it to your liking+  *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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