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3d:start [2025/04/30 10:16] – [Learning Parts] mh | 3d:start [2025/06/19 10:21] (current) – [Sections] mh | ||
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* **[[3d: | * **[[3d: | ||
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* **[[3d: | * **[[3d: | ||
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=== Low Poly === | === Low Poly === | ||
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* 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/ | ||
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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. | ||
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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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 '' | ||
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 '' | When beveling you can press '' | ||
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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. | ||
+ | |||
+ | [[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 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 | |