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| 3d:start [2025/04/30 10:17] – [Low Poly Tree] mh | 3d:start [2025/09/08 13:14] (current) – mh | ||
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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/ | ||
| + | === Applying to a multi-selection === | ||
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| + | * With multiple items selected in the Outliner, using **'' | ||
| ===== To Sort and properly dispatch ===== | ===== To Sort and properly dispatch ===== | ||
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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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| ===== Models ===== | ===== Models ===== | ||
| + | ==== Low Poly Cottage ==== | ||
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| + | Preview coming soon. | ||
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| + | [[3d: | ||
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| ==== 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 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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| *'' | *'' | ||
| *'' | *'' | ||
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| + | ===== Ressources ===== | ||
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| + | * **[[https:// | ||