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3d:start [2025/04/30 11:04] – [Cloth Simulation] mh | 3d:start [2025/06/19 10:21] (current) – [Sections] 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 === | ||
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+ | * 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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===== Models ===== | ===== Models ===== | ||
+ | ==== Low Poly Cottage ==== | ||
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+ | Preview coming soon. | ||
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==== Low Poly Well ==== | ==== Low Poly Well ==== | ||