3d:start

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3d:start [2025/05/01 16:40] – [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 ===
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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/Edge/Face) with **''SHIFT'' + ''S''** then in **Object mode** **''RIGHT CLICK''** and Set Origin > Origin to 3D cursor.
  
  
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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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 ===== Models ===== ===== Models =====
 +==== Low Poly Cottage ====
 +
 +Preview coming soon.
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 +[[3d:models:low-poly-cottage|Low Poly Cottage]]
 +
 ==== Low Poly Well ==== ==== Low Poly Well ====
  
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