3d:modeling

Modeling

Box out the entire scene. Then take each element into rough detail first, then finer detail after.

Loop cuts are a fast way to add topology but be wary of adding too much to stay in low poly.

Moving vertices around a little randomly and rotating/scaling loop-cuts helps to give character really fast.

Block out a large, medium and small stone shape. Apply scale.
Add a Bevel modifier.
Add a bit of variations with loop-cuts and randomness.
Fill in one row.
Duplicate the row upwards once with SHIFT + D.
Repeat as many times as necessary with SHIFT + R to fill in the height of the wall.
Randomize each row manually by shifting blocks around.
Add randomness in object or edit mode.
Polish manually to avoid ugly joints.
  • Go into side view and flatten each sides after adding the randomness. They often tend to stick out too much which doesn't look very good in flat shading.
  • Having the stones slightly overlap each other helps to avoid light sources leaking through the wall.
Create a basic plank.
Add 2 loop cuts for some variation.
Duplicate along X or Y to cover the zone. Add a little variation.
(Optional) Bring variations in length on the end visible to the camera (some sticking in, some sticking out).
Bevel a few vertices to add notches .
Randomize a bit & rectify where needed.
  • Add dents by beveling a vertex and joining the two unconnected center vertices

Use CTRL + P to parent a selection to the active object (opens the parenting menu).

It's handy to parent a selection of meshes composing an object to an empty to be able to move the empty to place and move the object easily afterwards.

When placing such empties, be wary of the origin point of the empty as snapping to faces afterward will use that empty's origin.

  • 3d/modeling.txt
  • Last modified: 2025/03/29 09:56
  • by mh