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3d:start [2025/05/11 23:18] – [To Sort and properly dispatch] mh3d:start [2026/03/23 10:34] (current) – [Ressources] mh
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 ====== 3D Modeling ====== ====== 3D Modeling ======
  
-I essentially do my 3D Modeling with **[[https://blender.org|Blender 3D]]** for now.+These notes apply to 3D Modeling with **[[https://blender.org|Blender 3D]]**.
  
 ===== Sections ===== ===== Sections =====
  
   * **[[3d:modeling|Modeling]]**   * **[[3d:modeling|Modeling]]**
 +
 +  * **[[3d:geo-nodes|Geometry Nodes]]**
  
   * **[[3d:shading|Shading / Textures]]**   * **[[3d:shading|Shading / Textures]]**
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   * **[[3d:animating|Animations]]**   * **[[3d:animating|Animations]]**
 +
 +  * **[[3d:grease-pencil|Grease Pencil]]**
 +
 +  * **[[3d:export-runtime|Exporting for Real-time Engines]]**
  
  
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   * 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.   * 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.
  
 +=== Applying to a multi-selection ===
  
 +  * With multiple items selected in the Outliner, using **''ALT'' + ''LEFT CLICK''** on a parameter should affect all the selected items.
 +
 +=== Scaling along the normals ===
 +
 +  * Once shapes are modeled out, scale along the normals with **''ALT'' + ''S''**
 ===== To Sort and properly dispatch ===== ===== To Sort and properly dispatch =====
  
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 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.
- 
-Once shapes have been modeled out, it can be handy to scale by the normals using ''ALT + S'' 
  
  
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 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 
- 
-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. 
- 
- 
  
 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 Well ====+==== Low Poly Cottage ====
  
-{{3d:medieval_low_poly_well.png?600}}+Preview coming soon.
  
-=== Recap ===+[[3d:models:low-poly-cottage|Low Poly Cottage]]
  
-  Modifier to create a circle with basic shapes : create a line of stones and **Modifier > Simple Deform > Bend (360°)**.  +^  **Low Poly Well**   placeholder  ^ 
-  * Use a lattice to parent an object or group of object to follow modifications made to the lattice (bends and such)+ {{:3d:low_poly_well_-v1.png?direct&300}}  |    |
  
-++++ Video Tutorial | 
  
-{{youtube>OlnkGCdtGEw}} 
-{{youtube>bWHhx4uos84}} 
-{{youtube>m7m3QkwRcGE}} 
- 
-++++ 
  
 ---- ----
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 ---- ----
- 
-==== Painting Displacement on low poly meshs ==== 
- 
-{{3d:displacement_viking_tests.png?600}} 
- 
-++++ Video tutorial | 
- 
-{{youtube>WB2JYYpFwW8}} 
- 
-++++ 
  
  
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   ***''ALT + S''** : Scale along normals in Edit mode   ***''ALT + S''** : Scale along normals in Edit mode
-  ***''SHIFT + N''** : Rcalculate Normals+  ***''SHIFT + N''** : Recalculate normals
   ***''SHIFT + D''** : Duplicate selection (unlinked)   ***''SHIFT + D''** : Duplicate selection (unlinked)
-  ***''CTRL + B''** : Bevel (edges) +  ***''CTRL + B''** : Bevel edges 
-  ***''CTRL + SHIFT + B''** : Bevel (vertices)+  ***''CTRL + SHIFT + B''** : Bevel vertices
   ***''O''** : Toggle proportional Editing ON/OFF   ***''O''** : Toggle proportional Editing ON/OFF
   ***''CTRL + R''** : Add loop cut   ***''CTRL + R''** : Add loop cut
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   ***''CTRL + A''** : Apply menu to apply scales, rotations, etc.   ***''CTRL + A''** : Apply menu to apply scales, rotations, etc.
   ***''H'' / ''ALT + H''** : Hide / Unhide objects   ***''H'' / ''ALT + H''** : Hide / Unhide objects
 +  ***''SHIFT + S''** : Cursor to World Origin
  
 === Selection === === Selection ===
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 === Sculpting === === Sculpting ===
  
-  *''SHIFT + R'' : See & Change Voxel Size of Remesh +  ***''SHIFT + R''** : See & Change Voxel Size of Remesh 
-  *''CTRL + R'' : Apply Remesh+  ***''CTRL + R''** : Apply Remesh 
 + 
 +===== Ressources ===== 
 + 
 +  * **[[https://www.youtube.com/@grabbitt|Grant Abbitt YouTube Channel]]** 
 + 
 +  * **[[https://www.youtube.com/@sinasinaie|Sina Sinaeie YouTube Channel]]** 
 + 
 +  * **[[https://www.youtube.com/@ZdenekZwesper|Zdenek Zwesper YouTube Channel]]**
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