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ig.guidelines:modelling_geometries [2024/12/12 10:12] – [Setting up brushes for sculpting] ig_mtig.guidelines:modelling_geometries [2025/11/20 12:10] (current) – [Tree Trunk Tabletop] ig_pb
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   * You can refer to this guide for setting up brushes. {{ :ig.guidelines:sculpttexturesetup.pdf |}}   * You can refer to this guide for setting up brushes. {{ :ig.guidelines:sculpttexturesetup.pdf |}}
   * Blend file with ready-made brushes that can be appended to your current blend file : [[https://nextcloud.intelligentgraphics.biz/index.php/s/kMDgfPDxEgapMki]]   * Blend file with ready-made brushes that can be appended to your current blend file : [[https://nextcloud.intelligentgraphics.biz/index.php/s/kMDgfPDxEgapMki]]
-  * Individual brush textures : [[https://nextcloud.intelligentgraphics.biz/index.php/s/AgemeEKeJ6pc9px]] 
   * Guide on how to append data : [[ig.guidelines:modelling_geometries#appending_data_from_other_blend_files]]   * Guide on how to append data : [[ig.guidelines:modelling_geometries#appending_data_from_other_blend_files]]
   * **Note:** If you find your brush not working properly try changing the Mapping found in the Texture settings of the brush. Most brushes work best the Mapping set to Area/ View Plane or Tiled. See the Blender documentation for more infos.    * **Note:** If you find your brush not working properly try changing the Mapping found in the Texture settings of the brush. Most brushes work best the Mapping set to Area/ View Plane or Tiled. See the Blender documentation for more infos. 
   * If your brushes still have unpredictable behaviour check if there is any scaling applied to your mesh.   * If your brushes still have unpredictable behaviour check if there is any scaling applied to your mesh.
   * Blender Doc for textured brushes [[https://docs.blender.org/manual/en/latest/sculpt_paint/brush/texture.html]]   * Blender Doc for textured brushes [[https://docs.blender.org/manual/en/latest/sculpt_paint/brush/texture.html]]
 +  * You can also download the individual brush textures from here : [[https://nextcloud.intelligentgraphics.biz/index.php/s/AgemeEKeJ6pc9px]]
  
 ==== Baking a normal map ==== ==== Baking a normal map ====
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 {{ :ig.guidelines:cushion_11.png?nolink&600 |}} {{ :ig.guidelines:cushion_11.png?nolink&600 |}}
  
 +==== Chesterfield Pattern ====
 +**Note:** This works best on meshes that have not been subdivided yet as they are easier to control.
  
 +  * Make sure the topology fits to your desired patern size. Select the entire area the chesterfield Pattern should be modelled at.
 +  * Click 'Select' -> 'Checker Deselect'
 +{{ :ig.guidelines:chesterfiel1.jpg |}}
 +  * Click 'Vertex' -> 'Connect Vertex Pairs'
 +{{ :ig.guidelines:chesterfiel2.jpg?nolink |}}
 +  * Optionally Bevel the selected Vertices using Bevel with restricted Affect on Vertices.
 +{{ :ig.guidelines:chesterfiel3.jpg |}}
 +  * You can now add a Subdivision Modifier and further fine tune the pattern.
 +{{ :ig.guidelines:chesterfiel4.jpg |}}
 +
 +==== Tree Trunk Tabletop ====
 +  * Create a base recangle with the desired measurements, make sure it has enough subdivision on the edges you want to deform.
 +  * Add  Displace Modifier and set the Direction to the Axis you want the trunk shape to be at.
 +  * Create a new Texture.
 +{{ :ig.guidelines:trunktable1.jpg |}}
 +  * Head into the Texture Properties and choose 'Cloud' 
 +{{ :ig.guidelines:trunktable2.jpg |}}
 +  * Play around with Size and Depth until you find a shape that fits to your Tabletop.
 +{{ :ig.guidelines:trunktable3.jpg |}}
 +  * Adjust the Strength of the Displace Modifier until you get the desired shape and apply the modifier.
 +{{ :ig.guidelines:trunktable4.jpg |}}
 +  * Add Bevels and Sharp edges where needed, and check the measurements again in case they need to be adjusted after applying the modifier.
 +{{ :ig.guidelines:trunktable5.jpg |}}
  
  
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 {{ :ig.guidelines:add_image.png?600 |}} {{ :ig.guidelines:add_image.png?600 |}}
 {{ :ig.guidelines:reference_visuals.PNG?600 |}} {{ :ig.guidelines:reference_visuals.PNG?600 |}}
- 
  
  
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 {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}} {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}}
 +
 +==== Switch UV Map Order ====
 +Sometimes Data gets delivered with the wrong Order of UV Maps.
 +To switch them , simply head to Attributes, click on the UV Map that should be at the bottom (usually the Normals UV)
 +and click 'convert attribute'
 +The selected UV will now be at the bottom.
 +{{ :ig.guidelines:convertattribute.jpg?nolink&400 |}}
 +
  
  
ig.guidelines/modelling_geometries.1733994760.txt.gz · Last modified: 2024/12/12 10:12 by ig_mt