ig.guidelines:modelling_geometries
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| ig.guidelines:modelling_geometries [2024/12/12 10:13] – [Setting up brushes for sculpting] ig_mt | ig.guidelines:modelling_geometries [2025/11/20 12:10] (current) – [Tree Trunk Tabletop] ig_pb | ||
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| + | ==== 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 ' | ||
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| + | * Click ' | ||
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| + | * Optionally Bevel the selected Vertices using Bevel with restricted Affect on Vertices. | ||
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| + | * You can now add a Subdivision Modifier and further fine tune the pattern. | ||
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| + | ==== Tree Trunk Tabletop ==== | ||
| + | * Create a base recangle with the desired measurements, | ||
| + | * Add Displace Modifier and set the Direction to the Axis you want the trunk shape to be at. | ||
| + | * Create a new Texture. | ||
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| + | * Head into the Texture Properties and choose ' | ||
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| + | * Play around with Size and Depth until you find a shape that fits to your Tabletop. | ||
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| + | * Adjust the Strength of the Displace Modifier until you get the desired shape and apply the modifier. | ||
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| + | * Add Bevels and Sharp edges where needed, and check the measurements again in case they need to be adjusted after applying the modifier. | ||
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| + | ==== 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 ' | ||
| + | The selected UV will now be at the bottom. | ||
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ig.guidelines/modelling_geometries.1733994825.txt.gz · Last modified: 2024/12/12 10:13 by ig_mt
