ig.guidelines:modelling_geometries
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ig.guidelines:modelling_geometries [2024/08/20 11:55] – [Fixing 'green' Normalmap Artifacts] ig_pb | ig.guidelines:modelling_geometries [2024/12/12 10:13] (current) – [Setting up brushes for sculpting] ig_mt | ||
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==== Normal Map ==== | ==== Normal Map ==== | ||
- | * The normal maps should be generated with the details as provided in the source visuals. The size should be kept moderate as per the requirement of the details. A good size for backing | + | * The normal maps should be generated with the details as provided in the source visuals. The size should be kept moderate as per the requirement of the details. A good size for baking |
- | * Also add the normal map node layer otherwise the geometry | + | * In order for a normalmap to work the target geometry needs a dedicated UV Map for the normals, |
* For more details please have a look into [[ig.creator: | * For more details please have a look into [[ig.creator: | ||
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Lattice deformations can be exported as a deformation.json. In the Creator this can be used across products without needing to export each of the meshes individually. You can find the Exporter in the ig. Tools repository. | Lattice deformations can be exported as a deformation.json. In the Creator this can be used across products without needing to export each of the meshes individually. You can find the Exporter in the ig. Tools repository. | ||
==== Setting up brushes for sculpting ==== | ==== Setting up brushes for sculpting ==== | ||
- | You can refer to this guide for setting up brushes. | + | * You can refer to this guide for setting up brushes. {{ : |
- | {{ : | + | * Blend file with ready-made brushes that can be appended to your current blend file : [[https:// |
+ | * Guide on how to append data : [[ig.guidelines: | ||
+ | * **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. | ||
+ | * Blender Doc for textured brushes [[https:// | ||
+ | * You can also download the individual brush textures from here : [[https:// | ||
==== Baking a normal map ==== | ==== Baking a normal map ==== | ||
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* Before baking normal maps, it is important that your mesh has a reasonable UV mapping that you can work with. | * Before baking normal maps, it is important that your mesh has a reasonable UV mapping that you can work with. | ||
* Head into the Object Data Properties and add a new UVMap. Renaming is optional, but done here for clarity. | * Head into the Object Data Properties and add a new UVMap. Renaming is optional, but done here for clarity. | ||
- | * Make sure the normal UV map is below the UV map adjusted to your patch size. Otherwise, the geometry will turn black when a material is applied to it in the Creator. | + | * Make sure the normal UV map is below the UV map adjusted to your patch size. |
- | * Unwrap your geometry. | + | * Unwrap your geometry. |
+ | {{ : | ||
{{ : | {{ : | ||
==Sculpting== | ==Sculpting== | ||
- | * After your UV maps are set up, duplicate your mesh and add a Subdivision | + | * After your UV maps are set up, duplicate your mesh and add a Subdivision |
* Apply the modifier and sculpt the details to your liking. | * Apply the modifier and sculpt the details to your liking. | ||
+ | * For a guide on how to set up brushes for sculpting see [[ig.guidelines: | ||
* If you find that textured brushes leave streaks or artifacts, you might need to add another Subdivision modifier. | * If you find that textured brushes leave streaks or artifacts, you might need to add another Subdivision modifier. | ||
+ | * Some tips for Sculpting: | ||
+ | * **Shift + LMB** sets the brush to smoothing mode | ||
+ | * **Ctrl + LMB** changes the direction of the brush ( add / subtract) | ||
+ | * **F** to change the brush size | ||
+ | * **Shift + F** to change the brush strength | ||
+ | * In Viewport Shading enable Cavity and Depth of field to get a more pronounced shading and better view of your sculpt. Play around with the settings to your liking. {{ : | ||
{{ : | {{ : | ||
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* This method gives you a great base for modeling out further details. | * This method gives you a great base for modeling out further details. | ||
{{ : | {{ : | ||
+ | |||
+ | |||
+ | |||
+ | |||
===== Recommended addons and tips ===== | ===== Recommended addons and tips ===== | ||
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Usually these can be fixed by using a cage or adjusting the extrusion distance in the bake settings, but occasionally they are hard to get rid of. A quick fix for this is to use an image editing tool. | Usually these can be fixed by using a cage or adjusting the extrusion distance in the bake settings, but occasionally they are hard to get rid of. A quick fix for this is to use an image editing tool. | ||
{{ : | {{ : | ||
- | In Krita add a new layer and fill it with the neutral | + | - Open your baked normal map in your desired image editing tool. |
- | Set the Layer Mode to 'Hard Overlay'. You can find the Mode under 'Mix'. This should fix any artifacts. | + | - Add a new layer and fill it with the neutral |
- | The general process is the same across image editing softwares however the Name of the layer Mode might be different: | + | |
+ | * Krita : Hard Overlay | ||
* Gimp : Hard Light, Linear Light | * Gimp : Hard Light, Linear Light | ||
* PaintTool SAI: Burn/ Dodge | * PaintTool SAI: Burn/ Dodge | ||
- | {{ :ig.guidelines: | + | The channel artifacts should now be fixed. Save the normal map and use as usual. |
+ | |||
{{ : | {{ : | ||
+ | ==== Appending Data from other .blend files ==== | ||
+ | * Appending is a function in blender which allows you to easily add data blocks (e.g. Materials, Brushes or Objects) form different files to your desired blender file. | ||
+ | * In the blend file you want to append the data to, head into the menu and click on File -> Append | ||
+ | {{ : | ||
+ | * Select the blend file with the data you want to append and confirm with double click or ' | ||
+ | * Choose data block you want to append from eg. Textures. | ||
+ | * You can now see an overview of the existing contents. | ||
+ | * Select your desired data and click append. You can also select all by pressing A. | ||
+ | {{ : | ||
+ | * The data will now be added to your currently opened blend file. | ||
+ | * For further info see the Blender Doc. on Link & Append : [[https:// | ||
==== UV Unwrapping for Meshes with strong deformations ==== | ==== UV Unwrapping for Meshes with strong deformations ==== | ||
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{{ : | {{ : | ||
- | ====== Creating tileable textures from reference images ====== | ||
- | |||
- | Sometimes tiled textures are not provided or are not yet available. In these cases, it can be necessary to create your own textures from existing reference images. | ||
- | |||
- | ==== Gimp ==== | ||
- | === Method one: Map Filter === | ||
- | * Choose a appropriate area of your reference image to use as a base. The section should be clear, with no blurriness and no harsh differences in lighting. | ||
- | * Cut it out to your preferred format. For most cases, this will be square. In Gimp, this can be done with the 'crop tool' or the shortcut shift + C. The desired size can be further adjusted In the tool options. | ||
- | {{ : | ||
- | * Click ' | ||
- | * Adjust the resolution as needed. | ||
- | {{ : | ||
- | |||
- | === Method two: Clone tool === | ||
- | * Click on ' | ||
- | * Click 'By width/2, height/ | ||
- | {{ : | ||
- | * Select the ' | ||
- | * Press Ctrl + LMB to select a source area around the seam that is similar to the one you want to blend it with. | ||
- | * The selected source area will move proportionally to your mouse, so you will have to alternate between selecting a source and blending the seam. | ||
- | * Repeat until all seams are blended and you are happy with the result. | ||
- | * Adjust the resolution as needed. | ||
- | |||
- | === Checking the tiling in Gimp === | ||
- | * Click ' | ||
- | * This will create a new image which you can use to check the seamlessness. | ||
- | * The example shows a 2667x2667 texture tiled in a Canvas size of 8001x5334 | ||
- | {{ : | ||
- | ==== IMGonline ==== | ||
- | * Again, cut out a part of your reference image in the format you want your texture to be tileable in. | ||
- | * Head to this website [[https:// | ||
- | * Upload your cut out part and adjust the settings to your liking. | ||
- | * Click ' | ||
- | * You can now view and download the generated texture. | ||
- | * The site has a built-in option to tile the texture, where you can check the seamlessness. |
ig.guidelines/modelling_geometries.1724147714.txt.gz · Last modified: 2024/08/20 11:55 by ig_pb