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ig.guidelines:modelling_geometries [2024/11/21 08:55] – [Baking a normal map] additions to sculpting ig_pbig.guidelines:modelling_geometries [2024/12/12 10:13] (current) – [Setting up brushes for sculpting] ig_mt
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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. {{ :ig.guidelines:sculpttexturesetup.pdf |}} 
-{{ :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]] 
 +  * 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.  
 +  * 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]] 
 +  * 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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   * 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.   * Make sure the normal UV map is below the UV map adjusted to your patch size.
-  * Unwrap your geometry. It should not be necessary to adjust the positions or scalings of the UV. +  * Unwrap your geometry. Usually it is not necessary to adjust the positions or scalings of the UV. You can however adjust the space between the UV islands by adjusting the margin. Keep in mind that normalmap details might get lost the smaller your islands get. 
 +{{ :ig.guidelines:normalmaps_7.png?400 |}}
 {{ :ig.guidelines:normalmaps_1.png?nolink |}} {{ :ig.guidelines:normalmaps_1.png?nolink |}}
  
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   * For a guide on how to set up brushes for sculpting see [[ig.guidelines:modelling_geometries#setting_up_brushes_for_sculpting]]    * For a guide on how to set up brushes for sculpting see [[ig.guidelines:modelling_geometries#setting_up_brushes_for_sculpting]] 
   * 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 helpful shortcuts for Sculpting:+  * Some tips for Sculpting:
   * **Shift + LMB** sets the brush to smoothing mode   * **Shift + LMB** sets the brush to smoothing mode
   * **Ctrl + LMB** changes the direction of the brush ( add / subtract)   * **Ctrl + LMB** changes the direction of the brush ( add / subtract)
   * **F** to change the brush size   * **F** to change the brush size
   * **Shift + F** to change the brush strength   * **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. {{ :ig.guidelines:normalmaps_6.png?200 |}}
 {{ :ig.guidelines:normalmaps_1_5.png?nolink&600 |}}  {{ :ig.guidelines:normalmaps_1_5.png?nolink&600 |}} 
  
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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.
 {{ :ig.guidelines:cushion_11.png?nolink&600 |}} {{ :ig.guidelines:cushion_11.png?nolink&600 |}}
 +
 +
 +
 +
 ===== Recommended addons and tips  ===== ===== Recommended addons and tips  =====
  
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   - Add a new layer and fill it with the neutral normal map blue.   - Add a new layer and fill it with the neutral normal map blue.
   - Set the Layer Mode of the new layer to the following, according to your tool.   - Set the Layer Mode of the new layer to the following, according to your tool.
-  * Krita : Hard Overlay+  * Krita : Hard Overlay (Found under Mix Blending Modes)
   * Gimp : Hard Light, Linear Light   * Gimp : Hard Light, Linear Light
   * PaintTool SAI: Burn/ Dodge   * PaintTool SAI: Burn/ Dodge
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 {{ :ig.guidelines:nmtchannel1.png |}} {{ :ig.guidelines:nmtchannel1.png |}}
  
 +==== 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  
 +{{ :ig.guidelines:append_1.png?200 |}} 
 +  * Select the blend file with the data you want to append and confirm with double click or 'Append'
 +  * 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. 
 +{{ :ig.guidelines:append_2.png?600 |}} 
 +  * The data will now be added to your currently opened blend file. 
 +  * For further info see the Blender Doc. on Link & Append : [[https://docs.blender.org/manual/en/latest/files/linked_libraries/link_append.html]]
  
 ==== UV Unwrapping for Meshes with strong deformations ==== ==== UV Unwrapping for Meshes with strong deformations ====
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 {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}} {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}}
  
-====== 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. 
- {{ :ig.guidelines:gimp_1.png?nolink |}} 
-  * Click 'Filters' -> 'Map' -> 'Tile Seamless'. Your texture is now tileable. 
-  * Adjust the resolution as needed. 
-{{ :ig.guidelines:gimp_2.png?nolink |}} 
- 
-=== Method two: Clone tool === 
-  * Click on  'Layer' -> 'Transform' -> 'Offset'   
-  * Click 'By width/2, height/2' and confirm with 'OK' 
-{{ :ig.guidelines:gimp_3.png?nolink |}} 
-  * Select the 'Clone' tool (shortcut 'C') and choose a soft brush 
-  * 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 'Filters' -> 'Map' -> 'Tile' and set the size to be a couple of times larger than your texture.  
-  * 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 
-{{ :ig.guidelines:gimp_4.png?nolink |}} 
  
-==== 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://www.imgonline.com.ua/eng/make-seamless-texture.php]] 
-  * Upload your cut out part and adjust the settings to your liking. 
-  * Click 'OK'  
-  * 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.1732175713.txt.gz · Last modified: 2024/11/21 08:55 by ig_pb