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ig.guidelines:modelling_geometries [2024/11/21 09:25] – [Appending Data from other .blend files] ig_pbig.guidelines:modelling_geometries [2026/02/13 10:46] (current) – [Baking a normal map] 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]]
 +  * 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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   * 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. 
 +  * **IMPORTANT**: The rotation of the UV islands should be adjusted according to their location on the geometry, think about how it would be oriented in a real life setting, what faces upward, what faces downward. This is important for certain light setups.  
 +  * Adjust the margin to your liking. 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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 {{ :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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   - 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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 ==== Appending Data from other .blend files  ==== ==== Appending Data from other .blend files  ====
-  * Appending is a function in blender which allows you to easily add data blocks form different files to your desired blender file. +  * 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    * 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?400 |}} +{{ :ig.guidelines:append_1.png?200 |}} 
-  * Double click the blend file with the data you want to append.+  * 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.   * Choose data block you want to append from eg. Textures.
   * You can now see an overview of the existing contents.   * 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.   * 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.   * 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]]   * For further info see the Blender Doc. on Link & Append : [[https://docs.blender.org/manual/en/latest/files/linked_libraries/link_append.html]]
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 {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}} {{ :ig.guidelines:uvstretching_deformation5.png?nolink&400 |}}
  
-====== Creating tileable textures from reference images ====== +==== Switch UV Map Order ==== 
- +Sometimes Data gets delivered with the wrong Order of UV Maps. 
-Sometimes tiled textures are not provided or are not yet availableIn these casesit can be necessary to create your own textures from existing reference images. +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' 
-==== Gimp ==== +The selected UV will now be at the bottom
-=== Method one: Map Filter === +{{ :ig.guidelines:convertattribute.jpg?nolink&400 |}}
-  * 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 === +==== Increase Redo Steps ==== 
-  * Click 'Filters' -> 'Map' -> 'Tile' and set the size to be a couple of times larger than your texture +{{ :ig.guidelines:undosteps.jpg?nolink&600 |}} 
-  * This will create a new image which you can use to check the seamlessness+==== Disable .blend1 file ==== 
-  * The example shows a 2667x2667 texture tiled in a Canvas size of 8001x5334 +{{ :ig.guidelines:saveversions.jpg?nolink&600 |}}
-{{ :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.1732177559.txt.gz · Last modified: 2024/11/21 09:25 by ig_pb