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ig.guidelines:modelling_geometries [2024/12/11 09:24] ig_pbig.guidelines:modelling_geometries [2026/02/13 10:46] (current) – [Baking a normal map] ig_pb
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   * 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. 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.+  * 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 downwardThis 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_7.png?400 |}}
 {{ :ig.guidelines:normalmaps_1.png?nolink |}} {{ :ig.guidelines:normalmaps_1.png?nolink |}}
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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 |}}
 +
 +==== Increase Redo Steps ====
 +{{ :ig.guidelines:undosteps.jpg?nolink&600 |}}
 +==== Disable .blend1 file ====
 +{{ :ig.guidelines:saveversions.jpg?nolink&600 |}}
  
ig.guidelines/modelling_geometries.1733905490.txt.gz · Last modified: 2024/12/11 09:24 by ig_pb