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chambersu
chambersu

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20220815 What I learn as a modeler...

It is a pity that if feeling/experience cannot be abstract as manual/theory to develop/spread further...~

Here is an outline and temporary placeholder, it will grow as I grow~

And I will detail all those notes when they did create something acceptable~


·Modeling guide for Blender

-build base structure and tweak

 topology (watertight except unvisitable face should be deleted/ insert reasonably

-mark seam (before mesh reaching more complicated

-tweak shape (notice s/m/l ratio) and smear (notice the flow of mesh and topology, what feeling it should be

-cut and slide or use bevel mod (which will rip and overlap island, mark seam and Uv after beveling if use it) for telling the mesh edges how hard/soft they should be, can use crease for more control 

-apply mod (including subdivision when using real-time render) 

& Dissolve useless loop (unable to support structure/shape

-apply transform (pos/rot/scale

-check normal (flip/auto normal

-clean data (weight/attribute/UV/material

-check mesh leaving only quad/tri

-unwrap (check unnormalized/overlapped/flip/stretching islands

-rename obj & data then export for target format/platform 


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