From 32a14263c2d8dc7fef223a96d88e039871dbddb2 Mon Sep 17 00:00:00 2001 From: Sidney Date: Sun, 12 Jan 2025 23:05:05 +0100 Subject: [PATCH] Small changes to modeling and sculpting page --- .../model-creation/modeling-and-sculpting.md | 42 ++++++++----------- 1 file changed, 18 insertions(+), 24 deletions(-) diff --git a/src/content/model-creation/modeling-and-sculpting.md b/src/content/model-creation/modeling-and-sculpting.md index 626e45ca..2ec2f527 100644 --- a/src/content/model-creation/modeling-and-sculpting.md +++ b/src/content/model-creation/modeling-and-sculpting.md @@ -308,12 +308,12 @@ As one can see, Remeshing beforehand allows for the Retopologize algorithm to do More on the Subdivision Surface algorithm [[glossary#Subdivision Surface|here]]. -| Functionality | Hotkeys & Notes | -| :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | -| **Destructive Subdivision** | ℹ️ _This type of subdivision is destructive and will irreversibly change the geometry's shape._

🟠 **Subdivide** (`RMB` _> ...)
🔵 **Smooth** (`Shift` + `RMB` _> ..._)
⚪ Using ZBrush's smart subdivisions together with the _Del Lower_ button | -| **Smart Subdivisions** | ℹ️ _This type of subdivision pioneered by ZBrush, allows for navigating up and down subdivisions at any time while remembering changes made on each subdivision level individually. This allows for sculpting fine details, like pores, while still going back and editing the broader shapes without disrupting the detail._

⚪ **SDiv** (_Tool > Geometry_) `Ctrl` + `D` to add new levels. `D` to navigate up one level and `Shift` + `D` down one level. Use the _Del Higher_ button to get rid of levels and _Del Lower_ to set a new baseline.
🟠 **Multiresolution modifier** _ToDo_
🟠 _ToDo (Cover Blender add-ons that can do this. ([Sculpt Layers](https://blendermarket.com/products/sculpt-layers)))_ | +| Functionality | Hotkeys & Notes | +| :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **Destructive Subdivision** | ℹ️ _This type of subdivision is destructive and will irreversibly change the geometry's shape._

🟠 **Subdivide** (`RMB`_> ...)
🔵 **Smooth** (`Shift` + `RMB`_> ..._)
⚪ Using ZBrush's smart subdivisions together with the _Del Lower_ button | +| **Smart Subdivisions** | ℹ️ _This type of subdivision pioneered by ZBrush, allows for navigating up and down subdivisions at any time while remembering changes made on each subdivision level individually. This allows for sculpting fine details, like pores, while still going back and editing the broader shapes without disrupting the detail._

⚪ **SDiv** (_Tool > Geometry_) `Ctrl` + `D` to add new levels. `D` to navigate up one level and `Shift` + `D` down one level. Use the _Del Higher_ button to get rid of levels and _Del Lower_ to set a new baseline.
🟠 **Multiresolution modifier** _ToDo_
🟠 _ToDo (Cover Blender add-ons that can do this. ([Sculpt Layers](https://blendermarket.com/products/sculpt-layers)))_ | | **Dynamic Subdivisions** | ℹ️ _These subdivisions are mostly only visual and are applied in real-time over the mesh. Dynamic subdivisions are mostly used as a preview and can, depending on the software, be turned into actual subdivisions._

🟠 **Subdivision Surface modifier**. Toggling _Use Crease_ under _Advanced_ can be useful. Also make sure the modifiers are on the desired rendering mode, one could for example set the SubDs to _Render_ mode only, saving performance in the _Realtime_ view (there are however also add-ons for managing this kind of stuff).
🔵 **Smooth Mesh** (`2` / `3` / `1`) Under options (_Attribute Editor > "Object Name" > Smooth Mesh & Subdivision Levels_) one can change enable a preview of the wireframe and change the levels.
⚪ **Dynamic Subdiv** (_Tool > Geometry > ..._) `D` / `Shift` + `D` can be used as hotkeys to turn it ON or OFF, as long as the SubTool doesn't already have regular subdivision levels. | -| **Un-Subdivide Mesh** | ℹ️ _Un-subdividing can work in specific, quad only situations, but will mostly yield strange and unpredictable results. (Try subdividing and un-subdividing a mesh repeatedly and see what happens.)_

🟠 **Un-Subdivide** (`RMB` _> ..._)
🔵 **Unsmooth** (`Shift` + `RMB` _> ..._) | +| **Un-Subdivide Mesh** | ℹ️ _Un-subdividing can work in specific, quad only situations, but will mostly yield strange and unpredictable results. (Try subdividing and un-subdividing a mesh repeatedly and see what happens.)_

🟠 **Un-Subdivide** (`RMB` _> ..._)
🔵 **Unsmooth** (`Shift` + `RMB` _> ..._) | ## Edge Control @@ -322,12 +322,12 @@ Edge control (also referred to as pinching) can be achieved through adding: - Edge Loops (via loop cuts, SubDs or remeshing) - Creases -| Functionality | Hotkeys & Notes | -| :---------------------------: | :---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| Functionality | Hotkeys & Notes | +| :---------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Bevels & Chamfers by Hand** | ℹ️ _Manually beveling gives the most control over the bevel shape and location, but needs good topology as a base, and can be time-consuming._

🟠 **Bevel** (`Ctrl`+ `B`) `Scroll` changes segment count. `P` changes shape. Further options like bevel profile in pop-up menu. [doc](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/edge/bevel.html)
🟠 **Vertex Bevel** (`Ctrl` + `Shift` + `B`) [doc](https://docs.blender.org/manual/en/latest/modeling/meshes/editing/vertex/bevel_vertices.html)
🔵 **Bevel** (`Ctrl`+ `B`) Can also bevel vertices, but that's currently broken.
⚪ **Bevel** (_ZModeler > ..._) Can only do chamfers, with 7 chamfer profiles to chose from. This nicely fits with ZBrush's SubD heavy workflows and allows for easy changing of bevel profiles by adding or removing loops, something that doesn't work with normal bevels. Taping other edges will instantly give them a bevel with the width of the previous bevel. Masking and selection can also be a great help when chamfering.
⚪ **Swivel & Delete** (_ZModeler > ..._) These two ZModeler actions can also create chamfers.
⚪ **Insert** (_ZModeler > ... with Interactive Elevation enabled_) Creates make shift bevels with arcs.
⚪ **Crease Bevel** (_Tool > Geometry > Crease > ..._) Places bevels along creases, slider for width below. Remember to remove the crease.
⚪ **Bevel Arc, Bevel Flat, hPolish, Trim Dynamic, Flatten & Planar Brushes**. An essential for hard surface sculpting. Also great for quick bevels on models with bad topology.
🟠 **Scrape & Flatten Brushes**. Blender has way fewer brushes for chamfering and beveling, Scrape feels nice, but Flatten feels kind of off. | -| **Dynamic Bevels & Chamfers** | 🟠 **Bevel Modifier** (_modifier shelf_) Same as the manual bevel, just that edges for beveling are chosen by angle, vertex groups or weighting.
⚪**Bevel Pro** (_ZPlugin > ..._) [Bevel Pro Tutorial by Michael Pavlovich](https://www.youtube.com/watch?v=6uvPmEqD4nY). Even works on terrible topology. Good ways to prepare for it, are using _Fix Mesh_ (_Tool > Geometry > Mesh Integrity > ..._), _Weld Points_ (_Tool > Geometry > Modify Topology > ..._)
⚪ **Dynamic SubDiv Menu** (Tool > Geometry > ..._) This menu allows for all kinds of bevels and chamfers. | -| **Add Loop Cuts** | 🟠🔵⚪ Refer to the [[modeling-and-sculpting#Slicing & Cutting\|slicing and cutting]] section. | -| **Creasing** | ℹ️ _Creases can be transferred between ZBrush and Blender. Note that creases in Blender can go from 0% - 100%, but edges in ZBrush can only be creased or not._

🟠 **Edge Crease** (`Shift` + `E`) Use selection tools like select by angle or select similar (`Shift` + `G`) to quickly crease edges in bulk.
⚪ **Edge Crease** (_ZModeler > ..._)
⚪ **Crease Polygroups Border** (Tool > Geometry > Crease > ...) Use this in combination with PolyGroup tools like group by angle. | +| **Dynamic Bevels & Chamfers** | 🟠 **Bevel Modifier** (_modifier shelf_) Same as the manual bevel, just that edges for beveling are chosen by angle, vertex groups or weighting.
⚪**Bevel Pro** (_ZPlugin > ..._) [Bevel Pro Tutorial by Michael Pavlovich](https://www.youtube.com/watch?v=6uvPmEqD4nY). Even works on terrible topology. Good ways to prepare for it, are using _Fix Mesh_ (_Tool > Geometry > Mesh Integrity > ..._), _Weld Points_ (_Tool > Geometry > Modify Topology > ..._)
⚪ **Dynamic SubDiv Menu** (_Tool > Geometry > ..._) This menu allows for all kinds of bevels and chamfers. | +| **Add Loop Cuts** | 🟠🔵⚪ Refer to the [[modeling-and-sculpting#Slicing & Cutting\|slicing and cutting]] section. | +| **Creasing** | ℹ️ _Creases can be transferred between ZBrush and Blender. Note that creases in Blender can go from 0% - 100%, but edges in ZBrush can only be creased or not._

🟠 **Edge Crease** (`Shift` + `E`) Use selection tools like select by angle or select similar (`Shift` + `G`) to quickly crease edges in bulk.
⚪ **Edge Crease** (_ZModeler > ..._)
⚪ **Crease Polygroups Border** (_Tool > Geometry > Crease > ..._) Use this in combination with PolyGroup tools like group by angle. | **Bevel Transitions** ![[Pasted image 20230608024132.png]] @@ -400,27 +400,21 @@ _ToDo_ ## Fusing Meshes -| Functionality | Hotkeys & Notes | -| :----------------------: | :----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| **Fusing with Remesher** | ℹ️ _Most remesher will try to fuse anything that gets close to each other, making them a great option for fusing meshes together._

⚪ **DynaMesh** (_Tool > Geometry > DynaMesh_)
🟠 **Remesh** (_Sculpt mode > ..._) | -| **Other Fusing Tools** | ⚪ **Mesh Fusion**. Turn off DynaMesh, then place an insert brush with an open back over a Polygroup (insert brushes with "H" in the name will mostly be open-ended). Finally clear the mask twice (`Ctrl` + `LMB-drag`).
[zbrush doc](https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/mesh-fusion/mesh-fusion.html) - [Mesh Fusion Basics by Michael Pavlovich](https://www.youtube.com/watch?v=frxGss8_XBY&) - [Mesh Fusion showcase by Zbrush3Dinfo](https://www.youtube.com/watch?v=jylEGfZL-kU) - [Mesh Fusion Basics by Maxon](https://www.youtube.com/watch?v=jylEGfZL-kU) | -🟠 **Clean Surface Transition Between Two Objects (using Shrink wrap + Vertex groups)** - -![[Pasted image 20230608023749.png|450]] - -1. Make sure the origin is at the point where the object should connect with the target object -2. Extrude outwards at the connection point. And add a 4 segment bevel at the lowest corner -3. Make a vertex group and assign every edge loop a different weight. Starting at the outermost loop with a weight of 1. Give the second outermost a weight of 0.8 and so on. After assigning weight 0.2 stop. -4. Add Shrinkwrap mod. Snap mode: Outside surface, Target: Target Object, Vertex Group: vertex group from 4. -5. Enable face snap. Snap With: Median, Align Rotation to Target. And place object on the target surface -6. Add DataTransfer mod. Source: Target Object, Vertex Group: vertex group from 4., Face Corner Data: Custom Normals +| Functionality | Hotkeys & Notes | +| :-------------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| **Fusing with Remesher** | ℹ️ _Most remesher will try to fuse anything that gets close to each other, making them a great option for fusing meshes together._

⚪ **DynaMesh** (_Tool > Geometry > DynaMesh_)
🟠 **Remesh** (_Sculpt mode > ..._) | +| **Other Fusing Tools** | ⚪ **Mesh Fusion**. Turn off DynaMesh, then place an insert brush with an open back over a Polygroup (insert brushes with "H" in the name will mostly be open-ended). Finally clear the mask twice (`Ctrl` + `LMB-drag`).
[zbrush doc](https://help.maxon.net/zbr/en-us/Content/html/user-guide/3d-modeling/topology/mesh-fusion/mesh-fusion.html) - [Mesh Fusion Basics by Michael Pavlovich](https://www.youtube.com/watch?v=frxGss8_XBY&) - [Mesh Fusion showcase by Zbrush3Dinfo](https://www.youtube.com/watch?v=jylEGfZL-kU) - [Mesh Fusion Basics by Maxon](https://www.youtube.com/watch?v=jylEGfZL-kU) | +| **Fusing with Shrink Wrap** | 🟠 In short, this method uses vertex groups to gradually introduce the shrinkwrap effect, as well as the data transfer modifier to make the connection look flush.

1. Set the attacher object's origin point to where it should connect with the foundation object (sometimes it can make sense to lower the origin point at the end for better results)
2. Then snap (`Shift` + `Tab`) it to the foundation object, with the following snap settings: Snap With = Median, Snap To = Face, Align Rotation to Target = On
3. Next remove the objects floor. Then extrude, the now open edge, outwards and bevel the newly created sharp corner with 5 segments. Lastly, delete the outermost edge ring.
4. Create a vertex group and assign the edge rings of the attacher object. Start with the outermost ring and give it a weight of 1, then work yourself up the chain of edge rings decreasing the weight by a linear amount (like 1, 0.8, 0.6, 0.4, 0.2, 0) until the last ring that holds the attacher object's original shape has a weight of 0. (This is why it's important to have the right amount of edge rings from the prior step.)
5. Then add a Shrinkwrap modifier with the following settings: Snap Mode = Outside Surface, Target = foundation object, Vertex Group = the one you just created
6. Finally, to make the transfer between both objects flush, add a Data Transfer modifier with the following settings: Source = foundation object, Vertex Group = the one you just created, Face Corner Data > Custom Normals = On
7. Depending on the viewport settings there might still be a seam, which will disappear when disabling _Shading > Outline_

If still unclear, [this](https://www.youtube.com/watch?v=l1AZybSzl8w) video form Blender Secrets shows it off.

![[Pasted image 20230608023749.png\|450]] | ## Deforming | Functionality | Hotkeys & Notes | | :-----------------------: | :---------------------------------------------------------------------------------------------------------------------------------- | | **Deforming Entire Mesh** | ⚪ **Transpose Gizmo Cog Wheel**. Amazing suite of deformations and transformations.
🟠 **Bend & other Deform Modifiers**. _ToDo_ | + + 🟠 **Perfectly Bend One Object Along the Surface of Another** + ![[Pasted image 20230608023737.png]] 1. Make sure the origin is at the point where the object should connect with the target object