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3D Notes

The document outlines key concepts and techniques in 3D modeling and texturing, including proxy proportions, rigging, UV mapping, and texture baking. It emphasizes the importance of processes like freezing transforms, deleting history, and maintaining proper naming conventions before finalizing models. Additionally, it discusses the use of PBR shaders and the preferred file formats for exporting models for texturing.

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Vansh Gupta
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0% found this document useful (0 votes)
23 views3 pages

3D Notes

The document outlines key concepts and techniques in 3D modeling and texturing, including proxy proportions, rigging, UV mapping, and texture baking. It emphasizes the importance of processes like freezing transforms, deleting history, and maintaining proper naming conventions before finalizing models. Additionally, it discusses the use of PBR shaders and the preferred file formats for exporting models for texturing.

Uploaded by

Vansh Gupta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Three components”-

1. Proxy= proportions and framework


2. Detailing
3. Aging
4. Unwrapping
5. Texturing

Freeze transform(found in modify menu)- make a certain point as “0”

*delete by type history is used to delete history for an object

Normals are the sides of faces that are supposed to be facing the camera. They are
the ones that hold renders and color and are visible

Reversing normals is used often in games for optimisation

**Control vertex

rigging= controlling multiple elements with one control point

extrude= bring forth a face or an object

revolve= rotate a curve around a point creating faces

rebuild= rebuilds an object based on the given parameters, making it smoother

Transform component= used to scale or transform one particular component of an


object, supported loops are needed for control. Uses the normal direction of the
particular vertex or edge. Good for creating bulges and creases and depressions

loft= used to fill space between two curves and create a polygom

B= smooth select and transform

Non-linear deform, bend found in animation menu

shift+d = duplicate whike maintainng distance

squash= stretch while maintaining volume


Lattice deformer used for editing singular points to influence the whole object1

UV WRAPPING

Planar mapping: used for flat projections

Cylindrical- for cylinders


Automatic can be used for corner parts but will generate seams

**seams= cuts in UV map

To cut edges you use cut option


To fix seams use sew/move and sew option

Uv toolkit->texel density, used tp scale UV maps to texture

Checklist before moving on from modelling

>freeze transform
>delete by type history
>no transform nodes
>proper naming
>

Masking works with an alpha maps, is b&w

Important texture baking

Height
Normals
Curvature
Ambient Occlusion
Opacity

anti-aliasing= used to make edges sharp and clean, important in video editing

PBR= a form of shaders. Stands for physically-based render. Intimates how light
reacts with materials in the real world.

HDRI HAVEN= get free high quality hdri backgrounds on the internet
To export files for texturing, use .fbx and .obj

.fbx is preferred because it imports rigs and textures as well.

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