08-03-2024, 04:08 AM
Cool that you are trying to dig into 3d.
I agree, once you took some time with Blender it kinda flows well together with the shortcuts and ui in general.
Most guys I know who use 3d usually just buy established assets like trees architectural pieces etc.
and put it nicely into a scene with a proper composition.
However, modeling your own small 3d library is a good excercise and helps to deepen the knowledge
behind it.
For you case, you can try using metaballs to build a rough blockout for your cave.
There are pretty easy to move around and to generate some basic volume.
On top you can sculpt on it later if you convert it to flatten, sharpen certain areas or to create details.
Another idea would be to just model 2-3 simple rock or pillar looking shapes.
Once you are done with the base you have to apply the current rotation and scale of the object.
Afterwards add a displace modifier and play around to get some more complexity in it.
From here you can then add a array modifier to copy this object as much as you like into any direction.
For your skeletons, there is a function to kinda parent a texture or 3d object to a selected face or a created "0-object". I have to look it up because it has been a while.
But basically what it does is that it "glues" the skeleton to this location and if you use a array
modifier it will also be repeated.
But honestly the more simple yet effective your 3d base is the better.
Studios like these https://www.artstation.com/artwork/4Xw1dk
they kinda use a rough 3d base and apply the rest with phototextures, mixing brush, or paint
from scratch. Depends what look you want to go for in the end.
Strong shape language and a strong composition should do most of the work there unless
you really want to dig deep into the whole 3d process.
I agree, once you took some time with Blender it kinda flows well together with the shortcuts and ui in general.
Most guys I know who use 3d usually just buy established assets like trees architectural pieces etc.
and put it nicely into a scene with a proper composition.
However, modeling your own small 3d library is a good excercise and helps to deepen the knowledge
behind it.
For you case, you can try using metaballs to build a rough blockout for your cave.
There are pretty easy to move around and to generate some basic volume.
On top you can sculpt on it later if you convert it to flatten, sharpen certain areas or to create details.
Another idea would be to just model 2-3 simple rock or pillar looking shapes.
Once you are done with the base you have to apply the current rotation and scale of the object.
Afterwards add a displace modifier and play around to get some more complexity in it.
From here you can then add a array modifier to copy this object as much as you like into any direction.
For your skeletons, there is a function to kinda parent a texture or 3d object to a selected face or a created "0-object". I have to look it up because it has been a while.
But basically what it does is that it "glues" the skeleton to this location and if you use a array
modifier it will also be repeated.
But honestly the more simple yet effective your 3d base is the better.
Studios like these https://www.artstation.com/artwork/4Xw1dk
they kinda use a rough 3d base and apply the rest with phototextures, mixing brush, or paint
from scratch. Depends what look you want to go for in the end.
Strong shape language and a strong composition should do most of the work there unless
you really want to dig deep into the whole 3d process.