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6 changes: 4 additions & 2 deletions content/extra/drawing-tablet-issues.md
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## Drawing Tablet Issues

---
title: "Drawing Tablet Issues"
enableToc: true
---

If there's one thing that doesn't exist in this world, then it's good drawing tablet drivers. No matter if you get a cheap tablet or an extremely expensive Wacom Cintiq, you will come to despise the drivers with all your soul sooner or later.

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6 changes: 2 additions & 4 deletions content/hotkeys.md
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enableToc: false
---

Blender, Maya and ZBrush hotkeys are [[modeling-and-sculpting|here]].
🟠Blender, 🔵Maya and ZBrush hotkeys are [[modeling-and-sculpting|here]].

[![[banner_marmoset_toolbag.jpg|300]]](marmoset-toolbag.md)[![[banner_substance_painter.jpg|300]]](substance-painter.md)[![[banner_clip_studio_paint.jpg|300]]](clip-studio-paint.md)[![[banner_procreate.jpg|300]]](procreate.md)[![[banner_photoshop.jpg|300]]](photoshop.md)[![[banner_substance_designer.jpg|300]]](substance-designer.md)

- [[unreal-engine|Unreal Engine Hotkeys]]
- [[da-vinci-resolve|DaVinci Resolve Hotkeys]]
- [[windows|Windows Hotkeys]]
- [[unreal-engine|Unreal Engine Hotkeys]]
22 changes: 9 additions & 13 deletions content/index.md
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Expand Up @@ -23,7 +23,7 @@ If you don't understand a term, give the [[glossary|glossary]] a visit.
I'm happy to hear any feedback and requests on things to improve or add, just message me on Discord (username: epicrex)

_Some parts of this handbook are still a work in progress, and those parts are denoted with the 🚧 symbol._
_Some parts of this handbook are still a work in progress, and those parts are denoted with the 🚧 symbol. I also still have a lot planned for this handbook and have many pages hidden in a work in progress section._

> [!note] Explorer
>
Expand All @@ -35,37 +35,32 @@ _Some parts of this handbook are still a work in progress, and those parts are d
>[[glossary|📑 Glossary]]<br>
>[[composition|🌆 Composition]]<br>
>[[technical-side-of-character-design|👩🏽‍💻 Technical Side of Character Design]]<br>
>[[artistic-side-of-character-design|🧠 Artistic Side of Character Design]]<br>
>[[topology-and-retopology|📐 Topology & Retopology]]<br>
>[[optimization|📊 Optimization]]<br>
>[[color|🎨 Color]]<br>
>[[texture-maps|🗺️ Texture Maps]]<br>
>[[image-extensions|🖼️ Image Extensions]]<br>
>[[art-software|Art Software]]
>
> ### Mesh
>[[modeling-and-sculpting|🧊🗿 Organic / Hard Surface Sculpting & Modeling]]<br>
> ### Model Creation
>[[modeling-and-sculpting|🧊🗿 Organic & Hard Surface - Sculpting & Modeling]]<br>
>[[workflow-between-zbrush-and-blender|🌀 Workflow between ZBrush & Blender]]<br>
>[[sculpting-in-blender|🟠 Sculpting in Blender]]<br>
>[[hair|💇🏽‍♀️ Hair]]<br>
>[[anime-styled-characters|Anime Style Characters]]
>
> ### Texture
> ### Texturing
>[[uv-mapping|🎁 UV Mapping]]<br>
>[[baking-and-texturing-prep|🧭 Baking & Texturing Preparations]]<br>
>[[baking|🎛️ Baking]]<br>
>[[texturing|🖌️ Texturing]]
>[[skin-texturing|Skin Texturing]]
>
> ### Presentation
>[[rigging|🦴 Rigging]]<br>
>[[meta-rig|🦴 Meta-Rigs]]<br>
>[[posing-and-animating|🎭 Posing & Animating]]<br>
>[[lighting|💡 Lighting]]<br>
>[[blender-to-unreal-pipeline|🌀 Blender to Unreal Pipeline]]
>
> ### Post
>[[rendering|🎥 Rendering]]<br>
>[[compositing|🪄 Compositing]]<br>
>[[sharing|🔗 Sharing]]
>[[blender-to-unreal-pipeline|🌀 Blender to Unreal Pipeline]]<br>
>[[rendering-and-compositing|🎥🪄 Rendering & Compositing]]<br>
>
> ### Software Specific Knowledge
>[[zbrush-specific|⚪ ZBrush]]<br>
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>### Extra
>[[2d-art-resources|2D Art Resources]]<br>
>[[model-part-names|Model Part Names]]
>[[drawing-tablet-issues|Drawing Tablet Issues]]
><br>
>[[my-setup|🖥️ My Setup]]
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3 changes: 0 additions & 3 deletions content/mesh/index.md

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3 changes: 3 additions & 0 deletions content/model-creation/index.md
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---
title: Model Creation
---
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---
title: "Organic / Hard Surface Sculpting & Modeling"
title: Organic & Hard Surface - Sculpting & Modeling
date: 2024-09-18
enableToc: true
---
Expand All @@ -10,7 +10,9 @@ code { color: #cba9e9; background: #101012; font-size: 18px; font-weight: bold;
## Overview
This page covers all possible ways to achieve modeling and sculpting tasks. There's no reason to only stick to Blender, ZBrush, Maya, Plasticity or any other 3D software, thanks to bridge tools like GoB / GoZ, which allow for instantaneous transfer of the entire model or only selected parts of the model between different software.

Blender, ZBrush and Maya are covered here, other software like Plasticity, Marvelous Designer, 3D Coat adn more will maybe also be added at some point.
Grouping the features of different software side by side, should also make it very to pick up the other software if one is already familiar with one of them.

Blender, ZBrush and Maya are covered here. Other software like Plasticity, Marvelous Designer, 3D Coat and more, will maybe also be added at some point.

---

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**Remapping Keys?**<br>
One should try to keep hotkey remapping to a minimum, and only remap things that are necessary because of ones hardware setup for example. The reason for that, is that when using complex software like these, it's good to be as close to stock as possible. This allows one to immediately work on any machine without having to set up everything first and when software evolves over the years, it often changes how workflows and features work, adding removing and changing hotkeys, in which case managing ones own custom hotkeys can be a pain, especially when using lots of 3D software.

Lastly, as this page is quite long, make use of the table of contents on the right (pull window bigger if it's not visible).

---

## Menus & UI
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Any kind of mirror action heavily depends on origin or pivot points, more on that [[modeling-and-sculpting#Origin & Pivot Points|here]].

| Functionality | Hotkeys & Notes |
| :--------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Live Mirrors** | 🟠 **Mirror Modifier** (_Modifier shelf_) Mirror point and rotation based on either the objects origin or that of any other object. Mirroring mirrors is very effective.<br>⚪ **Symmetry** (`X`) Options under _Transform > Activate Symmetry_.<br>⚪ **Radial Symmetry** (_Transform > Activate Symmetry + R_) Radial center point set by the selected symmetry axis. If the radial symmetry points are still not as desired, enable _Local Symmetry_ or change the SubTools pivot point. <br>⚪ **Posable Symmetry** (_Transform > Activate Symmetry + Use Posable Symmetry_) Posable Symmetry is incredible, as long as the topology is the same on both sides of the mesh, one can break symmetry and later on resume with symmetry and ZBrush will recognize matching vertices even if they are at different positions. _Pen Mask_ will work, _Lasso Mask_ however not. |
| **Single Use Mirrors** | 🟠 **Symmetrize** (_Mesh > ..._)<br>🟠 **MESHmachine add-on** (`Alt` + `X`) Mirrors and welds vertices at mirror point. [link](https://machin3.gumroad.com/l/MESHmachine)<br>🔵 **Mirror** (`Shift` + `RMB` _> ..._) Mirror point and rotation based on either objects origin, world center or the transform manipulator. Enable _Cut Geometry_ to fuse meshes at mirror point and prevent overlaps. Setting _Border_ to _Do not merge borders_ will prevent vertices from merging at the mirror point.<br>⚪ **Mirror And Weld** (_Tool > Geometry > Modify Topology > ..._) Mirrors from +X to -X along world center and then welds both halves together. On the button one can enable Y and Z axis as well. |
| **Flip Mesh** |**Mirror** (_Tool > Deformation > ..._) Flips the mesh along the world center from one side to the other, depending on the selected mirror axis.<br>🟠 **Mirror Vertices** (`RMB` _> ..._) Will depend on what mode the _Transform Pivot Point_ is set to.<br> |
| Functionality | Hotkeys & Notes |
| :--------------------: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Live Mirrors** | 🟠 **Mirror Modifier** (_Modifier shelf_) Mirror point and rotation based on either the objects origin or that of any other object. Mirroring mirrors is very effective.<br>⚪ **Symmetry** (`X`) Options under _Transform > Activate Symmetry_.<br>⚪ **Radial Symmetry** (_Transform > Activate Symmetry, R_) Radial center point set by the selected symmetry axis. If the radial symmetry points are still not as desired, enable _Local Symmetry_ or change the SubTools pivot point. <br>⚪ **Posable Symmetry** (_Transform > Activate Symmetry + Use Posable Symmetry_) Posable Symmetry is incredible, as long as the topology is the same on both sides of the mesh, one can break symmetry and later on resume with symmetry and ZBrush will recognize matching vertices even if they are at different positions. _Pen Mask_ will work, _Lasso Mask_ however not. |
| **Single Use Mirrors** | 🟠 **Symmetrize** (_Mesh > ..._)<br>🟠 **MESHmachine add-on** (`Alt` + `X`) Mirrors and welds vertices at mirror point. [link](https://machin3.gumroad.com/l/MESHmachine)<br>🔵 **Mirror** (`Shift` + `RMB` _> ..._) Mirror point and rotation based on either objects origin, world center or the transform manipulator. Enable _Cut Geometry_ to fuse meshes at mirror point and prevent overlaps. Setting _Border_ to _Do not merge borders_ will prevent vertices from merging at the mirror point.<br>⚪ **Mirror And Weld** (_Tool > Geometry > Modify Topology > ..._) Mirrors from +X to -X along world center and then welds both halves together. On the button one can enable Y and Z axis as well. |
| **Flip Mesh** |**Mirror** (_Tool > Deformation > ..._) Flips the mesh along the world center from one side to the other, depending on the selected mirror axis.<br>🟠 **Mirror Vertices** (`RMB` _> ..._) Will depend on what mode the _Transform Pivot Point_ is set to.<br> |



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![[Pasted image 20230608023809.png]]

🟠**Wireframe modifier**
### Interesting Skin Clothing Effect
#### Interesting Skin Clothing Effect

![[Pasted image 20230608023822.png]]

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9 changes: 2 additions & 7 deletions content/my-setup.md
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Expand Up @@ -19,7 +19,8 @@ Always keep your project files organized. And use the same folder structure amon

>[!example] Example
>📂Modeling-Sculpting<br>
>📂Blender<br>
>└── 📂Blender<br>
>└── 📂Blender<br>
>└── 📂ZBrush<br>
>└── 📂Exports<br>
>📂Ref<br>
Expand All @@ -29,12 +30,6 @@ Always keep your project files organized. And use the same folder structure amon
>└── 📂SubstancePainter<br>
>└── 📂3DCoat<br>
## My Setup for Sculpting & Texturing
For sculpting and texturing, I use a keyboard in my left hand and my drawing tablet with my right hand. Having the 3D software open on the drawing tablet and reference on my main monitor and my mouse close by for when I have to do something on the monitor.

## My Setup for Modeling
For modeling I use my keyboard, mouse and monitor.

## The Hardware I Use
- **Huion Kamas 22 Plus** _(21.5 inch - 1920 x 1080 (16:9) - 60Hz -140% sRGB Color Gamut (QLED) - Etched Anti-Glare Glass - Fully Laminated - 1200:1 Contrast Ratio)_
- **iPad Pro 11 4th Gen** _(11 inch - 2388 x 1668 (7:5) - Dynamic refresh rate from 24Hz to 120 Hz (ProMotion) - P3 D65 Color Gamut (A P3 display where sRGB is properly mapped) - Liquid Retina panel - IPS - 600 nits - Fully Laminated - adjust color and intensity to match ambient light (True Tone) - anti-reflective coating (1.8% reflectivity))_
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