3D design is by no means an easy task. You may have read about design rules and regulations in various sources or have seen posts with this theme on social networks.
But the truth is that there are a certain number of key criteria in the field of design so that you can make a good design by following them. In this article, by introducing 5 important criteria that focus on 3D design with Blong, I am trying to introduce these criteria that are true in designing with any other software.
Table of Contents
1) Form: Focus on the big picture
The first thing you should consider when doing 3D modeling with Blender is the overall shape and image you intend to portray.
Although this may seem obvious, it is the most important and at the same time the most complicated part of your job.
The thing to keep in mind is that complex shapes are always a combination of simple shapes. Any model in Blender can be a combination of cubes, spheres and simple shapes like that. You don’t always have to visualize your model with the utmost elegance, just try to consider the most prominent features of your design so that the overall form is perfect in your mind.
You can use a reference point to check angles, proportions, and curves to make sure you’re not focusing too much on certain angles and views.
2) Attention to details
After drawing the general form, now it’s time to turn your object into a real 3D design. When we talk about details in modeling with Blender, we need to know exactly how much detail we are talking about.
Modeling for a video game, short film, or an industrial piece is definitely very different in the final output, and the amount of time devoted to it is also different. Even if you have a lot of time to deliver your final project it is important to understand the level of detail of the project.
As one of the greatest 3D design artists, Neil Blounts talks about primary, secondary and tertiary shapes in one of his blog posts and talks about the combination you need to achieve the necessary and sufficient details.
As a basic principle, try to draw the outline first, prioritize large, medium and finally small details and also don’t spend too much time on one part.
Tip: After reaching a certain range, use different textures to add small details that are difficult to model.
3) Use real scales and references
Try to use real scales if possible. This work will preserve the details of your design well, and on the other hand, as a reference model, it will help you not to deviate from the path of your design.
On the other hand, keeping the scale and proportions of the design is one of the other things that make the use of your reference model consistent in the design. After completing the first two steps and choosing the actual model for the design, recheck the length, width, height and thickness of the different sections.
If you pay attention to this I guarantee you will be amazed at the difference between the actual design and what you designed.
4) Using Mesh; Maximize your efficiency
Modeling in Blender is a wonderful experience. Although I don’t think anyone enjoys doing the same thing twice.
To save design time, try to use mesh as much as possible. This could mean using the mirror or array modifier, using Alt+D instead of Shift+D to create instances instead of duplicating, and modifying an existing object instead of starting from scratch.
If you don’t want everything to look the same, change the size, rotation, modifiers, or material properties. It’s a simple concept, but it allows you to make things that look really accurate.
5) The importance of paying attention to the quality of surfaces
Because of how Blender works specifically, how you model affects how light interacts with its surface. Therefore, you should pay special attention to the protrusions, welds and twisted areas in the design process.
A few important points:
- When modeling subsurfaces, be sure to use four-piece rings around any sharp edges or important details.
- Use N-gons only when designing shaded flat surfaces.
- Avoid triangles as much as possible. Unless you have a good reason to draw them.