modeling

SKILL.md

3D Modeling

3D Modeling Fundamentals

Geometry Basics

  • Vertices: Points in 3D space (x, y, z coordinates)
  • Edges: Lines connecting vertices
  • Faces: Surfaces formed by edges (triangles, quads, n-gons)
  • Normals: Direction a face is pointing
  • Topology: Arrangement and flow of geometry

Modeling Workflows

  • Box Modeling: Starting with primitives and refining
  • Sculpting: Digital sculpting for organic forms
  • NURBS Modeling: Mathematical curves and surfaces
  • Procedural Modeling: Algorithmic generation of geometry
  • Photogrammetry: Creating models from photos

Coordinate Systems

  • World Space: Global coordinate system
  • Local Space: Object's own coordinate system
  • View Space: Camera-relative coordinates
  • Screen Space: 2D screen coordinates

Hard Surface vs Organic Modeling

Hard Surface Modeling

  • Characteristics: Man-made objects, sharp edges, precise shapes
  • Techniques: Boolean operations, bevels, chamfers, inset
  • Tools: Edge loops, bevel modifier, boolean modifier
  • Applications: Vehicles, weapons, architecture, props
  • Best Practices: Maintain quads, avoid n-gons, use supporting edges

Organic Modeling

  • Characteristics: Natural forms, flowing shapes, soft edges
  • Techniques: Sculpting, retopology, edge flow following anatomy
  • Tools: Sculpt brushes, dynamesh, remesh, smooth
  • Applications: Characters, creatures, plants, organic environments
  • Best Practices: Follow anatomical structure, maintain edge flow for deformation

Subdivision Modeling Techniques

Subdivision Surfaces

  • Catmull-Clark: Standard subdivision algorithm
  • Loop Subdivision: Alternative subdivision method
  • Smooth Shading: Smooths surface normals
  • Creases: Sharp edges on subdivision surfaces
  • Edge Weighting: Control subdivision strength per edge

Edge Flow

  • Edge Loops: Continuous rings of edges
  • Supporting Edges: Edges that define shape and prevent pinching
  • Poles: Vertices with 3, 5, or more edges
  • Pole Placement: Strategic placement for deformation
  • Topology Flow: Following natural forms and deformation paths

Subdivision Best Practices

  • Quad-Based Topology: Maintain primarily quads
  • Even Edge Distribution: Avoid dense and sparse areas
  • Avoid N-Gons: Triangles and quads only
  • Pole Management: Place poles strategically
  • Edge Weighting: Use edge creases for sharp edges

Sculpting Workflows

Digital Sculpting

  • Primary Forms: Establish overall shape and silhouette
  • Secondary Forms: Add major details and features
  • Tertiary Forms: Add fine details and surface texture
  • Dynamesh: Dynamic topology for sculpting freedom
  • Remesh: Retopologize sculpt for cleaner topology

Sculpting Tools

  • Standard Brush: Basic sculpting and smoothing
  • Clay Strips: Build up form with clay-like strokes
  • Crease: Define sharp edges and wrinkles
  • Smooth: Blend and soften details
  • Inflate: Expand geometry outward
  • Pinch: Pull geometry together
  • Flatten: Level out geometry

Sculpting Best Practices

  • Work from Large to Small: Start with big shapes, add details later
  • Use Reference: Keep reference images visible
  • Maintain Symmetry: Use symmetry for bilateral forms
  • Check Silhouette: View from multiple angles
  • Test Deformation: Consider how model will deform

Topology Best Practices

Clean Topology

  • Quad-Based: Use primarily quads for predictable deformation
  • Even Distribution: Maintain consistent edge density
  • Edge Flow: Follow natural forms and deformation paths
  • Avoid N-Gons: Use triangles and quads only
  • Pole Placement: Place poles strategically, not on deformation areas

Edge Flow for Animation

  • Joint Areas: Concentrate edge loops around joints
  • Deformation Paths: Edge flow follows muscle and bone structure
  • Facial Topology: Edge flow follows facial muscles
  • Bending Areas: Extra geometry where bending occurs
  • Non-Deforming Areas: Lower poly count where no deformation needed

UV-Friendly Topology

  • Minimize Distortion: Create topology that unwraps cleanly
  • Seam Placement: Place seams in less visible areas
  • UV Density: Maintain consistent texel density
  • UV Islands: Organize UV islands for efficient packing
  • Multiple UV Sets: Create additional UV sets for lightmaps, baking

Modeling for Real-Time vs Pre-Rendered

Real-Time Modeling (Games, VR, AR)

  • Polygon Budget: Limited by hardware performance
  • LOD Levels: Multiple detail levels for distance scaling
  • Texture Atlasing: Combine textures to reduce draw calls
  • Optimized Topology: Clean, efficient geometry
  • Material Efficiency: Minimize material count and complexity
  • Platform Constraints: Mobile, console, PC requirements

Pre-Rendered Modeling (Film, Animation)

  • High Detail: Unlimited polygon count within reason
  • Displacement Maps: Use displacement for fine detail
  • Subdivision: High subdivision levels for smooth surfaces
  • Complex Materials: Multiple material layers and passes
  • Render Farm: Distributed rendering for complex scenes
  • Quality Priority: Visual quality over performance

Hybrid Approaches

  • Normal Maps: Bake high-detail geometry into normal maps
  • Displacement Maps: Use displacement for large-scale detail
  • Curvature Maps: Capture surface curvature for materials
  • AO Maps: Bake ambient occlusion for depth
  • Baking: Transfer detail from high-poly to low-poly models

Common Modeling Mistakes

Topology Issues

  • N-Gons: Faces with more than 4 edges
  • Non-Manifold Geometry: Edges with more than 2 faces
  • Floating Vertices: Vertices not connected to any faces
  • Duplicate Geometry: Overlapping vertices and faces
  • Inverted Normals: Faces pointing in wrong direction

Scale and Proportion

  • Inconsistent Scale: Objects at different scales
  • Wrong Units: Modeling in wrong unit system
  • Proportion Errors: Incorrect relative proportions
  • Scale Issues on Export: Scale mismatch on export

UV Issues

  • Distorted UVs: Stretched or compressed UVs
  • Seams in Visible Areas: Seams placed on prominent surfaces
  • Overlapping UVs: UVs occupying same space
  • Inefficient Packing: Poor UV space utilization
  • Missing UVs: Objects without UV maps
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