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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