Hi everyone,
I am an Architecture graduate who has recently decided to pursue a career in games art & design. I am in the early stages of learning the softwares and pipeline of things. I am focusing on Blender for modelling and sculpting, Substance Painter for textures and using Unreal Engine to put all the ingredients together. I currently think I will be a props, weapons or environmental artist...
But one thing which is driving me INSANE is how modelling (as far as I understand) is based on adding primitive shapes and forming, scaling, sculpting, morphing etc into the desired shape...
I come from a long experience of Revit, Vectorworks and Sketchup whereby you user draws lines and gives them exact numerical dimensions, angles etc to create the shapes which can be extruded and scaled and so on. Also used to being able to move, push/pull and extrude by a given dimension or to snap to a face.
I hope my brief description of Architectural CAD modelling makes sense here.... but is there any way to do this kind of modelling in Blender or to move things around as such in UE5?
Am I missing something here? Every modelling tutorial (in blender) I watch is basically modelling things by approximating and gauging things by eye. While this is fine for the general application we use the models for, I'd personally prefer to be able to model and edit things in Blender using the typical navigation and tools from SketchUp.
Am I crazy or does anyone else feel this way also who has transitioned for Architecture into Digital 3D design?
Replies
this guy has a lot of free tutorials
https://www.youtube.com/@JoshGambrell/videos
I think there are some addons so can can model more in a CAD like way, anyway maybe try CAD sktecher, open source project
https://www.cadsketcher.com/
That's incorrect. While a package like Blender doesn't have much in terms of procedural CAD-like features, object dimensions can be entered precisely and transformations can be done by typing the desired values just like in oldschool keyboard-centric CAD. For instance : Grab (G key by default) > X > 20 will move a selection 20 units along the X axis. This is actually very similar to using Autocad with the keyboard.
The other pillar of precise modeling in Blender is the 3D Cursor. It a reference point that can be placed anywhere in space, to serve a center of rotation for instance. Or, as a target to precisely move components to.
If you spend about a week fully focusing on these two areas of the software (precise transformations without grabbing the manipulator, and how to rely on the 3d Cursor) you'll be able to build parts in polygon geometry with the same precision as regular CAD.
On top of that, there's also the option of polymodeling very loosely first and than straightening things out later - quite similarly to how one would constrain parts in CAD engineering (albeit without parametric dimensioning).
Parts from robotics/mechanical projects done in Blender using (mostly) polygonal modeling :
If anything, the Blender remeshing features can be of great help too. It allows many hybrid workflows impossible in regular CAD