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3D Modelling | Positioning

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Introduction:


Welcome to the follow up on the 3D modelling guides, today's lesson is brought to you by Customable.

If you have not already seen GemiLightning's original tutorial on model creation, please run over that first as this tutorial will not cover the basics of model creation or shading in any way or form.
[Link here]

I take no credit for the original creation of this model guide series, however, the images and texts in today's document are all locally sourced... from me.

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The basics:


Let's begin by explaining each of the functions, sliders and buttons.



• Display View
Display view will control the view which you are positioning, main and offhand, main and offhand perspective, Head, Floor, Item frame and Inventory. (This is in chronological order of the icons)

• Display Entity
Display Entity provides you with a small range of different entities to display the item on, those being: Players, Zombie, Baby Zombie, Armour Stand, Small Armourstand. (This is in chronological order of the icons)

• Rotation Sliders
The rotation slides adjust the rotation of the item on the chosen display view, each slider will rotate in a different direction, x, y and z.
(note that the rotation axis of w is exclusive to the model editor only)

• Scale Sliders
Similar to rotation sliders, the scale slider will size your object upon the axis of x, y and z.
Duly note that the model will be distorted If any of the sliders are deviating from the same number paths.


• Arm Position
A slightly less important feature will adjust the rotation of the display entities arm in the editor depending on which you have selected in the display view

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Now that you understand the functions of each slider, it's time to show you some examples.
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Experimentation:


Take note of the sliders applied to this sword:



The sliders seem all over the place and slightly sporadic, Scale is set at an unusual number, the position seems to be all over the place.

now let's look at this same sword with the default settings:



Now that's a katana that's too heavy to carry-

to simplify these terms, the display box/editors cube is by default, much larger than the player model, the sliders are used to adjust these so you do not have to adjust them in the editor's box because let's be honest, that would be hell on earth.

For the most part, however, try not to associate these sliders with complication, most of the positioning process is simply about finding the sweet spot, what looks right and what looks good. If it's too big, size it down, if it's not fitting the hand position properly, move it slightly until it falls into that spot, do not be intimidated by the amount of them or how complex it may be, think of it as gaining balance on a bike before riding smooth.


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Tips and Tricks:



• Unanimous Scaling
You could compare the scale slider to a transformation tool in photoshop or paint.net
If you hold Left-Shift on your keyboard whilst dragging any of the sliders in the scale section, it will scale all sliders not selected with the same scale of the slider that is selected, making equal scaling a much easier task to perform.


• Model Mirroring
Model mirroring is surrounded by some problems in Minecraft in the blockbench community, therefore it is recommended you avoid using the mirror buttons next to the scale sliders as it may invert texture faces, making the model appear deformed or translucent.

• GUI positioning
when positioning in the GUI it is common to see the item either at a 45° angle or in an orthographic perspective as this shows the most detail in the model itself, this is especially important for items of SchoolRP being sold on the Auction House as it provides an idea of what the buyer is purchasing.

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Last notes:


Before we finish off today's guide, I want to again recommend GemiLightning's texture and shape tutorial linked at the beginning of this post, it will help you accumulate an understanding of shaping and texturing models before you move on the positioning.

Thank you for reading my thrown together piece of garbage guide and I hope it helped you in some form or way.


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