A while back before I started pursuing mesh topology for low-poly 3D games, I made this image to teach myself Blender’s internal material and lighting options. In doing so, I learned that multiple materials can be assigned to different faces of a model.

This carries over to Unity, though naturally doing so results in a draw call for each material on an object.


My practice creating low-poly 3D models composed of planar faces continues, with slow but encouraging results. I am becoming more intuitively aware of how translations, rotations, and scaling distorts quads. Doing so has greatly increased my use of the 3D cursor, pivot point modes, and transform orientation options.

Although maintaining planar faces may be a fool’s errand, doing so is clearly increasing my proficiency with Blender and understanding of 3D modeling and mesh topology.




I’ve been busy looking for a better job, so I haven’t had much time to work in Blender. On a personal note I find it difficult to focus on my artwork without the security of a paying job.


I’m getting pretty decent at solid surface low poly modeling. Unfortunately, when I made this model I did not consider that its quads should be planar. It just didn’t look very good when I tested shading it as a result. It may have been possible to adjust the shader, but really these faces are metal panels and shouldn’t have triangle folds at all.

So I adjusted the model to make the body panel quads more planar, and was able to settle on a work flow to achieve that. The problem with doing this is that making each face planar disturbs its neighbors, so one must step through all the faces in a linear fashion manually correcting each.


Unfortunately, these results aren’t quite close enough to a “solve” – or state where all the faces are planar, for Blender’s iterative “Make Planar Faces” function to work. While this model would still be usable, if a model requires planar quads it’s probably best to make each quad planar as you build the model. I have discovered that if you do this, you can produce a perfect result.

I’m still just winging it and should probably read about solid surface modeling, but I’m going to take another whack at this design today with what I have learned in mind.