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Hello everyone and welcome. As G Polygon
Design, today I will show you how to use
our new add-on reference mesh from A to
Z.
First and foremost, Ref Mesh is a
powerful tool designed to cut sections
from a reference image and extrude them
to create 3D game-ready models. Let's
jump right into the workflow. First,
let's enable our add-on by going to the
edit menu, selecting preferences, and
finding it in the add-on section.
>> [music]
>> Once activated, our tool will appear in
the end panel. There are two different
image editing methods available here.
You can either add a 2D image or use a
3D object, provided it has a base color
[music] map. For this demonstration,
let's go ahead and add our reference
image. We have four different cutting
methods available. Let's start with the
smart box. This tool allows you to
select your desired area with just two
clicks to easily create a new layer.
Next up is the magnetic pen tool. This
tool acts like a magnetic pen,
seamlessly following the contours of
your [music] image. If you hold down the
alt key, the line turns green, allowing
you to draw perfectly straight lines.
If you make a mistake and want to fix
it, you can enable correct face
attributes from the options menu in the
top right to make adjustments. Or you
can simply delete it from the cut layer
and make your selection again.
>> Our next selection tool is the magic
wand. This handy feature allows you to
select pixels of similar colors with
just a single click. Additionally, you
can apply these four cutting methods
using the three different operational
options located at the top. You can
choose to simply cut the image, remove a
section, or create a new face.
All of your cutting operations [music]
will automatically be converted into
clean, organized layers. From this menu,
you will be able to make any edits you
want comfortably. Now that the cutting
process is finished, let's move on to
the extrude, bevel, and roughness
operations. You can simply select your
desired layer and extrude it.
If you don't like the automatic system
that assigns the side material using
UVs, you can check the side color box to
pick a solid material color.
Thanks to our layer system, you have
complete control over each individual
section.
>> [music]
>> You can simply select a specific layer
to add a custom bevel just to that part
of your mesh. Additionally, you can
adjust the roughness values on a
layer-by-layer basis, letting you
independently change how shiny or matte
different areas look.
Finally, you might want to get rid of
multiple side materials and bad geometry
to get a truly game-ready output. To do
this, simply check the merge into one
single slot and triangulate options,
then click finalize.
Just like that, your single material
object, perfectly surrounded by
triangles, is ready to use.
And there [music] you have it. Here's
the final output. That covers the entire
workflow from start to finish. Thank you
for watching. You can find the link to
access the add-on in the description
below. Don't forget to like the video
and subscribe to stay updated on our
latest tools and [music] developments.
See you in the next video.
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