Modeling¶
The Designer's modeling toolkit is small on purpose. Authoring a skin is not authoring a feature film: most placements are rectangles, ellipses, simple curves, and imported 3D models. The Modeling menu set covers the operations that come up day-to-day, and pushes you out to a dedicated DCC (Maya, Blender, ZBrush) when you need more.
What the Modeling set covers¶
| Tool | Section |
|---|---|
| Lasso Select | Lasso selection |
| Mesh > Inspect | Inspect tools |
| Mesh > Render Part Mask | Render part mask |
| Path > Combine (Union / Intersect / Subtract / Exclude) | Path booleans |
| Arrange > Align / Bring Forward / Send Backward | Arrange and align |
| File > Import > 3D Model | Reads .3ds, .obj, .gltf, .fbx |
What it does not cover¶
- Polygon edit operations (extrude, bevel, subdivision surface).
- Topology cleanup (re-meshing, retopology).
- Sculpt-mode displacement.
- UV unwrapping (the Designer reads existing UVs; it does not re-author them).
For any of the above, model in your tool of choice, export to
.gltf or .obj, and import. The
from-maya migration guide covers the
common workflows.
When the Designer is enough¶
Most Elysium skins are 2D: a borderless window with shapes, text, images, and animation. The Modeling set's lasso, path booleans, and arrange tools cover that completely.
For 3D placements (Mesh3D), the Designer's role is transfer + preview: pick textures and materials, position lights, run the texture transfer pipelines, render previews. The geometry comes in from a DCC.
Workflow tips¶
- Import models early. The earlier the Mesh3D placement exists, the more accurately you can author landmarks, textures, and animation against it.
- Bake textures with the transfer pipelines as the last step before export. Bakes are expensive to re-run.
- For 2D-heavy skins, stay in the Modeling menu set; for 3D butterfly-style projects, switch to Rendering (F6) once geometry is locked.
See also¶
- Rendering and Lookdev: texture transfer pipelines, lights, render quality.
- Importing 3D models: supported formats and gotchas.
- Migration > From Maya: full workflow guide for Maya users.