L18 — Model a collectible (starshard)
Goal
Build a tiny low-poly collectible from primitives. Readable silhouette > fancy topology.
Target
Something that reads as a shiny pickup from behind a follow camera: crystal, star, gem — your call. Course placeholder is a stretched icosphere (starshard).
Steps (minimum path)
- Delete default cube if you want a clean scene.
- Add → Mesh → Ico Sphere (subdivisions 1).
- Scale Z up a bit (crystal).
- Object → Apply → Scale.
- Optional: shade smooth.
- Save
starshard.blend.
Keep triangle count low (tens, not thousands).
Course generator (optional)
bash
./scripts/build-course-assets.sh
# writes assets-src/blender/generated/starshard.blend + .glbUse this if you want a known-good mesh while learning UI.
Check
- Object origin near center/bottom (easier to place in game)
- Not microscopic / not planet-sized vs player
Lesson code
Module 3 is Blender-first — there is no per-lesson C ROM for L17–L25.
Runnable code that loads the course meshes lives in the Module 3 asset lab checkpoint (lessons/m3-asset-lab/).
Next
L19 — UVs & textures — or skip to vertex paint if you only want colors first (L20). For N64, vertex paint alone is valid.