Blender: Difference between revisions
From Mike Beane's Blog
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* My 2nd attempt at Blender (1/28 - 2 hours): https://twitter.com/betamountain/status/957378931677716480 | * My 2nd attempt at Blender (1/28 - 2 hours): https://twitter.com/betamountain/status/957378931677716480 | ||
= | =Add Ons= | ||
* Moved to [[Blender Add Ons]] | |||
* | |||
=Ref= | =Ref= | ||
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* https://www.youtube.com/watch?v=6gRUUeFteQg - how to apply textures in blender 2.7x (beginners) | * https://www.youtube.com/watch?v=6gRUUeFteQg - how to apply textures in blender 2.7x (beginners) | ||
* https://www.youtube.com/watch?v=tkbU1bGOzWM - How to Cut A Hole in an object | * https://www.youtube.com/watch?v=tkbU1bGOzWM - How to Cut A Hole in an object | ||
==Aligning Vertices Along A Plane== | |||
# Change Transform orientation from Global to Normal | |||
# S(cale), {Z|Y|X (Global)}, {Z|Y|X (Local)} | |||
# 0 (amount to scale) | |||
# Enter | |||
# Change Transform orientation from Normal to Global | |||
==Basic Curves== | |||
* Add object (Cube) | |||
* Add Bezier Curve | |||
* Select object | |||
** Add Array modifier | |||
*** Consider using Merge (otherwise there will be segments that appear with Bevel) | |||
** Add Curve modifier | |||
*** Select the Bezier curve | |||
* To add more segments: increase array modifier count | |||
* To refine the curve, subdivide the bezier curve | |||
==Bevel A Curve== | |||
* Object Data Properties | |||
** Geometry | |||
*** Bevel | |||
** Weld modifier can help clean up the geometry | |||
==Mirroring Objects<ref>https://blenderartists.org/t/mirrored-movement-editing/342010</ref>== | |||
* Delete half of your model. You should now have a perfect other half with a planar “hole” where the other half was. | |||
* Go into Object mode and press Alt+D. | |||
** This will make a linked duplicate: any changes to the mesh data of one object will be duplicated over the other. Don’t move the object after duplication. | |||
* Ctrl+M -> X Local. | |||
* When you’re using Subsurf the derived mesh will not “cross over” between the halves; a seam will be visible. So to join the halves, select both and Ctrl+J. * * * Then Remove Doubles in Edit mode. | |||
==Removing Non Manifold== | ==Removing Non Manifold== | ||
* Edit Mode -> Select -> All by Trait -> Non Manifold -> DELETE VERTICES [https://www.katsbits.com/codex/manifold/] | * Edit Mode -> Select -> All by Trait -> Non Manifold -> DELETE VERTICES [https://www.katsbits.com/codex/manifold/] | ||
==Snap Two Faces Together== | |||
* https://blender.stackexchange.com/questions/73177/snap-two-objects-face-to-face-in-object-mode | |||
==Splitting Objects== | ==Splitting Objects== | ||
===Down The Middle=== | |||
* Good for cubes<ref>Found the initial steps [https://blender.stackexchange.com/questions/58132/how-to-cut-a-cube-in-half here], however see the note about NOT having to do the rip steps. Modified steps to use Separate.</ref> | |||
* Select Object | |||
* CTRL+R and move curse near the axis to be cut, a line should appear | |||
* LMB and then RMB | |||
* Change to wireframe view | |||
* Press 1 for Vertex selection | |||
* Shift+LMB select the rest of vertices on one half of the object | |||
* Separate (P), then Selection (2) | |||
* You have two objects! If you're mirroring, select the appropriate object to discard and delete it. | |||
===Knife=== | ===Knife=== | ||
* Rotate the body so the cut follows an axis (make note of the angle) | * Rotate the body so the cut follows an axis (make note of the angle) | ||
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* Select -> Select Loop Inner Region | * Select -> Select Loop Inner Region | ||
* Mesh -> Separate -> Selection | * Mesh -> Separate -> Selection | ||
* Restore the angle | |||
** Without testing, I believe this would be CTRL+A -> Rotation (test this) | |||
===Older=== | ===Older=== | ||
* https://www.youtube.com/watch?v=U3J-oYFdyqQ | * https://www.youtube.com/watch?v=U3J-oYFdyqQ | ||
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** Obj 2: Bisect the lower (fill\clear outer) | ** Obj 2: Bisect the lower (fill\clear outer) | ||
* https://daler.github.io/blender-for-3d-printing/printing/mesh-problems.html | * https://daler.github.io/blender-for-3d-printing/printing/mesh-problems.html | ||
==Vertex at Edge Intersections== | |||
* Enable the option Auto Merge and Split Edges & Faces in the Tool Shelf, then select a vertex and move it. Upon placing it down the tool will create vertices between the connected edges and the edges intersecting them.<ref>https://blender.stackexchange.com/questions/2976/how-can-i-add-vertices-to-intersection-of-two-edges</ref> | |||
** If you don't want to move any vertices just select one, press G to move and confirm with left click without altering the position. | |||
=Blender Guru= | =Blender Guru= | ||
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* https://www.youtube.com/watch?v=JYj6e-72RDs | * https://www.youtube.com/watch?v=JYj6e-72RDs | ||
=Textures= | |||
'''Note:''' Only the free textures from C4DCenter are CC0. All textures from the other sites are CC0. These are all places where you can get CC0 textures.<br><br> | |||
# https://www.cgbookcase.com/textures | |||
# https://cc0textures.com/ | |||
# https://texturehaven.com/textures | |||
# https://www.sharetextures.com/ | |||
# https://texture.ninja/ | |||
# https://c4dcenter.com/material-library | |||
# https://noedle.com/ | |||
=Community= | =Community= | ||
* https://www.blender.org/community/ | * https://www.blender.org/community/ | ||
** https://blenderartists.org/forum/ | ** https://blenderartists.org/forum/ | ||
=References= | |||
[[Category:Blender]] |
Latest revision as of 12:28, 20 March 2022
This is mostly for reference:
- My 1st attempt at Blender (1/21 - 14 hours): https://twitter.com/betamountain/status/955232060599390208
- My 2nd attempt at Blender (1/28 - 2 hours): https://twitter.com/betamountain/status/957378931677716480
Add Ons
- Moved to Blender Add Ons
Ref
- https://www.youtube.com/watch?v=H1od08qJn9Q - Beginners Blender 3D: Tutorial 10 - 3D Logo Ident Process: BMW Badge
- https://www.youtube.com/watch?v=plhyqG-vEXk - [HD] Displacement Modifier tutorial Blender 2.56
- https://blender.stackexchange.com/questions/34037/how-to-merge-vertices-in-blender
- https://blender.stackexchange.com/questions/734/how-to-smooth-shade-an-object-while-retaining-hard-edges
- https://www.youtube.com/watch?v=6gRUUeFteQg - how to apply textures in blender 2.7x (beginners)
- https://www.youtube.com/watch?v=tkbU1bGOzWM - How to Cut A Hole in an object
Aligning Vertices Along A Plane
- Change Transform orientation from Global to Normal
- S(cale), {Z|Y|X (Global)}, {Z|Y|X (Local)}
- 0 (amount to scale)
- Enter
- Change Transform orientation from Normal to Global
Basic Curves
- Add object (Cube)
- Add Bezier Curve
- Select object
- Add Array modifier
- Consider using Merge (otherwise there will be segments that appear with Bevel)
- Add Curve modifier
- Select the Bezier curve
- Add Array modifier
- To add more segments: increase array modifier count
- To refine the curve, subdivide the bezier curve
Bevel A Curve
- Object Data Properties
- Geometry
- Bevel
- Weld modifier can help clean up the geometry
- Geometry
Mirroring Objects[1]
- Delete half of your model. You should now have a perfect other half with a planar “hole” where the other half was.
- Go into Object mode and press Alt+D.
- This will make a linked duplicate: any changes to the mesh data of one object will be duplicated over the other. Don’t move the object after duplication.
- Ctrl+M -> X Local.
- When you’re using Subsurf the derived mesh will not “cross over” between the halves; a seam will be visible. So to join the halves, select both and Ctrl+J. * * * Then Remove Doubles in Edit mode.
Removing Non Manifold
- Edit Mode -> Select -> All by Trait -> Non Manifold -> DELETE VERTICES [1]
Snap Two Faces Together
Splitting Objects
Down The Middle
- Good for cubes[2]
- Select Object
- CTRL+R and move curse near the axis to be cut, a line should appear
- LMB and then RMB
- Change to wireframe view
- Press 1 for Vertex selection
- Shift+LMB select the rest of vertices on one half of the object
- Separate (P), then Selection (2)
- You have two objects! If you're mirroring, select the appropriate object to discard and delete it.
Knife
- Rotate the body so the cut follows an axis (make note of the angle)
- Edit Mode
- Knife (K), Cut Through (Z), Constrain Angle (C) <for straight cut>
- Make the cut line
- LMB to stop cut
- Enter to finalize
- Select -> Select Loop Inner Region
- Mesh -> Separate -> Selection
- Restore the angle
- Without testing, I believe this would be CTRL+A -> Rotation (test this)
Older
- https://www.youtube.com/watch?v=U3J-oYFdyqQ
- https://www.youtube.com/watch?v=QfLdbzSZdw
- https://www.youtube.com/watch?v=-pCf3DjsEBg&list=PLD1lGauXeE2NNaNHIjTd3XHFIBMcIUBrO&index=14&t=0s <--- Learn Bisect
- Duplicate the object
- Obj 1: Bisect the upper (fill\clear inner)
- Obj 2: Bisect the lower (fill\clear outer)
- https://daler.github.io/blender-for-3d-printing/printing/mesh-problems.html
Vertex at Edge Intersections
- Enable the option Auto Merge and Split Edges & Faces in the Tool Shelf, then select a vertex and move it. Upon placing it down the tool will create vertices between the connected edges and the edges intersecting them.[3]
- If you don't want to move any vertices just select one, press G to move and confirm with left click without altering the position.
Blender Guru
Probably the most useful series that I found was by Blender Guru. He's patient and walks through the items. Do the tutorial bits, they are handy. He has a handy PDF (you have to sign up to get it) for shortcuts.
Textures
Note: Only the free textures from C4DCenter are CC0. All textures from the other sites are CC0. These are all places where you can get CC0 textures.
- https://www.cgbookcase.com/textures
- https://cc0textures.com/
- https://texturehaven.com/textures
- https://www.sharetextures.com/
- https://texture.ninja/
- https://c4dcenter.com/material-library
- https://noedle.com/
Community
References
- ↑ https://blenderartists.org/t/mirrored-movement-editing/342010
- ↑ Found the initial steps here, however see the note about NOT having to do the rip steps. Modified steps to use Separate.
- ↑ https://blender.stackexchange.com/questions/2976/how-can-i-add-vertices-to-intersection-of-two-edges