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Difference between revisions of "Blender Modeling Tools"

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In Blender the modeler can add meshes by pressing the spacebar and then add mesh.  This will give a list of options.  Usually it is best to try to build meshes out of one primitive because this preserves clear connection between vertices.  However there are times when it is necessary to combine primitive objects to achieve a desired result.  In these situations the modeler can use the spacebar add function to add the second component.  This second component can then be moved into place and joined with the primary object.  Thinking in terms of primary and secondary objects is often a good way of conceptualizing a model because it forces the modeler to focus on creating the model using the primary object as the main reference.  It is important to recognize the difference between adding a second object in edit mode and object mode.  Adding a second object in edit mode adds the second object as vertices linked to the first object.  This eliminates the need to join objects later on.  Adding a second object in object mode adds the second object as an independent object.   
 
In Blender the modeler can add meshes by pressing the spacebar and then add mesh.  This will give a list of options.  Usually it is best to try to build meshes out of one primitive because this preserves clear connection between vertices.  However there are times when it is necessary to combine primitive objects to achieve a desired result.  In these situations the modeler can use the spacebar add function to add the second component.  This second component can then be moved into place and joined with the primary object.  Thinking in terms of primary and secondary objects is often a good way of conceptualizing a model because it forces the modeler to focus on creating the model using the primary object as the main reference.  It is important to recognize the difference between adding a second object in edit mode and object mode.  Adding a second object in edit mode adds the second object as vertices linked to the first object.  This eliminates the need to join objects later on.  Adding a second object in object mode adds the second object as an independent object.   
 
=====grab=====
 
=====grab=====
Grabbing can be used in object mode or edit mode.  Object mode grabbing is best used to position separate objects in relation to each other.  Grabbing in edit mode can be used to deform object through moving vertices.  Grabbing is hence one of the primary ways of deforming vertices to create more complex objects out of primitive objects.  It is important to realize that grabbing individual vertices does not break the relationship between the selected vertex and the other vertices of an object.  Hence when the user grabs a vertex it will deform the mesh in relation to the other vertices.
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Grabbing can be used in object mode or edit mode.  Object mode grabbing is best used to position separate objects in relation to each other.  Grabbing in edit mode can be used to deform object through moving vertices.  Grabbing is hence one of the primary ways of deforming vertices to create more complex objects out of primitive objects.  It is important to realize that grabbing individual vertices does not break the relationship between the selected vertex and the other vertices of an object.  Hence when the user grabs a vertex it will deform the mesh in relation to the other vertices. [[Image:deform in relation.png|500x500px|none|Caption text]]
 
=====rotate=====
 
=====rotate=====
 
=====scale=====
 
=====scale=====

Revision as of 08:18, 5 June 2008

The Concept of 3D Modeling

3D modeling is the process of connecting vertices with lines and surfaces to create solid objects. Unlike clay modeling or bronze modeling, digital modeling does not naturally give objects the appearance of texture instead the objects will appear to have smooth surfaces. Realism is thus achieved by creating a surface on to which a texture can be applied. The surface in 3D modeling is called a mesh.The ability to create a proper mesh for 3D modeling is achieved through practice. Creating a proper mesh is probably the only skill that really matters for a beginner. Hence learning the tools of mesh creation are of paramount importance. If a modeler does not learn the basic steps of mesh creation they will never be able to advance toward the other more complex tasks required for successful 3D animation.

Modeling Tools

The essential tools of modeling can be used to create a wide variety of objects. Indeed from mundane projects to complex projects new modelers will find that adding, grabing, rotating, scaling, extruding and adding vertices are all that is necessary to complete projects of varying difficulty. In addition these modeling concepts are transferable to all 3D modeling programs. Hence though the instructions listed below are for Blender the concepts can be transfered to other 3D programs.

add

It is necessary to have some sort of mesh to begin modeling from. When considering a starting point it is always necessary to think about needs to be done to the primitive object to create the complex object. In particular the modeler must keep in mind that it is always easier to remove geometry than it is to add geometry. With this in mind the modeler must choose 3D objects that have enough geometry to work off of that it will not be necessary to add new geometry later. Cubes are usually a good starting point because they have a well defined 3D profile and they can be subsurfed into other cylinders or spheres. Cubes are also useful because they have a very simple geometry this makes them easier to work with than other primitive meshes.

In Blender the modeler can add meshes by pressing the spacebar and then add mesh. This will give a list of options. Usually it is best to try to build meshes out of one primitive because this preserves clear connection between vertices. However there are times when it is necessary to combine primitive objects to achieve a desired result. In these situations the modeler can use the spacebar add function to add the second component. This second component can then be moved into place and joined with the primary object. Thinking in terms of primary and secondary objects is often a good way of conceptualizing a model because it forces the modeler to focus on creating the model using the primary object as the main reference. It is important to recognize the difference between adding a second object in edit mode and object mode. Adding a second object in edit mode adds the second object as vertices linked to the first object. This eliminates the need to join objects later on. Adding a second object in object mode adds the second object as an independent object.

grab

Grabbing can be used in object mode or edit mode. Object mode grabbing is best used to position separate objects in relation to each other. Grabbing in edit mode can be used to deform object through moving vertices. Grabbing is hence one of the primary ways of deforming vertices to create more complex objects out of primitive objects. It is important to realize that grabbing individual vertices does not break the relationship between the selected vertex and the other vertices of an object. Hence when the user grabs a vertex it will deform the mesh in relation to the other vertices.

Caption text
rotate
scale
extrude
creating extra vertices

Important Notes

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