3d modeling blender basics by example pdf


















Today, it is used in many professional products and by many companies. Through this book, you will create many types of concert projects using a step-by-step approach.

You will start by getting to know the modeling tools available in Blender as you create a 3D robot toy. Then, you will discover more advanced techniques such as sculpting and re-topology by creating a funny alien character. After that, you will create a full haunted house scene. For the last project, you will create a short film featuring a rat cowboy shooting cheese in a rat trap!

This will be a more complex project in which you learn how to rig, animate, compose advanced material, composite, and edit a full sequence. Each project in this book will give you more practice and increase your knowledge of the Blender tools. By the end of this book, you will master a workflow that you will be able to apply to your own creations. Save my name, email, and website in this browser for the next time I comment.

Notify me of follow-up comments by email. Notify me of new posts by email. Part 4 - Laying out the Assembly Drawing. Following on from the V-Roller tutorial a casting is modelled using the V-Roller component assembly as a guide. This tutorial shows you how to create an image texture to create a machined metal surface and also adding an embossed test effect to the casting. Thanks for the info. I agree that these are highly worthwhile the 2.

I recommend the Character Animation Books by Maestri. He breaks down character models into their separate components and gives you several ways to model each. Trust me in time you will start seeing things as a collection of spheres and cubes, and then you will start seeing things in wireframe. It is a learning process in itself to see in 3D.

Blender tutorials could be just what you need to speed up your process and save you money when creating your 3D art. Thanks to Blender being a free and open source software, no-one has to miss out on this quality resource. You'll find hundreds of quality Blender tutorials online, designed to introduce you to the program and help you improve your skills. To browse Academia. Skip to main content. By using our site, you agree to our collection of information through the use of cookies. To learn more, view our Privacy Policy.

Log In Sign Up. Animation is an emerging medium of communication, especially in education and entertainment domains. Percy jackson and the sea of monsters free pdf download marxism and literature raymond williams free pdf.

Terms of Use. Site Map. Please contact me if you would like to use any of this content. Basic 3D Modeling using Blender Thanks for the info. Share this:. By using our site, you agree to our collection of information through the use of cookies.

To learn more, view our Privacy Policy. To browse Academia. Log in with Facebook Log in with Google. Remember me on this computer. Enter the email address you signed up with and we'll email you a reset link. Need an account? Click here to sign up. Download Free PDF. Yankee Majumder.

Jonathan Lampel. A short summary of this paper. You can now find video tutorials for Blender Basics on line for each chapter. This document may be reproduced in whole or in part without permission from the author. Feel free to use this manual for any and all educational applications. You may not bundle this tutorial with any software or documentation that is intended for commercial applications marketing for a profit without expressed written approval from the author.

Inquiries and comments can be directed to jchronister cdschools. Information regarding the Blender program and development can be found at www. Blender users can also find information on how to use the program at www. Daily Blender news and tutorial links can be found at www. Blender is fully functional. It works as an open-sourced, community development program where people from around the world contribute to its success.

To establish services for active users and developers of Blender. To give the worldwide Internet community access to 3D technology in general, with Blender as a core. Blender website blender. What do you teach in the time you have to teach? This tutorial book is designed to get you up and running in the basics of creating objects and scenes and animating. All rendering and animation programs have a tough learning curve.

After a few weeks, things get easier. This tutorial has been developed to be used in conjunction with daily lesson planning and demonstrations. Because of this, some areas of Blender have not been described as fully as they could be. These sites give you access to help forums and tutorials. There are literally thousands of Blender users world-wide that browse the forums to give and get advice. Make use of that vast knowledge base!

Version Information: The current release at the time of this printing is version 2. Since Blender is developed by a worldwide pool of individuals giving freely of their time, releases happen often.

New for this edition: While most of the activities here use the classic render engine due to classroom time constraints cycles rendering is very time intensive , a unit and more has been added for the cycles render engine. There are also new challenge tasks for those students that are looking for extra, or alternate, activities.

Reference to education standards, reflective writing, motion tracking, and 3D printing have also been added. Features like materials, lighting, oversampling and shadows control the effects and quality of the rendering. The more of these features you add, the more realistic your scene become, but also lengthens rendering times. Materials and Textures: You can control the way an object appears by applying color and textures.

Materials provide realism with added effects. You an control glossiness specular , self-emitting lighting characteristics, transparency and pattern repetition. Ray-tracing can provide reflection mirror and refraction transparency effects. Textures can be made from any scanned photograph or drawn object in an image-editing or painting-type program.

Images in almost any format jpg, bitmap, png can be used. Blender also has many built-in texture generators that can simulate a variety of surface characteristics such as wood, marble, clouds, waves and surface roughness. Lighting: Lighting provides the realism to your scene through reflections and shadows.

You can control the type of light, intensity and color. Illumination distances can also be set. Cameras: Your camera is your point-of-view for the scene. Just like a real camera, you can control lens length to achieve close-ups or wide angles.

Clipping distance can also be set to control how far and near the camera sees. Depth-of-field can be controlled using nodes. The quality of your movie is controlled by all of the above mentioned features including frames per second fps , output size, file type and compression. The most common method of animation is called key-framing.

Key frames are created at various points in the animation while the computer generates all of the transition frames between the two keys. Basic animation options include changing size, rotation and location of objects. The length in time can be calculated from these. Creating Keys: A key is placed at the beginning and end of a desired move, size change or rotation of an object. Think in terms of how long you want a change to occur and relate it to your fps. For example, if you want an object to move from point A to point B in 2 seconds and you have 30 fps, place 2 keys 60 frames apart.

Following Paths and Objects: In most animation programs, a camera can follow a path or object or both as it moves. This feature saves a lot of animation time and reduces the number of keys needed. This type of file plays easily on most media players and at a high quality.

Depending on how you plan to use your movie i. Different formats also allow you to adjust the quality settings. Rendering sizes: Animations are saved in a measurement unit called a pixel. Your computer and TV screens display images as small dots. The more dots, or pixels, per inch, the higher the resolution. Modern displays and TVs use square pixels, but older TV sets used rectangular pixels.

This made it somewhat more difficult to render images because the output from 3D animation programs needed to be compressed into a non-square ratio format. Since most TVs have been replaced by modern flat screens, we can begin to get away from these older, confusing ratios and work with pixel ratios. The older TV standard of ratio size or the newer TV and film ratio size. This decision will most likely be controlled by the type of result you need and how much time you have to render the project.

Until recently, we have always worked with DVD standard definition renderings in the classroom. While high definition renderings can produce better projects, the cost in rendering times would make it almost impossible for us to complete projects in the classroom during the school day, even with the small render farm we have in the lab.

Standard definition still looks great played back on modern TVs and renders at a fraction of the time of higher HD. Here are the frame sizes for each type of render: Real-Time Animation and Physics: Blender uses the Bullet physics engine to make objects react in your scene like they would in real life.

The Bullet physics engine was used in movies like to create all of the realistic-looking animations of falling and reacting objects. Real-time animation allows you to add physical properties to your objects and use the keyboard and other features to control them. You can create actors, change masses, control dampening friction , set force and torque in x, y, and z planes and create relationships with other objects within the scene.

With time and practice, interesting 3D games, animations, and real-time architectural walk-throughs can be created. Blender allows you to use the physics engine to create animation tracks. You can now use the physics to create realistic falling, rolling, etc. Please visit the Blender. TAB key- Toggles between edit mode vertex editing and object select mode. With each press, one step will be undone up to 32 steps possible by default. If in edit mode, it will only undo editing steps on the selected object.

Space Bar- Brings up a search window to find basic commands. Your cursor must be in that window for it to play. Proportional editing now also works in object mode. In edit mode, works the same to select multiple vertices.

Press LMB to select, press wheel to deselect. Number Pad- Controls your views. Shift Key- Hold down the shift key to make multiple selections with the right mouse button. Arrow Keys-Used to advance frames in animation. In object mode, pressing P will cause you to enter into the game real-time mode. Press Esc to exit game mode. Hit Ctrl P.

To clear a relationship, do the same except hit Alt P. Good for copying materials and other object data from one object to other objects. While holding the Shift key, select all the objects with the one containing the material or other data last. You can only select vertices at a time to make a face.

By selecting 2 verticies and pressing F will close shape. Objects can be animated with basic Rotation, Location and Size keys and combinations there of. For example, text can be converted into a mesh for other transform options. Create a mesh with vertices at the joint locations, then create an armature string within it. You can then animate in Pose Mode.

Ctrl-Tab- Puts you into Pose mode for manipulating armatures. When inserting other Blender files or objects into another scene, use the APPEND option from the file menu and select the appropriate options. Multiple objects can be selected with Shift-Right mouse button. Multiple Viewports- To create multiple viewports, move your cursor to the upper-right corner of an existing viewport. To join areas, repeat the process.

If you tried Blender before the interface improvements in version 2. The cube is a basic mesh object to give you something to look at, a lamp to illuminate the scene, and a camera to show the scene. Older versions of Blender may open with different scenes, but the idea stays the same. The 3D cursor in the middle of the cube is used to locate where new items will be placed.

Along with familiar pull-down menus like other programs, you have multiple viewports windows on the screen serving different purposes.

We will talk about these later and how they can be changed. Try it with the cube and change layers. To turn that layer visible, click LMB on that button. Layers containing objects will display a dot. Viewport Window Types Blender has a variety of different viewport, or window, types and every viewport can be set to any type.

For example, your initial screen has 5 viewports see previous page , the top one with the tool bars Information viewport , the 3D viewport, and the bottom Timeline window.

On the right, you have the Outliner and Properties viewport. The button to change viewport types is in the upper or lower left corner of each window. There are a lot of viewport types. They can be accessed from the top pull-down menu area. This is where you can customize Blender to react to your particular needs.

RoboDude Says: Be careful to only use this setting at the beginning of a drawing session and on your own personal machine not school computers, unless the instructor approves. If a drawing is open at the time, that drawing will automatically open every time you use Blender. It will become the default scene and replace the cube, lamp and camera basic setup!

Blender works well using the default settings, but there are several things you may want to change for your own use to stream line your work flow or react better for your computer. By looking at the tabs across the top of the window, you can select options in several areas.

If this isn't enough, add more. Add-Ons Tab- There are some great add-ons included. Themes Tab- This is where you can change the appearance of everything! File Tab- If you save sounds, textures, etc.

System Tab- If you need to make adjustments to sound and memory or game setting, they can be done here. DXF, and. STL files. These are generic file interchange extensions that most programs can work with, as well as 3D printers. RoboDude Says: Be careful to save your work often!

Like most programs, Blender will give you a basic warning to save your work when exiting the program, but that is all- it will just close, losing any work you may not have saved.

The Save Command: When you first start working with Blender, it seems almost impossible to figure out how to save your work.

Also, every time you save over an existing file, your previous save becomes a back-up file and is saved with a new extension. This always gives you a back-up if a problem occurs. While in Append, you need to navigate to the Blender file you wish to insert from, then select what you want to append into the open file. You can append anything from cameras, lights meshes, materials, textures, scenes and objects. For most purposes, use the Object option.

By appending objects, any materials, textures and animations that are linked to that object will automatically come in with it. The Link option allows you to link to another Blender file rather than inserting it into the open file and also found in the File menu. This option allows for changes to the linked file that will be automatically updated when the other file is opened.

Textures and sounds are not automatically included in your Blender file in order to keep the file size down. Every time your file opens, it looks for the textures and sounds and places them into your model. If you pack data, those files are included with the.

You can also unpack data to bring the file size back down. The most popular used are:. Just about every 3D printing slicing program will accept. A unit on processing 3D printer files appears toward the end of this book. DXF files- A very popular file format for exporting and sharing.

This will vary depending on the program you are using. You will simply need to use the Import command in the File pull-down menu. Now you need to find the object s you just inserted. Depending on how that object was drawn, it may need to be re-sized or rotated. You should be able to find a format in the list that will work with your other programs. There may be an add-on script written for your file type, but not turned on.

It would be nice to be able to set Blender so it opens with these setting turned on by default every time. The Alt-Left button will act like a mouse wheel. This will make the buttons ,0 act like the number pad buttons, useful in the next chapter.

Every time you now launch Blender, these setting should now be the defaults. If the interface is difficult to navigate, it can frustrate users and drive them to find an alternate program.

While other 3D modeling and animation programs may use catchy graphic icons and ribbon menus for operations, Blender tends to stick to basic text buttons and menus. In terms of learning a new program, which type of layout do you feel may be easier to use? Explain your answer. In terms of being quick and easy to use for the seasoned professional, which type of layout do you feel may be easier to use?

By looking at website screenshots and descriptions, how does Blender compare with their interface? Name at least 3 things that appear similar and 3 things that appear different. Compare Blender's features to the same program you selected in 3 by looking at feature lists on each program's website.

How do they compare in features and price? Before you can work in 3D space, you should have some skills in 2D drawing and layout. Moving around in the 3D window is controlled by the mouse and the keyboard number pad NOT the numbers across the top of the keyboard- these change layers. Think of a standard 3-view orthographic drawing- top, front and right side views.

These views match up with the number pad 7,1 and 3 keys look at their arrangement on the keyboard- just like the views. Put your cursor in the 3D window and try typing those numbers. By default, the camera is represented by a single line, representing the edge of what is rendered and shaded to the outside. You also have the option of turning on an additional dashed line box to represent a Title Safe box helpful in planning.

Changing these settings will be discussed in a later chapter. You will also notice a small note in the upper-left corner of the viewport telling you the view name and if it orthographic or perspective. The number pad 5 key will always toggle you between perspective and orthographic views. The number pad arrow keys 2,4,6,8 will rotate you around in 3D space. The mouse serves a number of functions. Wherever the 3D cursor is located is where the next item you create will be placed.

The 3D cursor serves other purposes that we will discuss later. The mouse wheel serves 2 purposes. Holding down the mouse wheel will let you rotate the view. Holding down Shift and Mouse Wheel will let you pan around on the screen. RoboDude Says: Practice using these controls before moving on to other lessons. Without getting a grasp on working in 3D space, you will have a difficult time creating and modifying objects.

We're still not really able to create anything yet, but soon. You have a default screen with several viewports. You may have noticed that along with the Tool Shelf on the left side, you can also have a Transform panel on the right of your viewport. These are definitely useful panels as you will soon see, but they take up a lot of space. So how do you bring them back out when you need them? This will open the panels up again pressing either button a 2 nd time will close the panel up.

Accessing those buttons can be done by holding down your mouse wheel like it's a button and using it to pan left-to-right. The same can be done to access the panels below the buttons. Panels can also be minimized and maximized to take up less space by clicking on the small triangles found on each. Most rendering and animations programs allow for multiple viewports along with graphical views of various data.

Blender allows the same. Remember that Blender starts with 5 viewports, but only one 3D View window discussed on pages and You can change the size of any of these windows by using the LMB and dragging on the line between the viewports.

In order to split a viewport, move your cursor over the small triangle in the upper right corner of the 3D View Window. Joining viewports together works the same way. Click on the triangle and drag over the viewport you wish to remove.

I like to traditionally work with 2 views like the example shown below. Windows can also be split along a vertical line. Some 3D programs traditionally give you 4 viewports that are set-up as front, top, right side, and perspective or camera views.

Basically, it is up to what you want to work with. Get use to working with the principle views top, front, side in orthographic mode when locating the 3D cursor.

You will usually need to check the location of the cursor in at least 2 views when placing objects. New to Blender 2. Practice is the key. Blender uses the number pad and mouse to control your 3D views and location. If you were asked to re-design the commands for moving in 3D space, would you use the same configuration, or develop something different? How does working in 3D space relate to math? Where have you ever used the concepts of X,Y, and Z in a math course?

Research GPS on the internet. How does GPS work so that it can determine where you are on a map? In this chapter we will talk about creating basic shapes and using modifiers to form them. Blender has a lot of different object types.

Right now we will only discuss Meshes. Call it Sculpture. Since there a variety of operating system and saving structures, you may need to set up folders as needed. RoboDude Asks: Why do I keep losing my work?

Since Blender's file interface differs from most other programs, it can be easy to lose track of where you are saving files and not saving often enough. Remember to always save your work often! Select Add, then Mesh and select UV Sphere my mesh menu may display more items than your menu due to selecting different add-ons in the preferences menu. You can change these by dragging the mouse in the block or by clicking in the box to type. Your sphere will change to reflect your settings. You can also adjust some other settings there.

When you place an object in Blender, it comes into the scene in Object Mode. Edit mode is intended for modifying the shape of the object by selecting vertices on the object. Object mode affects the object as a whole.

The Tab button toggles you between the two. You can also see and change your mode at the bottom of the viewport.

After inserting an object into your scene, always make sure you're in Object Mode. Otherwise, the next object you create will be joined to that mesh! Notice that there are a few more modes than just Edit and Object. Some of these will be discussed in later chapters. Mesh Types When pressing the space bar and choosing to add a mesh, you will notice several mesh types often called primitives available. More can be added through Add-Ons in the User Preferences menu. They are: Plane- A simple two-dimensional shape.

Can be sub divided and used with proportional vertex editing to make nice hilly terrain or shaped. Cube- Basic 3D shape. Nice object to start with to shape into rectangles and other shapes. UV Sphere- A sphere generated with rings and segments, like the latitude and longitude of the earth.

Icosphere- A sphere generated with triangular shapes. Like Epcot Center. Cylinder- Like a can, with ends closed, but if you leave the ends off, it is a tube. Cone- Basic closed cone shape.

Grid- Can be used and extruded like the plane. Monkey- A fun shape that someone decided to include in the mesh list. Empty Mesh- A mesh without any visible vertices, edges or faces. Torus- A donut shape. RoboDude Asks: How do I set the quality of a mesh? Remember that after selecting a mesh type, you will see the settings for that mesh at the bottom of the Tool Shelf. Also, don't forget to be in Object Mode when making a new mesh- otherwise, your new mesh will be joined to another mesh.

You can also lock numbers. RoboDude Says: If you would like to move something along a straight axis line X,Y,Z , enter the Move command and drag the object the direction you wish to go. The object will lock on a straight line. In the Move command, you can also type X,Y, or Z. We will look at changing this to an actual metric or imperial system later. Using the Transform Widgets: Rather than typing R,S or G to manipulate an object, you can turn on the widget feature and simply grab the axis you wish to change.

Create a sculpture using at least 1 of every type of mesh found in the Add-Mesh menu do not use grid or circle. Remember to make sure you are in Object Mode before creating a new mesh. Use a plane for the ground and scale it large.

Divide your 3D window into two so you can have one working view and one camera view. Use the RMB to select objects on the screen. Experiment with sizing and rotating objects. Remember to make use of the number keys 1,3 and 7 to change your principle views! Also play with the camera location and angle to get a nice view!

Save your work often! Pink dots are unselected vertices while yellow dots are selected vertices. To select multiple vertices, hold down the Shift key while RMB clicking on them. To select vertices in circle select mode, hold down the LMB.

To de-select vertices, hold down the mouse wheel. Viewing Shading Options: In order to be able to see your objects better in object and edit modes, you can change the way your scene is displayed. All are available in the bottom of the 3D window by the drawing modes. Solid Wireframe Edit Mode Selection Options: By default, you are selecting vertices, but you can also select edges and faces.

You can find these options at the bottom of the 3D window while in edit mode. In Solid view, this button will hide back faces, edges and verticies.

These 2 buttons not only effect the way things look on the screen, but how they will be rendered in a final image. Be aware that the appearance of objects on the screen are not displayed at the same quality as a final rendered image. Auto Smooth found in the Object Data buttons is used to smooth objects when faces meet at a certain degree or less while larger angles are kept sharp.

This is a great feature when Smooth does not work properly alone. To use Auto Smooth, hit the Auto Smooth button. Adjust the degree angles as needed. To see a rendered picture of what the camera views, press F Smooth and Auto-Smooth are great for flat objects as well and help rendering. You will make a duplicate of those vertices. When extruding a face, it will extrude in a locked direction, perpendicular to the face. When extruding connected vertices only, the extrusion will be free-moving.

Feel free to experiment with them. Below are example of a cube, extruded from the right side only right 4 vertices were selected several times using scale and rotate and a pawn extruded from a circle. The Tool Shelf has different commands for edit and object modes.

Duplicate or Join selected Objects. Origin: Used to re-center your object's geometry and center point. Create Tab: Create meshes, curves, lamps, and other objects. The object's origin is the small dot for an object.

By default, it is in the middle of the object, but can get moved if you move an object in edit mode moving verticies only and not the entire object.

To fix this, or to move it to a usable Grease Pencil: location for example, a Used to make door needs it's origin on the mark-up notes on edge to act like a hinge , your screen. Helpful Smooth Vertex- Smooths out with smoothing. Goof for Add: game design. Subdivide- cuts selected verticies and provides more detail.

Set some basic actions Duplicate- Make copies. Remove: Deletion options, merging of vertices, and removal of double verticies. Proportional Editing now also works in Object Mode! By selecting the prop. You have several options for effecting vertices in proportional editing. We usually use Sharp or Smooth falloff, but feel free free to experiment with the other options. The examples below are with one vertex selected. You will see a circle on the screen that changes size.

Knife Project: The Knife Project tool allows you to project the shape of one mesh onto another one. This is a great feature when you need a group of vertices that match a specific shape, like text or a circle, that can be extruded or have a different material applied.

Here is an example of knife projecting a circle onto a cube. In order to use knife project, select the projected object first the filled circle in this case , then the object to project onto the cube while holding shift.

The object will project according to the view you are in, so select the proper view for projecting. The mesh will project onto the cube. While the problem may not be apparent as you work, problems will occur during rendering or while performing other editing features such as Boolean operations. With experience, you will encounter this problem less frequently.



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