3 | | == Handouts == |
4 | | * [http://svn.orxonox.net/webdev/pps/ws0607/l02/workshop1/blender_modeling_hotkeys.pdf Modeling Hotkeys] |
5 | | * [http://svn.orxonox.net/webdev/pps/ws0607/l03/workshop2/blender_texturing_tutorial.pdf Texturing Tutorial] |
6 | | == Blender Tips == |
7 | | * Use reference images or sketches (Front, Top, Side) as background images. ("View" -> "Backgroud Image...") |
8 | | * Use symmetries - mirror your mesh |
9 | | * Add details very conservative (observe the total number of faces) |
10 | | * Don't smooth edges with acute angles - subdivide if you want it more round |
11 | | * Merge useless points at the end |
12 | | * Mesh -> Scripts -> Clean Meshes |
13 | | * Mesh -> Scripts -> Poly Reducer |
14 | | * Optimize your edge directions (needs illustration) |
| 3 | This page is a collection of various problems and strategies in Blender. Feel free to add items! |
16 | | == Check your mesh for... == |
17 | | * Holes |
18 | | * Inverted face normals |
19 | | * Doubled edges and faces |
20 | | * Faces and pionts inside your mesh |
21 | | * Overlapping faces in your mesh |
| 5 | == Useful Tips For Modeling == |
| 6 | * Use reference images or sketches as background images. To do this, try "View" -> "Backgroud Image..." |
| 7 | * Use symmetries. If your model will be symmetrical or almost symmetrical, then you don't have to model both sides. Use the Mirror modifier instead and add small details after that. |
| 8 | * When adding details to your object, try to save faces. Keep an eye on the face count in the info bar at the top. |
| 9 | * Don't smooth edges with acute angles. Subdivide instead, if you want it more round. |
| 10 | * Optimize your model in the end |
| 11 | * Merge useless points at the end to reduce the face count. |
| 12 | * Mesh -> Scripts -> Clean Meshes |
| 13 | * Mesh -> Scripts -> Poly Reducer |
| 14 | * Optimize your edge directions (needs illustration) |
29 | | === 2. How can I set back or bottom view? === |
30 | | Holding the mouse over your 3D Viewport and pressing the NUM7, NUM1, and NUM3 buttons will bring you back to perfectly aligned top, front, and side views respectively. Pressing CTRL+NUM7, CTRL+NUM1, and CTRL+NUM3 will result in displaying the bottom, back, and other side views, respectively. |
| 27 | === How can I manipulate numeric? === |
| 28 | Activate your modificator (e.g. E to extrude, G to move, ...) then just input a numeric value. In the header of the 3D-View, you will get numerical feedback. Hit Enter to confirm or ESC to abort the modification. |
35 | | === 4. How can I render my 3d view (instead of the camera)? === |
| 32 | === How can I set back or bottom view? === |
| 33 | Holding the mouse over your 3D Viewport and pressing the NUM7, NUM1 or NUM3 buttons will bring you back to perfectly aligned top, front, and side views. Pressing CTRL+NUM7, CTRL+NUM1, and CTRL+NUM3 will result in displaying the bottom, back, and other side views, respectively. |
| 34 | |
| 35 | === How can I manipulate my pivot of my mesh? === |
| 36 | You can choose the pivot point for rotating, spinning and similar functions by selection an option from the drop-down menu in the header of the 3D-View. The default is "Median Point" but you can also pick other options like "3D-Cursor" to place the pivot point freely with the 3D-Cursor. |
| 37 | |
| 38 | === How can I render my 3d view instead of the camera view? === |
52 | | Btw. If you don't know wether your normals are inverted, |
53 | | * Edit Mode -> 'F9' |
54 | | * Under 'Mesh Tools 1', click on 'Draw Normals' |
55 | | * Those blue lines pointing into your model are bad! |
56 | | * Those blue lines pointing out of your model are good! |
57 | | * 'w'-> 'Flip Normals' lets you change them all individually. |
58 | | * If you don't feel like it, see above. |
| 50 | * Edit Mode -> F9 |
| 51 | * Under "Mesh Tools 1", click on "Draw Normals". The blue lines that appear are your face normals. You want them to point outside of the mesh. |
| 52 | * Selecting a face and choosing W -> "Flip Normals" lets you change them all individually. |
| 53 | * You can also select all your faces and hit Ctrl + N to make them all point outside. |