Showing posts with label blender. Show all posts
Showing posts with label blender. Show all posts

Tuesday, April 24, 2018

Everything You Need To Know About 3D Modelling

These series of updated articles aim to provide you with everything you need to know about on 3D modelling and graphics. In 3D graphics, elements are visualized by creating three-dimensional models out of them. The final image is rendered from a virtual scene that utilizes several elements which are familiar from real life such as lights, materials and cameras. 3D graphics can be seen in multiple different forms such as an image, an animation or real time visualization inside of a computer game. If you are interested in a career in animation or gaming then this series is especially relevant for you!

We recommend reading this articles in the order presented if you are a beginner, however they are designed in such as way as that they are relatively independent of each other.

Select an area of 3D modelling to get started...




The creation of 3D graphics is a complicated process and therefore is, in my opinion, easier to understand when discussed in small pieces, hence this 8 article series. we hope that you find it useful and as always we welcome your feedback.



Thursday, October 6, 2016

Read How to add a texture in Blender Now

rendered result

In this tutorial you will learn how to add a texture in Blender using Cycles render.

Step 1

Using whatever you have made or imported change the default screen layout to compositing for a detailed result.

changing layout to compositing 

Step 2 

Change blender render to cycles render at the top of the screen.
Blender Render

Cycles Render

Step 3

Right click in the plane, click on the material button on the top right corner of the screen, click new.

adding a material

Step 4

If a material is already in place use the subtract button then press new.

subtracting the existing material 

Step 5

Click on the dot right of the white colour.


Step 6


Select image texture, press open and navigate to the image you want to use, once selected open the image/texture.
opening a image texture

Step 7

To map the image on the plane go to edit mode by pressing Tab or changing it from the bar menu.

changing to edit mode

Step 8

Press A to deselect then A again to select everything. go to mesh, UV unwrap, unwrap.

unwrapping the cube

Step 9

On the left side the plane will be unwrapped. Next load the image.

applying the image onto the cube

Step 10 

Switch back to object mode, switch back to the default layout, go to render to see the result.

changing to rendered view


Rendered result 


Read The Blender Interface for Beginners Now

There's no limit to the interface once you know what you're dealing with.


Introduction

If you've seen our tutorial "Blender Basics: The Beginners Guide to Using Blender" and feel less intimidated by this software, but are still wondering what everything outside the 3D View is, and exactly what each part is used for, then this is the next tutorial for you to read. This tutorial is going to name each of the different panels you're given when opening blender, what they're used for, and how you can change them or bring in completely new panels, not seen when you start Blender up, to show you just how much you can do with this programme when you know what you're doing.


The Default Screen

First of all, lets talk about the user interface you're given when you first start up Blender. By default, the interface you are given to work with looks like this: 

default view

Lets break down this default view into sections and talk about each one separately. The image below is each section broken down and colour coded.

colour coded default view

Red - This is the 3D Viewport. Also called the stage. This is the main screen used in Blender to create, edit or remove stuff from your stage. the toolbar on the left is called the tool shelf and has lots of different options to add new stuff in or edit the stuff in your viewport such as smooth the mesh. You can toggle this on or off by pressing the T key. The difference between the 3D view and the stage is that you can view the stage in different types of viewports, and the 3D view is just one viewport.

Green - This is a timeline which is used when animating in Blender. If you don't want to get into animating then you can ignore and even close this tab. If you do see our tutorial on animating.

Blue - This panel is known`as the properties panel. It is used to change the properties of anything on stage. The little tabs at the top are collectively known as the header which is where you choose what type of properties you wish to change. This panel is not to be confused with the Properties Shelf which is hidden but displayed by pressing the N key. 

Orange - This panel is known as an Outliner Window and is used to show the different items that you have on your stage. 

Yellow - This is known as the info window. This window shows some useful information such as the version e.g. 2.72, which type of render you're in and which set of viewports you're using. These things can be changed using the info window. 

Opening New Panels

To open up a new panel look for a little triangle like this:

triangle

normally in the top right of an existing panel. click it, hold and drag. Don't do this more times than you need to as you can create an overwhelming amount of screens without knowing how to get rid of them.

Closing Unwanted Panels

To close an unneeded panel just click the triangle, hold and drag back on the previous panel.

Changing a Panel 

To change a panel to what you need it to be, rather than just the 3D View, click this box:

viewport editor

 in the bottom left hand corner of the viewport you want to change and select the new panel you want it to be. try them all out to see how they look. I hope this tutorial has helped you.


Read How to model and texture a chair in Blender Now

Chair with texture

In this tutorial you will learn how to create a basic chair and add a texture onto the chair.



Step 1

Delete the default cube by pressing X and delete.

with no cube 

Step 2

Add mesh plane or shift A mesh and plane.Zoom in with the middle mouse button, or press 1 for a side view, press Tab to go into edit mode it should turn orange. E to extrude.

plane that's extruded


Step 3 

Press 7 on the number pad to get a better view. Use the middle mouse button to zoom in or out.

top down view of the plane in edit mode

Step 4

Press ctrl R to create a loop and place a loop at each side. Total of 4 loops.

plane with four loops

Step 5

Select face select. 

face select

Step 6 

Press the number 8 to flip to the opposite side(underneath the plane),Select one box then press Shift and right click on each of the boxes.

plane with all four corners selected

Step 7 

Press number 1, press E to extrude to your desired length. Use the middle mouse button to move around to get different angles.

plane with all legs

Step 8 

Press A to deselect, select one side and E to extrude. 

top down view with one side selected

basic model of a chair

Step 9 

To add a texture onto the chair go to materials bar on the top right corner of the screen, click on new.

adding a new material

Step 10

Change the specular to zero so a glossy effect wont appear onto the chair.

lowering the specular

Step 11 

Go to the texture section beside the material on the top right corner, click on new, change the type image to image and movie, click on open and navigate to your texture that you have downloaded.

adding a new texture

importing a texture

Step 12 

The texture will look like this on the chair, to fix this the texture needs to be unwrapped. Change object mode to edit mode.
changing to edit mode
chair with texture

Step 13 

Go to mesh, uv unwrap, unwrap. this will fix the texture on the chair.

unwrapping 



rendered result 

finished chair with a texture

Read Blender Animation Basics Now

Title Image
Finished animation

What is animation in blender?

Animation is making an object move or change shape over time. You would use animation in blender for very obvious reasons such as making a character walk, run, crouch. making an object move around in your scene. Animating a scene so it becomes entertaining...etc. Objects can be animated in many ways. 

Moving as a whole object 

Changing their position, orientation or size in time.

Deforming them 

Animating their vertices or control points.

Character Animation via Armature 

Animated to deform by the movement of bones inside the mesh if you use a human model, a very complex and flexible interaction that makes character-shaped objects appear to walk and jump.

In this chapter we will cover the first two, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:

Key frames 

Complete positions are saved for units of time (frames). An animation is created by interpolating an object fluidly through the frames. The advantage of this method is that it allows you to work with clearly visualized units. The animator can work from one position to the next and can change previously created positions, or move them in time.

Animation Curves 

Curves are interpolated from keyframes, and can be drawn for each XYZ component for location, rotation, and size, as well as any other attribute in Blender. These form the graphs for the movement, with time set out horizontally and the value set out vertically. The advantage of this method is that it gives you precise control over the results of the movement.

Path

A curve is drawn in 3D space, and the Object is constrained to follow it according to a given time function of the position along the path.

The first two systems in Blender are completely integrated in a single one, the F-Curve system.

In Blender 2.5x, everything can now be animated. Previously, only certain datablock had the ability to be keyframed. Now users have the ability to animate nearly any type of data that can be changed to multiple values.

How to animate in blender

Go to scene editor and select animation. This is located at the top of the screen.

scene editor
scene editor
You should get a layout like as follows

layout of animation
layout of animation

2. Find any free space and press "I" then select LocRotScale and this should open up a tab that looks like this. We use this as it allows us to move the object more easily. 

Location/Rotation/Scale
LocRotScale

3. Next go to your timeline and select frame 10

10 Frames
timeline ten frames

Then move your object along the axis by pressing G + Y then move it to your desired location

moving an object on frame 10
moving object frame 10

Then press I and this will complete your keyframe

4. Now select frame 20 and move your object further down the axis rotate it as well by pressing "R" and moving it

moving object on frame 20
moving object 20 frames

timeline 20
timeline 20

5. Continue these steps until you have at least 100 frames then move the amount of frames down to 100

6. Next you go to the render tab and select render animation

7. Next press Ctrl +F11 and that will play your animation. That is your animation completed.