Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Thursday, October 6, 2016

Read How to use Bezier Curves in Blender Now


An edited curve

What are curves within Blender?

Curves within blender are normally used to create the outline of an object or trace over something e.g. a picture. It is similar to the pen tool in Photoshop as to how it works and what it’s used for. There are two types of Curves, Bezier and Circle.

How to use the Curve tool

In this tutorial I will be drawing a Batman logo to show you how to use the Bezier Curve.

Step One:When you are ready to add your curve in to the stage, go into Orthographic view (numpad 5) and top down view (numpad 7) and delete the default box by right clicking it and pressing x then clicking delete. Then press shift+A> Curves>Bezier Curve and you will see the following:


newly added curve

This is your curve. It cannot be edited or re-shaped until you go into edit mode by pressing TAB. Once there you should see this:

handles on curve

The layout the curve is in can look quite complicated and the arrows tend to throw people off. If you’d prefer to turn them off press N then in the new menu that appears, under “Curve display” un-tick normal as shown below and the arrows will disappear.

getting rid of normal

Step Two: To change the shape of the curves you use the handles which are the red straight lines coming from the points. The points between the two red handles, on the curved line are where the curve's control points are. These points can be moved to change where the curve actually is. The red lines can be adjusted in length and position. The length changes how big the curve is and the position changes the direction. Play around with the handles a bit to get used to them.

adjusting the handles

Step Three:If you practised step two you will notice that when you change the position of one handle, the other handle stays in line with the one you changed. This is because of the handle type. To change this press V and click on vector and you will notice the handles go green and can be adjusted freely.

vector handles

The vector handles are necessary to create shapes where the curves on either side of a point go in different directions e.g. the Batman logo wings as seen below. To add a new point, right click the point you want it added on to, and press E (for extrude). You will then notice you are dragging a new point. Place it in a suitable location and adjust it how you want.

adding a new point

Continue this process until you have the shape you want. If the shape you want to make is symmetrical, you only need to draw up half of the shape. To see the shape without handles, go back into object mode using TAB. To continue editing, press TAB again.

how to see your shape

Step Four:If the shape your drawing with your curves is symmetrical then you will need to duplicate it, then mirror it. To do this get out of edit mode into object mode, press Shift+D then enter and then press CTRL+M+X then enter. Reposition it if it is off.

mirroring your shape

This has given us two different Bezier curves which can’t be edited at the same time. To change this go into object mode, right click one so it is highlighted as above, then Shift right click the other and press Shift+J to join them. You can then TAB back into edit mode. Here you can right click one point, then shift right click the corresponding one on the mirror side, and press F to connect them (stands for fill).This is how I connected the head above and the tail below.

finished shape

When you connect the two points at the bottom for the tail, you need to add a new point in the middle to drag down. To do this click subdivide in the left toolbar after you connect them by pressing F, as shown below:

subdividing your curve line

Step Five:We now have the outline of our shape finished but now we can make it more detailed, or turn it into a rendered image. This last step is not necessary, but it is good practice and turns the curve into a nice image.To begin this process we have to click the curves tab in the right toolbar and change it to 2D to fill the shape in. make sure you have the curve selected to get the curve tab to show. you can also change the resolution to 24 to give it more definition.

making your curve solid

You can then go to the top of the stage to where it says blender render and change it to cycles render. After that, click the world tab (you must have nothing selected. Press A while over the stage to deselect if you have anything selected) in the right toolbar to get the menu below displayed.

making your curve an image

changing colour of background

In this menu go to surface and change the colour to what you want the background of the image to look like. I chose black.

You can then right click the curve and click the material tab in the same area where the world tab was. Add a material by clicking the add material button then go down to surface. change the surface to emission, then pick the colour you want to use.


changing colour of curve

Finally, position your view of the image to wherever you want the camera to be. I recommend using a top down view (numpad 7). You then press CTRL+ALT+Numpad 0 to set the cameras location. You can press numpad 0 again to exit out of the camera view. Right click the camera then click the camcorder tab in the same place where the world and material tabs were. Change to Orthographic and use the Focal Length and the Shift options shown below to reposition the camera. To view these changes press numpad 0 over the stage again to show the view. It will update to the changes you make in real time.

taking a picture

Once you’re happy with the position of the camera and the other settings you have made, click the camera tab and then click render, or just hover over the stage and press F12 to take a rendered image of your curve. As you can see below, I have a fully finished rendered image of my custom made batman logo.

Bezier Curve Batman Logo in Blender
final image

Wednesday, October 5, 2016

Read Blender Basics: The Beginners Guide to Using Blender Now

type of object you'll be able to make after this tutorial


Blender: Navigation, Basic Controls and Meshes

The controls in Blender can be a bit confusing at first. When you open up the programme you see so many different panels and options, it can be easy to think you’re out of your league, but after this tutorial, you will have a basic idea on how to use this programme, and will be ready to read more of our tutorials on how to use this software. Your skills in Blender after this tutorial will include being able to manipulate your view of the stage to give you the right angles on what you’re changing, how to transform meshes in multiple ways and how to add and remove meshes. I will also explain some basic facts like what different things on stage are, or what meshes are. The version of blender used for the tutorial is Blender 2.72


Part One: Navigation
When you first open blender this is what you’ll see:

startup file

All of this can be overwhelming so we’re just going to focus on the stage for now. That’s the dark grey box in the middle with the grid and cube in it. The stage is your main focus in blender, it’s where everything is added, removed or manipulated. The first thing we’re going to learn is how to zoom in and out of the stage. This is used to focus on something in more detail, or focus on more of the stage at once. To zoom in, roll your mouse wheel forward. This will bring you closer to the cube in the centre of the stage.

zoomed in

To zoom out, roll the mouse wheel backwards. This will bring your view away from the cube, showing more of the stage.

zoomed out

The next thing we’re going to do is learn how to rotate our view around the stage. In blender this is known as orbiting. To do this, you click and hold your mouse wheel in like a button and move your mouse in the direction you want to orbit. You can orbit the stage in every direction. The picture below is an example of a view where orbiting was used.

orbited view

Next, we are going to see how we can pan our view. This is like strafing in a video game. You move left or right, while remaining facing in the same direction. For example the picture below is zoomed in for better detail and is facing the right way, but the cube isn’t fully inside the picture.

before pan

We fix this by panning. To do this hold down the shift key, then the mouse wheel again and move the mouse in the direction you want to pan. I panned to the right in the picture below and got the whole cube in the picture.

after pan

The last thing you need to know about manipulating your view are the two different types of views and shortcuts you can use to put yourself in useful camera positions, The name of the two views are Perspective and Orthographic. By default it is set to perspective which can be seen in the top left hand corner of the stage (see previous pictures). To change to orthographic you press 5 on the numpad on your keyboard. The main difference is perspective is realistic in the sense that when you move stuff away from you they appear smaller. Orthographic shows everything in its proper size. Orthographic is much better for beginners to help them correctly judge the size and shape of their meshes and their placement.

side view

The picture above is a view from right orthographic view. It is a much simpler view for the Z and Y axis. The X axis can’t be used in this view, you have to go into front view to do this. To go into front view, press numpad 1. To go to right view press numpad 3. To go to top view press numpad 7. To do the opposite e.g. left view or back view, press the same numpad button but while holding CTRL.

top view

Part Two: How to Transform Objects

Now that you know how to manoeuvre your way around Blender’s stage, it’s time to learn how to transform objects. We’re going to be practising on the cube that’s already in the stage as we haven’t gone over meshes just yet. There are three basic transformations that we’re going to go over:
  • Translation
  • Rotation
  • Scale

We will also be talking about the red, green and blue arrows coming from the cube when it’s selected known as the “Gizmo”. If you can’t see these arrows on the cube this means it’s not selected and you will need to right click it to select it to continue this tutorial.
The first transformation is translation, which is just a fancy word used in Blender for moving the object. To do this you just press G for grab. This is an unpredictable way of moving the object as you can’t see how far it’s moving toward or away from you properly, so after you press the G key, you can then press either X, Y or Z on the keyboard, to move it along that axis only. When you use a key shortcut to make a transformation that you're not happy with, press the Esc key to cancel it. to confirm the transformation, left click.

translation

The second transformation is rotation. Like G for grab, the keyboard shortcut for this is pretty obvious. It’s R for rotate. This lets you tilt the object to give you more placement and perspective options. To rotate the object move your mouse around it in a circular fashion.

rotation

The final translation for this tutorial is Scale. This translation also has an obvious shortcut with S for scale. This translation lets you proportionally change the size of the cube between smaller and bigger. Make sure your mouse is a bit to the right of the object when you press S because if it’s too close it makes the scaling awkward. Move the mouse left to scale down and right to scale up.

scale

Now to talk about the gizmo. As you can see from the image above, the gizmo are the three arrows coming from the cube. They are colour co-ordinated with the axis they go along. Just like pressing the G Key then the key of the axis you want to move the object along, you can also left click, hold and drag any of the three arrows to move the object along the corresponding axis e.g. green is the Y axis, red is the X and blue is the Z.

translation gizmo

The gizmo is not just limited to the translation transformation. You can change the type of transformation the gizmo allows you to do by finding the little box to the left of global, under the stage 
gizmo options

and clicking whichever one you want to change it to. The arrow is translation, the curved line is rotation and the line with a square at the end is scale. The rotation gizmo looks like rings around the object. The best way to get the hang of using this gizmo is, whatever axis you’re rotating on, imagine that axis as a pole going through the object and you’re spinning it along the pole. 

rotation gizmo

The scale gizmo lets you scale the object along one axis e.g. to make it longer or taller, without affecting the other axes, so it won’t remain proportional. 

scale gizmo

Once you become more adept at using Blender its recommended you begin to use the G, R and S shortcuts rather than the gizmo to transform your object. To transform your object along a specific axis, after you press the shortcut you’re using, press the key of the axis you want to transform it on after. For example to scale along the z axis and make your object shorter, press S then Z and move the mouse down. If you feel comfortable enough, practise these shortcuts.

Part Three: How to Add/Remove Meshes

The final part of this tutorial is how you add and delete your own meshes and also how to choose where the mesh is placed when you add it. A mesh is basically just an object or shape, like the cube you have when you first start a new file.
 First of all, you may have noticed this cross hair in your stage and in previous pictures in the tutorial: 
3D Cursor

This is known as your 3D cursor. You can change where this is by left clicking your mouse anywhere on the stage. The 3D cursor decides where your meshes will be placed when you add them. If you accidentally place this somewhere you can’t find it, press shift+C. This will bring it back to the very centre of the stage at the Co-ordinates (0, 0, 0) as this is where it starts when you start up a new file.  

The other two things in your stage, besides the cube that you can see are a lamp and a camera. The camera is used for rendering images, and the lamp is used for lighting the stage for rendering. We go more in depth on these two items in separate tutorials you can find on the website.

3D cursor in centre

The best way to add a new mesh is by pressing shift+A while you’re over the stage. You will then be given a menu with multiple options including mesh. Hover over this option then choose which ever shape you want. Try them all to see what’s available for you to use. 

cylinder added

Finally to delete a mesh you no longer want, right click it to select it. You know it’s selected by a yellow highlight around it and the gizmo appearing on it. You then press X and click delete. Alternatively, you can press the delete button, not to be confused with the back button.

I hope that after this tutorial you have a basic understanding on how to use blender. Please find more of our tutorials on this website to find out how to improve your skills in blender.

cube added away from centre using 3D Cursor


Thursday, August 11, 2016

Polygon Modelling Techniques

Polygon Modelling Techniques

Polygon Modelling is a technique used to model objects in Blender, or other 3D modelling softwares, in a series of different ways ( Check here to find a free 3D Modelling Software to suit you).

It can be used in a lot of different ways, and is used in a lot of general modelling. Each of these techniques can only be used in edit mode (tab) in Blender.

Once you understand how to use these techniques and shortcuts, you'll have access to creating more objects by modelling them yourself, for example, turning a cube into a table, or a plane into a room, or a simple curve into a wine bottle.



In this tutorial, I'll be explain each polygon modelling technique, and show you an example of each technique. I'll also give you the shortcuts for the techniques that have them.

Polygon Modelling Basics

Polygon Modelling techniques are applied to the three different parts of an object in edit mode; Faces, Vertices, and Edges. These can be selected in Edit Mode (tab), and are located at the bottom of the screen (only when in edit mode) as shown below.

From Left: Vertex select, Edge select, Face select

Face: 

This is the surface between three or more Vertices.

Face Select

Vertex: 

These are the points that are located at the end of every Edge.

Vertex Select

Edge: 

These are the lines that connect two Vertices, and surround Faces.

Edge Select

Polygon Modelling Techniques

*Keyboard shortcuts are in brackets

Extrude (E):

This extracts a new edge, face or vertex from one that has already been selected. For example, you can extrude a face from a selected face, an edge from a selected face, and a vertex from a selected vertex.

Extruded Edge

Bevel (Ctrl + B):

Bevel can only be applied to the faces of objects. Its function is to create an additional face below the one that is selected, which in turn, angles the edges between the faces on the object.

Bevel Technique

Inset (i):

This technique can only be used on the faces of objects. Inset allows you to create another face inside the one that you had previously selected.

Inset Technique

Spin:

Spin is used to rotate a face or edge that is selected around an axis, based on where the placement of the 3D Cursor is on the project. There is no keyboard shortcut so just use the spin button and options in the toolbar.

Spin Technique on face

Merge (Alt + M):

This technique merges multiple  vertices, edges, or faces together. It is generally only used on vertices or edges.

Merge Technique

Subdivide:

Subdivide is used to divide the face of an object into separate segments, thus creating more faces upon the one that has been divided. There is no keyboard shortcut so just use the sub-divide button and options in the toolbar.

Subdivided Technique

Knife (K):

The knife technique allows you to manually cut through vertices and faces, creating new vertices, edges and faces.

Knife Technique used to cut surface of face

Loop, cut and slide (Ctrl + R): 

This is a process with three parts, as the name suggests - loop, cut, and slide. The first is to loop a selection around an object, choosing which axis to cut on. The second is cut, which cuts the object on the chosen axis. The final is slide, in which you can slide the cut along the edge or face, before clicking and finishing the cut.


Loop
Cut
Slide

Fill (F):

This allows the user to fill in a gap that may appear in an object in the scene.

Gap that may appear
Gap is filled in with Fill technique

Bisect:

This is used to split objects into separate sections. There is no keyboard shortcut so just use the bisect button and options in the tool bar.

Manual Bisection
Lifted Bisection to show properly

Try some of these techniques yourself. Once you familiarize yourself with them, you can go onto experiment and make a lot of high quality objects and scenes in Blender.

Sample scene created with Polygon Modelling techniques




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