An online scratchpad of things I want to remember while learning Blender.
- Trace Sir Les (InkScape -> SVG -> Blender Curve [extrude & mesh])
- UV Sir Les (Front, Back, Sides)
- Improve photoshop edge selection [curve tool trace smooth bezier, mask, grow, sharpen / blur edges..
- Trace Sir Les (Blender Bezier – elegant, extrude, simple mesh) then seam / unwrap / UV precisely
- Model guitar pic (Blender Bezier – half + mirror Tx, simple / elegant editable mesh)
- Make outline (carve hole?) in Model guitar pic
- Chrome tribeardsirles badge
- better guitar neck – bend headstock, round edges.
- Space – start typing for function search
- Shift S – snap cursor to
- Shift C – cursor to centre
- Alt Home – set point to rotate view around
- Z – toggle wireframe [good for selecting those hidden vertices]
- n – extra info side panel [e.g. Mesh display, numerics for visible dimension measurements when mesh object selected in edit mode]
- Clt-alt-Q – toggle quad view
- Shift Ctl Alt C set origin
- Ctl T – track first selected object to second selected
- Alt T – clear Track
- Shift H – hide everything else (Alt H to reverse)
- Scene, scene – set Units [metric millimeters etc, imperial feet inches etc]
- Glass: Material – intensity 1, hardness 473, ambient .55. Transparency (Y) Raytrace: Fresnet 5, Blend 1.25, IOR 1.55 <works a treat!>
- Chrome: hat tip. Material: just off white, specular as is, hardness up to 511. Shading emit 0.21, tangent shading. Remove transparency, add MIRROR 0.914 Reflectivity, Gloss <1 say .845, Samples up to 250.
- Alt C (object) convert to (Mesh from bezier curve) ? how reduce number of vertices? [Reduce Resolution while still a curve, curve shape->resolution – down from 24 to 6 worked well on first sir les trace]
- MeshEdit basics: ctl-tab (mesh select mode), global vs normal orientation, x-ray mode (only select vertices you can see), OPT-RM loop/ring select, grow / shrink selection (ctl numpad + -). W – specials menu. K – knife, drag/click cuts and press ENTER to accept. Ctl R – loop cut (purple ring), LMB, slide, LMB to accept.
- PIPE: Create a circle (or other shape object). Add Bezier curve 3d & Edit to basic shape -> Properties -> Geometry -> Bevel Object (set to circle / shape and bingo a pipe!)
Tracing OUTLINE cheat sheet
- Method1: hat tip to Joe’s Makerbot for this deadly simple script:
- Put the part on a piece of centimeter graph paper and take a picture.
- Import the picture into inkscape, line up the scale, and trace the 2D outline of the object. Save the outline as an SVG.
- Import the SVG outline into blender and extrude. Convert the curve to a mesh (Alt C), Go to edit mode and extrude the outline into a 3D shape.
- Method2: from blender 3D noob to pro [using bezier curve to trace background image]
- see “Details of the background image panel” and “Introducing the Bezier Curve” sections.
- Method 3 from excellent Batman logo trace YouTube: [setup includes un-check normals 2D constrain, increase resolution in curve properties (from 12 to 24) for smooth curve [*reduce before convert curve to mesh], V – vector handles on first curve to make the two handles independent for better tracing control.
- Make sure traced path is Closed at end Alt-C (edit mode) ‘Cyclic’
- Drill: Pan (shift MM), Zoom (MM wheel), Add first curve segment (Shift A->Curve->bezier), Edit (tab), V (handle type to Vector)
- Sel first handle end (RM), G, make a tangent to outline (longer = more bend),
- Sel second handle end, G, make tangent, adjust length
- Sel endpoint, E (extrude), position new endpoint near place on outline, LM click
- <<rinse and repeat>>
UV Mapping cheat sheet
- Hat tip bpwebmedia for this handy youtube.
- <<<copy from my hand written notes here?>>>
- Two Panes [3D view, UV editor]
- 3D view – viewport shading to “Texture” [ball next to object/edit mode selector]
- Edit mode, select a face in a nice ortho view
- UV editor – image -> open -> image file
- 3D view – mesh -> unwrap -> project from view
- UV editor – Select All [a] Size, Grab, Rotate to taste
- Materials -> Add -> ASSIGN
- Texture -> new, type “image or movie”, IMAGE -> picture icon -> choose image
- Under IMAGE (Source) click on PACK IMAGE icon to bundle file into .blend project
- MAPPING coordinates -> UV (from default generated)
Camera motion via Path:
- Shift A path, edit to taste (E xtrude, S ubdivide etc)
- Select Camera, Shift Sel path, Ctl P (follow Path)
- Curve properties – Frames (faster / slower movement through available total anim frames) Shape->Twisting – Z up.
HANDY SCREEN SIZES:
- 5760×3240 [max on my old macbook pro]
- 9600×5400 – too slow to render
- 96000×54000 – well it did render but I gave up trying to save as .png file