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Build-It-Yourself.com BLENDER 3D LESSON 3

Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 1: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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BLENDER 3DLESSON 3

BLENDER 3DLESSON 3

Page 2: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 3: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 4: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 5: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Let’s first delete the cube that is in the 3D workspace when you open blender.

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Page 6: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Let’s add an IcoSphere. This will become the rocket hull.

Click ok for the sphere to have two subdivisions. (why???)

The new object is added where the cursor is in the 3D work area (cross hair like cursor).

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Page 7: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Press and hold the left mouse button over the green, red, or blue arrow to move the object.

Remember how to change the camera views to the side, top, and front.

Num. Pad 8,2,4, and 6 also change view while allow symmetrical editing.

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Page 8: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Go into the object menu and go to transform.

Select either rotate or scale.

After the desired size or rotation is reached, left click to anchor.

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Page 9: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 10: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Select Edit mode from the menu shown in the picture to the left.

Once in edit mode you will see the sphere with yellow edges, meaning they are selected. Also several options on screen appear for edit mode.

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Page 11: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

The three icons shown above allow you to select vertices, edges, or faces. Each will have their own advantage in modeling. Select and move these like an object in object mode.

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Page 12: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Simply put, move multiple vertices rather than one at a time. A Very useful tool. Turn this on and mold your sphere into a rocket hull!

Right click a vertices and move it with proportional editing activated.

Rotating the mouse wheel changes the radius of this effect.

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Page 13: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

If an object looks inside out (inverted light, etc.) the mesh may be “inside out”. To fix this recalculate the normals outside.Make sure all vertices are selected before doing this.

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Page 14: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Go to the editing tab. The smooth shading is done by selecting “Set Smooth”. The other sphere is set to solid.

In editing mode you can set pieces of a mesh to smooth (what ever is selected). In object mode the whole mesh becomes smooth.

Make your hull smooth.

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Page 15: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

While in edit mode go to the mesh menu.

Select edges, then subdivide or subdivide smooth. Both add more polygons. The smooth option creates a smoother model as the description of this function may lead one to believe.

This is useful to get more detail in a model quick, as well as many other reasons.

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Page 16: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

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Page 17: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Click on the grey shading sphere while in object mode.

Click the red sphere to get to the materials tab.

Click add new with the object that you want to add the material to selected.

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Page 18: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Left click on where it says col. To change the color of the object.

Change Spe. To change the color that the object reflects where light hits it.

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Page 19: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

The shaders determine how the material interacts with light. Try changing these so you get the feel of when to use each option.

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Page 20: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Left Click Halo to toggle the halo material on or off. There are many options to try to make static fire, electricity, debris, and much more!

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An object that is a parent controls the movement of another object. The rocket hull would be parent to the fins for example.

In a way picture it like gluing objects together, with the object the other ones are glued to moving and taking the other objects with it.

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Page 23: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Select the object that is going to be the parent object 1st. Go to select and choose border select. Click and hold in the left mouse button and drag over the object to be “attached”.

Now go to object and go to Parent. Select “Make Parent” and you are done.

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Page 24: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Select the objects that are to have their parent data cleared/delete. The order does not matter this time.

Go to where the “make Parent” option was.

Now go to object and go to Parent. Select “Clear Parent” and you are done.

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Page 26: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Go to the purple Packman looking icon called logic. A sensor option is one of the first options. This is the input (like a xbox controller), or trigger. If activated (true) something will happen.

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Page 27: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

On of the next options is the “Controllers”. This determines what sensors need to be true and in which combination for an action to happen. Also, python scripts can be put here for the game engine to use.

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Page 28: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

The last option is called the “Actuators”. This is basically the “verb” of the logic. If a sensor is true and the controller’s requirements are satisfied, and event will happen such as motion.

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Page 29: Build-It-Yourself.com BLENDER 3D LESSON 3 BLENDER 3D LESSON 3

Try adding the below game logic to your rocket hull.

Press “P” to enter the game engine and “esc” to leave it while over the 3D work area.

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