setting up
Download blender, if you'll be working with blender in various locations which may not have an internet connection, download the manual to your computer, extract the zip and open index.html. Now pick up a shortcut pdf
When creating maps with blender, this is mainly referred to as modelling so start with that section first at least understand object and edit mode. Next read through the mesh section and tool section. At this point you should have the bare minimum to get started
key features
- blender is modal, when you are in a different mode, some features may not be avaiable, therefore make sure to know what mode you are in at any time
Blender Tools and Modifiers
- Modeling Tools:
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extrude
Description: Pull the side of a 3D shape out while creating a new shape at the same time.
Example Usage: Use extrude to create the arms of a character by extending a base mesh outwards.
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loop cut
Description: Add additional edge loops to a mesh to increase its detail and control the shape.
Example Usage: Apply loop cuts to a cylinder to add more detail before refining the shape into a more complex model.
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knife
Description: Allows you to cut into geometry.
Example Usage: Use the knife tool to add new edges to a mesh by cutting across existing faces.
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bevel
Description: Making edges and corners smoother.
Example Usage: Apply bevel to the edges of a box to make the edges rounded and less harsh.
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subdivide
Description: Split the faces of a 3D mesh into smaller faces, increasing the mesh's detail and smoothness.
Example Usage: Use subdivide to add detail to a low-poly model by breaking each face into smaller sections, enabling smoother shapes and more refined edits.
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inset
Description: Create a new face inside an existing face, useful for adding detail.
Example Usage: Use the inset tool to add detail to the surface of a building facade, such as window frames.
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poly build
Description: Allows for the creation of new polygons and vertices directly in the viewport.
Example Usage: Use poly build to manually construct complex meshes by adding and connecting vertices.
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smooth
Description: Smooths out the surface of a mesh.
Example Usage: Apply the smooth tool to a character’s body to eliminate harsh angles and create a more natural appearance.
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edge slide
Description: Move edges along their adjacent faces while keeping the mesh’s topology.
Example Usage: Use edge slide to adjust the placement of edge loops on a model to refine its shape.
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shrink/fatten
Description: Adjust the thickness of a mesh's faces.
Example Usage: Use shrink/fatten to adjust the thickness of a wall or the clothing on a character model.
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shear
Description: Distorts the shape of the mesh by shearing it along its axis.
Example Usage: Apply shear to deform the shape of an object, such as skewing the sides of a building to create a slanted effect.
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rip
Description: Allows you to break geometry, such as disconnecting edges.
Example Usage: Use rip to separate parts of a model, such as detaching a door from a wall.
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- Modifiers:
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subdivision surface
Description: A modifier that adds smoothness and detail to a mesh by subdividing its faces.
Example Usage: Apply subdivision surface to a low-poly model to increase its smoothness and add more detail, useful for creating a high-quality final model.
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boolean
Description: A modifier that performs boolean operations (union, difference, intersection) between objects.
Example Usage: Use the boolean modifier to combine two objects, such as merging a cylinder into a box to create a hole or add detail.
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array
Description: A modifier that creates a duplicate of the object in a grid or line pattern.
Example Usage: Use the array modifier to create multiple copies of a fence along a line or grid for a repeated pattern.
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solidify
Description: A modifier that adds thickness to a mesh, useful for creating solid objects from thin surfaces.
Example Usage: Apply the solidify modifier to a paper-thin sheet to give it realistic thickness, turning it into a solid object like a book cover.
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displace
Description: A modifier that displaces the geometry based on a texture or other input.
Example Usage: Use the displace modifier to create a rocky surface by displacing vertices based on a texture that simulates terrain.
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decimate
Description: A modifier that reduces the number of polygons in a mesh while retaining its shape.
Example Usage: Apply the decimate modifier to a high-poly model to reduce its complexity for use in real-time applications or to improve performance.
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wave
Description: A modifier that creates a waving effect on the geometry.
Example Usage: Use the wave modifier to simulate the movement of water or cloth by applying a waving effect to a plane or surface.
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- Simulation Systems:
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particle system
Description: A system used to create and manage particles for effects like smoke, fire, or rain.
Example Usage: Use the particle system to add realistic fire and smoke effects to a scene, such as a burning building or a campfire.
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fluid simulation
Description: A simulation system for creating realistic fluid effects, such as water or lava.
Example Usage: Use fluid simulation to create a realistic river or waterfall, adjusting the settings to achieve the desired look and behavior.
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cloth simulation
Description: A simulation system for creating realistic cloth movements and interactions.
Example Usage: Use cloth simulation to animate a character's cape or clothing, allowing it to move and react realistically to wind or movement.
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Topology
Description: Topology refers to the layout and organization of polygons and vertices in a 3D model. Proper topology is crucial for ensuring that a model deforms correctly during animation, can be textured efficiently, and is optimized for rendering.
Why It's Important: Good topology allows for smooth deformations, proper UV mapping, and efficient rendering. Bad topology can lead to issues such as:
- Unwanted Deformations: Models may deform in unnatural ways during animation due to poorly placed edge loops or poles.
- Texture Stretching: Irregular topology can cause texture maps to stretch or compress unevenly, resulting in visible artifacts.
- Performance Issues: Excessive or unnecessary polygons can slow down rendering and increase file size.
Real-World Problems: For example, in a character animation, poor topology might result in a character's face stretching unnaturally when they smile, or in a game, it might cause visual glitches or performance drops.
Blender Modes
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Object Mode
Description: The default mode for manipulating objects in a scene. In Object Mode, you can move, rotate, scale, and organize objects, but you cannot edit the vertices of the objects.
Example Usage: Use Object Mode to arrange and position various elements of your scene, such as placing characters and props in the environment.
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Edit Mode
Description: Allows you to edit the vertices, edges, and faces of a mesh object. This is the primary mode for modeling and making detailed changes to a 3D model.
Example Usage: Switch to Edit Mode to adjust the shape of a character model, add new edge loops, or modify the mesh topology.
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Sculpt Mode
Description: A mode for high-resolution modeling, where you can use various brushes to sculpt and detail your model as if it were clay.
Example Usage: Use Sculpt Mode to add intricate details to a character's face or body, refining the surface with sculpting tools.
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UV Editing Mode
Description: A mode specifically for unwrapping and editing UV maps. It allows you to adjust how textures are applied to a 3D model.
Example Usage: Switch to UV Editing Mode to unwrap a model’s UVs and align them to a texture, ensuring that the texture maps correctly onto the 3D surface.
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Texture Paint Mode
Description: A mode for painting textures directly onto a 3D model, allowing for detailed and custom texture creation.
Example Usage: Use Texture Paint Mode to paint custom textures on your model, such as adding details or creating unique surface patterns.
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Weight Paint Mode
Description: A mode for painting vertex weights, which is used for skinning and rigging to influence how the mesh deforms with bones.
Example Usage: Use Weight Paint Mode to adjust how a character's mesh deforms when the armature (rig) is moved, ensuring smooth and realistic movements.
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Pose Mode
Description: A mode for posing and animating rigged characters. It allows you to adjust the position of bones and set up keyframes for animations.
Example Usage: Switch to Pose Mode to position the bones of a character rig and create keyframes for animation sequences.
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Particle Edit Mode
Description: A mode for editing and grooming particles, used for systems like hair and fur.
Example Usage: Use Particle Edit Mode to comb and style hair particles on a character, adjusting their appearance and behavior.
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Grease Pencil Mode
Description: A mode for drawing and editing 2D sketches directly in the 3D viewport, used for annotations, storyboarding, and 2D animation.
Example Usage: Switch to Grease Pencil Mode to draw and animate 2D elements within a 3D scene, such as creating animation sketches or adding notes to your model.
do this now
Go to preferences and then to keymap, search for "search menu" and create the binding shift + space
that maps to it. This will be the meta binding that allows you to figure out new things and do things quickly. Use shift + space to do whatever you want simply by searching for what you want to do, by knowing the terminology then you can almost do everything you want.
- ctrl+tab a quickswitcher for the different modes
camera
focusing the camera origin
If you've created an object and you want the camera to rotate about the center point of the object, use the command frame selected.
creating shapes
texture painting
If you want a pixel perfect stroke do this: Untick Anti-Aliasing under Advanced. Change Falloff to Constant. Change Image Texture node Interpolation to Closest.
using the cursor
the cursor acts as a spawn point to every shape you create, therefore moving it to specific places before you create an object drastically speed up the creation of shapes because you don't have to move the shape as much after.
A good command to know is cursor to active which moves the cursor to the origin of the currently slected mesh.
selecting
None, selecting things that are similar use select similar, for example to select all faces of a shape which are on top you can select similar using normal
insetting
To inset one edge you can select two edges for which you want the edge to start and end at, then use subdivide to create the perpendicular edge. Next use edge slide to move the edge where you want it to be.
cutting into things
The main tools to use for this are the knife, knife project and the boolean modifier.
A common use case is to cut a circular object into something, to do this create a circle, then go into edit mode on the object you want to cut into and then select your circle as well, and then use knife project. After doing the cut you can delete faces.
splitting existing geometry
Suppose you have some edge and you want to open them up as if you had a box cutter, then follow this
Texturing
specific objects
rigging and animation
- rename an animation
- change parent of a bone mid animation
- low poly character rigging
- https://www.youtube.com/watch?v=4z7G4TyKE9g
- https://www.youtube.com/watch?v=mJycDNmHtkg
- https://www.youtube.com/watch?v=9xAumJRKV6A
- fingers