blender

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 Tools and Modifiers

  • Modeling Tools:
    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

  • Modifiers:
    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • 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.

  • Simulation Systems:
    • 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.

    • 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.

    • 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.

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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

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

rectangular prisms

These are quite useful for basic floors and walls, and are a building block to various other shapes.

  • creating one
    • dimension setting
      • create a cube
      • select it in object mode
      • press n to open the transform tab
      • in the transform tab set dimensions near the bottom
      • this may change the scale of your objects transform, in that case we can apply the objects transform using ctrl+a and then selecting scale
    • face moving
      • enable snapping
      • create a cube
      • enter edit mode and face select
      • choose the face or faces you wish to extend
      • select the move tool and drag
  • changing dimensions of a rectangular prism
    • If you have a rectangular prism and you want to change it's size in one of the axis aligned directions, select a face and move it.
    • Gotcha: The extrude tool is not for this purpose, it always creates a new section of the shape instead of modifying the existing one

bad ways

  • scaling a cube

circular n-gons

https://blender.stackexchange.com/questions/23018/how-can-i-add-a-vertex-at-the-center-of-a-circle

applying a transform

Suppose that you've moved an object to a new location, rotated it or scaled the object, in any case if you'd like to consider the new position as (0, 0, 0) or the rotation as no-rotation or make this version of the object's scaling (1, 1, 1), then we can use ctrl+a to do this.

duplicate and mirror object

select your object and use a mirror modifer on it

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

subtracting one object from another

select the object you'd like to subtract something from and add a boolean modifier, then use set difference and select the subtracting object, click apply and it will remove it

arch

https://youtube.com/shorts/mmKwDayb4JM?si=RDAIZ8g5xzEF3L9z

wedge

https://blender.stackexchange.com/questions/142603/wedges-in-blender

3d cursor

The 3d cursor is a point in space which is denoted by the white and red dashed circle, it is used as a reference point when you use various tools, use ctrl+c to recenter it at the origin of the space

  • centering in 3d center of object
    • select your object in object mode
    • shift-s then "cursor to selected"

iteration

In blender you can soak up a lot of time just by creating the same thing multiple times, if you want to create a row of the same thing or even a grid of the same thing, for this situation let's create an m by n array of spaced out cubes.

how to do it

  • create a cube
  • go to the cubes properties panel and the modifiers tab add an array modifier with a count of m and apply it
  • do the same thing again with n
  • these objects are all grouped together so that we can't modify any singular one, let's fix that:
  • with the array selected go into edit mode and then press p > separate by loose parts
  • each object is separated but their origin is set to the original objects center, let's fix this:
  • in object mode select all created elements and run Shift+Ctrl+Alt+C > Origin to Geometry

reducing cognitive load

As your map becomes more detailed, doing basic things gets slower and slower because your mind has to visually process everything around it even though it may be extranous information, use the forward slash key to toggle isolation mode on selected objects. This setting is called local view

Texturing

Low Poly Texturing

Our goal is to add textures to things in a way such that one pixel on a texture always appears as the same size in the game, this concept is also known as a constant texel density. In this set-up I'll be assuming that you're using a low resolution square images which you want to tile your maps with.

how to do it

  • The [Magic UV add-on][1] can be used to accomplish this. Enable the add-on through *Edit > Preferences > Add-ons*, then search for Magic UV and enable it by clicking the checkbox.
  • Start by splitting the window with a uv editing window and make sure to switch on Material Preview Mode so you can see textures in the other modelling window, make a 1x1 plane.
  • Select your plane in object mode and select material properties in the right hand pane, create a new material and set it's base color to the image you'd like to use.
  • In edit mode select the face of the plane and press U > World Scale UV > Measure, this sets the texel density within the Magic UV add-on so that you can apply it to other faces.
  • Now create any mesh that you'd like to add a texture to for my example, I've made a simple rectuangular prism, making sure that any scalings have been applied. Next unwrap it so that the uv shells are proportional, I used smart UV Project for that.
  • Now back in the modelling window select all faces and use U > World Scale UV > Apply (Same Density) to apply the texel density you measured, feel free to move all of the faces in your UV editor to make the texture line up as desired

specific objects

rigging and animation


edit this page