Start your day with a warmup
Not today
What are you learning?
Not Much
Why is it important?
You need a break!
How do you show that you understand? What is the assignment?
Section III
We selected the presentation team for showcase and it was not easy... You are all legit.
Our goal is to win showcase so we take into account not only the quality of the game but the content (which one might go over best with the judges) and the presentation.
We believe the team of Nicholas Talley, Eligh Tringali and Gabriel Vue will give us a great chance at winning it all this year.
These are all panels and you may change what they do
You can add more or join two panels by right clicking between panels and selecting split/join area
These are the editors you will use depending on what you are doing
Layout Editor
Tools
Cursor - Sets the location of a spawning point for objects and pivoting
You can drop a new point at a specific location with Shift and Right Click
Property Tools
Outliner and Collections Panel - Where your stuff in the scene is located
Render - Render engine (CPU or graphics card)
Output - Setting for when you are ready to render (resolution, frame rate, etc)
View Layers- Separating character from background
Scene - Camera and a few other settings
World - Sky and Air
Object - Basic info on the object selected, parent child, collections, visibility
Modifier - changes your object without permanently changing it
Particles - Small objects movement like snow or dust www.youtube.com/watch?v=gepD8FgcXJQ
Physics - fluid, smoke, collision (more for video) https://www.youtube.com/watch?v=6Dtwhd1N0bY
Constraints - Limiting such as maximum scale
Object Data - Mesh info
Materials - shading to your object (color, shine, texture)
Texture -
We are currently in Object Mode
Object mode is where you manipulate an object as a whole (meaning not just a vertices, face or line.
What it actually looks like is done in edit mode. Edit mode is the default modeling workspace. You may toggle between edit and object mode with the tab key.
You may modify multiple objects by selecting all that you wish to edit by selecting them in object mode then going into edit mode.
If you want to join two objects into one mesh, you must be in object mode then select the object you wish to join. Click on the object menu and select join (or Ctl + J).
If you want to separate an object into two separate meshes, select a part of the mesh then click on the object menu and select Separate.
Let's Play (Object Mode)
Go to viewport Shading
Click on your light
Click on your object data
Change the color of your light and play around with the settings
Do the same with your camera then click render > Render Image
Now we will add an object
Click Add > Mesh > choose one
Select the object you just added then click delete
Switch over to Edit Mode (Top Left)
This is where you can select a vertices, edge or a face
A Mesh is a collection of vertices, edges and faces that describe the shape of a 3D object
Vertices are the single points, the corners of your mesh (plural for vertex)
Edges are the lines (line segments) that connect the vertices
Faces (Polygons or Polys) are the flat surfaces that are enclosed by the edges
A model made of polygons is called a Mesh
Select a vertices and delete it to see what it does then undo
Do the same with an edge and face
Notice the options
Sometimes you may find that you have an extra edge, vertices or face in your project
You can use the dissolve feature to remove it and collapse the object. This sometimes works and sometimes doesn't
Select a face then collapse it
Click on any of these axis to view from that axis (orthographic view)
You can also click and drag to rotate the view (this may also be done by clicking and holding the middle mouse button).
Click + hold on the hand button to drag where you want view centered (Hotkey is shift + middle mouse)
This will reframe to focus on the selected object (hotkey is the period . on the number pad
Click the magnifying glass to zoom in and out. You may also use the scroll on the mouse or - & + on num pad.
Clicking the camera will give you the view from your camera. The hotkey is 0 on num pad.
Switches from perspective mode and orthographic mode. Perspective mode takes into account distance is how it displays objects (the farther away, the smaller it gets).
Move Tool lets you move an object along the plane. You may use the X,Y,or Z key to move on a specific axis
If you want to go back to the origin, hit Alt + G
Rotate Key lets you rotate an object along an axis by clicking on the colored ring. You may also press the R to free rotate the object. To reset the rotation Press Alt + R
Scale by clicking on the colored axis to scale on a specific one. Press S to scale the entire thing.
Press Alt + S to reset to your original scale
and select 3D Cursor then click 3D Cursor allows you to move the pivot point for rotation and scale
Click on median point to return to the origin
when your cursor is moved and you are on median pointyou and move your object to the cursor by clicking object -> Snap ->and selection to cursor
If you have rotated an object and need to move it on its new axis, click on the transformation orientation button at the top from Global to Local
When you hold the shift key while scaling or rotating an object, it will move slower
You can use the snap to function to align objects
The scene collection is where everything (camera, lights, objects) is kept organized. It is similar to layers in photoshop.
In object mode, you may move an object into a new collection by selecting the object then right click and select move to a collection or create a new collection.
Work Spaces
Create Models by changing vertices (corners of the mesh). This workspaces uses edit mode
Similar to Modelling but instead of using vertices, you use a brush. Usually creates more poly counts (longer renders). This workspace used sculpt mode.
Used for editing the UV Projection Map. Imaging the foil from this snowman candy flattened out. Textures are done in 2D and and projected (or wrapped around) the 3D object. You can link an image here that will.
Paint on a 3D object directly and it will show up on the 2D Surface
Modifies materials with the node based shaders. This puts the program into LookDev Mode that shows you what your object will look like rendered. You can use the node editor to make changes
This is where your keyframes changes happen. It looks similar to a timeline but it is actually called a dope sheet. This is where you keep track of the timing of the animations.
Testing and finalizing the output of the file.
Slots are temporary renders so you can compare renders with changes
Postprocessing and after effects like glow or blur. It is node based and you need to click the Use Nodes box to get started
allows you to alter the geometry of an object as well as make other modifications with node-based functions. Nodes are essentially blocks that contain structured data and transform inputs into outputs based on parameters defined in the group of nodes
This is where you would write code for blender scripts.
Modeling
Modifiers change your object
A Mesh is a collection of vertices, edges and faces that describe the shape of a 3D object
Vertices are the single points (plural for vertex)
Edges are the lines (line segments) that connect the vertices
Faces (Polygons or Polys) are the flat surfaces that are enclosed by the edges
A model made of polygons is called a Mesh
Where you add a mesh object
If you want to add a mesh to an existing object, add it in EDIT MODE
Example add a sphere then press G to GRAB and move it with your mouse
IMPORTANT When you use add a mesh this way, it becomes part of the original object
If you want an entirely new object, you must add it in object mode
Object mode is where you manipulate an object as a whole (meaning not just a vertices, face or line.
What it actually looks like is done in edit mode. Edit mode is the default modeling workspace. You may toggle between edit and object mode with the tab key.
You may modify multiple objects by selecting all that you wish to edit by selecting them then going into edit mode.
If you want to join two objects into one mesh, you must be in object mode then select the object you wish to join. Click on the object menu and select join (or Ctl + J).
If you want to separate an object into two separate meshes, select a part of the mesh then click on the object menu and select Separate.
G Grab
Select multiple vertices with Shift + Left Click
You may then rotate and scale
If you select two connecting vertices, it will select an edge
If you select all four corners of a cube, the face will be selected
Ctl + Z is to go back
F to join two vertices with an edge
Selection Modes
Select Vertices
Select Edges
Select Faces
You may hold shift and use multiple selection modes at once. The hot keys are 1,2,3 for the selection modes
You may also use Loop Selection by selecting a loop of edges with Alt + Left Click
Extrude Tool
Gizmo
A Normal is a type of vector related to faces. It is the vector that sticks out perpendicular to the surface of a face
On a selected face, Left click and drag. The face is being duplicated along the Normal Axis. Notice that is is creating new edges and faces.
NOTE You can also extrude to other angles, not just along a single axis.
You can do this along faces, vertices and edges.
If you right click while extruding, you will cancel it but it will keep a duplicate face. You will have a new face on top of the old one. Make sure you click Ctl + Z after the right click to remove the duplicate face if you do not want it. Leaving it in can cause issues later on. (Hotkey is E)
Extrude Sub Menu
This will allow you to extrude multiple faces that are pointed in different directions. This keeps the faces connected after you are done extruding. This can help you add a layer of thickness to the mesh.
This will allow you to extrude multiple independent faces at once
Allows you to extrude selected face where you left click (hotkey Ctrl + right click).
Tools
Loop Cut Tool
Modeling -> Edit Mode -> Left Hand Side (Hotkey CTRL + R)
Left Click to add a new loop of edges.
This will add polygons (a plane figure with at least three straight sides and angles, and typically five or more)
If you hold the left click down, you can drag the location (slide)
Press G to grab and hold the Z key to pull it straight up
After you create a loop cut, you will see a new panel at the bottom left corner of your screen. This is where you may modify the loop cut (add cuts, smooth falloff, slide).
If you use the hotkey CTRL + R to get to the loop cut, you may use your scroll wheel to increase or decrease cuts.
Bevel tool is available in edit mode. You can use the bevel tool on faces, vertices or lines. Hotkey is Ctl + B
After you create a bevel, you will see a new panel at the bottom left corner of your screen. This is where you may modify the bevel
You may also bevel with the Bevel Modifier
+ +
This method gives you more options on targeted beveling vs universal bevel based on selection
The knife tool is used to create new edges and vertices. When using the knife tool, you will notice that the tool stays in cutting mode. To turn it off, left click twice. Right click will cancel your cuts. To confirm your cuts, press spacebar or enter.
The Bisect tool under the knife tool is used to cut an object in half. Draw a line where you wish to cut and a gizmo will pop up This will allow you to adjust the cut.
After you create a cut, you will see a new panel at the bottom left corner of your screen. This is where you may modify the cut.
These boxes will allow you to fill or close the face that you cut and delete the half you don’t want.
When you select shading, it puts you into LookDev Mode to show you what your shader will look like.
It will display your current shader nodes at the bottom. This is where you can modify hot your object looks
You can also do shading in the world view. You may bring in materials from your hard drive into the scene.
Render tab gives you the option of choose your render engine. Evee is blender’s render engine, cycles uses your your GPU and does a better job rendering. Workbench is your render preview
Nodes connect and make changes that go into a single output