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Receptions work in Blender. Part 1

Publication series

Questions that baffled me when I started to master Blender.

Shift Transformation Center


It is necessary that the door be turned around the hinges, and not around the center of the door. Loops conditionally are now on the edge. Move the 3D cursor exactly to the center of the edge: Shift + S (Snap)> Cursor to Selected . Then we give the command to transfer the center of the transformation to the 3D cursor.



Not proportional results of rounds and modifiers


It is necessary to round the edges of the table cover. In the object editing mode (the Tab button), we immediately select all the necessary edges and press Ctrl + B (Bevel) . The problem - rounding is not the same on all faces:
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This is how rounding works because the size of an object in percent is not equal to 100%:



Now, from a blender's point of view, the table cover is a stretched cube, and all the deformations are calculated too stretched. It makes sense. Objects can be resized out of proportion during the animation, and all modifiers must also be resized. Solution: you need to tell the blender that the current dimensions are 100%. In normal mode, we press Ctrl + A (Apply) . Select Scale here:



Ctrl + B (Bevel) should turn out like this:



This also affects the modifier results. Personally, I already reflexively press Ctrl + A (Apply) → Scale .

Resetting coordinates of position, rotation, size


You created an object, and it was created far away, where the 3D cursor was, and it is not visible and it is not clear where it is.


We press Alt + G , and the object jumps to the origin. After we crush . " " On the numeric keypad to get closer to it."

Running buttons


Remember: it is important which window is over the mouse. Do not hurry.


How to align the line?


Specifically, we are talking about a similar operation:



It is necessary to reduce the size of the group of points to zero along any axis. Commands can be entered by successively pressing buttons. In this case, we press successively S, Z, 0 (zero) In the lower left corner of the working 3D window there will be such an inscription:



And in the window itself will be like this:



“Forward” is the Y axis


Try to do the frontal direction of the object on the global and local Y axis. In some modifiers and the game engine, this direction is taken as the “forward” direction and not everywhere it can be changed to another axis.

Modifiers Subdivision Surface and Multiresolution - what's the difference?


Subdivision Surface is a smooth surface. Multiresolution is smooth surfaces with the possibility of sculpting on top. With Subdivision Surface it is convenient to make the basic form of the sofa. Then change it to Multiresolution and brush the fabric folds with a brush.

Linked objects


Interior. Do not do all the items in one file. Not comfortable. Create an iron with a separate file, a chair with another file, a room in the third file - the main one.


This way you will have order in the scene. Duplicate items do not devour the memory. You can easily load the iron separately and turn off the visibility for the viewport of all modifiers so that the scene does not slow down. On the render, it will be of high quality, and fast in work.

Source: https://habr.com/ru/post/273067/


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