II. Precautions: Non-Medical
- Not for Medical Care
- The author uses several software packages and programming languages to develop FPnotebook content
- For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
III. Technique: Viewport Navigation
- Mouse
- MMB: Tumble or Rotate
- Rotate viewport around the selected object (in perspective view)
- Shift-MMB: Track or Pan
- Pan the viewport left, right, up and down
- Ctrl-MMB: Dolly or Zoom (or use scroll wheel)
- Zoom in and out of viewport
- MMB: Tumble or Rotate
- Frame Object
- Numberpad Period (.)
- Frame selected object in active panel
- Home Key
- Frame All Objects in Scene
- Numberpad Period (.)
- Toggle Quad View (View from Top, Side, Front and Perspective)
- Ctrl-Alt-Q
- NumberPad - Views (add Ctrl-key for opposite view)
- Top View or Z-View (Numberpad 7) or Bottom
- Front View or Y-View (Numberpad 1)
- Right View or X-View (Numberpad 3)
- Opposite Side of Object (Numberpad 9)
- NumberPad - Other
- Toggle Orthographic and Perspective View (Numberpad 5)
- Frame or Focus Object (Numberpad Period)
- Camera View (Ctrl-NumberPad 0)
- Gimbal (XYZ Navigator, upper right corner)
- X - Right View (or NumberPad 3)
- Y - Front View (or NumberPad 1)
- Z- Top View (or NumberPad 7)
- Selection
- Click or Shift-Select items in the Outliner
- Drag box around objects to select
- Use CTRL + Select drag around objects to deselect
- Cursor
- Shift-S displays a context menu for verious cursor positioning (e.g. cursor to selection)
- Shift-C returns cursor to world origin
- Commands
- Command Pop-up Menu (F3)
- Reference Image Technique 1
- Add Object (Shift-A), and select image
- In the Reference Image Properties Panel > Object Data, modify size (Z), opacity, offset...
- Orient the image plane to the proper axis (use rotation, move)
- Reference Image Technique 2
- Edit > Preferences > Add-Ins > Import Images as Planes (enable if not already enabled)
- File > Import > Images As Planes, and select image
- Select Viewport Shading to see the imported image on the plane
- View image in orthographic view (e.g. Right, Numberpad 3)
- Modify scene units (properties > scene > units > length)
- Resize the image plane to the proper scale
- Shaping a mesh to a reference image
- View image in orthographic view (e.g. Right, Numberpad 3)
- Add a mesh (shift-A) and align with the image plane
- Single object mesh may be set to wireframe (Properties > Object > Viewport Display > Display As)
- Edit mode (tab) > edge mode (2)
- Insert edge loops (Ctrl-R) and move the key points (most wide, most narrow) along the reference image
- Scale (S) the edge loops to fit the contours of the reference image
- Select one edge loop at a time and use Bevel (Ctrl-B, see below) to round edges
- Windows
- Splitting Window
- Hover over the upper right corner of the window, until a "+" appears
- Drag down to split the window
- Choose window type from the upper right menu
- Toggle Sidebar Menus (N or click the barely-visible chevron)
- Show or hide side bar
- Splitting Window
IV. Technique: Object Transformations
- Tool Dialog (T toggles the dialog)
- General
- Shift-Spacebar
- Show a popup menu for all tools
- Release the keys, and then press one of the keys below (e.g. B, SPACE, or G, R, S, T, or D, M, 9)
- When a tool is selected, the keyboard can be used to type transforms
- Press G (move), R (rotate) or S (scale)
- Press X, Y or Z to constrain to one axis (or shift-X, Y or Z for not X, Y or Z), and then
- Press Shift-X, Shift-Y or Shift-Z to move, scale or rotate in the 2 other axes (but not the one slected)
- Type a number (e.g. 5 or .5), or drag along that axis (use Ctrl to constrain to integers), and then
- Minus may be added after number to reverse the transform (e.g. rotate in the opposite direction)
- Press Enter to commit (or escape to cancel)
- When a tool is selected, the mouse may also be positioned to scale, rotate or move the object
- Shift-Spacebar
- Cursor (Shift-Spacebar, release, T)
- Move the control point
- Shift-RMB places cursor at clicked position
- Shift-S brings up a marking menu to choose where the cursor is positioned (including at origin)
- Move or "Grab" (G)
- Move an object
- Alt-G will move an object (based on origin) to the world center
- Rotate (R)
- Rotate an object
- Alt-R will return rotation to 0 in all axes
- Scale (S)
- Scale an object
- Alt-S will return scale to 1 in all axes
- Transform (Shift-Spacebar, release, T)
- Move, Scale and Rotate with a single tool
- General
- Transform Dialog (N toggles the dialog)
- General
- Follow nearly all rotation and scale transforms with Object > Apply (Ctrl-A)
- General
- Repeat Last Action
- Shift-R
- Duplicate
- Object (Shift-D)
- Instance (Alt-D)
- Link Objects
- Link objects as instances of a source object
- Shift-Select Objects (last object selected is source) and press Ctrl-L > Link Objects
- Link objects as instances of a source object
- Add Objects
- Add Menu (top left) or Shift-A
- Delete Objects
- Confirm Delete (X) or
- Delete without confirmation (Delete key)
- Transform Tool Menu (F9)
- Menu allows for parameter changes to a new object, or a transformation (e.g. extrude)
- The menu will no longer be available after the object is further modified or a new transform is applied
- Apply Transformations (Ctrl-A)
- Select which transformations to apply
- In most cases, apply scale and rotate transformations (location does not usually need to be applied)
- Failing to apply transformations may cause later geometry modification problems
- Local View (Isolate object or solo)
- Menu View > Local (or Numpad /)
- Outliner and organization
- New Collection (M)
- Puts selected objects into a new group (collection)
- Parent (Ctrl-P)
- Select objects and key select the main object, then press Ctrl-P > Object
- New Collection (M)
- Pivot Point
- Press "." (period) to bring up a marking menu to select the type of pivot point OR
- Select from the drop down at screen top (next to the snapping drop down)
- Origin
- Setting Origin in Object Mode
- Object > Set Origin (or Right Click Object while in Object Mode > Set Origin)
- Setting Origin in Edit Mode (setting origin at a selected vertex, edge or face)
- Mesh > Snap (or Shift S > Marking Menu) > Cursor To Selected AND
- Object Mode (Tab) > Object (or Right Click Object) > Set Origin to Cursor
- Setting Origin in Object Mode
- Normals
- To see inverted normals (change to Edit Mode, Press Tab)
- Viewport Overlays Dropdown > Face Orientation (pink is inverted)
- Viewport Overlays > Display Normals
- Materials > Backface Culling (inverted normal faces will be hidden, as they would be in Unity 3D or other exports)
- To correct inverted normals
- Mesh Menu > Normals > Flip Normals OR
- Make Normals Consistent
- Select all faces AND
- Recalculate Outside (Shift-N) or Recalculate Inside (Shift-Ctrl-N)
- To see inverted normals (change to Edit Mode, Press Tab)
- Bezier Curve
- Typically used with a reference image (see above)
- Add Object (Shift-A), and select curve > bezier
- Select the bezier and delete > vertices
- Choose the orthographic view to draw the spline (e.g. front - x)
- Place the starting point using the Draw Tool (Shift-Spacebar-9)
- Extrude (E) for each next point to place, drag the cursor to position, and click to set the point
- Select all points of the curve (A), then press "V" to edit the handle types, and select Automatic
- Use the multi-function gizmo tool to rotate, move and scale the handles
- Reduce the number of bezier points to the minimum number that smoothly defines the shape
- Use the Tools (left toolbar) such as spin and then apply shade smooth
- Recipes
- Sphere without Poles (alternatively, choose IcoSphere Mesh, e.g. 3 divisions)
- Create a cube
- Properties > Add Modifier (wrench) > Subdivision Surface (Catmull-Clark, 3 subdivisions) > Apply
- Mesh > Transform > ToSphere (1)
- Shade Smooth
- Smoothing Sharp transitions options
- Select Object and in Object Data Properties > Normals > Auto Smooth checkbox OR
- Transform (Edit Mode) > Mean Crease (e.g. set to 0.6 to 0.8)
- In Edit mode, Right-Click and choose Subdivide
- Properties > Add Modifier (wrench) > Subdivision Surface (Catmull-Clark, 2-3 subdivisions)
- Select Edges and Edges > Bevel Edges
- Sphere without Poles (alternatively, choose IcoSphere Mesh, e.g. 3 divisions)
V. Techniques: Modifiers (wrench tab)
- Array Modifier (Properties > Add Modifier, wrench icon > Array)
- Add a repeated number of instances of a selected object
- Choose relative (spacing based on source object size) or absolute (spacing by absolute x,y,z parameters)
- Add additional array modifiers to add dimensions (e.g. column, row, depth)
- Apply the changes as needed
- Subdivision Surface
- Choose Catmull-Clark (applies divisions AND smoothing)
- Divides each polygon into 4 in the view (or render) without adding geometry (may be removed or toggled on/off)
- Short-cuts (Ctrl-1, Ctrl-2, Ctrl-3) add the modifier with 1,2 or 3 subdivisions
- Can combine with shade-smooth setting
VI. Technique: Vertex, Edge and Face Transformations (Edit Mode)
- Toggle between object mode and edit mode (Tab)
- Edit Vertex (1), Edge (2), Face (3)
- Delete or Dissolve with option menu (X)
- Toolbar
- Menu on the left can be expanded to visualize full button titles
- Shift Spacebar brings up a context menu of component functions that offers same functionality as the toolbar
- Also offers options for Move/scale/rotate Gizmo (which can also be turned on in the upper right dropdown)
- Selection
- Select All (A)
- Deselect All (Alt-A or A-A)
- Select edge or face loop (alt-click)
- Select in between two polygons (click on first, then ctrl-click the last)
- Expand or contract selection (Ctrl Numberpad + or -)
- Select all connected points (Ctrl-L)
- Press "P" to then separate the selected points into a new object
- Shift select to add to the selection
- Select random using the menu (then modify the ratio slider to increase or decreases number selected)
- Select Similar (Shift-G) will trigger a pop-up menu for options
- Select Mesh Linked Subgroups
- Press L while hovering cursor over part of target mesh
- Deselect by pressing Shift-L while hovering over part of target mesh
- Move
- Proportional Editing
- Allows for a smoother transition when multiple components are moved
- Click the target button at top right of menu
- Click to select, press G to move, and adjust the cursor size using the scroll wheel up and down
- Use the same move keyboard shortcuts as for objects as above
- Use snapping as with objects
- When constraining to an axis, pressing Z, X, or Y again toggles between local and global coordinates
- Constraining to normal, however, is not among the cycled modes
- Proportional Editing
- Sliding (G-G)
- Allows for sliding a vertex, edge or face along the surface of other geometry
- Merge by Distance (M - select by distance in dropdown)
- Removes overlapping vertices and edges
- Previously known as "remove doubles"
- Extrude (E)
- Extrude a face or edge
- Move the mouse up or down to extrude surface and LMB when done
- Works well in combination with increment snapping
- Level end of extrude, by scale in one direction set to 0
- Use Alt-E to allow for extrude options (e.g. extrude by individual normals)
- Ctrl-RMB also extrudes another segment with each click (use in combination with an orthographic view)
- Inset (I)
- Inset a face
- Press I followed by a decimal between 0 to 1 or simply move cursor
- Press "I" a second time to toggle individual faces
- Modify the transform panel parameters
- Press B while insetting to toggle on/off boundary
- Useful with mirror modifier (to inset from edge instead of center)
- Toggle off individual faces (I), or Boundary toggle will not work
- Alternatively can press E to extrude, and then immediately S to scale
- Insert Edge Loop (Ctrl-R)
- Modify loop number in tool parameter dialog
- Press 0 to center the loop cut
- Move the cursor to modify the line location and click or press enter to set the position
- Press Ctrl while dragging to move the edge loop in fixed increments
- After placing the initial orange cut marker, use the mouse wheel to increase or decrease the number of cuts
- Bevel (Ctrl-B)
- Choose edge mode, select an edge loop (alt-click)
- Press Ctrl-B and move the cursor up and down to expand and contract the size of the beveled area
- Use the mouse scroll wheel to increase and decrease the number of edges within the bevel
- Subdivide
- Subdivides the selected faces into quarters, eighths
- Can also perform non-destructively by adding a subdivision surface modifier
- Scale
- Proportional Editing (O)
- Adjust radius (circle size) with the scroll wheel (middle mouse)
- Proportional editing drop down (top middle) allows to adjust the proportional shape including random
- Separate Faces
- Select faces to extract, then P > Selection
- Fill Hole (F)
- Select two edges and then press F
VII. Technique: Materials, Lighting, Rendering
- Assign Material to other selected objects
- Select group of objects and set the key object's material the one to be source
- Ctrl-L > Link Material
- Copies the source material to all selected objects
- Texture Atlas/Map (LoPoly)
- Create a material using an imported image texture (e.g. Imphenzia, LoSpec.com Palettes)
- Assign in the Shading workspace
- Set Image Texture Node Interpolation to Closest (from linear)
- Model in the UV Editing workspace allows for the texture map on the left
- Set ViewPort Shading Dropdown (upper right) to Color = Texture
- Select the entire object in Edit Mode (A)
- In the UV editing pane, also select all (A)
- Scale to Zero (S, 0) in the UV editing pane
- To colorize using the texture map
- Select faces in edit mode
- In UV pane, press G and drag the selected UVs to the color on the texture map
- Create a material using an imported image texture (e.g. Imphenzia, LoSpec.com Palettes)
- Modeling Viewport Settings
- Backspace Culling
- Recommended to turn-on (makes flipped normals more obvious)
- Low Poly Glowing Edges (Imphenzia Method)
- Viewport Shading Dropdown (upper right)
- Enable Shadow
- Enable Cavity and set Type to Both (world and screen)
- Set Ridge and Valley to maximal for both World and Screen
- Viewport Shading Dropdown (upper right)
- Backspace Culling
- Camera Viewport
- Viewport Shading Options (upper right toolbar or Z to bring up marking menu)
- Wireframe
- Solid (default)
- Material Preview
- Rendered
- Select Camera View
- Select Camera and then View > Cameras > Set Active Object As Camera OR
- Click the Camera Icon below the Gimbal (XYZ navigator) OR
- Numpad 0
- Camera Navigation
- Option 1: Select Camera, then M (and select View Tab) > Lock Camera to View
- Arrange the camera view as you would with scene navigation
- Remember to turn off the "Lock Camera to View"
- Option 2: View > Navigation > Walk Navigation
- Use the A, S, D, W, X keys to navigate the view
- Option 3: Convert the Perspective View to Camera View
- Ctrl-Alt Numpad 0
- Option 1: Select Camera, then M (and select View Tab) > Lock Camera to View
- Viewport Shading Options (upper right toolbar or Z to bring up marking menu)
- Lights
- Shadows
- Select each light to modify the shadows that specific light casts
- Light Settings (Properties > Object Data Properties - bulb icon)
- Add Contact Shadows (and adjust) if shadow too soft near base of object
- Render Settings (Properties > Render Properties > Shadows)
- Modify shadow softness and resolution
- HDRI Images
- Download HDRI (e.g. polyhaven.com, 2K file is sufficient)
- Save to a folder where you intend to keep all the HDRI files (all projects)
- In the shading workspace, node editor, choose shader type: WORLD
- Find the Background and World Output Node (click HOME key within the node editor to frame all)
- Add (Shift-A or menu) a texture > environment
- Click OPEN within the environment texture node, and select a HDRI (HDR or EXR)
- Connect the environment node color output to the Background node color input
- Download HDRI (e.g. polyhaven.com, 2K file is sufficient)
- Shadows
- Rendering
- Render camera view (F12)
- Objects in outliner may individually have camera view visibility toggled off (will not render)
- Render Engine (Properties > Render Properties - camera icon)
- Eevee
- Faster renders, but less accurate
- Cycles
- Slower renders, but more accurate
- Allows for optional GPU Rendering
- In preferences, choose CUDA for Nvidia card (OPTIX if RTX)
- Given the same light setup, Cycles will be darker than Eevee
- To reduce render time, a time limit can be set (e.g. 5 seconds) or max render samples can be reduced
- Eevee
- Reflections
- Darker materials show reflections better than light materials
- Materials should have roughness decreased to increase their glossiness (may adjust specular, anisotropic)
- In Render Properties, check "Screen Space Reflections"
- Miscellaneous Options
VIII. Review: Features
- Advantages (features I like)
- Keyboard shortcuts (e.g. G-Z-1, S-X-2...)
- F3 Function Search
- Disadvantages (features I dislike)
- Interface differences from other software (e.g. Maya, ZBrush)
- Navigation shortcuts (G, S, R instead of W,E,R)
- Z-Up (instead of Z forward)
- More difficult than Maya to visualize location in 3D
- Need to build your own 4 panel layouts and similar
- Bezier Curves
- Limited and non-intuitive functionality (e.g. extrude to add points, cursor does not follow well)
- Materials
- Materials that are not assigned to an object are lost saving a file and reloading the file
- Unless you click "Fake User: Save this data-block even if it has no users"
- Assigning a material to multiple objects requires a link operation (why not just selection?)
- Materials that are not assigned to an object are lost saving a file and reloading the file
- Interface differences from other software (e.g. Maya, ZBrush)
IX. Resources
- Udemy: Create Blender Creator Course (Michael Bridges, Grant Abbitt, Rick Davidson)
- Blender Guru 3.0 Cheatsheet
- Image Sources (textures, HDRi)