Blender Notes: Difference between revisions

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Created page with "== Best Practices == * Cylinders ** Vertices multiple of 4 to keep round ** Start with fewer if planning to subdivide or subsurface later ** End cap - replace with quads (variety of methods) * Modifiers ** Processed from the top down ** Applying it "moves it to the top" - so apply in the right order == Selecting Stuff Faster While Editing == * Ctrl-click: select everything between previous and current selection * Alt-click: select all connected * Alt-Ctrl-click: select..."
 
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== Bevels ==
=== Direct bevel ===
* Don't forget to apply scale before beveling
* Shift key while scaling it allows for more precise movement
* C key to clamp bevel so they don't overlap
** If they butt up to each other - will have two edges on top of each other
** Remove the duplicate by dissolving it or merging the vertices by distance
* P key can adjust the profile of the bevel (how the curve is shaped) when adding
** Default is 0.5 (Shape setting on panel)
* Optimal number of segments depends on size of the bevel and size of the object
=== Bevel modifier ===
* Generally only used to get edge highlight?
* Often either 1 or 3 segments is fine
* Keep the amount small
* Add Weighted Normal modifier to clean up the shading
** Or set Hard Normals in the Bevel mod
* NEVER apply it (according to Blender Bros)
** Keep Bevel and Weighted Normal mods at the bottom of the stack
* If get weird overlaps when beveling (poss due to acute angles on connectors), can turn off Loop Slide in the mod


[[Category:Blender]]
[[Category:Blender]]

Revision as of 13:08, 18 August 2025

Best Practices

  • Cylinders
    • Vertices multiple of 4 to keep round
    • Start with fewer if planning to subdivide or subsurface later
    • End cap - replace with quads (variety of methods)
  • Modifiers
    • Processed from the top down
    • Applying it "moves it to the top" - so apply in the right order

Selecting Stuff Faster While Editing

  • Ctrl-click: select everything between previous and current selection
  • Alt-click: select all connected
  • Alt-Ctrl-click: select all in same direction that are same length?
  • Ctrl-+ (-): expand (contract) selection
  • Other options: select sharp edges; select by trait (e.g., # of sides)....

Miscellaneous Notes

  • Inset - Tap twice to inset faces individually
  • Mark Seams - makes it easier to use L to select linked geometry for key areas

Booleans

  • Every bool must have 2 connection points to the object
    • Can create non-manifold topology
    • Use Exact option to avoid cutting with Z-fighting
  • When joining
    • Connection points as perpendicular as possible
    • Connect points with J; dissolve any bad ones
  • Mirror booleans
    • Mirror all by modifying object
    • Mirror individual by modifying the cutter
    • Can reorder the modifiers so some of the cutters are after the mirror
  • Deleting booleans properly
    • Delete the modifier AND the cutter
    • If slicing and only delete the cutter mesh, may leave duplicate object behind

Bool Tool

  • Choose cutter first; shift-click object to be cut
  • Shortcuts
    • Ctrl-numpad -: difference
    • Ctrl-numpad +: union
    • Ctrl-numpad *: intersect
    • Ctrl-numpad /: slice
  • Parent cutters to the object
    • Select cutters; shift-click object
    • Ctrl-P - Object; Keep transform

HardOps / BoxCutter

Add stuff here

Bevels

Direct bevel

  • Don't forget to apply scale before beveling
  • Shift key while scaling it allows for more precise movement
  • C key to clamp bevel so they don't overlap
    • If they butt up to each other - will have two edges on top of each other
    • Remove the duplicate by dissolving it or merging the vertices by distance
  • P key can adjust the profile of the bevel (how the curve is shaped) when adding
    • Default is 0.5 (Shape setting on panel)
  • Optimal number of segments depends on size of the bevel and size of the object

Bevel modifier

  • Generally only used to get edge highlight?
  • Often either 1 or 3 segments is fine
  • Keep the amount small
  • Add Weighted Normal modifier to clean up the shading
    • Or set Hard Normals in the Bevel mod
  • NEVER apply it (according to Blender Bros)
    • Keep Bevel and Weighted Normal mods at the bottom of the stack
  • If get weird overlaps when beveling (poss due to acute angles on connectors), can turn off Loop Slide in the mod