Blender Notes: Difference between revisions
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* Inset - Tap twice to inset faces individually | * Inset - Tap twice to inset faces individually | ||
* Mark Seams - makes it easier to use L to select linked geometry for key areas | * Mark Seams - makes it easier to use L to select linked geometry for key areas | ||
* Extrude - may need to duplicate the faces first, or else it will just move them? | |||
== Booleans == | == Booleans == | ||
Revision as of 13:45, 21 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
- Extrude - may need to duplicate the faces first, or else it will just move them?
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
