Blender Notes

From Galaxy Scouts
Revision as of 09:52, 23 August 2025 by Linda (talk | contribs)
Jump to: navigation, search

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
    • If then use Alt when adjusting mods, will also apply to all?
  • Alt-Ctrl-click: select all in same direction that are same length?
  • Ctrl-+ (-): expand (contract) selection
  • Shift-G: select in same collection as active object
  • Other options: select sharp edges; select by trait (e.g., # of sides)....
  • Mark seams - then can select all in that area with L when in Face mode
  • Vertex group - within mesh, can created numbered groups to reselect easily

Linked Objects

  • Alt-D when in Edit mode
  • Will need to link data to auto link modifiers - using "drivers"?

Miscellaneous Notes

  • Inset
    • Tap twice to inset faces individually
    • Can change the shape of the inset (e.g. circle instead of square) - loop tools?
  • 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
    • Alt-E: extrude along normal
  • Poke - can change "tris to quads"
  • Sliding
    • Slide vertices - Shift-V
    • Slide edges - GG (plus C if want to extend past current end)
  • Loop cut - press E or E then F to match profile of one of the two current edges
  • Align vertices - select, scale on desired alignment axis, hit 0
  • Align camera
    • Align active camera to view - Ctrl-Alt-Numpad 0
    • Align active camera to selected - choose from pie menu?
  • UV auto updates - settings in Tool panel
    • Correct face attribution
    • Live unwrap

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
  • Solidify the cutter for interesting effects?

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

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