Think Different Multimedia: Modeling
Modeling
Modeling
• Direct mesh editing: A more traditional approach
commonly used by professional modelers
• Sculpting: A fast and fun way of shaping a model,
also useful for fine details like wrinkles
What Is a Mesh?
Origin Point
Edges
Vertices
Faces
Edit Mode
USING THE TAB KEY TO
SWITCH MODES
Select Object
Some Mesh-Editing Tools
Extrude
Press the E key and
then move your
mouse slightly.
Pressing Alt+E will
give you a variety of
options
Some Mesh-Editing Tools
Fill
The fill command (F key)
creates a new face from
selected vertices.
Simply select three or
four vertices and press F
to make a face from the
selection
Some Mesh-Editing Tools
Merging Vertices
In vertex select mode,
you can select a
number of vertices
and then press Alt+M
to bring up the “Merge
vertices” menu
Some Mesh-Editing Tools
Joining and Separating Mesh Objects
In object mode, it is possible to combine separate
mesh objects into one by Shift-RMB-selecting them
and pressing Ctrl+J.
Likewise, in edit mode, it is possible to split a mesh
into different objects with the P key. Generally, the
workflow is to select the faces you wish to separate,
press P, and choose Selection from the pop-up menu.
Choosing “By loose parts” will make Blender separate
an object into separate pieces
Background Images
Example Modeling Through Mesh
Editing
Many objects are symmetrical (including people,
animals, boats, cars, planes, chairs, tables,
space aliens, and monsters).
The Mirror Modifier: Making a Mirror
Cube
A Note on Modifiers
Smoothing a Mesh
The Subsurface Modifier
The Multiresolution Modifier
Box-Modeling a Man
Box-Modeling a Man
Figure 3–27. Example of box modeling.
This model started as cube with a
mirror modifier (see the
following section), and faces were
extruded out to form the torso and head,
and then the legs and
arms. Note that to get accurate shapes,
some individual vertex positions had to
be adjusted.
Sculpt Mode
Getting into Position
Go to front view (numpad 1), and then move the
view slightly off center by holding down the MMB
and dragging the mouse to one side. Have the y
(green) axis/arrow pointing toward you;
something like what is shown in Figure 3–28 is
fine. Roll your MW to zoom in so that the cube
takes up most of the screen space. Make sure
the cube is selected by RMB-clicking it.
Adding a Multiresolution Modifier
Starting to Sculpt
Types of Brushes
Types of Brushes
Changing Brush Size and Strength
Changing Brush Size and Strength
Modeling
• Direct mesh editing: A more traditional approach
commonly used by professional modelers
• Sculpting: A fast and fun way of shaping a model,
also useful for fine details like wrinkles
What Is a Mesh?
Origin Point
Edges
Vertices
Faces
Edit Mode
USING THE TAB KEY TO
SWITCH MODES
Select Object
Some Mesh-Editing Tools
Extrude
Press the E key and
then move your
mouse slightly.
Pressing Alt+E will
give you a variety of
options
Some Mesh-Editing Tools
Fill
The fill command (F key)
creates a new face from
selected vertices.
Simply select three or
four vertices and press F
to make a face from the
selection
Some Mesh-Editing Tools
Merging Vertices
In vertex select mode,
you can select a
number of vertices
and then press Alt+M
to bring up the “Merge
vertices” menu
Some Mesh-Editing Tools
Joining and Separating Mesh Objects
In object mode, it is possible to combine separate
mesh objects into one by Shift-RMB-selecting them
and pressing Ctrl+J.
Likewise, in edit mode, it is possible to split a mesh
into different objects with the P key. Generally, the
workflow is to select the faces you wish to separate,
press P, and choose Selection from the pop-up menu.
Choosing “By loose parts” will make Blender separate
an object into separate pieces
Background Images
Example Modeling Through Mesh
Editing
Many objects are symmetrical (including people,
animals, boats, cars, planes, chairs, tables,
space aliens, and monsters).
The Mirror Modifier: Making a Mirror
Cube
A Note on Modifiers
Smoothing a Mesh
The Subsurface Modifier
The Multiresolution Modifier
Box-Modeling a Man
Box-Modeling a Man
Figure 3–27. Example of box modeling.
This model started as cube with a
mirror modifier (see the
following section), and faces were
extruded out to form the torso and head,
and then the legs and
arms. Note that to get accurate shapes,
some individual vertex positions had to
be adjusted.
Sculpt Mode
Getting into Position
Go to front view (numpad 1), and then move the
view slightly off center by holding down the MMB
and dragging the mouse to one side. Have the y
(green) axis/arrow pointing toward you;
something like what is shown in Figure 3–28 is
fine. Roll your MW to zoom in so that the cube
takes up most of the screen space. Make sure
the cube is selected by RMB-clicking it.
Adding a Multiresolution Modifier
Starting to Sculpt
Types of Brushes
Types of Brushes
Changing Brush Size and Strength
Changing Brush Size and Strength