1/13

 Start off the day with the warm-up

https://www.nytimes.com/2024/12/26/arts/video-games-graphics-budgets.html?unlocked_article_code=1.kU4.hZjg.mNlRqjAtFyh2&smid=url-share

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DeLaRosa - 1508462755

Devin Lopez - 1190499463 

Finn - 412387893 

Corbin - 448910289 

Julien - code: 1244461043 - user: Sysciro

Noah - 1117833903 

Jack - 367941986 

Salli  - 1208069965 

Jett - 1111378566 

Emily - 1849495890 

Khan - 1053179305 

Logan C - 1062289340 

Josh G - 437243053 

Hailey - 1849977363 

Daxton - 404810540 

Haven - 886199134 


What are you learning? 

Blender Tools


Why is it important? 

We will be working on 3D sculpting


How do you show that you understand? What is the assignment? 

We will sculpt a head together and then you will sculpt a creature of your own design. Take a snip and turn them both in.


Worth 3 Points

Cubes, boxes, spheres etc are call Objects

This is a Gizmo. If you left click, hold and move your mouse in the gizmo, you can rotate around your object. You can also just use your middle button to do the same thing.

If you click on the X (red),Y (green) or Z (blue) axis circles in your gizmo, you can change the viewpoint

Move Tool - Click on the hand to move around your work area

With your object selected (clicked) [you know it is selected because there is an orange outline around it], you may click View > Frame Selected to move the view to the center of the object that you have selected

Zoom in and out

Camera View shows you the view from the camera in your project

This button switches the view from perspective to orthographic view

perspective VS orthographic

Actual vs Human Eye

Things can look bigger or smaller to the human eye due to distance.

This is your camera. You can add multiple cameras

This is your Light Source. You can add additional light sources to your project as well

Move Tool allows you to move a specific object

Rotates a selected object

Scale tool allows you to scale on a specific axis or the entire object. You may also use the S key to scale the entire object. Alt S goes back to your original scale

You can move the cursor around and change the pivot point of your object (imagine the earth moving around the sun, same deal). You must manually change the pivot point to the 3D cursor.

Transform allows you to grab, rotate and scale all at once (not my favorite tool)

The Collection is everything that is in the scene. This works similar to layers in photoshop and you can have multiple collections similar to folders.

These are the different modes in Blender

Object Mode - The default mode, available for all object types. Allows editing position, rotation and scale, duplicating objects, and so on. 

Edit Mode - A mode for editing an object’s shape (vertices/edges/faces for meshes, control points for curves/surfaces, points/strokes for Grease Pencil, etc.). 

Sculpt Mode - Provides an alternative toolset for editing an object’s shape (only for meshes). 

Vertex Paint Mode - A mesh-only mode that allows you to set your mesh’s vertex colors (i.e. to “paint” them). 

Weight Paint Mode - A mesh-only mode, dedicated to vertex group weighting. 

Texture Paint - A mesh-only mode that allows you to paint a texture directly on the model, in the 3D Viewport. 

Workspaces in Blender

Modeling: For modification of geometry by modeling tools. The is where you can modify your project by changing your verticies (points where edges connect), edges (lines that connect verticies) and faces (polygons)

Sculpting: For modification of meshes by sculpting tools. These are tools that help you modify an onject similar to modelling clay.

UV Editing: For mapping of image texture coordinates to 3D surfaces. The 3D is flattened out into a single sheet, similar to the aluminum foil that is wrapped around chocolate that looks like a Santa Claus.

Texture Paint: For coloring image textures in the 3D Viewport. You can point directly in the 3D object and it will show up on the 2D surface

Shading: For specifying material properties for rendering. This is where you modify the materials using nodes

Animation: For making properties of objects dependent on time. Similar to Adobe Premiere, this uses a timeline and keyframes to make movement and effects happen at a specific time,

Rendering: For viewing and analyzing rendering results. This is where you test and finalize ther output of your file.

Compositing: For combining and post-processing of images and rendering information. This is where you can add effects like glow and blur. Click on the use node box to get started.

Geometry Nodes: For procedural modeling using Geometry Nodes. This is where you can change the geometry of the object and make other modifications

Scripting: For interacting with Blender’s Python API and writing scripts. This is where you write your code for the Blender Scripts.

Properties

Render - :  Setting up how your project renders. EEVEE, Cycles or Workbench settings . You can change render engines, sampling,

 Output - Output settings. Resolution, frame rate

View Layer - Renders can be separated into layers, to composite them back together afterwards. 

Scene - Allows you to use a scene as a background, this is typically useful when you want to focus on animating the foreground for example, without background elements getting in the way. This is also where you can change the measurement (inches, feet, pounds, kilograms)  

World - What the background looks like... sky, mist, fog

Object tab (must have something selected) - Location, rotation and scale along with parent child relationships, collections and visibility 

Modifier (This is a super important one) - Change/Modify an object. When you add a modified, it adds it to the stack. This is very similar to adding effects in adobe premier. You can change the order of them as well./

Particles - Emits particles (could be dots, snow, rain, ash, etc) from the object.

Physics -  Collision, force

Constraint - Limits your object

Object Data - Info on your mesh

Materials Tab - How your object is shaded during rendering

Texture - World, materials, skybox

Click on the light in your project and notice that the icon for your object data properties has changed. Explore the settings by clicking on the viewport shading button on the top right of your project


Sculpting


While you are in layout/object mode, delete the cube and add an ico sphere

DON'T Do anything else yet!

There will be a dialogue box just like the one we used to bevel

Select the dialogue box and change the subdivision to 5

This will add more polygons

*Note You would probably not want to use this for animation because the more polygons, the bigger the file and longer the render

Click the X Axis in symmetry (top right of your workspace



Select your Grab Tool

Notice when you move your tool on the object, it shows a second yellow dot. This is similar to the clone tool in photoshop

Notice in the properties area, it shows your brush settings and what the tool does.

There are hot keys for this but I constantly forget them.

F - resize brush

Shift + F - Change the strength of the brush

With your grab tool, pull in and around to make a head

Next Pull out a neck


Our polygons are getting a little bit wonky so we will REMESH our object

Click on the remesh button on the top right and change then Voxel size to 0.08 and click remesh. You can see the difference  below

Pull/Push out a nose (use F for brush size)

Click on the smooth brush and use it to take out the bump in the nose (Hotkey is Shift)

Going back to the grab tool, bring in the eye sockets, pull out cheek bones and add any additional modifications

Select the draw brush and add some lumps where the ears will go. You can use a combination of the draw and smooth to get them to your liking

with the DRAW Tool selected, hold the Control key to burrow/dig to make the ear canal (Make sure and periodically remesh). 

IMPORTANT! Holding down the CONTROL KEY will make your tool/brush do the opposite

Use the DRAW or GRAB tool to make a mouth

Switch to LAYOUT 

Move your CURSOR to where you want your eye to be

SCALE and MOVE your sphere/eye to where you like it

Zoom in and rotate the eye so that the round part looks like a pupil

Select the head (not the pupil) and go back to Sculpting

If you forget to do this, you will be sculpting the eye. You can switch between the two objects in sculpt mode by clicking ALT + Q

At this point, we will need to get more detail by remeshing. Change the voxel size to 0.35 and click remesh

Use the Draw and Smooth tool to make eyelids

Switch back to Layout/Object Mode, select your eye, click your Modifier properties and select Add Modifier

Select Mirror Midifier

Now you want to mirror your eye on your head. Do this by clicking the eye dropper then clicking the head

Switch back to sculpting, if your eye is still selected, click ALT + Q to select the head

Continue to use the tools to sculpt the facial features... nose, cheeks, jawline, etc


Click Remesh and drop the voxel size to 0.15 and remesh then use the smooth tool

Select the Crease Tool and shrink the brush size down using F to make the mouse then draw the lips

Use your DRAW, CREASE, SMOOTH and CREASE tools to get it how you like it

Use your tools to work on the ears

Work on the eyelids, forehead and general adjustments


Take a snip and turn it in