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Start off the day with the warm-up
Read, summarize and share your thoughts
Half Page
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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