Hey hey,
I'd like to start a thread that encourages people to try out modeling and maybe even get interested in it. A place where people can ask questions about 3D, share modeling tips and of course post fan-art models. You don't have to be a 3d-guru to be able to create usable and enjoyable models. Everyone can do it!
All you need is a little patience, imagination and a bucket of tools. To the start here I've made a small tutorial to those who've never tried creating 3D before, but who are interested in trying it out.
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Lesson 1: Tools This is the dull part. Tools are important, however. Every artist has his/her tools. Our tools will be the computer programs. There is a good list of different modeling and painting programs in
Guide to 2D/3D Contribution-thread. You can choose the programs which suit you the best. However, for the examples here I'll be using Blender and Gimp; They're free, cross-platform programs that can handle plenty of different tasks.
1.1 Setting up Blender
Download and install
Blender for your operating system. Check
installation guide if needed. After installation Blender is ready to run.
1.2 Setting up Gimp
Download GimpToolKit (GTK+) and Gimp, both available at
www.gimp.org. Install the GTK first, then install Gimp.
1.3 Setting up Blender2crystal
If we are to export our models to PlaneShift, we're going to need an exporter. PlaneShift uses
Crystal Space 3D engine, and their preferred Blender exporter is Blender2crystal, so I recommend that one. Blender2crystal requires
Python to function correctly, so download and install it. In addition, Windows users should download the
XML package for Python. Finally, download and install
Blender2cystal. More precise installation instructions for the exporter can be found at
Blender2crystal installation page.
*edit*
1.4 Setting up CEL and CS
The new version of blender2crystal exporter requires Crystal Space (CS) and Crystal Entity Layer (CEL) to function properly. I warmly recommend downloading them using the link on
blender2crystal homepage. They provide a pre-compiled version of these software that have been tested with the exporter, so installation is quite easy, and it will save you of a lot of trouble later on, in the exporting phase. The link points to a zip package, currently named "pycelstart-7.8.zip". Download it to a temp directory, and unzip it's contents to a directory where you want your Crystal Space installed. Note that it will create an additional pycelstart7.8\ directory upon unzip. Personally I installed it in c:\program files\. Finally we need to set CRYSTAL and CEL environment variables. These simply hold the path to the corresponding programs. On WinXP open Control panel-System-Advanced-Environment Variables. Add a new system variable, called CRYSTAL, and give it a value "c:\program files\pycelstart7.8\
cs" (or where you unpacked the zip). Remember to add the cs\ subdirectory to the end. Then add another environment variable, this time with name CEL and value "c:\program files\pycelstart7.8\
cel". Click ok, and you're ready to go. Again check
blender2crystal homepage for better instructions.
End of Lesson 1: Tools *****
Lesson 2: Getting started with Blender Start Blender. Feel free to play around a bit at first, let your curiosity take control. You can return to the starting point at any time using ctrl+x. You'll propably feel a bit disoriented at first (I know I do), the controls feel weird and you don't seem to be able to do much at all. Don't let that depress you, let's start from the the very basics. Press ctrl+x to revert all changes. You should see this:
2.1 Screen composition
Hmm, what is all that?
The screen is divided into three sections.
- At the top there is Info Window. This window holds the "main menu" in the left and some numerical data about your current scene at the right.
- In the middle you see the 3D View Window. This serves as your eyes to the current scene. Most of the editing takes place in 3D View. Currently there are three objects; the pink rectangle which is the default cube. It's pink because it's selected. Then there's a lamp, marked by black dot with few circles around it, and finally a camera is peeking from the lower edge. But let's leave them for now.
- At the bottom you'll find the Buttons Window. There you'll find all possible settings for your currently selected object, its material, animation, lighting and so on.
Note that all windows have headers and they can actually be changed to any type of window you want. Also be sure to check tooltip if you wonder what something does.
Here are the main items again.
2.2 Headers
Let's take a closer look at the window headers. They're very useful. Here is the 3D View's header:
- At the left you see the icon showing this windows type, and a drop-menu where the type can be changed. Go ahead and try it. Change the window type to UV/Image Editor, and then back to 3D View. Note how the header changes to represent options available in each window type.
- Next left you'll see View, Select and Object menus. Go ahead and check what each menu contains.
- View-menu has different options for current view. We are currently in Top view mode, meaning we are looking directly down. Let's select "Camera" from the View-menu, this moves our view to the camera object. Click it and notice how the view changes. Now go back to Top view by selecting "Top" from the View-menu.
- From the Select-menu you can edit which objects are selected and which are not. Let's try deselecting everything. Click "Select/Deselect" all from the Select-menu. You'll notice how the pink rectangle disappears to indicate that the default cube was deselected. Now click the "Select/Deselect" again. Notice how all the objects are now selected. If something is selected "Select/Deselect all" will deselect everything, if nothing is selected it will select everything. For now, let's select the cube again. You can do this by right-clicking on it in the 3D View.
- Object-menu holds commands for modifying the currently selected object. Try selecting "Delete" and click "Erase selected Object(s)" to confirm the deletion. The cube disappears from the view and is deleted. Let's get it back though. Click ctrl+x to get back to the start.
Note that menus also display the keyboard shortcuts where they're available. You don't have to memorize them now, but they'll become useful later on.
- Next in the header is the Mode drop-menu. We're currently in Object mode, meaning we can select and modify whole objects. Brief description of each mode:
- "Object Mode" is where whole objects are selected, moved around and deleted.
- "Edit Mode" is where modeling takes place; there we modify our mesh.
- "UV Face Select" is where a meshes (sur)face texturing, appearance and functionality is controlled.
- "Vertex Paint" is where extra colour and static shadows can be painted into meshes vertices.
- "Texture Paint" is where you can paint and modify the texture image assigned to the selected mesh.
- "Weight Paint" is where you apply weight to vertices, used in animation calculation and skeleton-based movement.
- Next is the Viewport Shading selector. With this you can change how the view is drawn. We're currently in solid draw mode.
- Next in the line is Rotation/Scaling pivot selector and "RotateObject centers only"-button.
- Next is the "3D transformation manipulator" controls.
- Third from right are two sets of buttons. These are the layer controls. Much like in a painting program, you can create objects in different layers. You can then hide and show only the layers you're currently working on, or check the overall image by viewing all layers simultaneously. This helps especially when working on large number of models.
- Second item from the right, the lock image, sets the layers and camera to be unique and appear in this scene only.
- The rightmost button renders the window.
If you right-click on the header, a menu appears. There you can choose where the header appears, or hide it completely. If you hide the header, you can get it back by right-clicking the window border and selecting "Add header". This also reveals another useful option: window splitting. By choosing "Split Area", you can divide any area into two. With middle mouse click you can change the split direction horizontal or vertical. You can also drag the edges to scale the windows to your liking.
2.3 Mouse buttons
One of the reasons why Blender controls confuse a newcomer is the mouse button setup. Once you get to understand them however, they become very powerful tool. I'd categorize the buttons like this:
Left mouse button:
Click, Accept action
Middle mouse button:
Move, Turn, Switch
Right mouse button:
Select object, Cancel action
In 3D View you move the 3D cursor with left click, you move the view around with middle mouse and select objects with right click. Holding down left or right mouse will pop up a toolbox. We'll explore that later.
Control and shift are important help buttons here. Combined with mouse button, they give useful extra functionalities. In general:
Shift:
Slow move, Add to selection
Control:
Snap to grid move, Add new
In some situations there's also ctrl+shift-combinations and combinations with alt, but don't worry, you don't have to learn them now.
To an extent, you can customize the mouse buttons. Try dragging the Info Window border down and select the "View & Controls"-tab. You can choose the settings you prefer. For example I prefer Turntable view rotation over the Trackball one.
2.4 Toolbox
You can open the toolbox either by holding down left or right mouse button over the 3D View, or by pressing spacebar. This is a collection of menus that will allow you to access most wide variety of tools. Note that some of the options there depend on what you have selected. In Object mode you'll have different tools than in Edit mode. Here are some useful tools:
- Add-Mesh, Lamp, Camera: Used to create whole new object(s).
- Edit-Duplicate: Duplicates the currently selected object(s).
- Select-Inverse: Selects everything not selected.
- Transform-Grab/Move: The main move function. Moves selected object(s) around.
- Transform-Rotate: The main rotation function. Rotates selected object(s) around the rotation/scaling pivot.
- Transform-Scale: The main scaling function. Scales the selected object(s) toward the rotation/scaling pivot.
- View-Ortho/Perspective: Switches between Orthogonal and Perspective view modes. Both are useful in different situations.
- Render-Render: Renders the camera view. Main render function.
The other tools have uses too of course, but with just the ones mentioned above you can already do a lot. Also note that most of the tools have keyboard shortcuts marked after them. Now would be a good time to memorize some of these. For example try using the following on your keyboard G=Grab, R=Rotate, S=Scale. I warmly recommend using Blender with one hand on the mouse and other on the keyboard.
For more comprehensive introduction to Blender check out
Blender Quickstart.
End of Lesson 2: Getting started with Blender *****
Lesson 3: Edit mode First clear any mess you've made with ctrl+x. Now it's time to enter Edit mode. Do this now either from the 3D View header Mode selector, or from Toolbox-Edit-Enter Editmode. It is here that you shape your model. Note that the default cube on the 3D View has changed. It's still pink, but it's bordered by yellow lines and yellow dots on the corners. The dots are called Vertices, points in space. By connecting two points you can make a line (edge); by connecting three you can make a plane (face). Those are the basic construction blocks of modeling: Vertices, Edges and Faces.
Now then, let's have a look at that cube of ours. First I want you to turn on the Perspective view mode. You can do this from the Header View-menu if you've forgotten. Then rotate the view around the cube a bit by holding down the middle mouse button. View is very important in modeling. Correct view can save you a thousand mistakes.
3.1 Selecting vertices
Now that we know we're really dealing with a cube and not just a pink rectangle, let's start working on it. All the cube's vertices are yellow; they're all selected. Hmm? But pink was selected, was it not? Yes it was, in Object mode. However, in Edit mode the colour convention is a bit different. Here yellow marks selected, while pink marks unselected. Try it out, right click a vertex to select it. This will deselect all the other vertices and leave just the one you clicked, yellow. Go ahead and select few others. Notice how the previous always unselects leaving only the one you click selected. To select multiple vertices, hold down shift key, or Box select with B-key.
There's this contraption of arrows that seems to follow your selection. It's called "3D transform manipulator". You can read more about it in
Blender homepage, but for now, let's turn it off. Do this by clicking the hand icon in the 3D View header.
Here are the main items again:
3.2 Select modes
Let's look at the 3D View header again. When we entered Edit Mode, a few new buttons appeared there. At the right, there is a set of four buttons. These control the select mode. Until now we've been in "Vertex select" mode, in which we can select and move individual vertices. In addition there is the "Edge select" mode and the "Face select" mode. Go ahead and try the other two modes. Try selecting few Edges and then few Faces. The fourth and final button limits selecting to visible vertices/edges/faces only. Try turning it on now. Notice how the cube becomes solid, and you no longer see the backside of the cube. In this mode you can't accidentally select items that are on the back your object. It's especially useful when working on complex object that overlaps itself many times. You can leave the Limit selection to Visible turned on for now.
3.3 Hide
Sometimes when using grab-command (G-key), you accidentally hit H-key. This hides your current selection, and can cause a lot of confusion. Don't worry though, hide isn't same as delete, and you can reveal hidden items with alt+H. Go ahead and select a part of your cube and press H. Then unhide with alt+H. You can also hide multiple items, they all come back when you unhide. Although not too useful with simple models such as cube, hide can really save your day when you're working eg. inside walls.
3.4 Undo
Mistakes happen to everyone sooner or later. You can't always start anew with ctrl+x when you make a mistake, so let's check the undo tool. You can change undo tool settings in the "User Preferences"-window, "Edit methods"-tab. Keyboard shortcuts for undo are:
- ctrl+z, U = undo
- ctrl+shift+z, shift+U = redo
- alt+U = undo history
Go ahead and try undoing your last actions, then redo them again, until no more redo is available.
End of Lesson3: Edit mode