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Showing posts with label Unit setup. Show all posts
Showing posts with label Unit setup. Show all posts

Wednesday, June 3, 2015

Modeling A Glass In Blender


We are going to learn how to model a standard glass in blender. You could think why we are modeling glass. Because doing this we will learn many things.

What we will learn by modeling glass in blender

 We will learn to add primitive object cylinder, modify properties of primitive, modifying object in edit mode selection methods, inset face, extrude and may things. So be ready to learn. Go slow, do everything step by step. Lets start now :

Steps of Modeling Glass in Blender

Now follow the steps given bellow carefully. If you have any confusion let me know in the comments :


Step 1
First of all we should do our unit setup for the file. Set it to 'Metric'. If you don't know how to setup the unit in blender, please go to the one of my post here.

Step 2
Select the default cube by right clicking on it and press x or delete button and then press enter to conform the delete.
Deleting default cube in blender, Making glass

Note 1
Now we will add a cylinder to make a glass. Why we are choosing a cylinder? why not cube or anything else?? Because the glass we are going to make will be matching the cylindrical shape. We should choose that primitive mesh which matches our object best. But its not always necessary though it makes process easy and fast a little bit.

Step 3
So first we need to make the 2D cursor at the center of view port, cause the new objects is always added at the position of 2D cursor. And you may have accidentally placed the 2D cursor to somewhere else. Press Sift + S and then choose 'Cursor to center'. To Know more about 2D cursor go to my another post here.

Step 4
To add cylinder press Shift + A and then go to Mesh and then click on cylinder. To know another methods of adding objects in blender go to my another post here.



Step 5
Now before clicking anywhere else you should tweak some options like cylinder size, radius, vertices ( number of side edges for Max or Maya Users) and cap fill type.



By default the vertices in the cylinder is 32 but we will use 12 for our glass and will use a modifier to smooth it. Now enter the following data in there field respectively:

  • Radius - 1.5"
  • Depth - 5"
  • Cap Fill Type - Triangle Fan
Note :   1.5" means 1.5 inch. " is the symbol of inch

Step 6
Now cylinder may look like very small depending on your zoom level. Press full stop symbol on num pad to bring the selected cylinder in focus and framed to viewport (work like F key in Maya).



Step 7
Before going further we should rename the cylinder to glass. Go to Object tab in property window and change the name to glass and press enter.



Step 8
Now press Tab to go into the edit mode.



Step 9
Now press Ctrl + tab and select vertex.





Step 10
Right click on upper middle vertex to select it.



Step 11
Now hold Ctrl button and click on face select button to select connected faces to that vertex.

vertex to face selectin


Step 12
Keep your mouse in the viewport but a little far from the selection then press I button on the keyboard to inset the selection and move your mouse towards the center of selection to scale it down a little or move far from the selection center to scale it up. scale it a little inside from outer edge and then press left click to conform it.


inset in blender

Step 13
Now rotate view to go to the lower side of the cylinder and then go to vertex selection mode and select the center vertex.Now hold Ctrl and click face select to select connected face and then press S button on the keyboard to scale it down a little bit then left click to conform it.

scaling in blender


Step 14
Now Rotate the view to look at upper part. Choose vertex selection mode and select center vertex of the upper part then hold Ctrl and click face select to select the connected faces.



Step 15
Now go to the Orthographic side view by first pressing 5 number key on num pad and the pressing 1 number key. and then press Z button on the keyboard to go into the wireframe mode.



Step 16
Now keep your mouse in the view port and and press E button on the keyboard to extrude the selected faces, now drag your mouse down till the selected faces is a little bit above the base. now left click to conform the extrude.



Step 17
Now press S to scale the selection inside the glass like the image given bellow.



Step 18
Now press 5 number button of the numpad to return to the perspective view and then press Z button of the keyboard to return to the solid shading mode.



Step 19
Now we need to give the glass supporting edges so when we apply Subdivision Surface modifier to smooth it, the shape of glass should hold the volume. To do this rotate the view so that the side of glass is visible. Now hover your mouse at the center of the glass and press Ctrl + R ( this is similar to edge loop tool of the Maya ). After pressing Ctrl + R a pink edge will appear at the middle of the glass.

Edge loop tool in blender


Step 20
Now press left click once and drag the edge towards upper edge and when you are just a little bit far from the upper edge press right click to place the edge there.




Step 21
Do the same thing for lower edge, and for inner wall's upper and lower edges too.





Step 22
Now select the lower faces and inset them.




Step 23
Now place your mouse inside the indicated pink area in the bellow image and insert a edge loop and now drag outward to the outer edge and then place the edge.










Step 24
Do the same thing for inner base.



Step 25
Now place an edge at the thickness of glass.



Step 26
Now go to the side and place the mouse at the middle of the glass and press Ctrl + R. Now rotate the mouse wheel to increase the number of edges.



Step 27
Increase it to 8 and the left click and then right click to place the edges.



Step 28
Do the same for inner wall.




Step 29
Now press Tab to go to object mode. While the glass is selected click on smooth shading button.



Step 30
While the glass is selected go to modifier tab of property window and then click on 'Add Modifier' and then choose 'Subdivision Surface'.



Step 31
Now increase the view subdivision to 2.



See, by following these steps your glass is ready. Now for the presentation shake we should take render of our glass.

Rendering Our Glass

To render your glass first select the Lamp ( Light ) in the view port then go to lamp data in the property window, and then switch the lamp to Hemi type.


 Now select your glass from outliner and place your mouse in the viewport and press the dot button of the num pad to zoom in the glass.


Now zoom out a little bit like the bellow image.


Now hold Ctrl and press 0 on num pad. It will set the camera to the view.


 Now press F12 to take render.



WOW ! Your glass is ready. Show it to your friends. If you have any confusion or difficulty to understand anything, let me know in the comments. Have Fun and Happy Blending




Saturday, November 15, 2014

Unit Setup and Saving Start up file in Blender

Its been a long time since I have posted here. I was actually busy. But then I thought that humans are always busy so it will not be fair to not let other learn what you know. So Here I am continuing my post about Blender...
Now lets talk about setting units in blender. Setting units is very important when you are working on architectural projects or even its good habit so whenever you need to develop scene according to real life you have a real life measuring unit in blender.
Lets take an example where setting units can help you. Suppose you are making a scene where you have to build houses in a row on the bank of a river and there is a bridge to cross the river and peoples walking on bridge. Now in this situation either you will guess the width of river by making it then you will make bridge, you will make it according to the feel of your own when you think the bridge is looking ok then you will make humans walking on bridge and then you shall feel like either my bridge is too wide or my humans are small, and when you scale your humans then the side railing of bridge looks smaller than it should be. I am not saying it will always happen but it will happen often if you are not good at proportion and not have enough experience.
So setting units is good for anyone who wants no further scaling and adjusting the scene for proportion. After unit setting you know how much wide your river is, and how much long a human should be.
By default the unit is set to none in blender, or you can say its set to the blender units. So every time if you are making a scene you have to set unit first.
  • Note : Unit setting for a scene should be done just after creating a new scene before working any further, first you should setup your unit.
So to setup the unit, create the new scene, then go to the Scene tab(sphere cylinder light composed in one Icon) in Properties window then open the Unit section.
Unit setup in blender

Now there are options for Unit setup which I am explaining bellow, select the options according to your preference :
  • Metric : If you prefer to use kilometers, meter, centimeter type of scheme for measurement.
  • Imperial : If you prefer to use Ft, inch type of scheme for measurement
  • Degrees : self explanatory for rotation
  • Radians : Its used in many area of mathematics for measuring rotation. An arc of a circle with the same length as the radius of that circle corresponds to an angle of 1 radian.
1 Radian = 57.296 degrees 
You can use Radians for rotation if you prefer or needed.  
Maybe you don't want to setup unit every time after creating a scene and want it to already set at your preferred unit. To do this you need to save a startup file.A startup file is the file that opens by default when you launch Blender. By default it contains a cube, a camera and a light.
To save a startup file with your preferred unit setup, first create a new file then set the unit by the method I have explained above and then go to file menu and click on “Save startup file” or you can press ctrl+U to save startup file.If you don't want the cube to show up when you start the blender then you can delete the cube and save startup file.
Save Startup file in Blender

So this is all for now. If you have any question or anything just let me know in comment section. See you in the next post. Happy Blending...