Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Nov 24 8:44 pm)
Great idea, HaloedRain... I consider the link below a pretty decent starting point myself. Wished it had been around when I was starting:
http://blenderunderground.com/
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
The browser toolbar available at Blender Newbies is probably the single best Blender resource available, RSS feeds to all the main Blender sites and static links to a multitude of resources. I don't often endorse toolbar add-ons but this is an exception, I definitely recommend it to anyone that uses Blender whether a newbie or an experienced user.
One of the few sites not covered by the toolbar that I also recommend is Blender 3d Club, contains very well written tutorials covering various subjects.
Okay, I found the button for inserting links however mine appear grey. Where do I change that to a more visible color? The links work but might be difficult for some people to see.
Well, the text is certainly brighter... signs of a brighter future for Blender3D, hun?
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
More video tutorials: blendercast.sagedread.com
It's a collection of tutorials that can be found elsewhere into one place, I think.
For my two cents, I'd like to add Blenducation (http://blenducation.org/wordpress/). It offers live classes on topics related to Blender.
It is better to do one thing well, than to do many things and excel at nothing.
Awesome stuff. I'd like to add http://www.assistcg.com/index.php/tutorials.html to the list of tutorials. There you can find tuts on texture's creation.
Especially I liked this one :D (work with deflector and force fields)
http://www.assistcg.com/index.php/component/content/article/52.html
Worthy of it's own spot the HOTKEY MAP
wiki.blender.org/index.php/Reference/Hotkey_Map
and cgcookie blender section
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
Due to several requests I'm sticking the links for the introductory Simple modeling in Blender tutorial here.
http://www.4shared.com/file/33921586/2c9f1710/Simple_Modeling_in_Blender_-_Part_1.html
http://www.4shared.com/file/33921619/6fa40f91/Simple_Modeling_in_Blender_-_Part_2.html
Is it possible to create a map for export with an obj from blender?
I mean of course it can export .obj plus the .mtl one, but I have discovered that most other 3D apps happily import the .obj but will not read the .mtl file and reference by a ,png etc map for color..
Poser for one is an app that I use that requires maps.
Sorry if this is the wrong place, was not sure to ask here or start a new thread..thanks :)
You have to create the UV map to use textures.
If you simply want to export diffuse colors then assign the different material zones, color them as you like and this information will export to Poser in the .mtl file, UV mapping is not absolutely necessary in this instance.
Poser handles materials a bit differently than Blender so you'll have to adjust things a bit to get comparable results, the colors transfer fine though.
A terrain should be straight forward to map.
Split your viewport and set one window to UV view, leave the other in 3d view, if you haven't already set up multiple windows.
Use your Numpad keys - 1,3, or 7 - to get a straight on view of your terrain. RMB to select it and press the Numpad to frame the terrain view, zoom to comfortably fill the viewport.
to change to edit mode and with the cursor in the 3d viewport press key.
Choose the Project from View Bounds option.
In the UV viewport select all and scale in slightly to fit within the UV area. It's easier to texture if you leave a little space around the edges.
Save your .blend file and export the terrain obj using the default settings.
In the UV viewport select UVs>scripts>Save UV face layout and type in the desired size of your texture map.
Default is 1024x1024 but you'll probably want something a bit bigger, try to stay with binary multiples, 2048, 4096, etc for your sizes.
Save the UV map, open it in your image editor of choice and fit the texture to the UV map.
Save the resulting texture map.
Import the obj into Poser and apply the texture map you created.
Further on the topic of interaction between Poser and Blender -
I still don't understand it. I want to export a pair of pants (it already fits the model) from Poser to Blender, work on it and export back to Poser.
BUT it seems Blender won't import obj files from Poser. tho Wings does.
So: How on earth does one get a Poser obj file into Blender and back again??
I am aware of the size differences.
Blender imports Wavefront obj files, which is what Poser obj files are.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
In Blender File>Import>Wavefront(.obj) brings up the browser dialog for importing OBJ files.
Click the triangle to the left of the second input field and navigate to the file location.
Select the OBJ file for import then click the Import a Wavefront Object button in the upper right corner.
This opens a import parameters dialog that allows you to customize the attributes of the imported OBJ.
For example in 2.49 you have the option of selecting Poly Groups which imports OBJ groups as vertex groups, you may find this useful.
(If you are on a Windows machine you can select the OBJ file with the middle mouse button and skip directly to the import parameters dialog.)
Select the item you wish to edit, and toggle into edit mode with the TAB key.
There are some great Blender tutorials further up this thread on Blender basics.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Are you you using the RMB select to make the object the active selection prior to TAB?
The highlight will turn from a dark pink to light pink on selection in Object mode to indicate that the part is active.
There are several ways to make a hollow cylinder. The following is my usual method:
In Object mode press SPACE>Add>Mesh>Circle
TAB to Edit mode
Press E to extrude and without moving the mouse press ENTER
Press S then either visually scale or enter a number for precision.
Press A twice to select all vertices
Change to a side view using the appropriate NUMPAD key (Press the NUMPAD decimal to frame the active selection in the viewport.)
Press E and left click Regions in the dialog box
Press the X,Y, or Z to constrain the extrusion to the pertinent axis
Visually move the extrusion amount or enter a number.
Not entirely sure exactly what you mean on the question on adding thickness to the edge of a circle.
If you mean along the tangent axis then switch to a side view and extrude the necessary amount, in effect creating a short open ended cylinder.
If you mean in a planar view then use the section method outlined above for creating the wall thickness of the hollow cylinder.
For something like that you'll want to try out the Spin function.
Split your 3d view into two windows.
With the cursor in one screen press NUMPAD 7 (top view)
With the cursor in the second 3d viewport press NUMPAD 1 (front view)
In front view press SPACE>ADD>MESH>PLANE
TAB into Edit mode and delete the vertexes.
Starting on the Z Axis (vertical blue line in front view) place vertexes using CTRL+LMB to create the profile of the goblet ending back at the Z axis.
Under Mesh Tools tab change the Degr. field to 360.
Press the Spin button then left click with the cursor in the top view pane. The profile you created will revolve around the cursor a full 360 degrees creating 9 divisions in the revolved mesh. (The number of divisions can be altered just keeping it simple and using mostly defaults for illustration.)
You will note that the 9th instance is highlighted. You will want to ALT+SHIFT+RMB near one of the selected vertexes to select the original instance also then under Mesh tools click the Rem Doubles button.
Select all the vertexes and press the set smooth button. You will also probably want to use the subdivide modifier.
I have bought the three Cartoonsmart basic blender tutorials. They are not expensive but once you have worked through them and did everything along as you go you will be able to use Blender fairly well. Further tutorials of a more advanced ratio will be more easy to grasp and can then be mastered easy.
I did the tutorials with a book besides me and I have written down some notes and Blender all of a sudden started to make some sense. It is not so difficult. Once you have mastered these three tutorials everything makes some sense. It is really easier than Gmax, which is a scaled down version of GMax.
You can take the easier way out to try to figure everything out without buying these tutorials and you may still get there, but it will take so much longer and so much more difficult. With these tutorials you just go along and pause when you need to and you can rewind some and do everything over and over until you get it.
These tutorials are worth every cent of the money I paid and I am sure with the Version 2.50 of Blender coming next year, it is going to kick some other commercial programs under the butt. And the program is still free.
Look at this link to see how Blender compare to other programs:
http://www.tdt3d.be/articles_viewer.php?art_id=99
Regards
Johan
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The thread that answers the question, "I just downloaded Blender, now what?"
I'd like to get the suggestions that people keep posting all compiled here in a handy-dandy list so people can find them easily :)
I'll start!