Resources for Boston Blender character modeling meetup.
- Head Modeling Steps
- List of Files
- Shortcuts
- User Preferences
- Importing Reference Images
- Extrusion
- Loop Cut
- Knife Tool
- Removing Edges
- Filling in Holes
- Merging Vertices
- Reset Transformations
- Scale by Number
- Adding a Subdivision Modifier
- Smooth Shading Faces
- Working with a Symmetrical Mesh
- Transform Orientation
- Clipping Plane
- Circle Select
File Name | Description |
---|---|
prefs/userpref.blend | my user preferences |
prefs/lajos.py | my keymap |
model/e2_001.blend | base project with reference images |
model/e2_2.79_001.blend | base project with reference images, blender 2.79 |
model/e2_002.blend | pelvis |
model/e2_003.blend | torso whole piece |
model/e2_004.blend | arm |
model/e2_005.blend | leg |
model/e2_006.blend | knees/elbows |
model/e2_128.blend | textured model turnaround |
model/e2_head??.blend | head model checkpoints |
model/images/e2_*.png | ortho images |
model/images/eye.png | eye texture |
model/images/texture.png | mesh texture |
Shortcut | Action |
---|---|
alt-Q | quad view |
` (tilde) | view menu |
N | toggle sidebar |
T | toggle toolbar |
Z | shading mode |
shift-Z | toggle wireframe/solid shading |
alt-Z | toggle x-ray shading |
shift-A | add object |
TAB | toggle object/edit mode |
ctrl-A | apply transformation |
shift-D | duplicate object |
alt-D | duplicate linked |
ctrl-J | join objects |
C | circle select |
A | select all |
alt-A | deselect |
alt-B | 3d view mask |
shift-TAB | toggle snapping |
Shortcut | Action |
---|---|
X | delete object/component |
ctrl-R | loop cut |
K | knife tool |
alt-LMB | select edge loop |
, (comma) | transform orientation menu |
M | merge (join vertices) |
V | rip (split vertices) |
shift-F | fill polygon (make faces) |
ctrl-B | bevel edge |
Shortcut | Action |
---|---|
alt-S | scale at control point |
ctrl-T | rotate at control point |
ctrl-L | select linked |
Shortcut | Action |
---|---|
S | sample color (eyedropper) |
I modified some shortcuts for easier and faster workflow.
Shortcut | Action |
---|---|
Q | box select tool |
shift-Q | lasso select tool |
W | move tool |
shift-W | move mode |
E | rotate tool |
shift-E | rotation mode |
R | resize tool |
shift-R | resize mode |
1,2,3,4 | vertex, edge, face, uv selection mode |
alt-1,2,3,4 | front, perspective, right, top view |
MMB | pan camera |
alt-MMB | tumble camera |
wheel | dolly camera |
F | focus camera on selection |
Use my preferences:
- open blender
- save preferences (in Edit/Preferences)
- close blender
- go to the blender 2.80 config folder
- windows:
%APPDATA%\Blender Foundation\Blender\2.80\config
- osx:
/Users/_YOUR_USER_NAME_/Library/Application Support/Blender/2.80/config
- linux:
~/.config/blender/2.80/config
- note: to find config folder from blender python:
bpy.utils.user_resource('CONFIG')
- windows:
- make a backup of the
userpref.blend
file - copy the
userpref.blend
file from this project to the config folder
This is what the config folder looks like on windows (the original userpref.blend
renamed to userpref.blend.bak
(there might be more or less files in there):
Import my keymap:
- in blender open Edit/Preferences
- select the Keymap tab
- click Import
- find and open lajos.py
- select my keymap (will probably be selected automagically)
- Save Preferences
To load the reference ortho images, first add two empty image objects: Add/Empty/Image (you can also use the shift-A shortcut):
I named the objects ref_front and ref_right.
Set the location and rotation for the image objects in the Object tab:
Load the images in the Object Data tab for each image object. Make sure to set Offset X to -0.5 and Offset Y to 0 so the images line up to the ground and center of the world:
Create a new collection for the reference images in the Outliner:
Notice the cursor, eye and camera icons next to collections and objects:
- cursor - enable/disable selection of object or collection
- eye - show/hide object or collection in viewport
- camera - show/hide object or collection in renders
We'll use extrusion as one of the tools to add geometry to our model.
First make sure that you are in Edit Mode (TAB key) and in Face selection mode (3 key with my awesome keymap):
Select a face or multiple faces. You can use the Face/Extrude Faces menu or ctrl-E shortcut.
After the extrusion, you can move the new faces, or for more control, hit ESC to exit the automatic move mode and use the move tool (W key). You can also scale and rotate the new faces.
We can add resolution to our model by creating new edge loops with the Loop Cut tool, ctrl-R shortcut.
Make sure Edge selection mode is active.
The loop cut tool is context sensitive. It will create new loops based on the orientation of the closest edge to the mouse cursor.
When the loop cut tool is active, the number of new loops can be adjusted by turning the mouse wheel. After clicking the LMB, the new edges can be moved, or to leave them in the center, hit the ESC key.
Another tool for creating new edges is the Knife Tool (K shortcut).
Make sure to start and end on a vertex to avoid adding unwanted vertices (notice the red outline around the green cursor when hovering over a vertex).
We can remove edges using the delete popup menu (X key).
Notice that the Delete Edges option also deletes the face, making a hole on the object. A better operation is Dissolve Edges that leaves the face intact.
Vertices and faces can also be removed using the same menu.
To fill in a hole (create a new face), select the vertices around the hole and use the shift-F shortcut (the operation is New Edge/Face from Vertices in the Vertex menu)
Multiple vertices can be welded together from the Merge popup menu. The shortcut is M.
In this case, we want to fix a slit in the object. The screen left vertex is in the correct position. First select the right vertex, then the left one, and use the At Last option from the Merge menu to weld the vertices at the position of the last selected vertex.
We want our model to be at the center of the field with Location set to [0,0,0], Rotation [0,0,0] and Scale [1,1,1].
To reset transformations, use Object/Apply (shortcut **ctrl-A):
Sometimes we need to make a surface completely flat.
A nifty trick is to select the components (in this example faces), and scale them to 0 along an axis.
Step by step:
- make a selection
- enable scale mode by pressing S (with my keymap shift-R also works)
- type the letter of the desired axis, X, Y or Z (x in this example)
- type 0 (zero)
- hit ENTER
Note that this also works for moving (shift-W or default G) and rotating (shift-E or default R). You can also type any precise value, not just zero.
To view (and render) the mesh at a higher resolution, we can use the subdivision modifier.
- select mesh in object mode
- go to the Modifier panel (wrench icon)
- from the Add Modifier menu, select Subdisivion Surface
- the monitor button turns the modifier on/off in the viewport
- you can adjust View and Render subdivision level
Notes:
- the subdivision surface modifier will make all edges round
- to preserve edges, add extra edge loops
- it's only a modifier, the mesh stays at the original resolution
By default, faces are shaded flat. This is great for modeling because it's easier to see the faces.
To make the object appear smooth, faces can be rendered smooth. The benefit is that a low polygon model can look higher resolution.
To set smooth shading for faces:
- in Edit Mode, select all faces (use wireframe view to also select back faces)
- in the Face menu, select Shade Smooth
- note: select Shade Flat to revert to flat shading
To make symmetrical edits on a mesh, turn on X Mirror in Mesh Options (note: must be in Edit Mode to see the Mesh Options menu).
The Topology Mirror option tries to match components even if they are not perfectly aligned, but it seems unreliable on low resolution meshes. I found it best to leave it unchecked.
Editing a mesh with X Mirror:
Note: this will only work if the object is centered and symmetrical on its origin along the X axis:
While the X Mirror option works for simple edits, it cannot handle more complex operations like extrusions and the knife tool.
A better workflow is to cut the model in half and create a mirrored linked duplicate that will be automatically updated.
In the front ortho view, select half of the faces (in wireframe mode, otherwise back faces are not selected) and delete them:
Switch back to Object Mode (TAB key). Make a linked duplicate of the object (Object/Duplicate Linked menu, or alt-D shortcut). To make sure that the duplicate is perfectly aligned, hit the ESC key to exit the automatic move mode:
Negate the X scale of the duplicate (set to -1.0):
It's good practice to disable selection of the duplicate object and work on the original half:
Another option is to use a mirror modifier. Select the mesh in object mode and add a mirror modifier in the Mofifier tab.
Check the Clipping option to make sure that vertices don't cross the mirror plane.
To join the mirrored halves back together:
- in Object Mode, select the two halves
- join them together (Object/Join or ctrl-J shortcut)
- at this point, there are double vertices in the center. To check:
- select a vertex by clicking on it, not with the box select tool
- move vertex to see that the object is split
- in Edit Mode and front ortho wireframe view, select the center vertices
- fix the double vertices with Vertex/Remove Double Vertices
- check with the above procedure that the mesh is welded together
Half of the object was flipped, so those faces are now inside out. This will cause issues with rendering.
To check and fix:
- in Edit Mode, turn on normal display in the Overlays menu
- the normals show which way a face is oriented
- we want all the blue "porcupine quills" pointing out
- in wireframe mode, select all the faces
- use Mesh/Normals/Recalculate Outward to fix (the shortcut is shift-N)
- turn off normal display
The Global transform orientation mode uses the scene's coordinate system. It's very useful to make sure that components don't moving on an undesired axis.
The Normal mode adjusts the coordinate system to the shape of the object, so it can make shaping the object easier.
The shortcut for the orientation menu is , (comma).
When working in close quarters (for example inside the head), the viewport might not show part of the model.
To optimize viewport rendering, there is a minimum and maximum clipping plane, and objects are only shown within this range.
To fix, set the Clip Start value smaller in the sidebar. Open with the small arrow in the top right of the viewport, or use the N shortcut.
Make selections with a paint brush using the Circle Select tool (shortcut C).
Button | Action |
---|---|
LMB | add to selection |
MMB | remove from selection |
RMB | exit tool |
wheel | adjust brush size |
Now you know everything...