E-Book, Englisch, 248 Seiten
Steppig Squeaky Clean Topology in Blender
1. Auflage 2022
ISBN: 978-1-80323-342-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection
Create accurate deformations and optimized geometry for characters and hard surface models
E-Book, Englisch, 248 Seiten
ISBN: 978-1-80323-342-0
Verlag: De Gruyter
Format: EPUB
Kopierschutz: 0 - No protection
This book is an introduction to modeling and an in-depth look at topology in Blender, written by a Blender topology specialist with years of experience with the software. As you progress through its chapters, you'll conquer the basics of quad-based topology using triangles and Ngons, and learn best practices and things to avoid while modeling and retopologizing. The pages are full of illustrations and examples with in-depth explanations that showcase each step in an easy-to-follow format.
Squeaky Clean Topology in Blender starts by introducing you to the user interface and navigation. It then goes through an overview of the modeling techniques and hotkeys that will be necessary to understand the examples. With the modeling basics out of the way, the next stop on our journey is topology. Working through projects like a character and a sci-fi blaster, the book will illustrate and work through complex topology problems, and present solutions to those problems. These examples focus on deforming character models, non-deforming hard surface models, and optimizing these models by reducing the triangle count.
By the end of this book, you will be able to identify the general flow of a shape's topology, identify and solve issues in your topology, and come out with a model ready for UV unwrapping, materials, and rigging.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Table of Contents - Navigating and Modeling in Blender
- The Fundamentals of Topology
- Deforming Topology
- Improving Topology Using UV Maps
- Topology on a Humanoid Head
- Topology on a Humanoid Body
- Topology on a Hard Surface
- Optimizing Geometry for a Reduced Triangle Count
1
Navigating and Modeling in Blender
Blender is a powerful 3D modeling software. It has a massive community and is frequently updated with new features that greatly improve the software. Since its support of photo-based materials and its UI update in , Blender has become a legitimate professional option for 3D artists. It can perform most of the operations in the 3D modeling pipeline, such as sculpting, modelling, UV unwrapping, rigging, and much more. Blender is a massive generalist software that goes beyond just modeling and rigging. It also provides multiple physics engines, a compositor for video editing, and even 2D animation tools. However, the most impressive aspect Blender has going for it is not its impressive capabilities but, rather, the fact that it gives us these amazing capabilities and still remains completely free.
In this chapter, we will take a look at Blender’s user interface (UI). We will learn how to navigate the different tabs that we will be using and the 3D viewport. Then, we will learn basic modeling techniques and hotkeys. Finally, we will take a look at specific tools used to check topology.
In this chapter, we will be learning the following subjects:
- Making sense of the Blender UI
- Navigating using the viewport
- What a 3D mesh is and how it can be manipulated
- Adding more vertices to enhance a mesh’s geometry
- Manipulating a mesh using modifiers
Technical requirements
In this book, we will be using a vanilla release, , with included add-ons. All examples shown will be compatible with , which is the latest version of Blender released at the time of writing. The latest version of Blender can be downloaded for free from https://www.blender.org/download/.
An external mouse will also be required, and a keyboard with a number pad is strongly recommended.
Making sense of the Blender UI
If this is your first time booting up Blender, it can be overwhelming – so many tabs and gizmos feeding you information. Of course, because you can do so many things in Blender, that also means there are a lot of options. So, before diving straight into topology, let’s take a moment to look through the UI.
Figure 1.1 – The Blender UI
The Blender UI houses all of the different sections we will be using. The UI is broken up into five sections, the , , , the , and the . You can see these sections highlighted in . Let us get a sense of what each of these areas contains:
- The Header, highlighted in red, contains object interaction mode, which determines how you want to affect an object, and the options for that mode. In the preceding figure, it is set to Object Mode.
- The Workspaces, highlighted in green, are preset tabs set up for a specific operation. In the preceding screenshot, we are in the Layout workspace.
- The Areas are where each of the individual editor types, highlighted in orange, are contained. Editor types are used to manage the many workflows of Blender.
- The Toolbar, highlighted in yellow, displays the tools for the object interaction mode that you have selected. Its visibility can be toggled by pressing .
- The Sidebar, highlighted in blue, shows specific details about the object you have selected, such as its dimensions. It can be toggled by pressing .
Figure 1.2 – The main region workspace
The workspace we will be working in the most will be the Modeling tab. The main region, highlighted in red in , is the area that takes up the most screen space. The Modelling tab’s main region is the 3D Viewport by default. The viewport is the editor type that shows the 3D object. This is the area that allows you to move around in 3D space. These are highlighted in .
Now that we know where the major parts of the Blender UI are, we can take a look at how to navigate in the 3D Viewport. This is the main area we will be using when looking at our models.
Navigating using the viewport
While modeling, we spend most of our time in the viewport, so getting comfortable with its navigation is important. You navigate the viewport using three main avenues of movement, orbiting, zooming, and panning. To orbit, simply press the middle mouse button (MMB), and you will rotate around a hidden pivot point. To zoom, use the scroll wheel to scroll forward to zoom in and scroll backward to zoom out. To pan, press + the and move the mouse in the direction you want to pan.
Figure 1.3 – Navigation gizmos
The top right of the viewport has a few helpful gizmos, as shown in . These can all be used to control the viewport using just the mouse. The gizmo listing the X, Y, and Z positions in can be used to orbit by pressing the left mouse button (LMB) on the icon and moving the mouse.
Figure 1.4 – The orbit gizmo
The magnifying glass icon below the orbiting gizmo in can be used to zoom by pressing the on the icon and moving the mouse.
Figure 1.5 – The zoom gizmo
And finally, the hand icon in can be used to pan by pressing the on the icon and moving the mouse.
Figure 1.6 – The pan gizmo
Now that we have some understanding of the viewport’s gizmos and the features of Blender’s UI, we can take a look at what we will be using these tools for.
What a 3D mesh is and how it can be manipulated
First, we will talk about what a 3D mesh actually is. A mesh constitutes one or more geometric points called vertices. These vertices can be connected by edges, and those edges can be connected with faces. A mesh is contained within an object. You can see all of these in . An object contains one or more meshes and acts as a container for all of the data stored in the mesh.
Figure 1.7 – Vertices, edges, and faces forming a triangle
To edit the mesh of an object directly, you need to have the object you want to edit selected in the object selection mode called Object Mode (see ). To select an object, follow these steps:
- Press the on the object in the viewport.
- Then, switch the object selection mode to Edit Mode by pressing on the icon at the top left and selecting it from the drop-down list.
Figure 1.8 – The Object Interaction Mode tab
Alternatively, you can also press the hotkey to switch to Edit Mode with the object selected.
Now that we are in Edit Mode, we can start to manipulate the mesh, starting with selection. are located in the top left of the header, as shown in .
Figure 1.9 – Select modes – vertex, edge, and face from left to right
Select modes allow you to select a part of the mesh to change. The three buttons from left to right enable you to select a vertex, select an edge, and select a face respectively. You can enable these individually, or hold and select multiple modes to enable.
To select a vertex, hover over the vertex you want to select and press the . To select multiple vertices, hold while selecting the other vertices. Selections have two types: selected and active. Selected vertices are a darker orange, while active vertices are highlighted in a brighter orange or white. shows two vertices selected, with one of them...