Blender 101 *********** * ``LMB``, ``MMB``, ``RMB``: left/middle/right mouse button * Menu > Edit > Preferences | Input > Emulate Numpad Camera ====== .. csv-table:: :widths: 25,25,1,24,25 Orbit, ``MMB`` + move ,,Front view, ``1`` Pan, ``Shift`` + ``MMB`` + move ,,Right view, ``3`` Zoom in/out, ``MMB`` ,,Top view, ``7`` Frame object, ``Numpad`` or View > Frame selected,,Perspective, ``0`` Frame all, ``Home`` or View > Frame all,,, Selection ========= .. csv-table:: Select all objects, ``A`` Unselect all objects, ``A`` + ``A`` (fast) Rectangular selection, ``B`` Brush selection,``C`` (MMB to enlarge brush) Invert selection, ``Ctrl`` + ``I`` Misc ==== .. csv-table:: "Create 3D Cube, Sphere...", ``Shift`` + ``A`` Delete selected, ``X`` Undo, ``Ctrl`` + ``Z`` Redo, ``Ctrl`` + ``Shift`` + ``Z`` Hide/Show selected, ``H`` / ``Alt`` + ``H`` Duplicate, ``Shift`` + ``D`` (independent copy) Duplicate + link, ``Alt`` + ``D`` (linked copy) Interface ========= .. |inlineimg| image:: objectmode.png :scale: 50% .. csv-table:: Object Mode / Edit Mode (vertex/edge/face), ``Tab`` |inlineimg| Show / hide Toolbar, ``T`` "Change shading: Solid, Wireframe...", ``Z`` Make the window under mouse pointer fullscreen / Back to previous, ``Ctrl`` + ``Space`` Change view mode: wireframe / shaded, ``Z`` Quick tools =========== .. csv-table:: :header: "Feature", "Quick Tools ", "Tools (ToolBox)" "Access", "Hotkeys: G, R, S", "Toolbar" "Persistence", "Modal: active once, then disappears", "Permanent: remains active, reusable anytime" "Gizmos", "None", "RGB Gizmos" "Speed", "Very fast", "Slower, but more visual" "Custom settings", "Keyboard-based adjustments", "Tool options in UI" .. csv-table:: Quick Move, ``G`` Quick Rotate, ``R`` Quick Scale, ``S`` Rotate along X, ``R`` + ``X`` Rotate by 5° steps, ``R`` + ``Ctrl`` Rotate using the local axis, ``R`` + ``X`` + ``X`` Edit mode ========= .. image:: editmode.png .. |ico1| image:: inset.png .. |ico2| image:: extrude.png .. |ico3| image:: loopcut.png .. |ico4| image:: knife.png .. |ico5| image:: bevel.png .. |img1| image:: inset.gif :scale: 30% .. |img2| image:: extrude.gif :scale: 30% .. |img3| image:: scale.gif :scale: 30% .. |img4| image:: loopcut.gif :scale: 30% .. |img5| image:: cuttool.gif :scale: 30% .. |img7| image:: bevel.gif :scale: 30% Standard tools -------------- .. csv-table:: Inset, ``I``, |ico1|, |img1| Extrusion, ``E``, |ico2|, |img2| Scale, ``S``, ,|img3| Loop cut, ``Ctrl`` + ``R`` , |ico3|, |img4| Bevel, ``Ctrl`` + ``B``, |ico5|, |img7| Knife, ``K`` + click + ... + ``Enter``, |ico4|, |img5| Specific tools -------------- .. csv-table:: Delete, ``Del``, Remove selected vertex/edge/face Create Face, ``F`` Merge, ``M`` Select edge loop, ``Alt`` + click, 3D Text ======= * ``Shift`` + ``A`` + Text * Later, you can press ``Tab`` to edit the text content again * In the Property editor, select the ``a`` icon .. image:: text3D.png :scale: 50% * Increase the **Extrude** value to adjust the text depth * Change the *Round > Depth* value to round the edges of the text .. image:: 3Dtext.png :scale: 50% Boolean operation ================= Union ----- * Create two overlapping cubes * Select the main cube * Click on the 🔧 wrench icon .. image:: union.png :scale: 50% * Click on *Add Modifier* > Generate > Boolean * Set Operation to Union .. image:: union.gif :scale: 70% * Click on the field named *Object* and select the name of the second cube .. image:: cube2.png :scale: 70% * Click Apply .. image:: apply.gif * Delete the second cube * Move the new volume .. image:: test.gif :scale: 50% Difference ---------- .. image:: diff.png :scale: 50% UV editor ========= Export UV layout ---------------- * ``Shift`` + ``A`` and create a 3D cube * Switch to *Object Mode* (``Tab``) * Select your object * Switch to Edit Mode (``Tab``) * Press ``A`` to select everything .. image:: everything.png :scale: 40% * Open UV Editor window (Menu > UV Editing) .. image:: uveditor.png :scale: 40% * In the UV Editor, go to the top menu and select *UV > Export UV Layout* .. image:: export.png :scale: 60% * Open PNG image in mspaint * Decorate each face .. image:: decor.png :scale: 30% Apply texture ------------- * Select the cube * Go to the Material Properties tab (red sphere icon in the right-hand panel) .. image:: mat.png :scale: 50% * Click the yellow dot next to it * Choose Image Texture * Click the *Open* button, and select the painted image you created * In the top right corner of the 3D view, activate shading: .. image:: shading.png :scale: 50% .. image:: rotcube.gif :scale: 50% Create Normal Map ================= More panels ----------- * Move the mouse in the top left corner on the bottom panel * Click and drag to create a new panel .. image:: split.gif :scale: 80% * In the top left corner, click on the round white icon * Select Image Editor for the left window * Select Shader for the right window .. image:: split.png :scale: 50% Spiky plane ----------- * ``Shift`` + ``A`` and create a plane * Switch to *Edit Mode* (``Tab``) * Right click on the plane * Select Subdivide * Repeat twice .. image:: sub.png :scale: 50% * Submenu > Face > Poke Faces .. image:: poke.png :scale: 50 * Select a poked vertex * ``Shift-G`` > Amount of Adjacent Faces * Select Move tool and move vertices upwards .. image:: spiky.png :scale: 50% Flat plane ---------- * ``Shift`` + ``A`` and create a 3D plane * Set center to 0,0,0 ; the two objects must overlap .. image:: overlap.png :scale: 50% Output texture -------------- * Select the flat plane * In the shader window at the bottom, click on **new** to create a new material * In the shader window, press ``Shift`` + ``A`` > Texture > Image Texture * Click on the *New* button * Name it NormalMap * Set its resolution * Click on *New Image* to validate .. image:: imagetexture.png :scale: 50% Baking setup ------------ * In the property Editor (right window), select the Render Property tab (camera icon) * Select *Cycles* as the Render Engine * Locate the Bake section .. image:: cycles.png :scale: 50% * In the *Bake Type* field select “Normal” * Enable “Selected to Active” and deploy this section * Set *Extrusion* to 0.1 * Set *Max Ray Distance* to a small value (e.g., 0.1) .. image:: bake.png :scale: 50% Bake ready ---------- * Check that the image texture is selected in the shader window * Select your spiky plane first (highlighted in lighter orange) * Ctrl-select your flat plane * Click the “Bake” button in the Render Properties * Wait for the baking process to complete .. image:: NM.png :scale: 40% * Export image to disk Source ------ * https://www.youtube.com/watch?v=vzBu5mLBNBs * https://egneva.com/how-to-bake-a-normal-map-in-blender-a-comprehensive-guide/ Soon to come ============ * Snap * Pivot