001 - Blender Basics
Hotkeys
Middle-click = Rotation
Ctrl + Middle-click = Zoom in/out of selected object (same as mouse scroll)
Shift + Middle-click = Pan around the space
Edit > Preferences > Input > Keyboard > Tick Emulate Numpad = top row numbers emulate the extended keyboard number page so the hotkeys work.
5 = Swaps between Orthographic and Perspective
1 = Front view
3 = Right view
7 = Top view
9 = Reverses the view
4 = Rotate view right
6 = Rotate view left
2 = Rotate view below
8 = Rotate view above
x = Delete (underlined D = Press D to confirm or can press enter)
Shift + A = add an object
t = hides and shows the toolbar on the left
g = Grab / move things around
r = Rotate
s = Scale
g/r/s + x/y/z = Grab/Rotate/Scale along only the selected axis
Alt + G = Default position
Alt + R = Default rotation
Alt + S = Default Scale
Scale + Z + 0 = Flat vertexes
Shift + C = Returns cursor to center
Ctrl + R = Add a loop cut
Tab = Edit mode
p = Separate selection in edit mode (in case adding multiple shapes by mistake)
e = Extrude
o = Enables soft selection mode
(*Prerequisite = draw what you want to model from the front view and the side view, save as two images)
- Start modelling in Orthographic mode (5 shortcuts, says in the top left of screen User Orthographic)
- Press 1 to enter the front view
- Add reference (Shift + A > Image > Reference > Select image front view )
- Press 3 to enter the side view
- Add reference (Shift + A > Image > Reference > Select image side view )
- Move reference so the feet are along the Y axis (A (to select all) > G (to grab) > Z (to only move along the Z axis) > Move so feet are on the Y axis
- Add a cube that will be the head (Shift + A > Mesh > Cube)
- Swap to wireframe view (Z > Wireframe)
- Move the head into position (G)
- Enter edit mode (Tab)
- Double check Toggle X-Ray is on (Z > Toggle X-Ray should be highlight blue)
- Scale the head box to fit the reference (S)
- Add a cube for the hair accessories * outside of edit so it is it's own shape
- Position the hair cube as needed
- Add a cylinder for the body, make it have 8/10/12 vertices instead of 32 * outside of edit so it is it's own shape
- Postition body cylinder as needed
- Delete the bottom face of the cylinder
- Add a loop cut round the center of the body (Ctrl + R)
- Scale the top of the cylinder to the neck
- Add a loop cut below the neck (half way between middle line and neck line)
- Position the new loop cut
- Add a loop cut below the next (half way between new line and neck line)
- Position the new loop cut
- Scale the bottom of the cylinder to the bottom of the duck
- Add a loop cut above the base (halfway between middle line and base line)
- Position the new loop cut
- Add a loop cut above the base (hallway between new line and base line)
- Position the new loop cut
- Add a single vert (Shift A > Mesh > Single Vert > Add single vert)
- Swap back to object mode and position the vert
- Swap back to edit mode (with vertex select view) and Extrude the vert along the leg shape (E)
- Repeat 29-31 for Arm
- Repeat 29-31 for Beak
- Repeat 29-31 for Eye
- Repeat 29-31 for Eyebrow
- Repeat 29-31 for Tail
- Now modify the vertex to make it thick (Select the leg > modifier > add skin > modifier > add sub division)
- Edit mode~ (Select a vertex and then Ctrl + A to scale the skin modifier)
- Repeat 37-38 for Arm
- Repeat 37-3 for Beak
- Repeat 37-3 for Eye
- Repeat 37-3 for Eyebrow
- Repeat 37-3 for Tail
- Right click on body and select "Shade smooth"
- Select all the thick vertexes and tick "Smooth Shading"
- Add subdivision to the head
- Reedit the head to be a good size
- Right click on the head and select "Shade smooth"
- Select the wing and mirror it (Select wing > Add modifier > Mirror > Mirror object picker set to body)
- Select the leg and mirror it (Select wing > Add modifier > Mirror > Mirror object picker set to body)
- Select the eye and mirror it (Select wing > Add modifier > Mirror > Mirror object picker set to head)
- Select the eyebrow and mirror it (Select wing > Add modifier > Mirror > Mirror object picker set to head)
- Apply all the modifiers >:3
- Tweak everything
- Flattern feet + body + neck bottom lines (S + Z + 0 )
- Go to the shading tab
- Turn off toggle overlays (z > Toggle overlays)
- Assign shaders to everything (in shader tab > plus > change colour)
- Unwrap from view ( 3 > Tab > U > Project from view
- Insert image shader into shader node graph (Shift + A > Search for image > select image shader and add reference side image)
- Add mix shader (Shift + A > Search for mix > use Mix Shader)
- Connect the shaders up and mix as needed~



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