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A key issue in modelling is the necessity to add vertices in certain zones of the mesh, and this is often regarded as splitting, or adding, edges in a given region.
submitted: 5 years and 3725 days ago
You often need to model objects which exhibit some sort of symmetry. For radial, rotational or multiple symmetry the best approach is to carefully model one base structure and then, as a last step, duplicate the base cell via Spin Dup or whichever command is most appropriate.
submitted: 5 years and 3725 days ago
In this section we will describe some of the most common Mesh editing tools: Extrude, Spin, Spin Dup, Screw, Warp and To Sphere.
submitted: 5 years and 3725 days ago
There are many ways to select elements, and it depends on what mode you are in as to what selection tools are available. First we will go through these modes and after that a look is taken at basic selection tools.
submitted: 5 years and 3725 days ago
As seen in the previous sections, polygons are central to Blender. Most objects are represented by polygons and truly curved objects are often approximated by polygon meshes. When rendering images, you may notice that these polygons appear as a series of small, flat faces. See (Simple un-smoothed test object).
submitted: 5 years and 3725 days ago
A common object type used in a 3D scene is a Mesh. Blender comes with a number of “primitive†mesh shapes that you can start modelling from.
submitted: 5 years and 3725 days ago
In basic meshes, everything is built from three basic structures: Vertices, Edges and Faces (we’re not talking about Curves, NURBS, and so forth here). But there is no need to be disappointed: This simplicity still provides us with a wealth of possibilities that will be the foundation for all our models.
submitted: 5 years and 3725 days ago
About meshes in Blender 2.4x
submitted: 5 years and 3725 days ago
Modelling Scripts in Blender 2.4
submitted: 5 years and 3725 days ago
Meta Objects are implicit surfaces, meaning that they are not explicitly defined by vertices (as meshes are) or control points (as surfaces are): they exist procedurally. Meta objects are literally mathematical formulas that are calculated on-the-fly by Blender.
submitted: 5 years and 3725 days ago