|||UPDATE|||
Retopology video:
[ame]
http://www.youtube.com/watch?v=icqPZnD_3lA[/ame]
This video is a little different, as it's not a "crash course" so much as a workflow demo with a lot of pointers. I hope you enjoy.
|||UPDATE|||
Alright so this is pretty much an all in one look at Blender, mainly covering UI/modeling functions, next one is focused on modifiers, so sub-d, mirror, extrude along curve, contour to curve, and array along curve, then i'll do UV and retopo and that's probably it.
The pacing of this is geared more for someone who's curious and would like to try blender, but is already comfortable with modeling packages (i.e. most of this community).
i might do a quick one on particles and sculpting after that, but that will just be for fun
EDIT UPDATE:
PART 1:
[ame]
http://www.youtube.com/watch?v=ecV6pkUNiss[/ame]
I edited this to cut down the time a bit, but more importantly added a few new features that I thought belonged better in part 1 than part 2.
If you already watched this, sorry for missing these first time around. Here I'll include times if you want to just skipped to what you missed.
New Material:
6:08-7:09 *target weld/merge and proportional editing*
7:46-8:26 *new tool shelf/CUSTOMIZABLE VIEWPORT CONTROLS AND HOTKEYS* (relevant to everybody's interests)
PART 2:
[ame]
http://www.youtube.com/watch?v=x4twxrkfVKs[/ame]
PART 3:
[ame]
http://www.youtube.com/watch?v=sRElU2E_5Dg&[/ame]
New Mic so it should sound significantly better. I'll type up description a little later
Replies
You probably crammed in 4 or 5 times what the usual video tutorial will go over, nice time savings.
Thanks
Blender is far the finest 3d modeling engine and game engine all togather and the use of it is pretty easy, however; there is one thing so far that annoyed me to death while I was modeling in blender. It is rotating the scene to edit your model. As you and others must've felt this already and may have found the plugins or modifications to alter / solve the problem. if you rotate the scene it will rotatie in XYZ (pretty much, every direction and than you will have to adjust the Y and Z rotation) Is there anyway to around it for example, is there anyway to just modify the nevigation (rotatiing the scene specificly) to just rotate the viewport on XY or XZ axies?
Thanks.
It's similar in 2.49, but the way you get to the user preference is a bit unconventional. You drag down the border between the top bar and the 3d window and you'll find the controls under View & Controls:
EDIT: Done! Though it was pretty damn easy to figure this one out in Alpha 2, I'll try it on .49. Thanks Ralusek, Really appreciated your tutorial.
Most videos will be aimed at either people completely fresh to 3d, or Blender-users, and this fills a gap that needed filling. Well done.
I've always had an interest in Blender, but found that I was always much better served by Silo and Max. I'm following its development closely though, and will try it out every now and again to see where it stands. With the inclusion of bmesh, I'm hoping they'll take a close look at the modeling tools and try to diversify those.
I learned a few things in this video that made me respect Blender's modeling more than I did previously, though, so that's a great thing.
I hope that sometime in the future we'll be seeing Silo-level modeling capability and ease, because when that happens I fully expect Blender to begin wide spread industry adoption as a complementary tool. If that happens it'll open up the door for it to start replacing other more expensive much tools later on down the line as well.
I start using 2.5 a 2 yesterday ,instead of working in 2.49. It is kinda hard to follow along the user menual that was made using blender 2.4 when you are using 2.5. Figuring the turntable rotation only on z axies from global rotation was right in front and the program version is extremely user friendly if you have been using previous blender versions, however; It will obviously take time adjust when you are using an outdated menual. But I'll stick with this one and try my luck out.
If you are starting up on making your own series of tutorial on this very version, are you taking any suggusted topics from learners? Or giving heads up in details. Something like "after watching this tutorial you should be able to do the following:
table of contents."
? Or just covering the basics in 10 minutes. <.<
Oh, and do show proportional editing at some point! I only realised you could change the area of affect while working when I saw @ndy do it at the latest Blender Conference and it's very nifty.
Heh, I don't want to dictate what you should do, but you're just better at explaining this with videos than I ever could with images .
and no worries object centers and 3d cursor are first things i'm going over for modifiers
edit: nightwalkr feel free to request whatever you want, but there's a good chance i'll go over it. table of contents is good idea though, i'll include it in the info on youtube.
outline i made is at home, but off the top of my head things i intend on covering (not in this order)
are
modifiers
subsurface modifier
3d cursor/object centers
curve modifier
array modifier
other modifiers
extruding along curve
smoothing groups
retopo
maybe UV (probably won't give this too much attention because i don't really care for blender's UV tools). hopefully if i put this off, by the time beta is out they'll have addressed this as part of the modeling revamp
and those will probably fill the video, but i might have time to go over dupliframes and dupliverts
from the top of my head.
-Move the scene while in the camera view in the viewport, to align with the object (and not move the object to align with the camera) not sure if it makes any sense <.<
-briefly going through the logic engine of blender (I havent touched that part but I think that one is easy too, but anyways)
I am just randomly thinking here.
anyways, I'll wait for your next tutorial upload. I'll post the contents (if any) to put a request up for your series.
Good luck and awsome work.
Thanks.
EDIT: Actually its kinda noob to ask someone to show us how to move the camera to adjust the camera scene, because you can just simply select the camera in the other viewport and move to adjust the camera scene..Sorry about that. =\
However; After your tutorial part 2 regarding modifiers, if you are kind enough to run through the logic engine of blender. that would be really appreciated. That is if you have the time to do so.
Thanks
I have been trying this for 2 hours approx to find how to import material and texture in to the node editor. The vids on youtube have a little check box in texture, that is after the texture is added they can simply import it in to the node editor.
This topic would be a cooler one to go over in 2.5 a2, along fog, fluid, fire, hair.
<.<
just saying.......I am still figuring out how to import it in to the node editor..so I can have better control over materials and textures.
Aren't blenders uv'tools always pretty much going to be controlled the same way the regular viewport is?, same way to move vertices, same way to align, same way to snap and split vertices, same way to work with the 3d mouse pointer, same but on a 2d plane.
I have a couple points I want to add on to your video:
Multiple Component Selecting Mode- you can press Shift and select multiple component modes, like Shift select both Face and Vertex mode, or all 3. (similar for the transform widgets rotate, scale and translate)
You also do not have to press the Magnet/Snapping button to snap - just press control to use the selected snapping mode. (not sure what the trade off is though)
Another method for merging vertices, set snapping mode to Vertex, and in the Mesh list, check "Automerge editing." When the vertices align, they will automatically merge. (use in conjunction with the above for quick vertex snapping and merging)
Now, I have a question - it's possible to make custom transform orientations ... is it possible to delete them?
Thanks for taking the time to put these together.
The pace, topics, and amount of coverage seem just right.
Keep em coming
cool notes, didn't know about automerge. yes it's possible to delete, but you have to do it one at a time as far as i know. just hit "n" to bring up your transform window in edit mode, scroll down a bit and under "transform orientations" you can create or delete them
oooh, thats cool, you can even rename them! Still getting used to the 2.5 properties window/tab thing. Thanks for the tip!
Does it still have all the cool particles stuff? that was my favorite part.
Mind if I spread the word to some modders?
here is an update from Durian project, showing off new Indirect Lighting, looking pretty slick. as i understand it, he's using one spot light and that's it:
Thought this was worth pointing out to those who haven't seen it. It's like polyboost for Blender I think. A script called LoopTools
http://blenderartists.org/forum/showthread.php?t=148728
Just waiting on 3DConnexion to get their plugin updated.....
[ame]http://www.youtube.com/watch?v=sRElU2E_5Dg&[/ame]
great tutorials and good speed.
but im actually here to ask some question i've been using the build from the blender Foundation site currently 2.55a assuming that would be more stable than daily builds and the issues im having with this scripts like loop tools don't work. and as a result i kinda switched to silo for high poly work and just use blender for exports and scene management and renders.
so are the daily builds that work with loop tools stable enough to be used for production. or atleast on par with 2.56a
Yea, the daily builds are just fine
They are just as stable as the official builds in most cases
ah thank and by the way your fastloop script is nice for quick support loops
saves lots of time.
though i do hope blender gets bevel/chamfer soon.
There is a bevel script but i couldnt get it to work in the newer builds
Thanks for the compliment on fastloop Im happy you are finding it useful
Ive been thinking about making a set of tutorials myself. Ive been getting used to the scuplt tools, i consider myself a intermediate user, but i think my knowledge can help those who are new to blender.
Great tutorials by the way.
let me know for next one though, or topics i should cover.
i guess i really should go over UV mapping, sculpting and projection painting? i feel projection painting is pretty fail though and i'm not the worlds biggest fan of blender UV mapping
What don't you like about the UV mapping? Personally, I love it. I'd like to see some sculpting vids though, never given that a shot.
does anyone have the bevel weight script flying around ? tryed to find it online but the site where it was hosted seems to have died
plus dont forget that bevel is now a selectable option in the modifier stack of 2.5...
i do know the advantages of the script was making only certain parts bevel within the mesh, something i dont know why they havent implemented yet...