Blender 3D: Noob to Pro/Miscellaneous Tutorials/Print version
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[edit] Table of Contents
[edit] Miscellaneous Tutorials
- 3D Tiling Backgrounds For The Web
- All Blender Tutorial Links
- All Blueprints Links
- Cool things that aren't that obvious
- Ways to create "fluffy" effect (materials and lights)
- Troubleshooting
- General Advice on Modeling Realistically
- Using Blender Libraries
- Creating Blender Libraries
- Displacement Mapping
- Human Body
- Rendering Informations
- Making Landscapes with heightmaps
- Modeling a Mug using Spinning and Extrusion
- Add some depth with stereo
- Creating animated GIFs using Blender and Gimp
- Creating Ogg-Theora movies using Blender
- Soft Body with wind
[edit] Miscellaneous Tutorials
Blender 3D: Noob to Pro/Miscellaneous Tutorials
3D Tiling Backgrounds For The Web
[edit] Overview
This tutorial will guide you through the process of making 3D tiling backrounds for use with web pages, your desktop, or anything else for that matter. We will be using Blender and a graphic editing program such as Adobe Photoshop or GIMP. I will provide detailed explanation to cator to beginners, however more experienced Blenderists can probably get away with just following the picture diagrams provided. You may also find the diagrams useful if English is not your native language, or if you hate reading instructions.
[edit] Create The Object You Wish To Tile
Start up Blender and look at your lonely cube. We will use this cube as a starting point for the sake of demonstration, but feel free to use any shape you like. Press "Tab" to enter Edit Mode. Press the "E" key on your keyboard and the Extrude menu will appear. Select "Individual Faces". As you then drag your mouse cursor you will see some numbers move in the bottom left in the window and text saying "Shrink/Fatten". I recommend setting it to 1.0000 to keep it simple. Hold down the "Ctrl" key while dragging to do so in set increments.
Next, with the six faces of the cube still selected, press the "S" key to scale those faces. I recommend scaling to 0.8000.
Good. Now that we have created our object we will prepare to tile it.
[edit] Specify Your Tiling Area
"Tab" back into Object Mode and press "NumPad 7" to go to the Top View, or manually click "View" at the bottom of the window and select "Top".
Press "spacebar" and from the menu that appears select "Add" > "Mesh" > "Plane". The plane has appeared, but is obstructed by our cube object, so press "S" to scale the plane to 5.0000.
You'll notice that I've colored my plane black. This is only to make it easier for you to see. You need not bother with this as we will be deleting the face of this plane shortly.
We now have an easily visible boundary representing the area which will be tiled. If at any point we decide we no longer need or want this we can move it to another layer by pressing "M" and selecting a layer to move it to.
[edit] Tile Away!
Now the fun part begins. If you have created 2D tiling backgrounds before, this concept will be very familiar to you.
While in Object Mode, select your cube object. At this point you have a couple of options. One is to make duplicates of the cube object. Another is to make linked duplicates of the cube object. I recommend making linked duplicates because you can later edit the mesh of one object in order to change the mesh of all the duplicated objects. This can be especially useful if you later plan to animate your tiling background (careful not to distract from the foreground). It is also useful if you want to experiment with new designs easily without having to re-place all your objects.
With your cube object still selected, press "Alt+D" to make a linked duplicate. (Non-linked duplication is done with "Shift+D") Now hold down "Ctrl" to move in set increments and move the object to one of the corners of our plane. Make sure the center of the object (represented by a pink dot) is aligned with the very corner of the plane. At this point you may notice it's somewhat difficult to tell whether the center of the object is exactly on the corner of the plane, and that's why we are going to press "NumPad 5" or click "View" and select "Orthographic". For all practical purposes we can spend the rest of the time we are building the tiling pattern in Orthographic View because this view is essential for tiling.
Now with your duplicate object still selected, scale it ("S" key) so that is somewhat smaller than the first. Then rotate it using the "R" key. While rotating you can constrain to a particular axis by typing "X", "Y", or "Z" respectively.
We will now make linked duplicates (Alt+D) of our rotated and scaled cube object and place one in each corner exactly on the grid (remember to hold "Ctrl" while dragging). If you place an object in one corner, you must place it in all four corners because corners touch both the X axis and the Y axis.
Now as you will notice in the following diagram, I made an object that is crossing over the edge of our plane. This is good. This is how to make natural tiling backgrounds. However! Whenever we do this we must be absolutely certain to do the same on the opposite side, or else our backgrounds will not tile properly.
So now we've created a few objects of different sizes and orientations, however they have all been along the same spot on the Z axis. So let's give our pattern some depth - after all, that is the joy of working in 3D!
Before we do this, we'll want to get our guide plane out of the way. So right click on the plane to select it, then "Tab" into Edit Mode. Press "X" and from the Erase menu choose "Only Faces". Now "Tab" back into Object Mode. There! We now have only the segments of the plane as our guide.
Hold down the middle mouse button while dragging the mouse to see what our design looks like in three dimensions. Now right click one of the cube objects, duplicate a linked copy (Alt+D), and press "Z" to constrain movement to the Z axis.
Navigate in this way along the X and Y axis as well and once you've found a good spot, scale and rotate. Remember to make a duplicate on the opposite side whenever you cross the outline of the plane guide. You can go on like this and populate your tiling pattern with as many objects as you wish. The grid is your friend during this process, so you should always have your finger on "Ctrl" while moving the duplicate of an object that crosses a border of the guide plane. Also, any object that will "tile" across the border must be at the same point on the Z axis as its counterpart on the other side of the seam. Press "NumPad 7" periodically to see where you are from a 2D standpoint. This is the view from which we will eventually render the image, so this perspective is the one that counts. Beginners, remember that mouse wheel zooms in and out, and "Shift+middle mouse button" allows you to "drag" your way around.
Keep in mind that in Orthographic View we do not perceive the depth of objects. Those far away and those near by appear to be at the same distance. This is what allows us to make a tiled image, but it also limits the apparent depth of the scene. We can compensate for this by scaling down the objects we want to appear further away. Or, as in this example, we can just make each object a different size and place some in front of others.
[edit] Camera Settings
We will now position the camera directly over our cluster of objects. Press "NumPad 7", center the view on the cluster using "Shift+middle mouse button", and zoom out a couple notches with the mouse wheel. From the 3D View Window's menu, click "View" > "Align View" > "Align Active Camera to View". Now you may be wondering why everything appears to be distorted. This is because when we changed to the camera's perspective, the view automatically reverted to Perspective View because by default the camera is set to that view. But just as we changed to Orthographic View in the 3D View Window, we can change the view of the camera as well. While in Object Mode, swivel the view until you see the camera. It is represented by a pyramidal wireframe with a black triangle atop the opening. Right click to select it. Now press "F9" or click the Editing button (it's icon is four vertices joined in a square). Now in the Camera panel you will see a button labelled "Orthographic". Press it. Above the button is a value labelled Scale. Set it to around 20. (See figure below)
[edit] Lighting & Materials
Place some lights in your scene, and add some materials to your objects. Lighting and materials are subjects which demand their own tutorials, so if you don't know how to do these things yet, please consult the Wiki.
Note: I advise lighting your scene pretty evenly in order to make the tiling seem contiguous.
Note: You could also only use Sun lamp, so the light is clean all over the mesh!
[edit] Rendering
Now that you've presumably got your lighting and materials as you want them, it's time to render the scene. Under User Preferences click "Render" > "Render Settings" or just press "F10". In the Format tab you can choose the dimensions of your rendered image, the file format you prefer, and the quality. I'm going with 800x600 at 100% quality.
[edit] 'Shopping
And it's time to begin post-production. Open your rendered image in your preferred image editor. I will be using Photoshop in this example. Now find and mark the four corners of your tile (on a new layer of course). Just eyeball it.
We will use guides to mark the tile boundaries. In Photoshop guides can be inserted by selecting "View" > "New Guide...". Guides can be positioned with the Move Tool. You can zoom in and make sure your guides are accurately positioned by holding "Ctrl" while typing "+" or "-". You can now hide or delete the layer with the markers, as that was only to help us get accurate guides.
Should you decide to make an animated tiling background I recommend layering all your frames on top of one another in your image editor before editing in order to keep the position uniform. You can then animate them using Adobe ImageReady (comes with Photoshop) or find decent low-budget and occasionally free GIF animation programs online.
Now select an area just outside of the guides with the Marquee Tool. Make sure "Feather" is set to 0px and that the marquee is rectangular and Style is set to Normal (meaning no Fixed Aspect Ratio or Fixed Size). Also, it will help you to have Snap enabled, so go to "View" and make sure it is enabled for guides.
Once you have selected the area, copy (Ctrl+C) and paste (Ctrl+V). Then drag to the right using the Move Tool and that piece should snap to the inside of the rightmost vertical guide.
Select the Eraser Tool and choose a brush size. I'm going with a diameter of 65. You'll want to use a soft gradient-like brush for this. Now erase the left edge of the newly pasted selection so that it blends into the picture. Don't erase any of the right edge.
Press "Ctrl+E" or alternatively, select "Layer" > "Merge Down".
Alright, so that procedure you just performed copying from left to right - now do it bottom to top. Once again, erase the edge. Do a Save As.
Finally, select the square center area that will become your tile and do "Image" > "Crop".
Now scale your new tiling background to a web-friendly size. Save As a JPEG, GIF, or PNG. You're done!
Note:If your pattern still isn't tiling quite perfectly, load the version with the guides again and repeat the copy-paste-erase process. Remember to merge down your layers each time or the corners may not tile correctly. If still no joy, try tiling the background in a web browser, taking a screenshot, pasting that into your graphics editor, and touching up from there.
I hope this has been informative.
Cheers,
--Quantum Anomaly 11:09, 17 March 2007 (UTC) http://www.quantumanomaly.com
All Blender Tutorial Links Back to Blender 3D
Here you can find useful Blender Tutorial Links written in English. Feel free to add some cool tutorials, but, on this page, only in English. For tutorials in other languages please read About. A tutorial about editing these pages can be found here. i made my first starting menu New to the 3D world? Read To Those Learning 3D.
[edit] Official Blender Documentation
Almost all Manuals can be found in the latest official Blender Manual Books. For additional tutorials look below this topic.
[edit] Interface
- Blender Interface Theme Repository
- Basic Editing
- Blender Hotkeys
- Blender Hotkeys II
- Navigating in 3D Space(Broken Link)
- Product Presentation (Broken Link)
- A short overview of functionality (Broken Link)
- Basic Blender
- Rotation, Scaling and Layers Tutorial
- Appending Textures (Broken Link)
- Basic Blender (broken link)
- Basic Interface
- Blender Multimedia
- Changing Views
- First Impression
- Getting Started
- Removing Orphan Vertices
- Seeing Textures with Alt-Z
- The Camera (broken link)
- Stereoscopic camera for editing
[edit] Mesh Modeling
- DupliVerts Tutorial
- How to solve Blender's smoothing problems: discussion about smoothing strategies: Smooth/Solid, Auto Smooth, EdgeSplit modifier...
- Heightmaps
- Mesh Editing Techniques broken link
- Object Extrusion and Procedural Objects broken link
- Loops Corkscrews Problem
- Loopings Problem
- Knots in Curves Problem
- ZeTool
- DupliFrames Modeling I
- DupliFrames Modeling II
- Dupliframes
- Spin and Spin Dup - Needs a lot more explanation
- Automatized BevOb
- Extrusion along a Path using BevOb
- Path Extrusion
- DupliVerts
- Limit DupliVerts
- Types of Handles for Bezier Curves
- Beveled Cube (pdf tutorial)
- Joining/Separating Parts of a Mesh
- Extrusion Controlled by IPO
- Basic objects
- Modelling Techniques and Strategies
- Easily Remove Orphan Edges and Vertices
- Non-destructive bevel effect
- "Cage" Technique Tutorial
- Creating Fire
[edit] Nurbs and Subsurface Modeling
- IPOs, Lattices, Nurbs & Stuff
- Cross-Sections
- Curve Resolution
- Weight Parameter
- OrderU, UniformU and EndpointU
- Curves -n- Bevels
- Making a Hole in Subsurf
- Subsurf Edge Rolling - Round
- Subsurf Edge Rolling - Square
- Modeling with lattices - a fork
- Subsurf modeling 2
- Metaballs
- Abstract SubSurf modeling I
[edit] Specific Object Modeling
- Double-Helix
- Turtle
- Leaf Shader Tutorial
- Sears-Roebuck Dairy Barn
- Golf Ball
- Celtic Knot
- Simple Tree
- Making a pedestal
- Building a Castle(broken)
- Ice Cube (pdf tutorial)
- Water I (pdf tutorial)
- Water II (pdf tutorial)
- Space Pod
- Grass (link moved)
- Bongo Creature
- Spiral Stairs
- Waste Basket
- Beveled Cube
- Simple Box
- Fountain with Moving Water
- Track Creation(dead link)
- Dolphin
- Dice
- Logo
- Cutting through steel
- Roller Coaster
- Roller Coster Cobra
- Modelling a Glass
- Ocean View
- Solar Systems for beginners
- Chair
- Spiral Stair (pdf tutorial)
- Lighthouse
- Landscape
- Landscapes Easy
- Cloth Tutorial (dead link) archived version
- Cup
- Cola cane
- Candle
- Volcano
- Orbital Logo
- Realistic Planet
- Landscape Cartoon (pdf tutorial)
- Text
- Text Part 1: Manipulate Text
[edit] Human
- Head Modeling
- Head Modeling & Texturing Tutorial
- Head (link broken)(Part 1 of 12-part Flash Tutorial)
- Hand Palm
- Make Human: Modeling a New Target
- Eyes
- Hair Tutorial
- Real Hair with Blender 3D
- Female Character (dead link)
- Texturing Skin using Vertex Painting and Repeating Image Textures
- Wikipedia: Human Body Proportions
[edit] Cars
[edit] Texture Mapping
- Making a Lightsaber with Halos (link repaired!)
- The Unofficial Texturing Tutorial
- Material Indice Tutorial
- Raytraced Transparency and Refraction
- Chrome and Shiny Metal Surfaces
- Texturing a castle (Broken link)
- Texturing Tutorial (NOTE: For the game Total Annihilation, not really a general tut)
- Textures in OrCo mode
- Textures for Allosaurus (Broken link)
- Texturing Part I [Broken Link]
- Texturing Part II [Broken Link]
- Texturing a Ship
- Material Indices
- Textures Channels
- Textures Mapping
- Specular Color
- The Color
- Materials in Blender
- Alpha, Bump, and Specular image textures
- Image Textures
- Decals
- Chrome
- Alpha Masks
- Skies I[Dead Link]
- Skies II[Dead Link]
- Basic Texturing 2 (Java tutorial) (Broken Link)
- Textures with Alpha
- Textures with Bumpmapping
- Using More Than One Color
- Adding Color To Your Shapes
- Using Textures and Bumpmapping Them
- Texture Mapping Tutorial (pictures ok now 18/03/2006)
- Environment Mapping (pictures ok now 18/03/2006)
- Mapping Caracter
- Creation and Mapping
- Displacement Mapping
- Game Sprites
- Stencilling Textures
- Using Texture Stencils
[edit] UV Mapping
- Intermediate and Advanced UV Mapping * exposed
- UV Mapping & Texturing
- Sub-Surf and UV-Texturing problem
- UV Texture Skinning[Dead Link]
- Character UV Textures[Dead Link]
- UV Texturing in Blender
- Tuhopuu UV editor mapping[Dead Link]
- UV Mapping
- Complex material for a sword
- UV Mapping a road and box
- Create a Software Box (involves UV Mapping)
[edit] Animated Textures
- Blender TexMesh Tutorial * exposed
- animating masks for simulating ice freeze
- Animated Procedural Textures (pdf tutorial)
[edit] 2D Texture Painting Techniques
This part isn't about using Blender, but about necessary 2D knowledge for advanced Blender users.
- Steven Stahlberg's Tutorials * exposed
- Dirty Metal Texture
- Gritty Pipelines
- Digital Painting
- NWN Texturing Tutorials
- Fixing Lighting Irregulaties in Self-Tiling Maps
- Texture Map for the Iris of the Eye
- Airplane Texture Tutorial
- Game Skinning Tips
- Game Lighting Basics I
- Game Lighting Basics II
- Texturing with Gimp
[edit] Lighting, Shadows and Rendering
- Light - a detailed tutorial
- Yafray as an Integrated External Renderer
- Basic 3 Point Lighting
- Radiosity I
- Radiosity II
- Ramp Shaders
- Simulating Radiosity
- Caustic Sampler Tutorial
- Shadows Control
- Light Types
- The 'World' buttons within Blender
- Mastering Shadows
- Ambient Occlusion
- Area Lights
- Depth of Field(dead link)
- Soft Lights (pdf tutorial)
- Blender's Mist
- Basic Lighting
- Optimizing Renders
- Flares
- Toon Shading Broken Link
- Simple Gold Ring with Caustics
[edit] Armatures and IK
- Dancing Flor * exposed
- Animation Workshop II * exposed
- Using Ipo driven shape keys to correct deformations in joints * exposed
- Animation recode project
- Action Constraints tutorial made easy
- Rigged Character
- Driven Hand Rig
- Constrained Mechanics
- Armatures Tutorial (Dead link)
- Animation using Armatures
- Ikas Blender 3D - Introduction
- Constrained Mechanics
- Using Armatures
- Making and Using Armatures
- Character Animation tools (broken link ?)
- IK Solver Constraint
- Softbody for Rigged Characters
- Rigging limbs that can twist
- Rigging tricks
- IKA Tutorial
[edit] Animation
- Simple Animation
- Basic Keyframing
- Effects
- Character Animation
- Run Cycle (Non Blender specific)
- Lip Sync I
- Lip Sync II
- Walking Blues
- Non Linear Action Editor - NLA I
- Non Linear Action Editor - NLA II
- Wave Effect
- Build Effect
- Animation effects
- Seascape (pdf tutorial)(dead link)
- Flag Creation in Blender (pdf tutorial)(dead link)
- Plane Following a Path
- Object Following a Path
- Cyclic Animation
- Animating Materials
- Walking Tutorial
- Tracking Cameras to Paths
- Relative Vertex Keys (RVKs)
- Change Cameras during an Animation
- Camera Tracking With Additional Roll Constraint
[edit] Particles
- Particle Interaction
- Static Particles
- Static Particle Effect
- Particles Effect
- Making a Fireplace (down 06.08.2006)
- Making a Fountain With Particles
- Dust Particles
- Flames
- Liquid
- Explosions
- Smoke
- Making a Rain Effect
- Particle and field basics
[edit] Fluid Simulation
- Fluid Simulation Basics
- Fluid Tutorial {Broken Link}
[edit] Compositing
[edit] Game Engine
- Game Engine Development
- New fully integrated game engine?
- Game Blender Documentation (Last modified 13. 07. 2001)
- #GameBlender
- Walkthrough Tutorial (Broken Link)
- Overlay Scenes
- Walking Tutorial
- Make a Menu
- Flipper (Broken Link)
- Armatures in the Game Engine
- Multilevel Maze
- Creating Boulders that make the map restart when hit
- Using OpenGL glsl normal map shaders
- Viewports. Play co-op with your friends by creating a split screen.
- Documentation of the python game functions. Sample Code Included
- Car Setup. Use Bullet Physics vehicle wrapper to create a realistic car setup.
- Using Blender to host/contain a storyboard
[edit] Python and Plugins
- Python Lessons * exposed dead link
- Make Hair * exposed
- Povanim Export Script
- AI Path Importer
- 3D-No Plugins; Put your 3D Blender space on web!
- Randomizer Script
- Embedding the 3D web plugin in a web page
- Different Useful Scripts
- AfterGlow, Polyline, Hitchcock ZoomEffect, ...
- Dynamica
- BlendSaber
- Lsystem tree maker
- Python Scripting for Procedural Animation
- Focalblur - A Matter of Depth
- Python API Introduction
- Python API, Making a Square Mesh
- Python API, Iterations
- Python API, Automating Vertex Creation
- Python API, Automating Face Creation
- Python API, Making Potatoid
- Python Script, To build an Empty for EnvMap
- Python Script, Bezier Curves Import
- Python Script, Paths import
- Python Script, Importing Adobe Illustrator Format
- Python Script, Lionhead The Movies .msh import/export
- Python Script, Mesh Explosion
- Python Script, Level Of Detail
- Python Script, Wire Shadows and extrusions
- Python Script, Changing the active camera instantly
- Subsurface Scattering in Blender
- Using the Superficial Scattering Script
- City Block Genarator
- Blender Camera Calibration with Live Camera
- Import-export different formats, Different Generators, etc...
- Horn Extrude
- Mesh shaker and tutorial
- Batch STL
- Vertices to a Curve Converter
- Zutils, Z-Buffer Utilities
[edit] Using other Programs with Blender
- YafRay
- Verse
- SPE - Python IDE for Blender
- Wings 3D Subdivision Modeler
- Verse Gimp-Blender Plugin
- Kerkythea Renderer
- Equinox 3D
- Wings3D, a Quick and Accurate UVmapping Tool for Blender
- Povray export
- Adobe Illustrator Paths import
- Inkscape SVG import
- Using Blender content in PowerPoint 2000
- Ter2Blend
- Batch Processing Images
- BVH Info
- Stereogram
- Importing VRML
- Creating Quicktime VRs
- Blender, Python and Mac OS X
- Stylistic Rendering
- Voodoo Camera Tracker
- Lionhead The Movies
[edit] Distributed Computing
- BURP - Big and Ugly Rendering Project
- Render Planet
- Global Rendering-Farm
- OS X Distributed Blender Network Rendering with Xgrid (Incorrect link?)
- Bfarm Distributed Rendering via Internet
[edit] Maybe someday ...
[edit] Video Tutorials
- BEST: Blender Underground
- Official Blender Video Tutorials
- Greybeard's Blender Video Tutorials
- Head Tutorial (Part 1 of 12-part Flash Tutorial) (dead link)
- Series of short VTuts that explain basic details
[edit] Blender WikiBooks
- Blender 3D: Blending Into Python
- Blender 3D: HotKeys
- Blender 3D: Import and Render a SolidWorks Model
- Blender 3D: MemoBook * exposed
- Blender 3D: Noob to Pro
- All Blender WikiBooks Modules
[edit] FAQ
- Blender FAQ (Generated on September 24, 2001)
- Blender Tips
[edit] Repository
This section is not about tutorials, but you can find here different useful stuff for your Blender.
[edit] Blueprints
- http://blueprints.onnovanbraam.com/ (broken link)
- http://www.airwar.ru/other/draw_1w.html War Planes
- http://www.suurland.com/ All sorts of cars
- http://jpracing.racerplanet.com/ Cars, Trucks, Buses
[edit] Materials
[edit] Models
[edit] Photos
[edit] Textures
- Textures Library
- Mayang's Free Textures Hi-Res
- Jeremey Engleman's Public Textures Hi-Res
- Image*After Free Images Hi-Res
- Free Textures Mid-Res
- Sky Maps
[edit] Miscellaneous
CG artists must see or read:
- How to succeed in Animation
- Bitter History of 3D Business
- Blender Art Gallery
- Classical Film and Video Knowledge Base
- Quick Tips in Design&GFX
[edit] Open Movies
[edit] IRC
- irc://irc.freenode.net/blender
- irc://irc.freenode.net/blenderchat
- irc://irc.freenode.net/blenderclasses
- irc://irc.freenode.net/blenderqa
- irc://irc.freenode.net/blendercoders
- irc://irc.freenode.net/blenderwiki
- irc://irc.freenode.net/gameblenderdev
- irc://irc.freenode.net/gameblender
- irc://irc.freenode.net/verse
[edit] Tests
[edit] Other Lists
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