Modelling in Blender
Edit-mode toolkit
- Extrude (E), Inset (I), Loop cut (Ctrl+R), Bevel (Ctrl+B), Knife (K).
- Proportional editing (O): move vertices with smooth falloff.
- Snapping (magnet icon): snap to vertices, edges, increments.
- Merge (M) vertices; Fill (F); Bridge Edge Loops.
The modifier stack
Modifiers run top to bottom. A typical hard-surface stack:
Mirror (X) → Boolean (cutters) → Bevel (angle limit) → Weighted Normal
For smooth organic shapes:
Mirror → Subdivision Surface (level 2)
Use supporting edge loops (or crease) to keep corners sharp under subdivision.
Booleans done well
- Use simple cutter objects, set them to display as wire and hide them from renders.
- Keep booleans live while designing; apply when final.
- Clean up afterwards if the result will be subdivided or animated.
Precise modelling
Type exact values while transforming (G X 25 moves 25 units on X). Use the sidebar for exact dimensions. For mechanical parts with many precise measurements, consider CAD alongside Blender.
A hard-surface workflow
- Block out the main forms with primitives at correct scale.
- Add booleans for cuts and holes.
- Add bevels to catch light on edges.
- Check shading; fix artefacts with Weighted Normal or by adjusting topology.
- Add small details last.
Exercise
Model a wireless speaker: a rounded box with a mirror modifier, boolean-cut grille holes using an array of cylinders, bevelled edges and a weighted-normal finish. Keep all modifiers live, then make a copy with them applied.
Check yourself
- In what order does Blender evaluate modifiers?
- How do you keep corners sharp under Subdivision Surface?
- Why keep booleans live while designing?
I tuoi progressi sono salvati solo in questo browser.
Invia per la revisione (10 punti)