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Total beginner tutorial Part #1

  • Shader Editor
    • ![[Pasted image 20221222172352.png]]
    • click white bar near base color and change it to whatever you want.
    • Download and extract textures from his link
    • drag and drop textures into shader editor
    • ![[Pasted image 20221222173141.png]]
    • rename This material network from the default name “material” to “white” so we can now duplicate it
    • press dupe button, rename to green and connect green node where the white one was before.
  • Array Modifier
    • Press T to get toolbar back or just use shift + Space
    • Move the green block below the pillar
    • ![[Pasted image 20221223110519.png]]
    • go to modifiers panel (wrench icon)
    • Make the first array to make a row
    • make a second array to make rows of that row
    • ![[Pasted image 20221223110918.png]]
    • now dupe the green array of block, move it down and assign the brown material network to it
    • ![[Pasted image 20221223111059.png]]
    • make a 3rd array modifer 4 rows going -1 Z (down)
    • ![[Pasted image 20221223111335.png]]
    • ![[Pasted image 20221223111356.png]]
  • Render Properties
    • go to render properties tab (little TV)
      • turn on ambient occlusion (shadows from nearby objects)
      • make a factor of 4
      • change distance to 6 m to make the shadows longer.
      • Now you can see the shadows
    • turn on bloom
      • intensity to 1.0
      • threshold of 6
      • ![[Pasted image 20221223112653.png]]
  • Tear Down The Scene – Animated Simulation
    • Go to Layout Tab
    • Not the Time slider at bottom
    • click a block and Shift + L to select linked > material
    • ![[Pasted image 20221223113131.png]]
    • Add Ridged Body: Object menu> Rigid body > add Active
    • ![[Pasted image 20221223113304.png]]
    • Once I had the whole temple selected I took the time to put it in its own collection on the sidebar
    • select the ground and add a rigid body > passive to it.
    • Apply the modifiers on the ground to make them into real blocks
    • modifiers tab > modifier 1, 2, 3 apply each one at a time
    • go to scene properties tab, (water drop)
    • increase gravity to -30 – not normally changed, for fun for this project
    • add randomness to project by moving the bottom corners around to affect the way the pillars fall.
    • save your file, simulations tend to crash!
    • timeline
      • Change end time to 72 which is about 3 seconds
      • play the animation and see what you like and what you don’t
      • if you can move the cubes, make sure to review to frame one before you can edit anything
      • ![[Pasted image 20221223121823.png]]
      • ![[Pasted image 20221223121837.png]]
      • ![[Pasted image 20221223121853.png]]
      • now you can go to shading tab and press space bar to see the animation there.
      • ![[Pasted image 20221223122137.png]]
      • if your animation is exploding , you have a duplicate cube on top of another, super common mistake. this can be fixed in the next chapter.
  • Final Tip (that’s what she said)
    • rebuild this Minecraft project for practice! Muscle memory mah dude.
    • Good thing I took notes!
    • Nailed it. 2022-12-23 / 13:02
    • ![[Pasted image 20221223130155.png]]

Total Beginner Tutorial Part #2

  • Learning the tools
    • Hot Keys
      • Download cheat sheet link
      • ![[Pasted image 20221223131301.png]]
      • G = Grab
      • R = Rotate
      • S = Scale
      • X,Y,Z = Snapping
        • W for selections
          • don’t press it more than once, or it will change selection tool type
      • Lazy port Addon
        • this gives you he same handles at the move tool
        • github link
        • go to prefs>addons>install>install the py file.
        • Check the box
      • Hot key practice time!
        • Shift D, esc duplicate
        • G move
        • R rotate
        • S scale
        • Repeat 10 time
    • Edit mode
      • tab key
        • to switch in and out of object and edit mode
        • you can only select one object in edit mode. You need to go back into object mode to select another object
      • edit mode selections
        • 3 buttons beside the mode indicator
        • ![[Pasted image 20221223154539.png]]
        • vertices (points)
          • Hotkey: 1
          • ![[Pasted image 20221223160135.png]]
        • edges (lines)
          • Hotkey: 2
          • ![[Pasted image 20221223160253.png]]
        • faces (sides)
          • Hotkey 3
          • ![[Pasted image 20221223160341.png]]
    • Extrude
      • Destructive vs non-destructive actions
        • Edit mode is destructive to follow this work flow to be able to step back if needed
        • ![[Pasted image 20221223160748.png]]
          • navigate into position
          • select the mush
          • perform the action
          • undo if you fuck up
          • repeat
      • Extrude practice:
        • ![[Pasted image 20221223161531.png]]
        • always navigating in position to see everything you are going closely
        • select the mesh
        • do the thing
        • navigate into close position again.
    • Inset
      • inset tool is right under extrude
      • be very careful and slow. This is your only chance to undo
      • ![[Pasted image 20221223162341.png]]
      • then you can use extrude tool to push that in
      • ![[Pasted image 20221223162418.png]]
      • again the only chance to undo before moving on to the next cycle of navigate>select>preform>undo
      • I tried using the E and I keys for these tools but in free form mode you don’t get the nice handles like you get when you press the toolbar buttons
    • Merge tool
      • go to vert mode (1 key)
      • navigate to close position
      • select a vert
      • use shift key to a vert beside it
      • Press M for merge menu
      • select merge at center
      • ![[Pasted image 20221223163338.png]]
    • Loop Cut
      • Ctrl + R
      • find the edge center
      • clck to enter
      • esc to drop
      • ![[Pasted image 20221223163930.png]]
      • ![[Pasted image 20221223163956.png]]
      • there are lots more ways to use loop cut. this is the only way that will be used to the tut.
  • Making the sword
    • blocking in the blade
      • new general file
      • default cube with the following dimensions to jump start the project.
        • ![[Pasted image 20221223165742.png]]
        • x 0.23
        • y 1
        • z 0.06
      • tab into edit mode.
      • Select all
      • right click and subdivide
      • ![[Pasted image 20221223170302.png]]
      • use the merge tool to make point at the front
      • ![[Pasted image 20221223170459.png]]
      • ![[Pasted image 20221223170515.png]]
        • use it again and “sharpen” the blade on the side sides
        • – ![[Pasted image 20221223170538.png]]
      • go around to all side until you get a low poly blade.
      • ![[Pasted image 20221223170706.png]]
    • Project folder and backup files
      • Subfolders
        • make a folder for the whole project
        • make a subfolder for downloads
        • that way you can move the whole project directory and non of you linked files will break
      • turn on autosave
        • Edit>prefs>save and load> autosave on
        • ![[Pasted image 20221223172056.png]]
        • change save versions to 20.
        • This makes a new version every manual save
        • you can rewind a fucked up project this way
      • how to open a backup file>open>change filter to see backup .blend files
        • ![[Pasted image 20221223172518.png]]
      • folder structure and back up system now ready to go
    • center groove of the blade
      • using the bevel tool:
        • Be very gentle
        • drag in the direction of the handle – no matter what
        • don’t be zoomed out
        • only ever click once on the tool
        • ![[Pasted image 20221224085709.png]]
      • Select the center edges with edge select tool
        • ![[Pasted image 20221224085842.png]]
        • click on bevel tool and very slowly drag in direction of the handle
        • ![[Pasted image 20221224090000.png]]
        • add a loop cut ctrl+r
        • click, then hit esc to drop it in dead center
        • then S for scale it down on the Z axsis (blue)
        • ![[Pasted image 20221224090312.png]]
      • Subdivision modifier
        • go to modifiers and add sub division surface
        • make sure view port and render is the same value 2 for this one
        • and turn off preview in view port to only see it in object mode.
        • it’s just easier to noobz for now.
        • ![[Pasted image 20221224090804.png]]
        • it looks like trash that will be fix in next step
      • cage mesh
        • delete back faces
          • press 3 for face tool in edit mode
          • X for delete menu
          • ![[Pasted image 20221224101359.png]]
          • ![[Pasted image 20221224101444.png]]
        • add resolution
          • select all, right click, subdivide
          • ![[Pasted image 20221224101619.png]]
          • this is a destructive method
        • Add simple smoothing
          • this adds more nondestructive resolution
          • Change first subdivision modifiers to simply
          • add a second subdivision modifier to catmull-clark level 1
          • ![[Pasted image 20221224101825.png]]
          • you can add more levels of the simple subdivision modifier for more resolution and make the shape look sharper but 2 is good for this project for the final render.
    • Blade extension
      • select the end
      • extrude
      • hit the bottom box and put in 4.8m for Z
      • ![[Pasted image 20221224112404.png]]
    • Blade Taper
      • Use simple deform modifier to put a 0.35 taper of the Y
      • ![[Pasted image 20221224113015.png]]
      • taper will add width so we jsut want to sale her back down
      • ![[Pasted image 20221224113211.png]]
      • change scale x to 0.180
    • Primitive block ins
      • create the first cylinder
      • in object mode > add > mesh > calendar
      • ![[Pasted image 20221224113715.png]]
      • ![[Pasted image 20221224113750.png]]
      • last action panle (f9)
      • reduce verts to 10 only. You want to model in low poly and add more details later.
      • cap fill type = nothing. this will remove the top which we don’t need.
      • ![[Pasted image 20221224114132.png]]
      • then put in the prams to have it where it need to be and the right size for the tut
      • normally we would eyeballs these
      • ![[Pasted image 20221224114542.png]]
      • press (num) “.” to select frame and zoom in for working
      • dupe 3 more times entering these prams to get all theshapess setup for modeling
      • ![[Pasted image 20221224131557.png]]
      • press tab key to go to the next pram quickly
      • ![[Pasted image 20221224132155.png]]
      • .
    • Reference Images
      • Link
      • file > Append > collection > sword reference
      • quad view
        • View menu > area > quad view
        • ![[Pasted image 20221224133624.png]]
      • wire frame view
        • last corner, press wire frame button
        • ![[Pasted image 20221224133702.png]]
        • .
    • Guard Extrusions
      • Setup
        • ctrl+ (num)”.” to frame select in all quad mode windows
        • Select the dot in the middle of a face to select a face in wire mode
        • when extruding horizontal you want to match the vertical edges
        • when extruding vertically you want to match the horizontal edges
      • horizontal extrusion
        • Extrude out but do not adjust in extrude mode
        • hit G and adjust in move tool
        • ![[Pasted image 20221224134716.png]]
        • i also used the snap tool to help when i did this.
      • Vertical Extrusion
        • do the same with vertical
        • ![[Pasted image 20221224135142.png]]
        • Remeber to adjust in grab tool and not extrustion tool. i made this misstake a few times
      • final extrustion
        • do this again like the photo for the last one.
        • ![[Pasted image 20221224135505.png]]
        • .
    • Guard extrusion tweaks
      • Select with box select tool to get both the back and front
      • Technique!!! Move whole row vertically together and work from top to bottom
      • match the top line first
      • deselect
      • select the bottom three
      • line up the next line
      • deselect
      • select the bottom 2
      • etc.
      • ![[Pasted image 20221224140455.png]]
      • .
    • Proportional editing
      • will turn anything rubbery and sticky when you are moving things
      • get out of quad view
      • get out of wire mode
      • ![[Pasted image 20221224145702.png]]
      • Select tip of guard and turn on proportional mesh littel bullseye near the snapping tool
      • ![[Pasted image 20221224145833.png]]
      • S to scale you can use the pop up to make the affected area biiger or smaller if you like
      • ![[Pasted image 20221224150035.png]]
      • default 1.0 is good here.
    • Guard – Mirror modifier
      • turn off Proportional editing,
        • this is easy to forget and fucks everything up.
      • Delete half of the guard
        • ![[Pasted image 20221224151603.png]]
      • Add mirror Modifier, done.
        • ![[Pasted image 20221224151701.png]]
      • you can change to X Y or Z depending on the project, default works here.
    • Bridge edge loops.
      • time to close th ends on the guard.
      • use local view (num)”/”
      • ![[Pasted image 20221224153229.png]]
      • select bttom 1 ,2 in order then select top 1 ,2 in same order for this to work right
      • ![[Pasted image 20221224154127.png]]
      • ![[Pasted image 20221224154216.png]]
      • .
    • Guard – Edge Creases tool
      • add subdivision surface > set to 3
      • Right click guard > edge smooth
      • Select all
      • Shift deslect middle edges
      • keep selected just the outside edges that you want to make harder looking
      • edge menu > crease edges (shift E)
      • ![[Pasted image 20221224161229.png]]
      • move mouse up until the corner says 1.0
      • ![[Pasted image 20221224161416.png]]
      • the lines will turn pink
      • add another subdivision modifier with these settings to smooth out the edges
      • ![[Pasted image 20221224161722.png]]
      • set levels to 1
      • and uncheck creases
    • Handel Shape
      • get out of local mode (num) “/”
      • frame select the handle (num) “.”
      • make oval shape but changing the prams or eyeball it
      • ![[Pasted image 20221224162425.png]]
      • select back edge ansd scale in for a taper
      • Selec menu > slect loops > edge loops
      • ![[Pasted image 20221224163058.png]]
      • use loop cut ctrl+R to make 2 loops for a grip
      • ![[Pasted image 20221224163230.png]]
      • ![[Pasted image 20221224163337.png]]
      • scale in and do the same for the bottom
      • ![[Pasted image 20221224163419.png]]
      • .
      • select middle loop
      • add bevel like before
      • Right lick and pick smoother like before
      • add the subdivision modifiers like before
      • ![[Pasted image 20221224164056.png]]
      • he goes over this fast, we are using skills from before
    • Adding toruses
      • Torus
        • ![[Pasted image 20221224164756.png]]
          • right click and shade smooth
      • Location and scale
        • resize and relocate to generally what we want
        • ![[Pasted image 20221224165124.png]]
        • use skills set to squish and inset like so
        • ![[Pasted image 20221224165342.png]]
      • Dupe
        • ![[Pasted image 20221224165629.png]]
        • Keep going scale and move as needed
      • Bottom handle
        • round out the handle by scaling the last torus and handle end to be round again.
        • you can use wire mode to help select the end of the handle
        • ![[Pasted image 20221224170150.png]]
        • .
    • Pommel base
      • subdivision modifiers / shade smooth
      • loops cut in the middle
      • scale loops cut in the middle
      • select ever other vert on the end, scale those to make a star shape
      • use X-ray mode to help see
      • ![[Pasted image 20221224171300.png]]
      • ![[Pasted image 20221224171445.png]]
      • dupe another torus and move on the end on top of star shape.
      • ![[Pasted image 20221224171631.png]]
      • .
    • Pommel Tip
      • Scale
      • Loop Cuts
      • Mesh fill
      • Inset and extrude
    • Skipped the rest of the note
      • for the sake of deadlines i’ve stopped the notes here. you can go back and make them later if you like mah dude.

Total Beginner Tutorial Part #3

  • this is place holder
  • for the sake of deadlines i’ll be skipping the notes for this video for now.

Content

Part 1

Blender 3.4 Beginner Tutorial – Part 1 – YouTube

Part 2

Blender 3.4 Beginner Tutorial – Part 2: Sword – YouTube