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Bernd Plontsch edited this page Apr 29, 2020 · 4 revisions

Quick Start Guide

General

FN + F3 Search for command

Viewport

Rotate OPT + Drag Pan SHIFT + OPT + Drag Zoom CMD + Scroll Zoom to Selection SHIFT + B

Select all A Insert I

Subdivide, right click, “Subdivide”

Create Object

  • Create flat object (circle, plane instead of box) to start with Pivot at bottom!!
  • Select existing Faces, SHIFT + D Duplicate, P Separate

Hard Surface Modelling — Bevel

  1. Use Bevel Modifier, Width 0.005 m
  2. Right click object — Shade smooth
  • Limit Angle

  • Apply modifiers… Select target, SHIFT select source, CMD + L — Modifiers (Creates Linked duplicate of some aspect)

Select Object

Select object SHIFT + G

Hard Surface Modelling — Surface Division, Rounded Objects

  1. Right click object — Shade smooth
  2. Add Subdivision Modifier
  3. Add loop cuts to add rounding constraints

💡Without face, hard edge

Hard Surface Modelling — Edge Split Modifier

Edge Angle!! Depending on edges

Resize Planes

  • Edge select
  • g g — relational resize

💡+ Scale in object mode to enter dimenions

Grease Pencil, 2D Mapped Drawing

  1. Add 3D Cursor
  2. Create Plane/extrude single verts
  3. Add Grease Pencil empty
  4. Select Grease pencil object
  5. Switch to DRAW Mode
  6. Mode Surface OR View (no plane needed)
  7. Draw curves
  8. Object — Convert to curves Optional. Add-on Simplfy Curves
  • Add Object Curves — Simplified Curve
  • Change Error, 0.1…
  • Object Data Properties — Geometry 0.01

Extrude

Extrude e || Option e for options E, S extrude angled OPT + E Extrude along normals (+ S even thickness)

Skin modifier to add volume, CTRL + A change thickness/volume

Pipes

  1. Add single vert (from add-on)
  2. Extrude, move…
  3. Object — Convert to — Curve from Mesh
  4. Object Data Properties — Geometry — Depth/Resolution

Boolean

Organize cowmposed objects

  • Select many objects
  • SHIFT + Select partent
  • CTRL + P — Object (Keep Transform)

Kit Bash

  • ALT + D Move
  • ALT+ P — Clear Parent and Keep Transformation

Mirror vs Spin

Mirror X/Y/Z Spin, Circular — use duplicate Angle 360 / Steps

Text

  • Geometry — Extrude
  • Bevel — Depth

Check Normals

  1. Select all, Overlay show normals
  2. Mesh – Normals – Recalculate Normals (SHIFT + N)

Array along curve

  1. Add object, add bezier Curve/Bezier
  2. Add array modifier
  3. Add curve modifier, select bezier curve

Move Objects

Target Shift S - Cursor to selected Object to move Shift S Selection to cursor

G Y (Global) Y again (Local)

Inset i

Z View Modes

Add SHIFT + a

Sub object selection in edit mode

Hover + l Selected Linked Meshes from same object

View

1, 3, 7 → 9 Shift to Mirror OPTION + Q Pie Menu ALT + . (Remapped from NUMPAD .) View Selected SHIFT + Z, SHIFT + Z Rotate x/y global, local

Reference Image

SHIFT + A, Image

  1. Top View (CTRL + Q, pie)
  2. Use alpha, 0.5
  3. Side front (only show one side)
  4. Uncheck display perspective (only show in top view)

POLYGON MODELLING

Triangles Right click, “Triangulate” (CTRL T) Subdivide Right click, “Subdivide” Subdivide CTRL R, Mousewheel Close face f Merge close vertices - Vertex, Merge

K knife cut, click for line, z for cut through

Bevel CTRL + B, v vertex only

CAMERA

0 Camera View Add Camera – N Show sidepanel – 30.609 m, -30.609 m, 30.609 m Camera Properties — Orthographic Scale

Emitter

  1. Create Emitter area, ALT + right click , move 3D Curser

  2. Add plane, edit mode, vertices

  3. Merge to center

  4. E Extrude, left click, repeat, F fill face OR CTRL + Right Click, add points

  5. Add Emitter, + setting

  6. Render, render as “Object”

  7. Select Object to emit

  8. Set, Scale Scale Random

  9. Uncheck “Show Emitter” hide for render

SETTINGS

N Show sidepanel

3D CURSOR

SHIFT + Right Mousebuggon Move select cursor to selected SHIFT + S !!Reset Cursor to center, SHIFT C Delete x + delete Hide/Show h/ALT + h

MATERIAL

WATER

Roughness (Reflection) 0.15 Transmission (Transparency) 0.9 IOR (Refraction?! Volume, magnifying, water depth)

RENDERING GPU

Render Properties, Render Engine Settings, System CUDA

UV MATERIAL

  • UV Editing Mode
  • Select, Smart UV Unwrap

LIGHT

  1. Sun

  2. Object Data Properties — Use Nodes — Strength 3.0

  3. Render Properties — Cycles + Color Management — Exposure

  4. Area Light

  5. Object Data Properties:

    1. Orange
    2. Power 2000W
  6. World Properties

    1. Surface, Color (e.g. Blue)

For better preview…

  • Render Properties
    • 📷 Ambient Occlusion
    • 📷 Bloom
    • 📷 Screen Space Reflections

Sampling

  • Path Tracing — Render 512

Light Paths (to avoid fireflies)

  • Clamping
  • Direct 5.0 Indirect 2.0

Add Glow

Add Filter — Glare

EVEE

📷 Render Properties — Ambient Occlusion 📷 Render Properties — Bloom for Emitting lights

Add Objects

  • Light Probe — Reflection Cube map

  • Light Probe — Irradiance Volume 📷 Render Properties — Screen Space Reflections

  • Shadow — High Bitdepth

  • Render — Bake Indirect Light!!

Fog

using Volume Shader

  • Cube
  • Add material
  • Remove default material
  • Add “Volume”
  • Volume — Volume Scatter
  • Density 0.025

Rendering

  • Denoising View Layer Properties, Denoising!!
  • Render Properties, Color Management, Medium High Contrast

Render selection

  1. CTRL + B Select area
  2. F12 Render
  3. OPT + CMD + B Clear Selection

Room

💡Pivot Point on bottom, to allow scaling on floor By.

  • Put 3D Cursor on floor SHIFT + Right
  • Create plain object
  • Move in object mode, to keep origin at center of object
  • Move cursor to selected

Walls

Plane scale x4.0 Wall Extrude 0.15 Windows Inset — Loop cut — Individual Insets (i) .15

Windows

  • Array
  • Boolean
  • Display — Wire

Window Segments

  • Loop Cuts for Segments
  • Bevel, single surface, .05

Add Image

Image Add-in

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