[Introduction to Blender 2.8] Let’s start modeling (1) How to download/basic operation

Introduction

In this article, I’ll show you how to use Blender, create a simple model, and upload it to STYLY for those who have never done modeling before.

This article is written for Blender 2.8, so please refer to it if you are moving from 2.7 to 2.8.

 

In this article, we will create the following model while learning the basic operations. This is a simple model that can be created only by moving and scaling.

Blender has a lot of shortcuts, but it is very easy to learn. Let’s try to learn them!

Completed image

Completed image

 

Installation and language setting

How to download Blender

  1. Go to Blender download page.
  2. Download the zip file (*Windows users, please check your PC for 32bit or 64bit)
  3. Extract the zip file and start “blender.exe”.

 

Basic operation

Blender operation practice – Viewpoint shift

When you open Blender, you will see the following screen.

Screen of Blender2.8

Screen of Blender2.8

First, let’s learn how to use Blender. It is easier to use Blender with mouse, so it is better to prepare mouse.

There are three ways to move the viewpoint.

Hold down the wheel and move the mouse: The viewpoint will rotate around the selected object.

Hold down the wheel to zoom in and out.

Move the mouse while holding down the Shift key and mouse wheel to move the mouse in parallel.

 

Blender Operation Practice – Selecting Objects

Next is object selection. You may think “Why do you need to write about this?”, but it is changed from 2.7.

Selecting an object in blender 2.8 is done by left-clicking, which is something that people who have been using blender 2.7 tend to do incorrectly.

When you select an object, the outline of the selected object will turn orange.

 

Blender Operation Practice – Moving Objects

Select an object, and press “Move” mark in the menu on the left side, and three arrows will appear. This menu can be moved in and out by pressing T key.

Move tool icon

Move tool icon

The arrows are red to X-axis, green to Y-axis, and blue to Z-axis. By grabbing and moving the arrows for each coordinate system, you can move the object.

You can also move an object by pressing the G key (remember, G is for Grab); if you want to move only the X axis, press the G key and then X. Similarly, if you want to move only the Y axis, press G→Y, and if you want to move only the Z axis, press G→Z. Press left click to stop moving.

 

Blender Operation Practice – Object Rotation

To rotate an object, use the icon below the Move tool.

Rotate tool icon

Rotate tool icon

Shortcut is R key. If you want to rotate around the X axis, press the R key followed by the X key; if you want to rotate around the Y axis, press R→Y; if you want to rotate around the Z axis, press R→Z. Press left click to stop rotation.

 

Blender Operation Practice – Object Scaling

Next is scaling. The icon below the rotation is the icon for scaling.

Icon of Scale tool

Icon of Scale tool

Shortcut is S key. If you want to scale only X axis, press S key and then X key. Similarly, for Y-axis only, press S→Y; for Z-axis, press S→Z. Pressing the left mouse button will stop the zooming.

Explanation of window

From Blender 2.8, you can switch the working window from the tab on the top like this.

Explanation of each window

Explanation of each window

The appearance of each window is as follows. This time, you can leave it as Layout window.

 

Appearance of each window

Appearance of each window

 

Displaying Objects

The object display mode is the four circles in the upper right corner.

From left to right: WireFrame view, Solid view, LookDev(?) view, and Rendered view. display, and rendered display. You can switch between them as needed during modeling.

The LookDev view is similar to the material view in 2.7. It is a view that reflects lights and materials, whereas the solid view does not.

Changing the display mode

Changing the display mode

 

Changing the view point

If you want to look at an object from the side or the front, you can change the view point from the XYZ axis gizmo in the upper right corner.

Press X, Y, or Z to switch to parallel projection from that direction.

Changing the Viewpoint

Changing the Viewpoint

 

Let’s make a panda

Now you know the basic operation of Blender. If you can do above operations, you can make most of panda which is the purpose of this project.

Blender has a lot of shortcut keys, so it is hard to learn how to use them, but let’s learn them one by one.

The flow of making a panda is in the following three steps.

  1. Modeling the panda
  2. Add color
  3. Let’s shape it

1. Modeling the panda

Select the first cube and delete it by pressing X→Delete.

Then, from the menu at the bottom of the window tab on the upper left, select Add > Mesh > Cube to bring up the cube. (Why did I delete the cube?).

If you want to add an object, you can do so from here.

Adding a Cube

Adding a Cube

 

Make the newly appeared cube the head of the panda. Scale it up or down while looking at it from different directions to get the desired head shape.

After selecting it, press Shift+D to duplicate it; after pressing Shift+D, press X to move the duplicated object in the X-axis direction, Y to move it in the Y-axis direction, and Z to move it in the Z-axis direction.

Move and scale the duplicated object again to make it a body. Move it to the position where it will become a body.

Panda's body

Panda’s body

In this way, repeat the Shift+D→X/Y/Z duplicate move and move/scale to add ears, limbs, eyes, nose, etc. to make a panda. Of course, you can also make a panda (rabbit) or panda (cat). Make up your own panda.

Each part of the panda is a separate object, but at the end of the project, all the parts will be combined to make one object, so it’s okay to keep them separate for now.

You can move and scale the panda as described above, or if you want to adjust the size of the panda by entering numbers, you can do so from the menu on the right. If you can’t see the menu, click on the [<] mark to bring it up.

Adjust the position and size by entering numbers

Adjust the position and size by entering numbers

 

2. Let’s paint!

Are you able to make each panda? I made two pandas.

Two pandas

Two pandas

They look like animals that have been turned to stone by a witch.

Let’s add some color. The first thing we need to do when adding color to the model is to set the display mode in the upper right corner to LookDev view. If you don’t do this, you won’t be able to see the material even if you add it. This is a spell to break the witch’s curse.

Change to LookDev Mode

Change to LookDev Mode

 

First, select the object you want to add color to. Select the object you want to color first, maybe the head, and color it one part at a time.

Once the object is selected, create a new material. 1) Open the Material tab in the right-hand menu. 2) Select the default material, and 3) Press [-] to delete the default material.

Adding a new material 1

Adding a new material 1

Press [+] to add the number of materials, and press [New] to create a new material.

Adding a new material 2

Adding a new material 2

You will see that a new material has been created with the name Material.001. This name can be changed by double-clicking on the material name.

There are many settings for a material like this.

For this project, I think we only need to adjust the Base Color and Specular. You can adjust these settings as you like.

Material Settings

Material Settings

 

Click on the color of BaseColor to bring up the hue ring and set the color. The color of the selected area will have changed.

The color of the selected area has changed.

The color of the selected area has changed.

 

Next, select the object you want to make the same color as the one you just colored.

As before, press [-] to remove the default material, and then press (1) the material symbol next to it instead of [New]. This will bring up (2) the material you just created. Click on it, and you will see that the selected object is now the same color as the one you created.

If you want to apply the same color as the one you created once, you can do so from here.

Applying the same material

Applying the same material

If you want to apply a new color, use the [New] button. If you want to apply a color you have already created, use the material symbol.

In this way, the pandas that had been turned to stone by the witch’s curse regained their color.

The pandas (pandas) and pandas (rabbits) that look like minecraft are now ready. The next step is to finish them.

The pandas who got their colors back from the witch

The pandas who got their colors back from the witch

 

3. Let’s shape them

Now it’s time to finish the rest of the work.

Now, the ears, face, and body are all separate objects. Now it’s time to make them fit together. We are all one. It’s youth.

Hold down the Shift key and select all the objects you want to unite.

Select all the objects you want to unite

Select all the objects you want to unite

Once they are selected, press Ctrl+J. (Command+J on a Mac)

Now your hands and feet are one object! But there is something wrong with the origin of the objects…

But the object origin is wrong… The object origin is at the last selection. (The object origin is not the red-and-white floating mark, but the mark with the arrow on the foot in the following picture.

You want the origin to be in the center of the object, right? Let’s fix it.

The object's origin is...

The object’s origin is…

From the menu above, select Object>Set Origin>Origin to Geometry.

Set the object's center as the origin

Set the object’s center as the origin

 

And voila! The origin is now the center of the object!

The origin is now at the center of the object!

The origin is now at the center of the object!

 

Finally, since the corners of the panda are too sharp and may cause injury if bumped into, we will remove the corners a little.

Select one of the pandas and open the Wrench tab on the right side menu, which is called Modifiers.

Modifiers tab

Modifiers tab

Select “Bevel” from “Add Modifier”.

Selecting Bevel

Selecting Bevel

 

This Bevel is a function to drop the corners. Such a function here is called a modifier.

When you select Bevel, the panda you have selected will be smoothed out a little.

The panda with its corners removed

The panda with its corners removed

 

The value for how much the corners are dropped can be adjusted in the Bevel Edit menu under Width. I left mine at 0.1!

Adjusting the Bevel value

Adjusting the Bevel value

 

Once you have adjusted the values, press Apply to finish!

Press "Apply" to finish

Press “Apply” to finish

The model is now complete!

Complete image

Yay!

 

Let’s import the model into STYLY?

  1. Exporting the model
  2. Uploading to STYLY

1. Exporting the model

We have created two models, but we will export them one by one. Yes, we are going to go our separate ways.

First of all, if the origin of the object is not at the origin of the space you are creating when you export, the origin of the space will become the origin of the object when you export. So, first move the object to the origin of the space. (There may be other ways to do this.)

Select the object you want to move to the origin, and press Shift+S. The following menu will appear. Select Selection to Cursor, and the object will be moved to the origin.

Move the object to the origin

Move the object to the origin

 

The Cursor in Selection to Cursor is the red and white floating circle mark. It means that the selected object will be moved to the floating circle mark. Since the float is at the origin of the space, it is unlikely that the float will move from the origin in Blender 2.8. However, if the red and white float is out of the origin, you can move it by selecting Cursor to World Origin from the same Shift+S menu. If the red and white floats are not at the origin, you can move the object to the origin by selecting Cursor to World Origin from the same Shift+S menu and then selecting Selection to Cursor.

Move the cursor to the origin

Move the cursor to the origin

 

Once you have moved the object to the origin, select the object you want to export and select File>Export>FBX(.fbx) from the top menu.

Exporting with FBX

Exporting with FBX

 

When the export window comes up, check Selected Objects in the export menu at the bottom left and select Mesh.

Setting up the export menu

Setting up the export menu

 

Finally, enter a name and export.

Choose a name and export!

Choose a name and export!

 

2. Upload the file to STYLY

Go to STYLY and start up STYLY Studio.

Click here to learn how to create an account.

After launching STYLY Editor, go to Assets > 3D Model > Upload and upload the model you have just exported.

Uploading the model

Uploading the model

The upload is complete when the Status of Processing Status becomes Completed.

The uploaded 3D character data will be stored in My Models, and you can place it in the space by clicking on it.

Click here to learn how to publish a scene.

 

We met again!

We met again!

We were able to meet Bunny and Panda again at STYLY. I’m so happy for them.

That’s all for now!

Next time, I’ll model a more concrete form!

 

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