- 1 Introduction
- 2 Installation and language setting
- 3 Basic operation
- 3.1 Blender operation practice – Viewpoint shift
- 3.2 Blender Operation Practice – Selecting Objects
- 3.3 Blender Operation Practice – Moving Objects
- 3.4 Blender Operation Practice – Object Rotation
- 3.5 Blender Operation Practice – Object Scaling
- 3.6 Explanation of window
- 3.7 Displaying Objects
- 3.8 Changing the view point
- 4 Let’s make a panda
- 5 Let’s import the model into STYLY?
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!
Installation and language setting
How to download Blender
- Go to Blender download page.
- Download the zip file (*Windows users, please check your PC for 32bit or 64bit)
- Extract the zip file and start “blender.exe”.
Blender operation practice – Viewpoint shift
When you open Blender, you will see the following screen.
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.
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.
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.
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.
The appearance of each window is as follows. This time, you can leave it as Layout window.
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 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.
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.
- Modeling the panda
- Add color
- 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.
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.
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.
2. Let’s paint!
Are you able to make each panda? I made 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.
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.
Press [+] to add the number of materials, and press [New] to create a new material.
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.
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.
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.
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.
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.
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.
From the menu above, select Object>Set Origin>Origin to Geometry.
And voila! The origin is now 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.
Select “Bevel” from “Add Modifier”.
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 value for how much the corners are dropped can be adjusted in the Bevel Edit menu under Width. I left mine at 0.1!
Once you have adjusted the values, press Apply to finish!
The model is now complete!
Let’s import the model into STYLY?
- Exporting the model
- 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.
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.
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.
When the export window comes up, check Selected Objects in the export menu at the bottom left and select Mesh.
Finally, enter 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.
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 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!