Tornando-se profissional em Blender 3D/Modelando um dado: diferenças entre revisões
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{{fusão|../Modelando um dado}}
== Video Tutorial ==
Um video tutorial foi criado para atender este capítulo baseado no Blender 2.48a.
Linha 10 ⟶ 8:
Para melhores resultados, recomenda-se que você salve este arquivo no seu computador para reproduzi-lo, ao invés de apenas carrega-lo no seu navegador, considerando que o mesmo esta em 1020 x 746 pixels.
[[
== Introdução ==
*
*
* subdivisão de
* subdivisão de
*
*
* múltiplos materiais
* extrusão
*
*
*
== Primeiro
O dado precisa
==
===
Hit tab to go into edit-mode and select all faces to prevent bevel
messing up normals. Hit '''WKEY''' ''→ Bevel'', ''Recursion → 1'' (you'll see why
later) then choose bevel size (hit spacebar for manual input). Bevel of 0.150 is ok. <br>
Note: If you have chosen to subdivide the die twice, jump to Section "Creating Pips" and put bevel of 0.17 in order to have pip's edges length 0.34
[[
===
square faces. This should be 1.7 if the
above settings were used.
<blockquote>
<div style="color:#888888">
Button "Edge Length" may be outside the screen so you may need to close another set of buttons before you can get to it.
<br> <br>
</div>
</blockquote>
<br>
[[
===
A typical die has a grid of 9 possible positions for the pips and
the gap between the pips is the pip radius (or half the diameter). So, there are
conveniently 10 units on each edge of the square faces, where the gaps
use 4 of the units and the 3 pips use two each. This means the gaps are of
size 1.7/10 = 0.17 and the pips (1.7x2)/10 = 0.34.<br>
[[Imagem:9 posiciones.jpg|341px]]<br>
[[Imagem:muescas y espacios.jpg|341px]]<br>
[[Imagem:medidas.jpg|341px]]<br>
===
[[
*
*
* Select loops' placement: move the mouse around until you see a purple line going the right direction.
<!--*Assure: axis aligned view '''NUM1''' AND orthographic view '''NUM5''' AND selection not limited to visible (can't find hotkey for this)-->
*
* Add the loop: '''LMB''' (OR '''ENTER''' etc.) on one of the big faces
<small>''Noob: What's "the right direction?" What should this thing look like after applying the loop/cut? HELP!''</small>
<small>''Another Noob: It sounds like you have version 2.44 or later. You should do the tuturial "Die Easy"(seriously, it is).''</small>
Now we just have to get rid of the 2nd, 5th and 8th loops to make the undivided spaces for the marks.
* Select edge select or vertex select: '''CTRL+TAB→NUM2''' (OR '''CTRL+TAB'''→''Edges'' OR '''CTRL+TAB→NUM1''' etc.)
<!--*Select edge on a loop to remove: '''RMB''' -->
* Deselect all edges with AKEY
* Choose a loop to remove (using the BKEY to enter box selection mode and drawing a box around the one you want; this will get the whole loop, all the way around the cube).<small>Spoiler: you can also use Alt-RMB on an edge to select a loop (or select the edge and click ''Select --> Edge loop'').</small>
<small>''Noob: It seems that I could not remove multi loops at the same time, since the error message kept bumping out.''
Another Noob: That happened to me when I tried to remove them all at once, but it worked fine when I removed one at a time.</small>
* Remove loop: '''XKEY→7''' (OR '''XKEY'''→''Edge Loop'')
Change views with NUM3 and NUM7 and repeat steps as necessary. When you're done, your die should look like the one pictured to the right.
The die needs the pips added. Everyone knows how the pips on a die look, right?
=== Extrude and Merge ===
(Note: This is Step 10)
Select one of the faces where a pip would go and extrude the face by hitting '''EKEY''' and then '''ESC'''. Do not click after hitting '''EKEY'''. This actually replaces the first face with another one even though it looks like nothing has happened. Merge the second face by using '''ALT + MKEY''' to merge the 4 corners into the centre. It will tell you ''Removed 3 vertices''. <font style="color:#888888">[User Note: To clarify, pressing ESC when extruding does in fact extrude the face as per usual, but by a distance of zero. This creates four new, infinitely narrow faces around the original square face. These four faces then get 'dragged' into the middle when the four vertices of the original square are merged into one. Test this by extruding by say, 0.01 (instead of pressing ESC), and you'll see the result is almost the same.]</font> You should get the following:
[[Imagem:DieAnotherWay10a.png|200px]]<br>
Do this for the configuration of the dots on that side. So for
example, 5 would look like this:
[[Imagem:DieAnotherWay10b.png|200px]]<br><br>
<blockquote>
<div style="color:#888888">
Notes : <br>
* You could create this pip spot on all 9 spots and copy this side of the die to the other six. The amount of time spent doing all of that may be just as long as doing each side individually. You would need to delete the other 5 faces, copy the dented face 5 times, place each face precisely by rotating and moving, and remove doubles.
* (User comment) I accidentally selected some pip faces from the opposite side of the die (the side behind the side I was looking at). To prevent this, I selected ''Limit selection to visible'' (''Occlude background geometry'' in 2.47) [[Imagem:BlenderCommonLSTV-on.png]]: which should be the second button from the right in the header of the ''3D View''.
* '''Noob, 19th Oct 2008:''' You can save time by selecting all the 'pip faces' and extruding them simultaneously, '''ESC'''-ing immediately after you do so, like above. You'll still need to merge the four corners of each extrusion one-by-one, though, or you'll get some odd results.
* '''Noob, 28th Dec 2008:''' You can save more time be extruding all faces simultaneously, as above, and then selecting "Collapse" rather than "At Center" while merging.
* '''Noob, 02/02/09:''' I tried with the "Collapse" trick as well but all I got were just black squares.
* '''Noob, 19/02/09:''' I got the black squares as well, but it is just a display problem. Press ''Tab'' twice (going to ''Object mode'' and back to ''Edit mode'') and they are gone.
</div>
</blockquote>
=== Create Pips ===
(Note: This is Step 11) Select one of the edges of the pips to check the size is 0.34.<br>
<br>
Remember the pip radius was 0.17. We need to use this value to lower
the centre point of the pips. Select all the 5 centre points at
once to save time and move them inwards by 0.17. The side I put the 5
pips on here was the top so I move the vertices inwards by pressing '''GKEY''', '''ZKEY''', -0.17 and hitting '''ENTER'''. I then get this:<br>
[[Imagem:DieAnotherWay11b.png]]<br><br>
(user comment) According to step 4 we are still in front-view ('''NUM1'''), but then the '''ZKEY''' modification gives undesirable result, changing view to top ('''NUM7''') does the trick! This applies to blender version 2.44.
* (response) Actually, at the end of step 4 it states to change to side and top view ('''NUM3''' and '''NUM7''') as necessary, so really there is no official view the tutorial left the user in. Also, in this step, the writer mentions they put 5 pips on the top.
* (user comment) using '''YKEY''' instead of '''ZKEY''' is also fine.
* (user comment) Depending on which axis it's supposed to be moved, use the '''ZKEY''','''XKEY''' and '''YKEY''' after the '''GKEY''' accordingly.
* (user comment) Pressing '''ZKEY''' twice should move them along the normal, which should work no matter which faces are selected.
* (user comment) I noticed a shortcut: When you extrude, extrude by -0.17 and then do the Merge -> Collapse. Then the point is already inside.
* (user comment) I just noticed something different. If you extrude and collapse, after applying the subsurf, you got sharp edges of the pips than the pips I got in this tutorial way.
===
It should look something like this:<br><br>
<s>
[[
[[
===
On a die, the edges of the pips are usually sharp so we'll use
subsurface creasing to do that.<br>
<br>
Go back into editmode and with the edge select mode on, select all the
perimeters of the pips like so (it may help to turn off subsurf for
the moment):<br>
[[Imagem:DieAnotherWay13.png|200px]]<br>
Press '''SHIFT+EKEY''' to enable creasing and move the mouse until the display
says crease is at 1. (to see the effect, you must have the subsurf modifier
turned ON). After pressing '''SHIFT+EKEY''', you can then set
crease values in the information box that you get by pressing '''NKEY''' when
objects are selected. This can be useful to check if all the edges have
the right crease because it gives you the average crease value and if
it is less than 1, there is an edge wrong.<br>
'''Newbie Note:''' Trying to crease all 6 sides of the die at once using
'''SHIFT+EKEY''' and moving the mouse doesn't crease all sides of the die.
Better to use '''NKEY''', or do one side at a time.
===
Repeat steps 10, 11 and 13 (that is [[#Extrude and Merge|Extrude and Merge]], [[#Create Pips|Create Pips]] and [[#Make Sharp Edges|Make Sharp Edges]]) for all the sides of the die. REMEMBER, a die is
numbered so that opposite sides add up to 7. In my example, that means
I put 2 on the bottom etc. Once you finish, if you turn on subdiv level 2,
you will get something like this:<br> <font style="color:#888888">[User Note: Do you mean subsurf instead of subdiv?]</font>
* Noob note: On the side with 6 pips, I had a hard time getting the creases to work. It turned out to be because I selected in vertex mode when I selected the edges for creasing, and I tried to crease all 6 pips at once. This put crease values on the short vertical edges between the pips, which messed things up.
[[Imagem:DieAnotherWay14.png|200px]]<br>
* User Shortcut: To do them all at once with no repeating. However, order of operation has to change to make it work:
**
** '''SHIFT+
** '''
** '''ALT+
(noobie) Some of my pips are square and I tried everything. What should I do?
===
You can make a test render now to see that the pips are the right
size and that the bevel is right. So, turn the subsurf level for the
rendering up to 3. To help position the camera so that you centre the
die, you can make the camera look at the die by adding a track-to
constraint to it. I prefer to track an empty though, because it is more
flexible.
<br>
Make an empty by going into top down view ('''NUM7''') and hitting
'''SPACE''' ''→ Add → Empty''.
('''Noob note:''' If you can't find "empty" in the list, make sure you are in Object mode.) It's always best to go into one of the set
orthographic views so as to align new objects to the axes. If you add
something misaligned, just go to the object menu then clear/apply > clear
rotation (or '''ALT+RKEY'''). Because the empty was created at the origin, you
might not be able to see it as it is inside the die. Hit '''ZKEY''' to enable
wireframe mode and select the empty. Just move it outside the cube
until we get the constraint set up.<br>
<br>
To add a track-to constraint, select the camera first then '''SHIFT+RMB'''
the empty and press '''CTRL+TKEY''' and choose "TrackTo Constraint" from the list. Move the
empty back inside the die. You can edit constraints in the object tab ('''F7''').
Add a couple of lamps (both intensity 1) to get the scene like this or feel free to experiment with a more advanced lighting setup:<br>
<br>
Another way to position the camera is by selecting it and then looking
through it as you move it. Look through the camera by pressing
'''NUM0'''. Use the '''GKEY''' to pan across and rotate around the local axes
of the camera by pressing say '''RKEY''','''XKEY''','''XKEY''' to rotate in X-axis. To zoom in and out
press '''GKEY''', '''ZKEY''', '''ZKEY''' and then move your mouse forwards or backwards. Another useful keystroke (for pre-2.43 especially) to know is that when you are in camera view, pressing '''Gkey''' and then '''MMB''', movement will be constrained to the way you are facing. The '''mouse wheel''' zoom moves your view towards and away from the camera, without actually moving the position of the camera.<br>
You can also move the Camera in free "Fly" mode by going into the Camera view (press NUM0) and then Shift+F. Now you can "Fly" through the scene and use this setup the camera angle. Make sure that you keey the flying velocity very low by using the scroll wheels or -/+ buttons or the camera will be simply out of control.
=== Render ===
OSA, which is anti-aliasing because it slows your renders down
significantly. Try to only use it for a final render.<br>
Another important point is to set the image format. This is done in the
format panel. The listbox has a number of image types. I find
that png is generally the best because it is lossless and offers the
highest compression among the lossless formats. It also supports an
alpha channel for transparency. When rendering an animation, it is
better to render as an image sequence than as a movie because it is
easier to edit these and repair broken frames. Quicktime supports
loading of image sequences and you can save as a movie using
a wide range of compression formats.<br>
<br>
<br>
The output should now be looking something like this:<br>
[[
[[
==
===
[[
.
.
<br>
To give it some colour, we will need to use multiple materials
because a typical die has pips that are a different colour from the
die itself.<br>
In the ''Buttons Window'' [[Imagem:BlenderCommonButtonswindow.png]] go to the ''Editing'' panel [[Imagem:BlenderCommonEditing-on.png]] ('''F9''') again and make sure the die is selected. In the ''Links and Materials'' subpanel there is a section for materials (the right; the left one is for vertex groups) and the box left of the question mark should read "''0 Mat 0''" (the first number is the number of material links for this object; the second number is the number of the currently selected material link).[[Imagem:DieAnotherWay17.png|left|132px]]
The die may have more than zero materials if you had assigned materials to the object already. By pressing the ''New'' button add enough materials to make 2 in total.<br><br>
[[
Go back to the ''Shading'' panel [[Imagem:BlenderCommonShading-on.png]] ('''F5''') and there is a box at the very top of the ''Links and Pipelines'' subpanel with the number 2 beside it. If there is no such subpanel select ''Material buttons'' [[Imagem:BlenderCommonMaterialbuttons-on.png]] (cycle shading buttons using '''F5''' too). Click this number and select ''Single user'' in the dialog to make the two materials you've just created independent. Use the arrows on the left side of the box to switch materials.
[[Imagem:BlenderDieanotherway5-04.png|right]]
<blockquote><div style="color:#888888">
Note: If you do not see a ''2'' to the right of the material name, that means the material is already a single user material. To change it back you can click the button labelled ''F'', but for this example, you do not want to do that.
</div></blockquote>
<blockquote><div style="color:#888888">
Note: There should be at least two materials now. One has the materials initial name the other has a number appended to its name (e.g. ''Material'' and ''Material.001'').
</div></blockquote>
Use the ''Material'' subpanel to make material 1 bright red by just picking red in the colour picker (the rectangle to the left of the ''Col'' button) or by setting the RGB sliders (right of the ''Col'' button). Make material 2 white by doing the same. Or pick whatever colour you prefer and material settings.
[[Imagem:BlenderDieanotherway5-04a.png|left]]
<blockquote><div style="color:#888888">
'''--[[User:MSK61|MSK61]] ([[User talk:MSK61|talk]]) 11:27, 17 March 2008 (UTC)''': The colour picker is to the left(not right) of the ''Col'' button, while the the RGB sliders are to the right(not left) of the ''Col'' button.
Note: It is possible that the two materials were not automatically linked to the material links of your die. If so use the ''Links and Pipeline'' subpanel to link the <font style="color:#0000FF">materials</font> to the respective <font style="color:#FF0000">material links</font>. First select the link then the material.
</div></blockquote>
<p>'' Note from noob: Using white as a colour will not let you spot a change in colour, since the default colour '''is''' white. For test purposes I recommend you choose another colour (e.g. blue), so you can avoid getting confused.''</p>
===
These colours need to be assigned to the right parts of the die.<br>
[[
[[
==== To make the die red ====
<blockquote>
*
*
*
*
</blockquote>
The entire die should now be red.
====
Use the same method as above, but with only the inner faces of the pips selected and with the colour white.
There are a variety of ways to select the inner faces of the pips:
==== Pip Selection Method 1 ====
<blockquote>
Note: Here you may find ''Lasso Select'' useful.
* Make sure you are in ''Edit Mode'' [[Imagem:BlenderCommonEditmode.png]] ('''TAB''')
* Select ''Face select'' [[Imagem:BlenderCommonFaceselect-on.png]]: '''CTRL+TAB→3KEY'''
* Select ''Limit selection to visible'' [[Imagem:BlenderCommonLSTV-on.png]]: should be the second button from the right in the header of the ''3D View''
* Go through the axis align views and select the faces:
** Align view: '''NUM1''' ('''CTRL+NUM1''', '''NUM3''', '''CTRL+NUM3''', '''NUM7''', '''CTRL+NUM7''')
** For each view, lasso select the pips' faces: hold '''CTRL''' and drag '''LMB''' around the pips' middle vertex (no need to press '''SHIFT''', ''Lasso Select'' automatically adds the new faces to the previous selection).
* If all went well you should be able to read ''Fa:84-449'' in the ''User Preferences'' right after the Blender version number. (84 = 4*(1+2+3+4+5+6))
</blockquote>
====
Press '''CTRL'''+'''ALT'''+'''SHIFT'''+'''3KEY''' and every triangular face will be selected.(Every pip + The 8 corners of the dice. Just deselect the 8 corners and you're good to go!) ;-)
Similarly, you can select quad faces using the '''4KEY'''.
====
You can also use circle select to easily select the desired faces. Enter circle select mode by hitting '''BKEY''' twice. The circle can be made bigger or smaller by using the '''scroll wheel'''. Drop out of the mode ('''RMB''') to rotate the cube and drop back in as above. Selected vertices are added to those already selected like with lasso mode but without the need to keep holding the control key or draw an accurate lasso)
[[Imagem:DieAnotherWay18.png|left|200px]]
<br>
Turn subsurf back on (''Modifiers panel''→subsurf modifier→enable in edit mode) and render '''F12''' with OSA (only put it up as high as you need for the resolution of the image you are rendering).
''(Note: in Blender 2.44 you should use the ''Assign button'' in the editing panel (''Link and Materials''))''
''(another noob says: don't be fooled (as I was!) by the fact that there are TWO Assign buttons in this tab, you want the big one on the right under materials, not the small one on the left under Vertex groups!!)''
{{subject|}}
==== Pip Selection Method 4 ====
That's the easiest way:
1- select one of the triangles (the face)
2- '''Shift+Gkey''', then choose perimiter or press '''4NUM'''.
=== Extra ===
The reason I modelled the die this way is because it is also very easy
to change the sizes of the components e.g. the bevel and the pip size.
You do this by selecting the vertical or horizontal segments and just
scaling them in one axis. Here we will reduce the pip size and the
bevel by half.<br>
<br>
have your pivot point set to median:<br>
[[
Do this horizontally and vertically around the die. You should need to
''(Noob note: I find this confusing. what is a line containing pips? does this mean a loop line? Using alt-RMB no longer works to select a loop, but selects a single edge.)''
''(Noob response: he meant a pair of loops of vertices adjacent to a row containing pips. alt-RMB no longer seems to select complete loops - it works until it hits a pip and then it stops - but the box selection can be used.)''
''(Another Response: Any time you change the geometry of a shape you effect how the automated tools will work. Many dont work at all once you get to complex organic shapes, so its best to not rely on them too heavily.)''
<br>
[[Imagem:DieAnotherWayE2.png|200px]]<br>
You may need to add extra geometry once you are satisfied with the
sizes of the dots and the bevel so that the edges of the die don't look
warped due to the subdivision. You can use face loop cut again for that
and add extra lines in the middle of the gap segments.<br>
[[Imagem:DieAnotherWayE3.png|200px]]
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