Class Blender
A Structured Approach To
Modeling
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In this introductory lesson we will learn how to approach a model
from beginning to end from a simple reference image. The image
was from an advertisement and there really isn't much to go by but there is enough to
create a simple model. Follow along with the support files available HERE. Each section below matches the status of the models as
they appear in the layers of the support .blend file. At the end is a special C-KEY ONLY
section that introduces a different approach to this model for C-Key Holders. |
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LAYER 1 |
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Add a Curve>>Nurbs
Circle in TV (Top View) and convert the curve to the type 'Poly' in the Edit
Buttons Window [F9]. |
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Resize the
curve to fit a 6x6 grid. |
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Subdivide
once [WKEY_1]. |
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Align the
points as shown. What we have done is create a basic outline for the hull of the craft.
Curves were chosen instead of polygon meshes because of the smooth rounded edges that can
be achieved with them. |
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LAYER 2 |
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Our curve
does not look very smooth yet and in order to get smooth sides we have to convert the
curve to the type 'Bezier'. |
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The sides are
rounded off by adjusting the control handles of the curve. Notice the GREEN
handles of the curve. They are known as VECTOR handles and are created with the
[VKEY]. Vector handles insure that those edges and corners will remain straight. |
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LAYER 3 |
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In this step
a new technique is introduced and will be refereed to as GRAB-FROM. From
the main curve Grab a three handle curve by selecting the three handles and
[SHIFT+D]. |
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Move the
outer two points of the curve handles and move them inward. The curve is closed with the
[CKEY] and seperated with the [PKEY]. |
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LAYER 4 |
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In the Edit
Buttons Window the extrusion parameters are set. In this shot we see that the escape pods
are set to Ext1:0.420, Ext2:0.02, BevResol:1.
In the future this will simply be displayed as Ext 0.42,0.02,1. |
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LAYER 5 |
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A visible
representation of the extrusion settings. The main hull is set to Ext 0.3,0.02,1 |
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LAYER 6 |
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Switch to FV
(Front View) to begin modeling the engines. We start off with a Bezier Circle. Convert the
top and bottom handles to vector handles and move tome to the right. Adjust the shape then
select all the handles and duplicate the curve scaling it down inside the original with
the [SHIFT+D SKEY] combination. Keep a copy of the 3rd step in this process for the next
layer. |
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Convert the
curve to a mesh with [ALT+CKEY]. Return to TV and extrude the new mesh with [EKEY]. Scale
the rear part of the engine down a bit. |
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LAYER 7 |
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Convert the
curve that I had you save in the last layer to a mesh. Select an upper and lower vertex
about center and connect them with [FKEY]. Faces can be selectively added by
selecting 3 vertices at a time and then [FKEY]. In TV rotate a little less than half as
shown. This can be done by placing the 3D cursor at the pivot point and pressing the
[DOT_KEY] before rotating. NOTE: the cursor is not in that position in this
example. |
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The mesh we
just created will be used to cap off the ends of the model and to assign a different
material to it. The end cap in the back is created by duplicating it and flipping it on
the X axis with the key combination [SHIFT+D XKEY]. The end caps and the main engine
section are joined with [CTRL+JKEY]. |
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LAYER 8 |
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The front
section is made with a Bezier Curve in front view. Extra handles can be added by selecting
two adjoining handles then doing a subdivision [WKEY 1KEY]. Shape the curve as
needed. As you have seen a lot of the parts are modeled by starting with a nicely shaped
curve and converting to a mesh for uneven extrusion. This is no exception, convert this
curve to a mesh [ALT+CKEY]. |

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Move and
scale vertices in groups until you a similar shape to this. |
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LAYER 9 |
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In TV add
another Bezier Curve and shape it as shown. |
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LAYER 10 |
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Set the Ext
0.25,0.02,1. |
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LAYER 11 |
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The last
piece of the model is the Bridge and is the only object made entirely from a mesh. In TV
add a Mesh>>Circle and scale it along one axis with [SKEY MMButton]. delete
the highlighted vertices. Make sure that the 3D cursor is at the circle center. |
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Set the Screw
parameters in the Edit Buttons Window and in FV click the Screw Button. See the support
file for special extrusions of sections of this dome. |
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LAYER 12 |
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That wraps up
the model. Where can you go from here? What I usually do is create something like this
just to get a feel for the shape of the craft. Then I spend as much time on an individual
part as I did for this entire demonstration. The Engines, Escape Pods, etc.., can all have
detail added to them. You could model the Escape Pods just like they are ships
themselves.This is the extent that we will go in the next FULL LESSON. |
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CKEY SECTION
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LAYER 13 |
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In TV two
curves are added, a base curve and a bevel curve. You should be familiar with using a BevOb:
but if you are not the name of the smaller curve is entered into the BevOb:
button in the Edit Buttons Window when the base curve is selected. |
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Our hull is
much smoother than that of the previous one. Convert to a mesh. |
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LAYER 14 |
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In TV a 3
point mesh at a right angle is created, extruded, then subdivided 3 times. This will
serve as a cutting plane. Join this to the base mesh and in edit mode with all vertices
selected click the Intersect Button. |
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This is the
result in shaded mode. We now need to remove the escape pod from the hull and this is done
using boolean operations. If you are not familiar with this technique then read this TUTORIAL. |
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LAYER 15 |
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These are the
remnants of our Boolean Operations. |
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LAYER 16 |
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Here we see
the slightly enlarged escape pods in shaded view. |
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LAYER 17 |
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Here we are
in FV with the top part of a UV Sphere. The lowest ring is slightly extruded. |

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In TV a few
vertices are selected and moved back with the Magnet Tool, or known as the Proportional
Editing Tool. This is invoked with [OKEY] and is enlarged with the plus[+KEY] and
minus[-KEY]. This is an excellent tool for this kind of work. |
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LAYER 18 |
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That's it for
the extra steps that require a C-Key. |