Now we need to model the holder, or socket of the bulb. We don't want this awesome work to go down the drain. This makes the bulb even smoother.Īn important note: Use CTRL-S to save. Finally, on the right side, the properties menu, select the blue wrench to open the modifiers panel, and add the “Subdivision Surface” modifier. This makes our bulb look more like a smooth light-bulb than something made out of origami. Select the command when it appears on the drop-down. Once you have the basic shape of the bulb, select all the vertices by hitting A once or twice, then press SPACEBAR and type in Shade Smooth. You can also select the bottom vertex and drag it down, but make sure to press O first to turn off "Proportional Editing" as it is called. A reference is handy here, I personally used this. Move the bottom up a little bit to squash it, then select the top vertex and the two rings of vertices below it. A little white circle will appear around the vertex, you can change the size of it by scrolling to determine which vertices are affected by moving the one. This grabs the vertex and locks it's movement to the Z axis. Now, with the bottom vertex selected, press G, and then Z. It helps you see what in the world you are doing. This may be a good point to use the number pad buttons 3 or 1 and 5 to get an orthographic side view. This enables proportional editing, which allows us to influence other vertices. Select the linear curve from the drop-down, the one that looks like an upside-down V. A little blue circle should appear, with a curve next to it. Now, press O, and watch what it does at the bottom of the 3d view. Select the bottom by right-clicking on it. Hit TAB on the keyboard to go into edit mode, where we can move the vertices around. This is the base we will modify to create the glass of the light-bulb. Type SHIFT-A to bring up the “Add” menu, and under “MESH” at the top, select “UV Sphere”. Use this method to get rid of the lamp as well, the dotted ball. Select the cube by right-clicking it, and press delete or X to get rid of it. The first thing we will do is model the light-bulb itself. Finally, the little bit on the top right (white) is the outliner, which shows all the objects in the scene. The bottom is the timeline, which is more used for animation. The right side is the properties, which we will be using a LOT, so remember it's name. The left is the toolbar, we won't use this all that much. ![]() The top (purple) is the taskbar, this will come in more later. The main area shows the 3d viewport with the default cube, the camera, and the lamp. I will keep this brief and to the action. Pressing 5 on the number pad will put the view into orthographic mode, which flattens perspective, and is handy for certain parts of this tutorial.īesides navigation, note the different windows. One thing to note that is very handy when modelling: use the 1, 3, and 7 keys on the number-pad to get, respectively, the front, side, and top view. Blender uses the middle mouse button to rotate an object, which is a bit odd, but you will get used to it. Your version may have a different splash screen, I'm just a bit behind in my version :)Ĭlick off the screen to close it, and right away, notice that all the right mouse button does is move the cross-hairs. Once you have downloaded and installed blender, start it up. Go to and download the latest edition for whatever specifications your computer has. This tutorial is a little bit tricky to do without it :) The default pixels template is only good when you plan to use trixels along the way.First, you need to download Blender. This way you do not have trixels when importing, can use halftones if you'd want to and stay flexible. I'd work with a bigger canvas from the start and then use the frame tool to get my export.Īlso i would never work in pixelmode, use custom shape mode and select pixels from the preset menu, you can still use pixel layers then. If you want to use the complete picture make sure your resolution equals the final image value from the document tab. ![]() Resize the image before importing it to your hexels project should fix this. The resolution of your project is too small, the grid you are seeing is the canvas area and everything that does not fit on the canvas will be cut off, scaling the layer down does not fix this. I have never run into this but i guess i use hexels in a different way.
0 Comments
Leave a Reply. |