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Blender is a powerful open-source tool for 2D and 3D graphics, full-on animation, compositing, and post-production. It is used to create movies and special effects, even in HD. In Blender Essential Training, Roger Wickes offers new Blender users a thorough explanation of its interface, tools, and features. He also demonstrates practical techniques and shows how to access the online and openndash;content resources of this amazing tool. Specific 3D techniques covered include navigating in 3D space, using cameras and lights, and rendering. Roger demonstrates how to rig, animate, and composite a character over live action. Exercise files accompany the course.
Now when you start modeling, there are just a couple of things that I want to go over, because they're common mistakes that beginners can make that can kind of trip you up. First of all, what I have done is I have changed his boot shape. Initially, when I scaled those toe vertices down, I scaled them altogether and I didn't constrain that in the X direction only, and so he became almost like a stiletto shoe or something like that. Not really a boot. So what I ended up doing is scaling these toes out wider to make more room for a manly foot. Then the other thing that we need to do is we need to go ahead and apply the Mirror Modifier so that we have two boots, not just one boot.
Now you will notice that the object center is over here where I started modeling the boot, when I added that first circle. But that's not where we want the center of the circle to be in order to apply this Mirror Modifier. Let me show you what happens when we do apply the Mirror Modifier to the boot. Nothing apparently happens. Well, that's because the boot is symmetrical. So what Blender has actually done is if you notice around in here, it's actually duplicated on both sides of the object center. Mirror is always relative to the center of the object.
Press N to bring up the Properties panel and what we want to do is bring this object to center. So we are going to click into each of these fields and enter 0 for the location. The other way to do that is to press Alt+G with the selected object and then that clears the location of that object back to origin. So now if we go into Tab Mode, select all of the vertices by pressing A, now when we move, look what happens. Blender automatically mirrors and duplicates those two sets of vertices on both sides of this object's center.
We move it up a little bit there. Also we can rotate it out in Top view to match the drawing perspective. So that's a few cleanup moves that you need to do in order to take your low-poly model and make it match your reference picture exactly.
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