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Creating mesh primitives

From: Blender 2.6 Essential Training

Video: Creating mesh primitives

Now let's go ahead and get started with modeling in Blender. We're first going to take a look at some of the basic primitives that we have that we can use as springboards to create our own models. Now, we've already dealt with the first of these primitives and that's the cube and that's actually part of our Default interface. When you start Blender by default, you get this little cube. Now let's go ahead and just show you how to add in primitives. So, I'm going to go ahead and right-click on this and hit the Delete key and then I'm just going to say OK to Delete, and I'm going to have a clean stage here.

Creating mesh primitives

Now let's go ahead and get started with modeling in Blender. We're first going to take a look at some of the basic primitives that we have that we can use as springboards to create our own models. Now, we've already dealt with the first of these primitives and that's the cube and that's actually part of our Default interface. When you start Blender by default, you get this little cube. Now let's go ahead and just show you how to add in primitives. So, I'm going to go ahead and right-click on this and hit the Delete key and then I'm just going to say OK to Delete, and I'm going to have a clean stage here.

Now, if we want to add in a primitive, we can do it by using the Add menu here in the info editor and we have a number of Mesh objects that we can add in. We can get this exact same menu by hitting Shift+A on the screen, and again, this gives us all of these things that we can add in. In this case, I'm just going to add in a Cube one more time. Now, when we do that, you'll see how this little box here comes up and it says Add Cube.

In fact, if I scroll this up you can see that I have a couple of different options. One is, where do I want it on the screen, and also what Rotation? I also have a switch here to align it to view. In other words, it will align one face of that cube to your view. Now, once I have brought that into the scene, I can just click off of it, and then when I click back on, notice how that little creation menu goes away. So that really only happens when I first create that object.

So again, I'm going to right-click on this and hit Delete. Now, another thing you need to be aware of is that when you create any sort of primitive, it comes in at the 3D Cursor, which in our case was right here at the center, but if I move it someplace else and then add in that cube again, you'll see how it comes in at that 3D Cursor. So this can be both a benefit and a curse. On the plus side, you can place objects wherever you want, just as long as you remember to place the 3D Cursor in that location.

On the other side, a lot of times we forget about the 3D Cursor and we'll bring in an object and we won't know where it is. So you have to kind of look for that 3D Cursor to find the new object that you've put into the scene. So I'm going to go ahead and delete this one again, and let's go ahead and center that 3D Cursor. We can do that by hitting Shift+C on the keyboard and that centers the 3D Cursor and frames everything. Now, I'm going to go ahead and zoom-in just a little bit here. So we can see where we're working, and I'm going to go ahead and add in another type of Mesh.

In this case, I'm going to add in what's called a UV Sphere. Now when I do that notice how the sphere comes in and I have a box here that has all of my options. In fact, if I scroll this up you can see that I've got a number of different options. And we may want to actually turn this into Wireframe, just so we can see what happens. The first option is how many Segments do we have? Now we can type in the number or we can left-click and scroll to add more or less segments.

So if I wanted this to be 16 segments, I could click in here, type 16 and hit Return and you can see how this has fewer segments. If we wanted the number of Rings, these are the vertical options that go up and down. Let's say we wanted 8, and you can see how I can add or subtract detail from this sphere, and if you look at in Solid mode, you can also see the facets. Then we also have Size, so how big is this. And then just like with the Cube, we have Align to View, as well as Location and Rotation as well.

So we can rotate it over any one of these axes, and when you're done, just deselect it, and now we have this object in our scene. So let's quickly go through some of the other types of primitives, just so that we can become familiar with our options. So again, I'm just going to hit Delete after all of these just so that we can look at them individually. So again, I'm going to hit Shift+A, we added in a Cube, a UV Sphere, which has basically latitude and longitude lines, we also have what's called an Icosphere, and what that is, is a geodesic dome type topology.

So number of Subdivisions just gives it a higher or lower order. Now, this can actually be a better sphere, because it doesn't have the regular geometry, sometimes it renders a little bit better. So you just have to kind of pick and choose which one you want to use, and again, I'm going to go ahead and Delete this. And let's do another Shift+A, and let's take a look at the Cylinder. So, the Cylinder again is basically just a can, and we have number vertices surrounding it, so this is number of Vertices that define the circle on the top, the Radius, as well as the Depth, which is basically the height.

So, we're going to go ahead and Delete this and let's go ahead and take a look at another one. We also have a Cone, which again is very similar to the Cylinder in that it has number of vertices, as well as a radius and a height. Let's go and get rid of this, Delete. Some other ones here, these all seen fairly familiar. The Torus again, it's very similar. We have our Major Radius, which is how big is the Torus; we have our Minor Radius, which is how thick it is, as well as Segments for Major and Minor.

And then the last one is kind of just a fun one here, and that's the Monkey. There are really no options for this, other than we actually have a monkey head that we can use in our scene, if we, for some reason just desperately need a monkey head. And this is kind of the mascot of Blender, and it actually can be very handy when testing out things like materials and rendering and that sort of thing, because it has a more complex shape. You can actually just toss it into a scene to see how lighting and rendering will work.

It's much better than a sphere or a cube in that respect. So those are some of the basic mesh primitives that we have in Blender. They are the fundamental building blocks of anything you're going to create in Blender. So become familiar with them.

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This video is part of

Image for Blender 2.6 Essential Training
Blender 2.6 Essential Training

94 video lessons · 24839 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 2.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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