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Modeling a set

From: Blender 2.48 Essential Training

Video: Modeling a set

So a typical CG scene consists of hundreds of objects, and the old saying is that a journey of a thousand miles begins with a single step. So let's step on out and start using Blender to construct the model of a pretty complicated scene. We are going to start out simple and model is set. Our training idea is to composite our computer graphics character over a live action plate, because that's a very common request that comes through. So we are going to do that. In order to start out we need to model our set.

Modeling a set

So a typical CG scene consists of hundreds of objects, and the old saying is that a journey of a thousand miles begins with a single step. So let's step on out and start using Blender to construct the model of a pretty complicated scene. We are going to start out simple and model is set. Our training idea is to composite our computer graphics character over a live action plate, because that's a very common request that comes through. So we are going to do that. In order to start out we need to model our set.

We have filmed a live action plate and we've taken some measurements and so now we are inside Blender to construct a virtual scene that character can walk in. That way we can remove the set, film just him and then composite him walking over the live action plate and everything will match. So to start off with in default scene we have some lights, the camera, and the cube. When you are compositing the camera pretty matches the center of the universe. So we are going to put the camera at center, X and Y is 0, and the camera was mounted on a pretty short tripod that was three feet off the ground.

Now I'm going to switch to our 4-up modeling layout, which is what I like to use when I'm modeling complicated objects and scenes. This provides me a side, front, and top view of the CG world. For right now I'm going to hide the lamps by moving them to a layer. So we press M to move them to a different layer, and are going to move them to layer 9, and then we are not going to view that layer so that they are hidden from view until we need them. When we need them we just re-enable that layer by Shift-clicking it and it will come back into the CG world, but for right now I don't want them to distract me.

First up, we know that the sidewalk was 16 feet from the camera. So our camera is facing forward, and so we are going to come out here about 16 feet, left-click with the mouse cursor and put the mouse cursor right about at ground level, and from top view press space Add > Mesh > Plane. The Mesh Plane is simply a flat surface that can be rendered and seen and textured and has some substance and we can actually see it in the CG world. Now the sidewalk in the real world is 4 feet wide and I'm using feet as my Blender units.

So I want this plane to be 4 feet wide. So as good boys do that, one is to just press S and then Y so that as I scale and move my mouse cursor away from the plane, it scales up. And if I hold down the Ctrl key, that controls the scale to be rounded units. By scaling the cube twice, it's now gone from 2 to 4 units wide. We are going to place this center 16 feet from the camera. We know the camera is at the center, so location of 16 in the Y direction puts it 16 feet from the camera.

Now the sidewalk was pretty long. So we are going to scale it in the X direction by pressing S and X and then moving our mouse cursor to stretch that sidewalk all the way up. Now at some point 35 feet down the way is where the door was. So let's scale the sidewalk to nearly down the 35 feet, then 20, 30, 35 feet. Then we had a little bit of a door. So we are going to go into Edit Mode. Now notice we have Object Mode right now we working with the plane as an object.

There are other modes that are available for Mesh Object and these are accessed by clicking the Mode selector. As I mentioned on the first video your menu and the options of what's available depend on the mode that you are in. Now in Object Mode I'm working with the object overall when I work in Edit Mode, I'm changing the shape and their construction of the object. When I work in Sculpt Mode, I'm working like a sculptor with tools to shape and transform the Mesh Object. When I get into my Paint Mode that's used for painting and we are going to cover those modes when we talk about Materials and Shading.

So for right now let's go into Edit Mode. Now that's the way you go into Edit Mode through the mouse. The way you go into Edit Mode through the keyboard is to press Tab key. So pressing the Tab key brings us in and out of Edit Mode. A plane consists of four vertices. Right now they are all selected and I can tell that they are all selected, because up here in my header I see that I have four vertices and four are selected. I have four edges, which are the outside edges to the plane, and I have one face. So vertices, edges and faces are shown up here.

The first number is how many there are selected, and then how many total. So right now I have 0 out of 4 vertices selected. To select some more vertices I can use the Bounding Box command press B and now my cursor changes to our box cursor. If I left-click and drag around those vertices and led up on the mouse cursor whatever vertices are inside that box are selected. To unselect some vertices, I press B again, but now I use the Right mouse button and hold that down and drag it over the vertices and they are deselected.

So left to select, right to deselect. To Extrude an edge, I press E to extrude and now I can extrude the vertices or their whole edge. I want to extrude the whole edge, because I'm creating that little sidewalk area for the turn area. When I'm working in Edit Mode, I have a couple of different selections and tools that I would like to discuss. One is the Shaded View. Whether I'm working in a Wireframe or Solid or a Shaded or a Textured view, it gives me a better quality feeling.

Another control is when I rotate or scale something, does it scale around the center of the Object, around my cursor, around the Median Point and like that the other is my widget, my selector widget, which we discussed earlier when we are moving objects around. Blender has a Proportional Editing that I can turn on and off here. And when I turned it on, then I have my selection of how I want my Falloffs to go, and we'll be using this tool when we get into a little more detail of high resolution sculpting.

Here is the Snap tool, if I want to snap things exactly to a grid. And then here is my selection tools. Right now I'm selecting Vertices shown by the dots. If I have hold Shift and click I can also select Edges and Faces. My last control is an OpenGL Render, which renders this viewport. It gives me a quick non-photographic quality, but a good quick reference render of the window. So back here we are going to now right-click on this edge and just work with Edges and Vertices.

So I can either select the edge or Shift- click and select those two vertices and extrude that edge out to meet the door. And the door did about a four feet turn into the building. So now we need the building. We are done with the sidewalk. So let's go back and grab that cube and we can use that cube as the basis for our building. So again we grab it G, move it over here, scale it in the X direction. Now you can start scaling and then press X and it re-constrains it to the X direction.

And I happen to test and then measure that the building was actually 9 feet high. So since my center of my building is in the center vertically, I want my building to be at four-and-a-half units high and then the bottom of building is a ground level and the top is 9 feet high. So now I have a rough approximation of our CG scene and I have covered most of the major tools that are used along the toolbar in Object Mode and then Edit Mode to change and model the shapes.

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This video is part of

Image for Blender 2.48 Essential Training
Blender 2.48 Essential Training

131 video lessons · 25891 viewers

Roger Wickes

Expand all | Collapse all
  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye

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