Join Ryan Kittleson for an in-depth discussion in this video Creating image planes, part of Character Modeling in Blender.
A lot of times you'll want to model or scope based on an existing concept drawing. Blender makes it easy to import that art work and then use it as a image plane. Then as you model you can make sure that its lining up with the design. Lets see how to get it set up. Make sure that you set up the plug ins from earlier in order to get this to work . Something else I want to do, is get rid of this default cube, so I'm just going to hit X. And then click to confirm. Okay, now, let's go to File > Import, and then Images as Planes.
Now we just need to go to our desktop, and the exercise files, and let's pick rhinoguy.png. Now click Import Images as Planes. So what this did is it created a plane that was the exact same dimensions as the image that we imported. Now, right now, we can't see the image. Let me try to zoom in on it. What I want to do is make the image visible. So, hit N on the keyboard to bring up this little extra menu. It's called the N panel. And what we're going to do is scroll down to Display. Scroll down a little bit more, and turn on Textured side.
Now we just need to get the image plan moved and rotated into position. Now, I'm going to come over here to the rotate tool. And now let's just rotate this up. You can hold down Ctrl to snap to five degree increments. Let's go up here in the end panel, and just make sure it rotated exactly 90 degrees. Good. Something else I want to do is make the image plane a little bit bigger, because it's kind of small relative to the grid. Let's just zoom out here a little bit. Okay. Looking good. Just make sure you click and drag on the white circle so that it scales uniformly. Let's also go to the move tool, and I just want to push this back a little bit just to get it out of the way because we're going to need the model right here.
Okay, something else I want to do now is to get the image lined up with the front view port. So let's hit Ctrl+Alt+Q to go into our Quad View. Now let's make sure that the mouse is in the front ortho and hit Ctrl+Alt+Q again. Okay, I'm going to zoom in a little bit and one thing I want to do is make sure his feet are aligned with the base of the scene. Let's just move this up, that's pretty good. Okay, now we that we have one image plane done, let's get the other one by duplicating this one. So, what I'm going to do is go back to our four views, Control Alt Q, and let me zoom out in my camera perspective view a little bit.
But you can go ahead and hit five on the keyboard to reset that bug. So, zoom out a little bit. And what I want to do is go to duplicate objects Now what happens is if you go to duplicate objects and you start moving the cursor around, it's going to create this duplicate and let you move it at the same time. And so I don't want it to actually move the object so what I do is right click while it is in that move mode and it will snap back to its original position. Now if you duplicate and then you left click it will lock the position in where ever it was when you left clicked. So make sure you right clicked so that it's not moved.
OK. So, now I'm going to take the duplicate and I'm going to move it forward a little bit and can also go into rotate mode. And let's just rotate this so it's facing the right orthal view. Or you can hold down control, so it will snap to five degree increments. And you can actually see on the top view that it's perfectly snapped right now. Okay let's go back to move mode And we'll just push this back, as well. Okay, one adjustment I want to make is I want the front view to be perfectly centered with the front view of the image. So, let's go ahead and right click on this. And I'm going to zoom in closer, so you can see this much more clearly and let's pan a little bit.
I'm just going to move it, so that it's centered with that blue line. Perfect. And now in the right view, I right click on this one. And let's just move it along this axis so that we have it centered roughly with the central vertical axis. Now that we have the image planes exactly where we want them, let's lock them so that we can't accidentally move them. So let's come up here into the outliner. I'm going to scoot this down just a little bit so you can see things more clearly. And what we can do is click on these cursor buttons right here and that makes it so they are no longer selectable.
So when this is grade out, now if we try to click on these nothing happens. Great now that we have image plain set up its going to be easy to line up the model with them. I use image plains any time I need my modelling to line up with an existing concept
- Creating a mesh object
- Mirroring a model
- Extruding and cutting polygons
- Using multiresolution sculpting to sculpt the body and head
- Drawing new topology
- Connecting different body parts
- Retopologizing the model
- Sculpting anatomical details
- Making clothing
- Brushing with texture maps