Jump to content


blender tutorials

  • Please log in to reply
16 replies to this topic

#1 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 20 December 2006 - 08:32 PM

Tutorial 1: The Interface

First off, let me say that this is the first tutorial that I have done,
and it will be a work in progress. The aim of these tutorials will be to
get the user to a familiar working understanding of the program.

The Blender program is a powerful 3d application, and best of
all it is free. You can download the program at Blender.org,
and while you are there you can find galleries of work done in Blender.

The most common complaint heard about Blender is the interface.
It is true that the interface is not something that you will normally find for
a graphics program, but do not let that turn you away. The interface is designed
to allow a fast, economical workflow. Once you are used to it, you will wonder
why more programs are not designed like it.

Without further ado, lets get down to business.

http://i24.photobucket.com/albums/c12/jav0607/astronomy%20site/startupcopy.jpg" border="0

This is what you see when you start blender up for the first time.
I have numbered the items for an easy way to see what I'm describing.

    [*]This is a cube, which is a primitve, seen from the front view.
    [*]This is a lamp. You need at least one of these to light your scene.
    [*]This is a camera. When you render your scene, what you see in the camera
    is what you will render
    [*]The 3D workspace. Where you work your models.
    [*]The file menu.
    [*]The panel area. This is where most of your tweak work is done.

    Ok, now that we have the general layout, we can start to figure this beast
    out :).

    The primitive is the building blocks of your models. There are a few different
    flavors that you can use. They are:

    Posted Image

      [*]plane - just an ordinary flat plane
      [*]cube - a box
      [*]circle - a hollow circle
      [*]uvsphere - a ball
      [*]icosphere - a ball made of triangles
      [*]cylinder - a tube with the ends closed
      [*]tube - just a hollow tube
      [*]cone - a cylinder with one end reduced to a point
      [*]grid - a plane that is divided up.
      [*]monkey - who knows, but if you want to use it, its there :)

      The lamp is what lights your models. Lighting is probably the most overlooked
      aspect of 3D modeling. There are a few different types of lamps

      .Posted Image

        [*]lamp - just a plain old lamp.
        [*]area - directional light source
        [*]spot - same as above, but like a spotlight. in other words, a cone
        [*]sun - the light source has parralell rays, instead of coming from a point
        [*]hemi - hemispherical light source. you can place this lamp anywhere, and
        it will still shine on objects.

        The camera is pretty straight forward. what you see in the camera is what you
        get. you can set the properties of the camera i.e. the focal length

        The 3d workspace is where you will manipulate your models.

        With the file menu you can set up your file paths, user preferences and so

        The panel area is where you set the properties of the objects that you are
        working on.

        Next Tutorial - Your First Model

#2 Sheridan


    Mariner 2

  • -----
  • Posts: 267
  • Joined: 12 Oct 2005
  • Loc: Houston Tx

Posted 20 December 2006 - 09:03 PM

Thanks for the Tutorial!!!
If I remember correctly there are versions for Windows(?) as well as Linux, FreeBSD, Mac, and Solaris.

#3 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 20 December 2006 - 10:55 PM

Tutorial 2: Your First Model

We are going to start with a simple model a flower pot thingy
:), . Open Blender. You will notice that you have a cube(primitive), lamp, and
camera on stage(3d work area). The perspective that you start in is top-down.
In other words, birds eye view. You can change your view by using the numpad
keys. #1 will shift your view to front view, #3 will put you in side view, and
#7 will put you in top view again. Most times you will want to be in front view,
so lets go ahead and do that now. press the #1 on the numpad.

You will notice that the lines that intersect have changed from
red and green, to red and blue. the lines are there to represent the coordinate
axis. Red is the axis that goes from left to right. Green represents the depth(forward
and back), and the blue represents the vertical axis.

Next thing that we need to do is go from object mode into edit
mode. If you press tab it will switch you between object and edit. Go ahead
and do that. You will see the object go from being outlined in pink to having
the faces highlighted in pink and you vertices highlighted in yellow. You have
to be in edit mode to well, edit the object.

If you press the A key, it will dehighlight everything. If you
press it again, it will rehighlight everything. Press the a key once. Nothing
should be highlighted. Now press the B key.This will call up a select tool.
Click and drag to form a box around the top two vertices.

.Posted Image

With the vertices selected, press the X key. That will erase the
selected vertices.(helpful hint: if you want to completely start over, you can
press ctrl+X. That will erase everything and start you back to your startup

images/photoshop/2ndedit.jpg" width="207" height="310

Now hit A again and that will select everything. With that done,
press the E key. The E key stands for extrude. You will use this ALOT. When
you hit E, it will show a menu, and you can select Region, Only Edges, or Only
Vertices. Region will extrude the vertices, edges, and faces. The other two
are pretty much self explanatory. We want to only extrude the edges.

If you hold down the ctrl key at the same time, it will extrude
out at regular intervals. You can count the "bumps" to keep track
of the lenght. Go ahead and extrude just the edges, for three "bumps".
The reason we did it that way was to have the top "face" empty.

Posted Image

Now we are going to resize the top a bit. With the same vertices
still selected, press the S key. That is a hotkey for resizing something. go
ahead and strectch it out to the width of 5 units.

Posted Image

Next we are going to do another extrude.Go into top veiw(numpad
7).Press the E key again and select the "edges" option, then press
the S key again. Reduce the size a slight bit

Posted Image

OK, now we are going to extrude once again...Didn't i tell you
that you would do this alot... This time we are going to constrain the extrude
to one axis.Go into front view (numpad 1). Start to extrude as normal, and if
you push the Z key it will pop up a highlighted blue line (that would be the
Z axis). Extrude down to just shy of the bottom of the pot.

Posted Image

Now we need to resize again. Hit S and scale it down.

Posted Image

Last extrude for this one :). Go into top view again. Start extruding
and then resize( E then edges then S) aqnd while resizing, if you press 0(zero),
it will reduce down to a singularity.

Posted Image

Congradulations, you are done with the model!!! Now we just need
to fix the lights up real quick, and then render.To do that, hit Tab to go back
into object mode, and then right click the lamp. Once it is selected, press
F5, which will open your shading panel. select HEMI. Now, if you press F12,
the scen will render. If it looks OK there,m press F3 and it will ask you to
name the file. It will be saved as a JPEG.

Here is what mine turned out like

Posted Image


OK folks, I guess that wraps this one up. Untill next time........


#4 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 20 December 2006 - 11:52 PM

Thanks for the Tutorial!!!
If I remember correctly there are versions for Windows(?) as well as Linux, FreeBSD, Mac, and Solaris.

yes, they have diferent flavors for different platforms

#5 orionthehunters



  • *****
  • Posts: 2068
  • Joined: 29 May 2005
  • Loc: england

Posted 23 December 2006 - 10:23 AM

Excellent Tutorial many thanks for this look forward to more in the future from you ;)

James :bow:

#6 Ptarmigan


    Lagopus lagopus

  • *****
  • Posts: 3839
  • Joined: 23 Sep 2004
  • Loc: Arctic

Posted 23 December 2006 - 05:23 PM

I have Blender on my computer. I will check out those tutorials. Thanks! :cool:

#7 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 23 December 2006 - 09:09 PM

no prob. :) it will be after the holidays till the next one, though. happy hollidays!!! :)


#8 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 28 August 2007 - 02:12 AM

[color="#006600"]Materials Part One

[color="#000000"]This tutorial is for the materials in the
Blender 3d application. The reason for the breaking this tutorial into multiple
parts is because there is a lot of stuff to go over. With that said, lets get

[color="#000000"]The first thing to do is to have an object
to apply a material to. you can use a cube or whatever you choose for this tutorial,
but i am going to use the flower pot thingy from the previous lesson

http://stillalearinin.greatnow.com/images/blender-2007-08-22-18-46-05-70.jpg" width="800" height="600" border="0

Once you have your object modeled, press F5(shading), or just
click the button I have labeled "1". When you do that, it automatically
pulls up the materials button(which I have labeled #2) and you will see below
a button that says "add new"(button #3)

Once you press the "add new" button, you will see the panel block
change. Iit will look like this :

http://stillalearinin.greatnow.com/images/matbar.jpg" width="800" height="147

If you click the gray box where the red arrow is pointing, it
will give you a pop-up that looks like this :

http://stillalearinin.greatnow.com/images/colorpopup.jpg" width="465" height="197

If you click the sample button in the upper righthand corner,
it gives you an eyedropper tool that is really handy when you are wanting to
match something thats allready there. You can grab the color from anywhere inside
the Blender interface. You can also put in a hex code, rgb value, or just use
the slider dot at the bottom and then the dot in the gradiant box. Once you
move your cursor out of the color pop-up panel, it will apply it to your model.(if
you feel froggy, you can add a material to more than one abject at a time by
copying and pasting the material to more than one data block, but thats for
a more in depth tutorial in the near future :) )

http://stillalearinin.greatnow.com/images/blender-2007-08-22-18-56-53-17.jpg" width="800" height="556

All I did in this one was to pick a reddish color by the sliders
that I talked about above.

http://stillalearinin.greatnow.com/images/colorpot.jpg" width="421" height="334

and this is the render of it.

You can also change the background and lighting from the materiels
panel. if you want to chang the lights, first you have to get into object mode(tab)
and then right click the lamp that you wish to configure.

To change the background color, you first need to click on the
world button(#1) and then you need color bar(#2)

http://stillalearinin.greatnow.com/images/worldbutton.jpg" width="465" height="304

Here is the render from making the background white :

http://stillalearinin.greatnow.com/images/whitebackground.jpg" width="800" height="600

Well folks, there is a lot more to materials, hence why I am breaking
this up into multiple parts. At least now you shold be able to get around in
the materials panel, and the best way to learn it really well is to just get
in there and play....remember that Blender has a pretty lenient undo(ctrl-z)
so you can go back if you need to.

The next part will be about the textures, which is part of the
material panel.

Untill then, clear skies all,


#9 Dipole


    Ranger 4

  • -----
  • Posts: 398
  • Joined: 21 Dec 2006
  • Loc: Right behind you

Posted 29 August 2007 - 10:51 AM


As a complete noob who's interested in learning Blender your first tutorial really helped me! It's always helped me to have someone show me the way as opposed to just reading about it. I have a problem with the Materials section though, it doesn't show any images (using Firefox

I have one question unrelated to your tutorials that maybe you can help me with. I have a plugin made for 3DsMax v8 that is a .dle file. It's used to make 3D terrains. Is there a way to import this into Blender?

Thanks, and keep up the great tutorials.

#10 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 29 August 2007 - 07:05 PM

to the first part, are you running NoScript for firefox?if if you are, then make sure that you have cloudynights.com as an allowed site. i posted all of the tutorials at this site for just in case :)

as to your other question, i don't think that there is. blender pretty much runs python for the scripting language. one thing that you can do is go and download python at python.org. there are a lot of scripts out there that can do some groovy stuff. also you can render your own landscape fairly easily. i will go over that in the next few tuts that i put up, since right now im trying to cover the basics :crazy: lol.

well, i hope that that helped out somewhat :)


#11 orionthehunters



  • *****
  • Posts: 2068
  • Joined: 29 May 2005
  • Loc: england

Posted 02 September 2007 - 10:17 AM

Nice one Derrek, I will be having a play at your Tuts this evening.


James :)

#12 Vesper818



  • *****
  • Posts: 3037
  • Joined: 21 Nov 2005
  • Loc: Near the edge

Posted 11 October 2008 - 08:28 PM


#13 stillalearnin


    Ranger 4

  • -----
  • Posts: 312
  • Joined: 06 Jun 2006
  • Loc: Clayton, NC

Posted 15 November 2008 - 06:14 AM

sorry folks, i have had a heck of a time trying to get my back and heart condition taken care of. i am gonna start on the next one. it will be on basic textures in the materials.

Siderea, i saw him on the discovery channel, it was the show where the use slow motion cameras. they put a load of lighters in there and it singed a few eyebrows, but that blender he is selling are seriously good. not much left of any of the things he threw in there.

anywyas hopefully i can get the tut up in the next day or two.


#14 artao


    Ranger 4

  • -----
  • Posts: 308
  • Joined: 06 Oct 2010
  • Loc: SW Wisconsin

Posted 15 November 2011 - 07:39 PM

Feel better man! Do what you gotta do. Glad to see other Blender users outside of the 'standard' blender community!! :cool:
Blender has come SO FAR since you first started this thread. For me, I've been having issues ever since v2.55, but it's probably just that my machine is too old (6 - 7 yrs) .. anyhow, I'll CERTAINLY need a new machine to start using Cycles with GPU acceleration. WOW, right? have YOU tried Cycles yet? so cool ... tho I DO prefer the 'old' method of defining materials.
Blendering is FUN FUN FUN!!! :cool:

#15 BoriSpider



  • -----
  • Posts: 2228
  • Joined: 10 Aug 2004
  • Loc: S.W.FLA

Posted 13 November 2012 - 12:49 PM

So I came across this great 3D modeling course for Blender
2.6xx, which is the newest version. I'm going through it now.
If your interested it's this one here .

#16 BoriSpider



  • -----
  • Posts: 2228
  • Joined: 10 Aug 2004
  • Loc: S.W.FLA

Posted 15 August 2013 - 11:47 AM

Using Blender for visualizing astronomical data.

#17 BoriSpider



  • -----
  • Posts: 2228
  • Joined: 10 Aug 2004
  • Loc: S.W.FLA

Posted 03 January 2014 - 12:46 PM

So this guy on YouTube has great Blender tuts.

Here is his "Sun particle sim."

Here is his tut. on how to create the above sim.

Cloudy Nights LLC
Cloudy Nights Sponsor: Astronomics