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Blender For Dummies. Jason van GumsterЧитать онлайн книгу.

Blender For Dummies - Jason van Gumster


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really quite handy: You can use Blender’s workspaces to your advantage. By default, Blender launches when you’re in the Layout workspace, which is a decent general purpose workspace that you can use to get a lot done. However, the Layout workspace isn’t specifically geared for modeling. If you switch to the Modeling workspace (click the Modeling tab at the top of the Blender window), Blender automatically toggles Edit mode for your selected objects.

      Selecting vertices, edges, and faces

      Regardless of how you get into Edit mode, once you’re there the cube changes color and dots form at each of the cube’s corners. Each dot is a vertex. The line that forms between two vertices is an edge. A face in Blender is a polygon that has been formed by three or more connecting edges.

In the past, faces in Blender and other applications were limited to only three-sided and four-sided polygons, often referred to as tris (pronounced like tries) and quads. Since that time, Blender — like many other programs — gained support for something called an ngon that can have a virtually limitless number of sides. But don’t let Blender’s ngon functionality go to your head. There still are some limitations and caveats, as covered in the “A word on ngons” sidebar later in this chapter. Generally, you should think of ngons as a “process” tool. With some exceptions, like architectural models, a finished model should only consist of just three- and four-sided faces. In fact, most detailed character models are made almost completely with quads and an occasional triangle, and all 3D geometry is reduced to triangles when it gets to your computer hardware.

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      FIGURE 4-2: The Modeling workspace gives you quick access to Edit mode and a screen layout that’s more specifically geared for modeling.

      Icon depicting Vertex Select. Icon depicting Edge Select. Icon depicting Face Select. For polygon editing, you can use three different types of Edit modes, sometimes called selection modes: Vertex Select, Edge Select, and Face Select. By default, the first time you tab into Edit mode, you’re in Vertex Select mode.

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      FIGURE 4-3: The Edit mode Select buttons.

      To the right of the Vertex Select button is a button displaying an icon of a cube with a highlighted edge. Click this button to activate Edge Select mode. When you do, the vertices are no longer visible on your mesh. Clicking the last button in this block, which has an icon of a cube with one side marked in solid, activates Face Select mode. When Face Select mode is active, vertices aren’t visible, and each polygon in your mesh can be selected as a single unit.

Screenshots depicting Vertex Select, Edge Select, Face Select, and Combo Select modes.

      FIGURE 4-4: Vertex Select, Edge Select, Face Select, and Combo Select modes.

Icon depicting Viewport Overlays. As Figure 4-4 shows, it can be a little bit tricky to tell whether you’re in Edge Select or Face Select at a glance. To make things a little more clear, I recommend that you enable face centers (sometimes called face dots) in the Viewport Overlays roll-out menu in the header of the 3D Viewport. Expand the menu by clicking the down arrow that’s to the right of the Viewport Overlays icon and you should see a menu like the one in Figure 4-5.

      This menu is large, but about halfway down, under the label of Mesh Edit Mode, there are a series of check boxes. One of which is a check box somewhat vaguely labeled Center. Enable that check box and you should see a small dot appear at the center of your faces while you’re in Face Select mode. That should give you a little bit more of a visual cue to indicate which mode you’re in.

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      FIGURE 4-5: Use the Viewport Overlays roll-out menu to enable face centers so it’s easier to tell what selection mode you’re using.

       Left-click any component to select it.

       Select and deselect multiple components by Shift+left-clicking them.

       Select all components by pressing A.

       Deselect all components by pressing Alt+A or clicking in an empty space in the 3D Viewport.

       Use one of the select tools from the Toolbar (left-click and hold on the Select tool icon in the Toolbar to see all available


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