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TOOLS

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PROPERTIES

Every 3D Object is made of a Mesh. Every 3D Mesh is made of Sub-Objects

Every Sub-Object is a Face. Every Face is made at least 3-4 Edges / Vertexes

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More Sub-Objects = Greater Object Definition 

But Greater Definition = Higher Mesh Density aka Higher Polycounts.

High Polycounts are harder on your PC's performance and complex workflows

Some modeling workflows put strong demands on managing Polycount.

But balancing "Detail & Density," based on Polycount is always best practice. 

Using Hi or Low Poly modeling depends on your taste, talent, and platform.

Low Poly is good for novices, abstract/stylized art, indie/mobile game dev.

High Poly is good for film, AAA games, and modelers w/traditional art skills.  

PROPERTIES

To become an effective 3D modeler there are three essential questions you must be able to resolve at any moment, in any order:

Q1: Should I manipulate the entire object or part(s) of it?

Q2: Should I move, scale, and/or rotate the object or specified parts?

Q3: In which direction / orientation should I move, scale, or rotate the object? 

To begin answering these questions in Blender, you must 

commit 10 simple hotkeys to memory, if you want to "transform" your Blender experience :)

You

Also. Start referring to Moving, Scaling, and Rotating as TRANSFORMS

Almost any potential operation in 3D software, requires you to address these questions...  

TAB

OBJECT MODE: 

Editor that manipulates an entire object, it's origin point, and global scale.

EDIT MODE: 

Editor that manipulates an objects Vertices, Edges, Faces, and general modeling tools 

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MOVE​ 

scale

rotate

vErtex​ 

edge

face

TRANSFORMS (Object & Edit Mode)

Moving, scaling, and rotating the most primary changes you can make to any object. All other aspects of modeling are contingent on them.

DIRECTIONAL AXES (Object & Edit Mode)

Don't trust your eyes when doing 3D work on a 2D surface! Tap an XYZ key after GSR to lock onto the direction or orientation you want to use

SUB-OBJECTS (Edit Mode)

Tap 123 in Edit Mode, to switch between Sub-Objects types you want change on a mesh. If you do this in Object Mode, it will only hide your collections sequentially!

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