How to connect vertices in blender. Mesh objects


Selection

Polygon modeling is the process of creating a 3D model using simple elements: vertices, edges and faces. A vertex is simply a point with three coordinates. An edge is a line between two vertices. Three edges form a triangular face, and four edges form a square face. Triangular and square faces are called polygons.

One of the main advantages of polygon modeling over other methods is the ability to easily add detail to certain areas, without having to complicate the rest of the model. Other advantages are real-time rendering speed and relatively simple texturing.

Modeling tools

Working with vertices

Select/Deselect

Before we start modeling, let's learn how to simply select and deselect vertices. Launch Blender, or if it is already running, simply delete the current scene with the combination Ctrl-X. Now we have a cube in the center of the screen, it has a pink highlight and this means that it is selected. If it is not selected, then select it with RMB. In previous chapters we worked with objects in Object mode and always pressed the button Tab to exit Edit mode after creating an object. Now it's time to work in Edit mode. Let's press the button Tab. You see four edges (straight lines) and four vertices (points at the corners), they form a polygon, which is highlighted in yellow.

Note: button TAB switches Object modes( Object) and Editing( Edit).

If you press the button A, as long as the cursor is in the 3D viewport, you can select and deselect all vertices of an object, just as you do with objects in Object mode. In general, much of what we learned in Objects mode works similarly in this mode. Make sure all vertices are deselected and click RMB on the top left vertex to select only that one. Look what happens if you now select the bottom left vertex - the new vertex will be selected, while the previous vertex will be deselected. To select or deselect multiple vertices, hold down Shift and press RMB at the required peaks.

Note: in Edit mode, selecting vertices works the same as in Object mode: RMB releases, and when held Shift You can select or deselect multiple vertices.

Removal

The next thing you should know is how to delete vertices. To begin with, it would be good to inspect our entire model. From Chapter 2 we know that pressing a button NUM5 Switches the view of the scene between perspective and orthogonal. Turn on perspective view, now select all vertices except the top left and click DEL or X. A menu with a list appears, note that the list differs from that in Object mode. Select Vertices ( Vertices) to delete selected vertices. You may notice that after removing the vertices, the edges and faces were also removed. This is because the faces are made up of edges, and the edges are made up of the vertices you just deleted. If you select "Edges" from the delete menu( Edges) or "Edges" ( Faces), you can remove edges or faces while leaving the vertices in place.

Note: Button X(or DEL) shows the delete menu, allowing you to delete vertices, edges, and faces.

Moving

Now let's move the remaining vertex to the middle of the screen so that it will be more convenient to work with it. To do this, select the vertex and click the button G (Grab). Immediately after clicking, the vertex will begin to follow the mouse cursor, just as it happens with objects in the mode Object. Move the vertex to approximately the center of the screen and click LMB to confirm the move. Naturally, restricting movement along the axes that you studied in the Objects chapter works the same way here: pressing X, Y And Z limit movement along the same axes. Pressing these buttons twice enables alternate axes X Y Z, but relative to what they are calculated is shown in the title of the 3D window.

Note: buttons G(Grab), S(Scale) And R(Rotate) in Edit mode ( Edit) work the same as in Object mode ( Object). The same applies to axis constraints, transformation handle, and mouse gestures.

Precise positioning

Move using button G(Grab) is very convenient, although until you need to do it to the exact size. IN Blender there are tools for such tasks and they are located on the panel Transform Properties. To open this panel, you need to select something (a vertex in our case) and press the button N. On the panel Transform Properties you see several options. In a text field "OB:" you can change the object name (currently it says Cube). Fields are also available X, Y And Z. To move our vertex exactly to the center, hold down Shift and click LMB on the slider "Vertex X:". Now enter a number in the field 0 and press Enter. Repeat this for the fields "Vertex Y:" And "Vertex Z:". In order not to click on the fields every time, you can switch them with the button Tab, just like it is done in many other programs. Note: button N brings up the transformation panel Transform Properties for numerical (precise) positioning.

Extrusion (Extrusion/Extrusion)

Vertices themselves are not shown during rendering. What are they for then? The vertices are combined into edges (edges, by the way, are also not displayed in the render), and the edges form faces. The edges are shown in the render. There are several ways to make edges from vertices. The easiest way is to extrude (squeeze out) the top. A vertex extrusion creates another vertex connected to the first by an edge. To make an extrud, select a vertex and click the button E. Now move the mouse and you will see that a new vertex is moving, connected to the first edge. Click LMB and fix the position of the top. If you want, you can press CTRL while moving, and then the vertex will “stick” to the mesh, this allows you to move the vertex more accurately. Naturally, you can do this on the panel Transform properties.

Note: Button E extrudes (extrudes) vertices, edges and faces.

If you need to make a chain of extrudes, for example for an outline, there is an easier method than pressing each time E. With the vertex selected, click CTRL-LMB and the new vertex will be squeezed out and immediately position itself in the place where the mouse cursor is located. Now you can repeat the procedure. This method allows you to quickly create a chain of connected edges.

Note: CTRL-LMB automatically extrudes the selection to the location where the mouse cursor is located.

There is another way to create an edge - duplicate the vertex with a combination SHIFT-D, move the new vertex, after with SHIFT select the first vertex and press the button F.

Note: button F creates an edge between two selected vertices.

Removing extra vertices (duplicates)

There are cases when during the modeling process or, say, after importing models from other programs, some vertices are in one place, on top of each other. This happens quite often when gluing two halves of a model. In such cases, you need to remove duplicate points, edges and faces.

To remove duplicate vertices and connect edges and faces normally, select the desired vertices and press W, select item Remove Doubles(Remove Duplicates) from the pop-up menu that appears. Duplicate removal works with a distance threshold adjusted in the tab Mesh Tools on the panel Edit buttons (F9) using the switch Limit, so you can, for example, select all the vertices in the mesh and use the function without fear that it will remove all but one of your vertices.

In the picture, you will see two halves of the cube separated from each other, then with the vertices scaled towards each other.

Although the vertices are in the same place, their edges and faces are not connected, and the render may appear with incorrect lines in between. As you can see in the following image, the vertices are still independent and can be selected and moved away from each other.

After the vertices of the cube were selected and the function was used Remove Doubles the vertices merge into one, and their edges and faces are now truly connected to each other.

Note: Remove Doubles, from a special menu on the key W or on the tab Mesh Tools, combines vertices that are very close to each other.

The general method is also highlighted in the following example. To move vertices close together to merge, it is often easier to use the Scale command (key S), reducing the distance between them by 0 using the key Ctrl than by moving them towards each other (key G) and trying to place them close enough.

Working with ribs

Edges use the same rules and techniques you learned to use with vertices, plus much more. You might be wondering why working with edges (or faces) is important since you already know how to work with vertices. By being able to work with all three, you'll be able to take full advantage of the toolbox Blender and learn to work as efficiently as possible.

Selection

Blender has tools for selecting only edges. To activate edge selection mode, click the icon on the 3D window title bar that looks like diagonal lines. It is located between the vertex selection (four dots) and edge selection (triangle) icons. Once edge highlighting is enabled, you can click RMB everywhere along the edge to highlight it. To select multiple edges, you can hold down the key Shift at the time you press RMB along other ribs.

Blender also has tools for selecting multiple edges at once. On the menu Select on the 3D window title bar, you can see the options Edge ring And Edge loop. They can be easily used to select complex groups of interconnected edges, and are especially useful when working with character models. In the case of this head model, Alt+RMB, highlights the loop of ribs that surround the mouth, giving the modeler easy access to this critical area. Besides, Ctrl+Alt+RMB will highlight the corresponding ring of ribs in case the modeler wants to cut a new loop of ribs through them to add, say, a crease on a face.

Note: Alt+RMB highlights a loop of ribs Edge Loop; Ctrl+Alt+RMB highlights a ring of ribs Edge Ring.

Working with Faces

Creating Faces

Faces are created using a selection and a key F. To create a face, you must have three or four vertices selected (three will create a triangular face, four will create a quad face), or two faces.

Note: Key F creates a face from three or four selected vertices or two selected edges.

Selection

Like everything else in Blender, the fastest way to select faces is to switch to face selection mode and use RMB. The edge selection mode button is located to the right of the edge selection button on the header of the 3D window and its icon looks like a triangle. Another way to change the selection mode is by pressing keys Ctrl+Tab. This will bring up a menu that allows you to select a selection mode without using icons.

Adding details to a mesh

When building a model, you may find that you need more detail in a certain area, and one way to achieve this is to "subdivide" the face(s) you are working with. A subdivision splits a face into four new faces that occupy the same space as a single face. To subdivide a face, make sure you select it and then click the Subdivide on the tab Mesh Tools in the panel Edit buttons. The division can also be found in the menu Specials when pressing a key W.

You see there are other division options in the menu Specials. Option Subdivide Multi(Multiple Subdivision) allows you to perform more than one subdivision on selected faces at once, and it is faster than selecting Subdivide many times in a row. Subdivide Multi Fractal(Multiple Subdivision with Fractal Displacement) does basically the same thing, but ends up randomly moving additional vertices. This is good for creating terrain, or any surface that needs to have a rough, random mesh. Immediately below in the menu Subdivide Smooth(Smooth Subdivision), which will not only subdivide the selected parts of the mesh, but simultaneously attempt to smooth all the edges during the creation process.

Another way to add detail is to use a tool Knife(Knife). This tool allows you to cut ribs by drawing with your mouse. The best way to find out how this works is to select all the vertices in the subdivided area and click Shift+K to display the submenu Knife. From the menu select Midpoints and the cursor will change to a knife icon. Press and hold LMB, draw a line that intersects several edges that make up the area. When you're done, press the key Enter, And Blender will cut every edge that your line intersects, placing the vertices at their centers and creating some new faces in the process. Function Exact tool Knife cuts the edges exactly where the mouse crosses them, as opposed to their centers.

Note: Shift+K displays the tool menu Knife for cutting faces and edges into pieces.

Filling

So far you've been looking at fairly common shapes. Let's look at random shapes and see how Blender helps organize them into a group of faces so you can work with tools Fill(Filling) and Beauty Fill(Nice filling). Take a look at the picture below:

You could start by selecting sets of vertices or edges and using the key F to create faces one at a time. A faster (though dirtier) way is to simply select all the vertices using the key A and press Shift+F for use Blender tool Fill. Blender will fill the form with the appropriate number of edges. This method does not always create models cleanly, although once the form is completed, Blender tool Beauty Fill may help correct this.

With all vertices selected in the form, click Alt+F to activate the function Beauty Fill, And Blender will try to correct the model.

If you need to make further adjustments, you can even use Blender try to combine triangles into quadrilaterals using the command "Convert Triangles to Quads"(Convert Triangles to Quadrilaterals) from the menu Mesh In chapter Faces or using the key Alt+J.

Clue: Shift-F attempts to fill the area of ​​selected vertices or edges with faces. Alt+F trying to make the arrangement of the edges more convenient. Alt-J converts available triangles to quadrilaterals.

Subsurf (Surface Division)

Up to this point, you have only worked on models and objects with sharp edges. When rendered, the models look like they are in edit mode. This would be great if you were only modeling cars or other man-made objects. However, if you were to try to model an organic shape, or something like a perfectly smooth circle, using the techniques we've learned so far, it would require a lot of vertices, demanding placement, and a lot of time. This would not be an efficient use of your time and will make your computer very difficult when it comes time to render. Fortunately, Blender has a tool specifically for this type of modeling, called a modifier Subsurf. Subsurf this is shorthand for a process called Subdivision Surfacing(Surface Division). IN Subdivision Surfacing, a simple low-poly model (like the default cube) can be used as a "control cell" for more complex organic models, like a ball.

To add a modifier Subsurf to a mesh object, first make sure the object is selected in the 3D window. On the tab Modifiers in the panel Edit buttons, press the button Add Modifier(Add Modifier) ​​and then select Subsurf from the menu that appears.

The default is level 1 Subsurfing for editing and rendering. These values ​​can be changed in the modifier panel, but be careful: in reality subsurfing V Blender creates additional hidden geometry in the scene. Raising the level too high, especially on models that are inherently complex, can quickly force the computer to perform calculations for millions of polygons, and can cause your system to slow down.

To improve performance while you're modeling, you can set the level subsurfing for the interface and rendering separately. Setting the level subsurf at 2 will probably give you a good balance for most jobs. Try rendering your subdivided model with render levels set to 2. If the results are not smooth enough, increase the value by Render Levels one at a time until you are satisfied with the result.

Real value Subsurf tools Blender becomes obvious when you work on more complex organic models, such as the human head. The only difference between these two designs is that the second one has a modifier applied to it Subsurf.

Adding a Modifier Subsurf, this is common practice in Blender, so there is a direct hotkey for it: Shift+O. Shift+O adds modifiers Subsurf for any selected objects that are currently in object mode. In addition, using Ctrl-1, -2, -3, -4 levels will be set Subsurf for these objects, which allows you to manage your Subsurfing for the entire scene without touching the modifier edit buttons.

Note: Button Add Modifier in the tab Modifiers panels Edit buttons can make a mesh with a subdivided surface from a standard mesh.

Working with Normals

Concept of Normal

There is one last element of the model polygons in Blender, which you need to understand before you finish. This element is called Surface Normal, or Normal for short. Its function is to inform Blender(and the user) in which direction the edge is pointing and will help calculate how light behaves when reflected off your model.

Sometimes when working on a complex model you can end up with adjacent faces whose normals point in opposite directions. This can lead to undesirable results, so it's best to make sure they all point where you want them.

The figure below shows the default cube with Draw Normals(Display Normals). Button Draw Normals located in the tab Mesh Tools 1 panels Edit buttons. (In configuration Blender by default, this group is actually hidden on the right side of the screen on most monitors. Drag SCM mouse left, panel areas Edit buttons for the purpose of displaying this tab.) You can also change the length of the line that indicates the direction of the normal by changing the value NSize located just above the button Draw Normals.

When activated Draw Normals, displays small dots with lines directed away from each face in your model. These lines represent the Normal direction for the faces. Keystroke W and choice Flip Normals from the menu Specials Changes the normal directions of any selected faces. If you have a model with "problematic normals", that is, there are strange black seams in the mode Solid and render, you can force Blender recalculate all normals to the external faces of the model by selecting all faces in edit mode and clicking Ctrl+N. When you press Ctrl+Shift+N all normals will be set towards a point inside the model.

Note: Ctrl+N recalculates the normals of the entire model.

Now you know the basics how Blender handles various problems associated with polygon modeling. Let me end this introduction with some tips that will give you more options.

Vertex Groups

Vertex Groups will allow you to save the selection of vertices so that you can easily select them later. This can be useful when creating complex models that may need to be adjusted later. For example: When working on a face, if you find that you are constantly selecting the same group of vertices around the nose, it would make sense to save that selection for easy access. It is important to understand that the selected vertices were not actually "placed" into the group. Vertex groups only contain lists of vertices. Likewise, there is no reason that a vertex cannot be listed in several different vertex groups.

Vertex Groups are created in the tab Links and Materials on the panel Edit buttons, in the buttons section Vertex Groups. Select the vertices you need, click the button New in area Vertex Groups. At the same time, new controls will appear, including a name field and a pop-up menu button for selecting other, already created vertex groups.

By default, the name for the first vertex group created is simply called Group, but it can be replaced, which will help you better remember its purpose. After you have entered the name, click the button Assign(Assign) to assign the selected vertices to the named group. Remember that just pressing a button New creates only an empty vertex group - your selection will not be saved until you click the button Assign.

Other controls in this part of the panel perform the following actions:

  • Delete(Delete): Deletes the named vertex group. Note that this does not delete the vertices, it simply deletes the saved selections.
  • Remove(Remove): Removes the selected vertices from the currently active vertex group.
  • Select(Select): Examines the named vertex group and selects its vertices in the 3D window. This adds a selection so that whatever was already selected in the 3D window remains selected.
  • Desel(Deselect): Opposite Select. Any vertices that are selected in the 3D window but are in the named vertex group are deselected.

Reflection

Another opportunity Blender time-saving modifier Mirror. It allows you to model only half of the model and see that it is duplicated in mirror form, creating the other half. It's useful for modeling things that are symmetrical, like this head shown below.

Adding a Modifier Mirror V Blender, similar to adding a modifier Subsurf: press the button Add Modifier on the tab Modifiers panels Edit buttons and select Mirror. The reflected half will appear as ghost lines in Wireframe, however, will be completely solid state in mode Solid.

Activating a button Do Clipping on the tab Modifiers will prevent any of the vertices you move from crossing the center line of the mirror effect.

When you have finished symmetrical modeling, pressing the button Apply(Apply) tab Modifiers will turn the mirrored half of the model into real geometry that can be selected and modified independently of the other.

Loop Cut

In addition to the other subdivision controls you've learned, the loop subdivision tool allows you to quickly and evenly subdivide all edges that are within the same "loop." In the picture below you can see the cut loop line around the eyes which will allow the modeler to add crease lines. To start loop cutting, press Ctrl+R and move the cursor to the model. As you move the cursor, you will notice that when Blender detects groups of edges that it can cut, a purple line will appear indicating the location of the possible loop cut. When the magenta line indicates the loop you want to cut, click LMB once to start cutting. Then, Blender will allow you to move the cut back and forth between the outer edges by moving the mouse. You can even increase or decrease the number of cuts made along the loop using the scroll wheel. When you have placed the cutting line in the desired location, press LMB, will force Blender make a cut. Pressing RMB at any stage of the procedure cancels the cutting.

Edge Slide

Once you start using the tool Loop Cut For adding detail to your model, you may find that loop edges become even more useful. For example: what if the cut that was made around the eyes in the previous drawing was set along the centers of the ribs, and you actually wanted to place them closer to the outer loop? Instead of moving each edge individually, you can simply use Alt+RMB select the edges of the loop and then select Edge Slide from the menu Specials (Ctrl+E) in the 3D window. This allows the edge to slide back and forth between two bounding loops. LMB confirms sliding while RMB cancels. This tool will actually allow you to move any selected loop edge, regardless of what tools were used to create it.

Edge Loop Delete

One of the items in the menu is deleted by key X which we haven't mentioned yet is an option Edge Loop. When selecting loop edges using this option in the delete key menu X, will remove the edges but attach faces on both sides. The effect will be as if the edges of the loop were never cut here. This is a great tool for cleanly reducing the polygon count of your mesh so it looks the way you want.

Conclusion

In this introduction, you've already seen the basic polygon modeling tools in Blender and learned a little about how you can get started with them. If you haven't worked through the Practice section of this chapter yet, this is a good way to see this theory in practice, as well as learn a few more tricks.

Good luck, Kevin Brown

Lesson from the series: “Creating 3D graphics in Blender”

We looked at changing the position, size and rotation angle of an object in previous lessons. They were carried out using the modification commands Ttanslate (G), Rotate (R), Scale (S).

In this lesson you will learn how to change the shape of individual objects. Such changes are only possible in editing mode.

To enter editing mode, press the Tab key or select Edit Mode in the 3D view window header.

In edit mode you can work with individual vertices. You can tell if you're in edit mode by looking at the yellow or black dots and lines on the surface of the selected object.



Black denotes unselected vertices and edges, yellow denotes selected ones.

After creating an object and switching to editing mode, all its parts are selected (in this state they are highlighted in yellow).

If you deselect, the component parts of the object are shown in black.

Options Selections in Edit Mode

In editing mode, you can select either only vertices, or edges, or faces, depending on which mode is currently enabled. Buttons for switching these modes are located in the header of the 3D window.


After selecting the required element, you can move it, and in the case of edges and faces, you can also resize and rotate it.

To do this, use the same basic modification commands that we talked about earlier (“G” - move, “S” - scale, “R” - rotation).

Ways to select elements

All that remains is to learn how to select elements for editing. The most common cases when selecting vertices are described in the table below.

When selecting edges and faces, we proceed in the same way.

What to do How to do
Select individual vertex Click on it with the Right Mouse Button (RMB).
Select multiple vertices Hold down the Shift key and right-click on them
Select a group of vertices with a rectangle Press the “B” key, the rectangle selection tool will turn on. Select the rectangular area by dragging while holding down LMB. All vertices that fall under the rectangle will be selected.
Select a group of vertices with a circle. Press the “C” key, the circle selection tool will turn on; Set the desired circle size using the “+” and “-” keys on the numeric keypad (scrolling the mouse wheel works similarly to “+” and “-“); Click LMB.

All vertices that fall within the circle will be selected.

Select all vertices. Press the "A" key once
Deselect all vertices Press the "A" key again once


Proportional Editing Mode

Proportional editing mode is used to create smooth object shapes when editing vertices.

To enable Proportional Editing mode, use the “O” key, or the small button with a circle in the 3D view header. After clicking it, to the right of it, an additional button will appear, which allows you to select proportional editing options.

We'll mostly be using the "Sharp" or "Smooth" options, but you can experiment with either one.


You can control the number of vertices affected by proportional editing using the “+” and “-” keys on the numeric keypad or by scrolling the mouse wheel. A circle will be visible on the screen, changing its size.

Those vertices that are limited by this circle will be subject to changes.

Practical work

Exercise. Using a sphere as a Mesh object, create a 3D model of a water drop. To change the shape, use the proportional editing mode.

Work progress

1. Launch Blender. Create a new scene and save it to a file called "Blob" in your personal folder.

2. Remove the cube. Press X, then Enter or Delete, then Enter.

3. Add a sphere to the scene (Fig. 3-1, a) (Add -> Mesh -> UVSphere).


4. Switch to front view (Num 1).

5. Zoom in on the sphere by pointing the mouse at the sphere and turning the mouse wheel.

6. Switch to editing mode. Press the TAb key on the keyboard or select Edit Mode in the 3D view header (Fig. 3-1, b).

7. Reset the selection by pressing the A key (Figure 3-1, c).

8. Select the topmost vertex of the sphere by right-clicking on the topmost point of the sphere (Fig. 3-1, d).

9. Enable Proportional Transition Editing by pressing the “O” key on your keyboard or the button in the 3D view header.

10. Move the vertex up and slightly to the side, having previously adjusted the number of vertices to be moved (Fig. 3-2, a).

For this:

  • Press the G key (turn on movement mode).
  • By rotating the mouse wheel, determine the number of vertices to move (the size of the circle enclosing them changes).
  • By moving the mouse (without clicking LMB), achieve the desired shape of the object.

11. Switch to Object Mode by pressing the Tab key. (Fig. 3-2, b).

12. Make the resulting object smooth by clicking the “Smooth” button (Left toolbar, Tools tab, Edit group). (Figure 3-2, c).

13. Switch to camera view (Num 0).

Questions that puzzled me when I started learning Blender.

Transferring the transformation center

You want the door to rotate around the hinges, not around the center of the door. The loops are now conditionally on the edge. Move the 3D cursor exactly to the center of the edge: Shift+S (Snap)>Cursor to Selected. Then we give the command to move the transformation center to the 3D cursor.

Out of proportion results of fillets and modifiers

It is necessary to round the edges of the table top. In object editing mode (Tab button) select all the necessary edges at once and press Ctrl+B (Bevel). The problem is that the rounding does not occur equally on all faces:

Fillet works this way because the percentage size of the object is not 100%:

Now, from the blender's point of view, the table top is a stretched cube, and all deformations are also calculated as stretched cubes. It makes sense. Objects may change sizes out of proportion during animation, and all modifiers must change sizes as well. Solution: you need to tell the blender that the current dimensions are 100%. In normal mode we press Ctrl+A (Apply). Choose here Scale:

Ctrl+B (Bevel), it should look like this:

This also affects the results of modifiers. Personally, I already reflexively press Ctrl+A (Apply) → Scale.

Resetting position, rotation, size coordinates

You created an object, but it was created far away, where the 3D cursor was, and it is not visible and it is not clear where it is.
  • Alt+G- position reset
  • Alt+R- rotation reset
  • Alt+S- size reset
Let's press Alt+G, and the object jumps to the origin. Afterwards we press «. » on the number pad to get closer to it.

Walking buttons

Remember: it matters which window the mouse pointer is over. Take your time.
  • G (Grab)- movement
  • R (Rotate)- rotation (second press - second rotation mode)
  • S (Scale)- size
  • Buttons X, Y, Z limits manipulation to only one axis
  • Shift+X, Shift+Y, Shift+Z excludes the selected axis from manipulations
  • " / " (View Local) (numeric keypad)- mode when all objects except the selected one disappear
  • ". » (View Selected) (numeric keypad)- move closer to the chosen one
  • Home (View all)– zoom so that everything fits on the screen
  • C (Circle Select)- selection by circle
  • B (Border Select)- selection by frame
  • F (Face) (Tab mode)- create a polygon based on points, or combine already selected polygons into one
  • K (Knife) (Tab mode)- cut the polygon
  • J (Join)- combine objects
  • P (seParate) (Tab mode)- split object
  • Ctrl+R (Loop cut and slide) (Tab mode)- cutting a chain of square polygons along
  • Del or X > Dissolve edges/faces (Tab mode)- removal of cutting a chain of square polygons along
  • E (Extrude) (Tab mode)- extrusion
  • Ctrl+B (Bevel)- chamfer or rounding
  • W (Specials) (Tab mode)- a useful menu with items that are not found anywhere else. I often need "Bridge edge loops"– a bridge between two chains of faces.
  • Ctrl+“+” and Ctrl+“-” (Tab mode)- add polygons adjacent to already selected ones to the selection or deselect outer polygons
  • Shift-F (Fly)- flight mode, controls like in the game, W, S, A, D, E, Q

How to align the edge?

Specifically, we are talking about a similar operation:

It is necessary to reduce the size of a group of points to zero along some axis. Commands can be entered by pressing buttons in sequence. In this case, we press sequentially S, Z, 0 (zero) In the lower left corner of the working 3D window there will be this inscription:

And in the window itself it will be like this:

"Forward" is the Y axis

Try to direct the frontal direction of the object along the global and local axis Y. In some modifiers and the game engine, this direction is taken to be the “forward” direction and not everywhere it can be changed to another axis.

Subdivision Surface and Multiresolution modifiers - what's the difference?

Subdivision Surface These are smooth surfaces. Multiresolution- these are smoothed surfaces with the possibility of sculpting on top. By using Subdivision Surface Convenient to make the basic shape of the sofa. Then change it to Multiresolution and use a brush to sculpt the folds of the fabric.

Linked objects

Interior. There is no need to make all items in one file. Not convenient. Create an iron in a separate file, a chair in another file, a room in the third file - the main one.
  • The iron needs to be driven into the group Ctrl+G (Create New Group)
  • Give the group a name - “Iron”
  • Save file "Iron"
  • Open file "Room"
  • Give the command " File → Link»
  • Find the file "Iron"
  • Go to "Group" folder and select the “Iron” group
This way you will have order in the scene. Duplicate items do not eat up memory. You can easily load the iron separately and turn off the visibility of all modifiers in the viewport so that the scene does not slow down. It will be of high quality in rendering and fast in operation.

Blender has many tools for splitting the edges and faces of mesh objects into pieces. The usual Subdivide is often used. In simple cases, it divides rectangular and triangular faces into smaller ones of the same shape. Sometimes in case of complex shapes it may not work.

A simple division becomes available in edit mode by right-clicking.

If a face has been selected, then each of its edges will be divided in half by a new vertex. New edges will extend from these vertices to the selected face. As a result, the original face will be subdivided into smaller faces.

The department settings appear in the region of the last operation. If you change the number of cuts from one to two, then each edge will be divided not in half, but into three parts, i.e., two additional vertices are formed on each, and not one.


If you turn off the Create N-Gons checkbox, then edges will extend from new vertices not only to the selected face, but also to adjacent ones. And since these faces have no other edges subdivided, the resulting faces will be triangular and quadrangular in shape.

This flag generally makes sense to turn off when subdividing not faces, but edges.

Above, one edge was selected, Subdivide was applied to it, and the Create N-Gons checkbox was turned off. If the checkbox were turned off, then one vertex would simply appear on the edge.

In addition to Subdivide, Blender has a number of other transformations that lead to the creation of new mesh elements. They are in the Tools region. Extrusion and indentation, discussed in the last lesson, can also be considered a subdivision. But a unit with characteristic features. Let's note some others.

Loop Cut and Slide allows you to cut an object with an imaginary plane. As a result, all its faces through which this plane will pass will be subdivided.


In the case of complex shapes, the plane may be curved, i.e., not be a plane as such.

You can use a knife to cut edges arbitrarily. When the process is complete, press Enter.

During the cutting process with a knife

The Bevel tool is useful. It can be called via Ctrl+B. They use it to bevel edges and corners. If the transformation needs to be done only with the corners, then Ctrl+Shift+B.


Let's also mention the division using Connect Vertex Path. It connects selected vertices with a straight line or shortest path. In this case, everything that this line passes through will be subdivided. To use the tool, you need to select the vertices and press J. The tool is also available through the context menu.

Once you have created a mesh object, you can go into Edit Mode with it (Tab button) and change its shape. In edit mode, you can work with individual mesh object vertices (sections of the mesh object) to create the desired shape. You know that when you are in Edit Mode, you see pink or yellow dots on the selected object. Pink dots indicate unselected vertices, and yellow dots indicate selected vertices.

Selecting Vertices:

While in Editing Mode, you can select each vertex individually by clicking on the vertex with the Right Mouse Button. To select multiple vertices, hold down the key Shift and right-click on the vertices. To select vertices with a rectangle, click the " button B" and select the vertices with the box that appears. Press the button again B" will bring up the circle selection tool, you can adjust the radius of this circle using the "+" or "-" buttons on your Numpad. Mouse wheel scrolling works the same as the " buttons" + " And " - ". Pressing " Esc" if you decide to finish working with this selection tool. In order to select all vertices (or deselect existing vertices) - click the " button A"(to select all vertices) and repeat " A" (to deselect vertices).

Selection Options:

Blender has additional tools that are used when selecting vertices. You can find these tools at the bottom of the 3D window while in Edit Mode.

Main Modifiers:

Once you have selected some vertices, you can use the basic modifiers that we talked about in the last chapter (" G"- move, " S"- scaling, " R"- rotation).

Creating Additional Vertices:

Sometimes you need to add additional vertices, either to the entire mesh object or to a specific part of it, in order to add more detail to your mesh object. To do this, you must first select all the vertices that you want to subdivide, and then find and click the button at the top of the Button Window (the icon for this button looks like a plane in Edit Mode):

Now find the button in one of the panels Subdivide, press this button several times until you get the desired result.

Special Menu:

In Editing Mode, click the " W", this command will bring up an additional menu containing editing options. You can learn more about these options a little later.

Central Points:

Every object you create in Blender has a small dot in the object's area (by default, this dot is in the center of the object). This point is the object's center or rotation point. Newbies to Blender often don't understand why their objects are not rotating or scaling as they should? This happens because when you move the entire object in "Edit Mode", the center point remains stationary, so the center of the object moves. If you want to move the entire mesh object, first exit Edit Mode ( Tab). Now when you move an object using " G", the center point will move with it.

If you ever need to move the center of an object, place the 3D cursor where you want the new center, then find the " button Center Cursor" in the Button Window. This button, as well as two others nearby, change the position of the center of the object. By clicking on the button " Center", the vertices and edges of the object's surface are moved to the area of ​​the new center. If you activate the button " Center New", The program will calculate the mathematical center of the object and arrange the vertices and faces around this center.

Dimming Modes

Typically, by default, the view mode is set to display objects as solid (darkened). In many cases, you will have to work with objects in Wireframe display mode. These modes affect how the object will be displayed. Darkening modes greatly influence the selection of vertices in Edit Mode. In Solid Display Mode, only visible vertices are selected. And in Wireframe View mode you can select all vertices (even supposed ones).

Switching between Wireframe and Solid Display Modes is done using the " key Z" or selecting the desired mode in the toolbar (see figure).

As you noticed in the tools menu there are some more Dimming Modes. Experiment with these modes.

Smoothing options "Set Smooth" and "Set Solid", as well as "Auto Smooth".

As you can see, Solid Rendering Mode does not render rounded mesh objects smooth. In the Edit buttons you can see two buttons labeled " Set Smooth" And " Set Solid".

These two buttons control the smoothness or relief of the object, which will be displayed in View Mode, and will also be taken into account when rendering the image. There are also anti-aliasing options, but more on that a little later. Automatic smoothing option" Auto Smooth" is used to smooth the edges of an object by a certain number of steps.

In order to use automatic smoothing, enter the Editing mode (button Tab), select all the vertices (or some of the vertices you want to smooth) and click the " button Auto Smooth". Exit Edit mode and press the " button Set Smooth". Adjust if desired value for smoothing.

Extruding (Extruding) the shape of an object

You can extrude the vertices of a mesh object by clicking the " button E" and selecting the extrusion type from the menu that appears will create copies of these vertices, which you can move in any direction using " G", change scale from " S", and also rotate these vertices with " R". There are several extrusion types in Blender. Try experimenting with each of these types. Typically, it is common to use the extrusion type " Region".

If you select this type, the vertices will be extruded strictly along a specific axis. To freely move the vertices, press the Middle Mouse Key (without scrolling). Below is an example of a cube whose vertices have been extruded to the right side several times using rotation.

Extrusion is a great command for creating long tunnels. It's also good if you don't want to subdivide an object in order to add new details.







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