I was just opening the Blender after a week of creating that sad excuse of a flower of mine… And I got pretty much annoyed at that cube staring at me each time I opened the window… So I am gonna transform it into something.. Hehehe…
(hover your mouse over the pic or long press the image)
That is the Cycles Rendered image. Press F12 in Blender to get the rendered image of whatever object you have currently modelled.
I think I’ll be using almost everything I know wrt 2D image editing on this post and move on to animations from the next one onwards…
As soon as the window is opened after passing through the splash window ( I really like that window with that colourful beings just splashed everywhere ), this is what I see usually. A grey background with a flying grid a selected cube placed at the center and randomly hanging light source and a camera in object mode.
What I am gonna do is after selecting the cube in the object mode , I pressed the “TAB” key to toggle the cube to the edit mode. If you can notice , by clicking you mouse wheel button and dragging you will realise that the cube’s midpoint coincides with the origin of the x-y-z plane. Since I want the house’s base to be in the XY plane and not below(or above the plane… *sigh… I am slowly loosing my orientation…) I selected the cube and translated in the z direction accordingly.(Click and drag along the blue axis or press G followed by Z and type 1)
To draw a roof on top of the Cube:
- Select the top 4 points of the cube(I used a new method to select the vertices here. Press “C”(for circle) Click and drag your mouse to hover over the vertices you want to select. (Use wheel button to scale the selection circle.)
- After selecting the 4 vertices of the top face of the cube, Press E to go to Extrude Mode.Using this mode one can drag the selected vertices/edges/faces by duplicating the same, while connected to the original vertices/edges/faces and applying the normal transformations to the extended portion.
- After going into Extrude mode with the selected points (In order to make a pointed roof) Go to the Specials menu (Press the W key) and select Merge from the menu. And from the new menu that pops up select “Merge at center”.
Since the cube can still be distinguished Let me continue with my morphication…
Maybe I’ll make a sloped roof and hide the top of the cube ?
To make the sloped roof,
- Make the topmost point as the pivot point. Why? Cause when I scale the 4 edges of the top of the cube to make an overhanging I want it to be wrt the rooftop and z-axis. How? Select the Topmost point(right click the point or press C and click and drag or press B and click and drag a box over the points to be selected) and go to the “Pivot point for Rotation and Scaling option in the menu” below and choose “3D Cursor”.
- Go to “Edge select mode”. Why? Cause I am planning to extend the edges. How? There are 3 Icons in the menu below one are the Vertex Select, Edge Select, Face Select. Choose the Edge one.
- Choose the 4 Edges , Press E to Extrude, Immediately press S to scale and then press Z to scale along the Z axis.and drag till you are satisfied with the end product.(If you are not happy with the preview that you see press ESC or Left click to drop the transformation.)
To make a multiple room house …
- Go to Face Select mode, Select the 3 faces (one side of the pyramid,the extended pyramid side’s face, and the same cube’s side face)
- After selecting the faces press E and choose the right axis to extrude along(I have X axis the red line.) and drag using your mouse.( I entered a value using my keyboard)
In order to draw a window and a door in a lazy way…
- Select the *house* using A or use B and draw a box over the *house*.
- Subdivide the *house* . What? To make a uniform,symmetrical and equi-sided faces on the original faces of the selected object. Why? Easy to select a portion of the face to engrave a window or a door. How? Go to the “Specials menu” (Press W) and select “Subdivide”.I did this twice so that I can draw a window that hovers from the ground.
- Now just choose the faces Extrude choose the axis and drag to engrave a window or a door.
In order to make it seem that the house is standing on the plane that I am going to introduce, use the “Snap menu” (SHIFT+S) and select “Cursor to center”.
Now Insert a plane using the “Add menu” (SHIFT+A) and select “Plane”. Scale it to cover the entire plane (I think I used 8)
Before I wrap this post up, I’ll write a little of what I managed to understand between “Blender Render” and “Cycles Render”
Rendering is the process of creating a 2D image of the 3D model. Blender creates this image by taking into account your model and all of your materials, textures, lighting and compositing. There are two main types of rendering systems built inside Blender Full/Quick render, and OpenGL render. (I am using quick render.)
Blender offers a choice of different rendering engines for producing images. The menu for selecting from these appears in the Info window (the thin one that contains the menu bar at the top of the default layout). In most of these tutorials, you will leave this choice set at Blender Render. But it is worth knowing what other choices are available:
- Blender Render—the oldest renderer, commonly known as the Blender Internal renderer. Built into Blender right from its early days. Can still produce good results with the right tricks, but considered by the Blender developers to be antiquated and not worthy of continuing development.
- Blender Game—this is the renderer used by the Blender Game Engine. Designed to be fast enough for interactive use in a game, which means there are limitations in the quality of renders it produces. You also use this renderer to create rigid-body physics simulations.
- Cycles Render—Beginning with Blender 2.61 came to the new Cycles renderer. Its most important new feature is the more physically-accurate handling of lighting in the form of global illumination. What this means is that Cycles automatically implements subtle indirect-lighting effects, where light can bounce off a diffuse surface and provide some illumination to other diffuse surfaces nearby. And it doesn’t distinguish in its lighting calculations between “lamp” objects and non-lamp objects which have “emissive” materials; in Blender Internal, the latter does not provide any light to other objects, whereas in Cycles they do.