CSEL 301 Lecture 2
CSEL 301 Lecture 2
Modelling (Part 1)
CSEL 301 Module 2
Meshes
Modeling Mode
Object Mode
• Supports basic operations such as object creation, joining
objects, managing shape keys, UV/color layers.
Edit Mode
• Used for the majority of mesh editing operations.
Sculpt Mode
• Instead of dealing with individual mesh elements, supports
sculpting with brushes.
Structures
• Vertices
• Edges
• Face
Vertices
• Faces are crucial for creating the object's surface, visible in the
rendered mesh.
• They are defined as the area between three, four, or more
vertices, with an edge on every side.
• Triangles are flat, while quadrangles are preferred for animation
and subdivision modeling.
Normals
Auto Smooth
• Smoothing edges with smaller
angle between faces in the
Angle field allows for easier
combination of smooth and
sharp edges.
Properties
Loops
Topology
Loops
• Edge and face loops are continuous sets of faces or edges that
divide a model into two partitions.
• They are cyclic and can be a powerful tool for working with
specific mesh regions and organic character animation.
Topology
Edge Loops
• Edge loops are crucial in organic modeling and character
animation, connecting vertices with two neighbors on both sides.
• They allow for natural-looking models with few vertices and
excellent deformation in animation.
• Edge loops follow contours and deformation lines of skin and
muscles, with denser loops in areas that deform more when the
character moves.
Topology
Face Loops
• Face loops are extensions of edge loops, consisting of faces
between two loops.
• Non-circular loops don't include pole-containing faces.
Primitives
Type
• You can change the type of some objects after their creation with
a selector.
Radius/Size
• Sets the starting size.
Common Options
Align
Rotates the new object so that it is aligned in one of the following
manners:
• World: Aligns the object to the global space axes, i.e. the
object’s front faces the negative Y axis (default).
• View: Aligns the object to the view space axes, i.e. the object’s
front faces the viewport’s point of view.
• 3D Cursor Aligns the object to match the rotation of the 3D
Cursor.
Common Options
Location
• Objects are placed, by default, at the position of the 3D Cursor.
• These values let you place the object in another position.
Rotation
• Values let you rotate the object so that default rotation is
overridden.
Planes
Vertices
• The number of vertices that define the circle or polygon.
Fill Type
• Set how the circle will be filled.
Circle
Fill Type
• Triangle Fan: Fill with triangular faces which share a vertex in
the middle.
• N-gon: Fill with a single N-gon.
• Nothing: Do not fill. Creates only the outer ring of vertices.
UV Sphere
A standard UV sphere is made out of quad faces and a triangle fan
at the top and bottom. It can be used for texturing.
Segments
• Number of vertical segments. Like the Earth’s meridians, going
pole to pole.
Rings
• Number of horizontal segments. These are like the Earth’s
parallels.
Icosphere
Vertices
• The number of vertical edges between the circles used to define
the cylinder or prism.
Depth
• Sets the starting height of the cylinder.
Cap Fill Type
• Tubes, unlike cylinders, are formed from objects like pipes or
drinking glasses, but they have closed ends.
Cone
Vertices
• The number of vertical edges between the circles or tip, used to
define the cone or pyramid.
Radius 1
• Sets the radius of the circular base of the cone.
Radius 2
• The radius of the cone tip is set to create a frustum, with a value
of 0 resulting in a standard cone shape.
Cone
Depth
• Sets the starting height of the cone.
Base Fill Type
• Similar to circle.
Tourus
Operator Presets
• Torus preset settings are available for reuse and are stored as
scripts in the appropriate preset's directory.
Major Segments
• The number of segments in the main ring of a torus, which is the
number of steps in a spin operation around an axis.
Tourus
Minor Segments
• The minor ring of a torus is determined by the number of
vertices in each circular segment.
Tourus
Dimensions Mode
Major Radius
• Radius from the origin to the center of the cross sections.
Minor Radius
• Radius of the torus’ cross section.
Tourus
Dimensions Mode
Exterior Radius
• If viewed along the major axis, this is the radius from the center
to the outer edge.
Interior Radius
• If viewed along the major axis, this is the radius of the hole in
the center.
Grid
X Subdivisions
• The number of spans in the X axis.
Y Subdivisions
• The number of spans in the Y axis.
Monkey
Splines
• Splines are substructures of curves, forming curve objects.
• They can be composed of multiple splines, similar to mesh
objects.
• Splines come in three types, each with a different algorithm for
representing bends.
• They can be altered by selecting them in Edit Mode.
Structures
Splines Types
Poly
• Poly splines are simple spline types used to convert meshes to
curves, providing accurate representation of the original mesh
object.
• They are often used alongside Bézier or NURBS splines for
smoother results.
Structures
Splines Types
Bézier
• Editing Bézier curves involves control points and handles, with
handles defining segment curvature.
• Control points are in the middle of the pink line, while handles
are extensions.
• Normals indicate direction and tilt.
Structures
NURBS
• NURBS, or Non-Uniform Rational B-Splines, are exact circles
with weight property, controlling surface influence, adjustable in
the W number field of the Transform panel.
Primitives
Bézier Curve
• Adds an open 2D Bézier curve with two control points.
Bézier Circle
• Adds a closed, circle-shaped 2D Bézier curve (made of four
control points).
NURBS Curve
• Adds an open 2D NURBS curve, with four control points,
with Uniform knots.
Primitives
NURBS Circle
• Adds a closed, circle-shaped 2D NURBS curve.
Path
• Adds a NURBS open 3D curve made of five aligned control
points, with Endpoint knots and the Curve Path setting enabled.
Primitives
Empty Hair
• Adds an empty high-performance curves object, assigns active
object as Surface, sets surface object as parent, and adds
Geometry Nodes modifier to deform curves on surface.
Fur
• The Fur setup in Blender enhances the appearance of selected
objects by utilizing Geometry Nodes and Hair Node Groups,
which are bundled assets.
Thank You!!!