3D Modeling

Blender

Blender

Blender Tutorials

Here are a list of various tutorials and a brief description on what you can learn. Blender (or any other application) requires some devotion and mastery of skills that build off each other. You can expect to become a great modeller for furniture fairly quickly, but animation-ready characters will consume more time (but totally worth it!!!)

Quick-start modelling

https://www.youtube.com/watch?v=ICBP-7x7Chc&t=1613s

This video is a few years old and uses a version prior to 2.80. Newer versions, such as 4.0 work pretty much the same but you will notice a difference in the UI. The newer versions use icons and a modern UI where this older version has text on buttons instead. Nevertheless, this is my ABSOLUTE favorite first dive into Blender because the instructor goes through core modelling features, with shortcuts, and preps you to be ready to model.

Quick-start materials

https://www.youtube.com/watch?v=Oko7kas-fu4

The sequel to the above video, but now focuses on getting started with materials and basic texturing. This is a great guide too because after finishing, your next learning task would be to dive into a texturing tool such as Substance Painter to bring your models to a professional level.

Full beginner course (the infamous donut)

https://www.youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z

A complete beginners course that breaks down just about everything at a decent pace. This is a FULL course/playlist! When you finish Part 6 or Part 7, to me the rest of the parts are kinda optional (they are dives into rendering, lighting etc. where typically you would move your models into a game engine that supplies its own rendering).

Full intermediate course (requires finishing the donut tutorial)

https://www.youtube.com/playlist?list=PLjEaoINr3zgHJVJF3T3CFUAZ6z11jKg6a

This is considered an intermediate tutorial and requires either the quick-start tutorials completed above or the beginner playlist featuring the donut. This tutorial series uses references images and a pretty professional work-flow that you could expect in a professional environment. After you finish here, practice some additional modelling work and move on to texturing with something like Substance Painter.

Blender

Blender Basics

Blender is simple to learn, hard to master. I am a beginner in the engine, so here's the basics as I understand them:

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The Layout Screen (A.K.A. The default screen)

This is the place where it all begins. here, you can spawn simple objects via the Add menu in the top-left corner. You can also translate, rotate, and scale your newly spawned objects with the toolbar on the left. It's the simplest of the menu's, and the beginning of any project.

by the way, to navigate, hold the middle mouse button to rotate, and hold shift+ middle mouse to pan. scrolling zooms your perspective


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The Modeling Menu

The Modeling Menu is more complicated than the Layout Menu, and deserves a more in-depth description. first off, look back to the top-left corner. you should notice a set of three boxes, with one highlighted. these boxes determine if you are interacting with the vertexes (point), edges (line), or faces (square). when you select one of these, it will turn orange. shift click if you want to add to a grouping

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The Sculpting Menu

The sculpting menu is a much more finicky way of creating models. you need a high polygon count to make it work well, to the level where the modeling view is bright orange. it's very hard to get what you want out of your models, so I would suggest looking at a professional's description. I mostly use this for its smoothing and flattening tool.

Blender

Blender Shortcuts

Blender Shortcuts Link

Print this PDF or store on something like an iPad. This is a comprehensive list of shortcuts used for Blender.

Shortcuts, although not required, dramatically improve the speed when modelling with Blender and every user should at least know the basics.

Blender

Importing Armatures, Animations, and Shaders

This tutorial focuses on settings that should be configured in Blender before importing into a game engine.  The import process will not be covered on this page and can be found on the pages of the game engine you wish to learn the import process for, as each one is different.


>>GAME ENGINES PAGE<<


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If you've configured animations, effects, or armatures in Blender, then you should bear in mind that the export process from a 3D Modeling software to a Game Engine (i.e. Unreal, Unity, Godot) will change, to accommodate additional features that your 3D Model possesses.

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Each setting or property that accommodates a feature of your 3D object will be addressed in separate sections of this paper, rather than all at once.  You can use the table of contents to jump around.  Some parts of this tutorial reference guides on separate web pages that will be referenced and linked throughout the page.  Below is a list of all references you can choose to explore:

Maya

Maya

Basics of Maya



When you boot up Maya, You will see a similar screen. On the left side of the screen you can find a few buttons. New, Which creates a new Maya file, Open which opens a existing file, and a drop down menu called current project. This drop down menu is basically the folder where your Maya files are stored. Creating a project is helpful for when you need to organize a project. You will see your recent files taking up most of your screen. 


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Once you open a new file, you will see this scene by default. 


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On the left side you will see the outline. The outline is where all of your meshes. It is where you can organize all of the parts of your scene. All the things you add will appear here. 


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The top is your short cut bar. A lot of the basic things that you want to do you can find up top. Most of the time you will have the Poly Modeling tab selected as that is where you can add a cube, sphere, etc. The other tabs have useful short cuts to help you out. The bar above are useful and have alternate ways to get what your looking for. Exploring these features is recommended.  


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The right side of this is the attribute editor. This is for editing the small details of your mesh. When you click your mesh you can find ways to edit, position, scale, rotation, subdivisions, materials. If those terms mean nothing to you, there is a page on the attribute editor. 


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You can get to this menu by holding right click on your mouse. This menu is a super helpful short cut menu. This is where you can accesses certain modes to help you edit. The main to worry about now being Face, Edge, and Vertex.

To understand what these mean you need to understand how a mesh is made. A vertex is a point in space. These points in space are then connected by lines which we call edges and when edges connect 3 or more vertex's together, we get a face. Put a bunch of faces together and you get the mesh. In the example photo below, you can see the cube. This cube is 6 faces. These faces are made up of edges connected by points called vertex's. 

Armed with that knowledge, The face option will allow you to select faces individually. The Edge option will allow you to select edges individually. The vertex option will allow you to select the vertexes individually. You can use the transformations to edit each of these parts of your mesh. (Info on transformations found in Attribute Editor article)

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That's the basics of Maya. Good Luck


Maya

Attribute Editor


The Attribute editor has a couple of tabs when you click on an mesh. 


The first is the transformations of the mesh. Translate, Rotate, Scale.

Translate is the position in the scene. X Y and Z are what is used to note the position of the mesh. Z being the first number and corresponding to left and right , Y being the second and corresponding to up and down, Z being the last and being forward and back. 

Rotate is edited in the same way you translate. Rotate is what it sounds like. It turns the mesh from its pivot (which is usually in the middle).

Scale is also edited the same way you translate. Scale will edit the size of an object in the direction picked. 


(You can do a short cut for each by clicked the mesh and then hitting W for Translate, E for Rotate, or R for Scale.)

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The poly tab is another way to edit your mesh. 

Width, Height, and Depth can be used similarly to the scale tool. The more important part of this tab is the subdivisions. Subdivisions are used to split the object into more faces. This allows you to edit more of the mesh as you have more vertexes, edges, and faces. 


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The lambert1 tab is a default tab. It is the material that is assigned to every mesh by default. In this part of the editor you can add a different material if you do not want the flat look of lambert.

(Hold Right Click the Mash ~ Assign New Material ~ Click Desired Material.)

Once you have the material, You can edit the color, Transparency, Ambient Color, Incandescence, and other small settings of the material. Clicking the Black and white checkered will pullup a screen that allows you to assign a pre existing texture or one you have made yourself. 

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