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The ULTIMATE Blender Notes
- Along an axis
- Selecting loops
- Camera-based selection
- I think just be in wireframe node tbh
- extruding
- Bevel
- Ctrl+B, hold middle mouse to increase chamfer, scroll to add divisions
- Applying modifiers
- Image planes
- Edit > Preferences
- Click the Add-Ons tab
- Search “Image”
- Activate the “Import-Export: Import Images as Planes”
- Close User Preferences window
- File > Import > Images as Planes, or in the 3D Viewport press Shift+A > Images > Images as Planes
- Find and select an image to import
- Click Import Images as Planes in the bottom right of the window
- NOTE: You need to change the viewport shading to "texture" instead of "material"
- edge constrained rotation
- Rotates edges while keeping it constrained to attached geometry
- selecting between points
- Press ctrl when you click the end point
- Using shift you can select more than one at a time
- Isolate
- / on the number pad
- shift + H does smthn lol
- Merge verts by sliding them
- In edit mode, next to the symmetry options click this button to turn on merge verts moved to the same position
- Press G two times to slide the vert to the other one
- Switches between object and edit mode
- Duplicating objects
- Independently
- Dependently (editing one edits the other)
- Select from one point to another
- Open the side panels
- T for the one on the right
- N for the one on the left
- selecting edges that are the same length going in the same direction
- Applying transformations
- auto-smooth
- vertex thingy (green) -> normals
- the degrees refers to if angles are over that number they will smooth separately
- duplicate w/out moving
- shift + D then right click to cancel the grab
- scale evenly
- shortcut to the add menu
- booleans
- click on the cutting object, then the one that gets cut
- Ctrl+shift+B (brush booleans from scifi terminal
- union works better than join
- select the one you are going to attach and then the one you are attaching it to
- troubleshooting
- change the solver to fast
- change clamp over ride
- Using the bevel modifier
- check harden normals to prevent shading issues
- the guy in tut always uses 3 segments
- triangles on corners causing shading issues?
- change miter (outer) to arc

- order of modifiers
- make sure your modifiers are in the correct order!
- goes from top down (runs to top one first and the bottom one last)
- Usually the bevel modifier will be at the end
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