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HoudiniUnreal EngineUnity 3DNukeMayaBlenderZBrushPythonMixed RealityMachine LearningGraphic DesignExtrasAboutCamera Operations
Lock Camera View & Transform
Geometry Operations
Object/Edit Modes
- Toggle between the 2 modes with
TAB
. - Each have their own RMB context-sensitive menu.
Object Mode
- Use for object transformations.
- Creating a new object in this mode creates a separate object.
Edit Mode
- Use to make edits to geometry within selected object.
- Creating new geometry in this mode adds it to the selected object.
Edit Multiple Parameters Simultaneously
Simultaneously edit multiple parameter values. SHIFT
+ LMB
drag to select parameters, but without releasing LMB
, and then continue to drag to edit the selected parameters.
Transformation Strategies
Quick Axis Lock
Transform with quick axis lock using MMB
to cycle through axes.
2-Axes Lock
In contrast to selecting a single axis (X
, Y
, or Z
) to lock a transform operation, using SHIFT
+ a specified axis (X
, Y
, or Z
) will scale along the 2 unselected axes. In this example, SHIFT
+ Z
is used to lock the scale transformation to the x- and y-axes.
Global To Local Transform Orientation
Enable local transformation orientations by clicking transformation action (G
, R
, S
) and then double-clicking intended axes (X
+ X
, Y
+ Y
, Z
+ Z
).
Set Custom Object Pivot
- In
Edit
mode, select intended vertex. - Set
Cursor to Active
(SHIFT
+S
). - In
Object
mode, setOrigin to Cursor
(SHIFT
+ALT
+X
). - Once the pivot is in the intended place, verify that
Transform Pivot
is set toActive Element
. This option is available in the drop-down menu at to the top-center of the 3D viewer, next to theSnap
icon. By default, this is set to3D Cursor
, so any transformation is still relative to the 3D Cursor.
Custom Transform Orientation
- Select element (face, edge, point) to be used as the reference for the custom transform orientation. Once set, edits can be made relative to the custom orientation.
- The custom transformation orientation can be removed after it is no longer needed.
Selection Strategies
Selection Management
Enable selectable toggle for collection/object to prohibit selection in viewer.
Select All Along Shortest Path
Select along shortest path using CTRL
key. Applies to faces, edges, and points.
Select Sharp Edges
In Edit
(TAB
) mode and with Edge Select
(2
) enabled, Select
> Select Sharp Edges
to select edges exceeding specified angle in Sharpness
parameter.
Checker Pattern
- Select All (
A
) - Access
Select
>Checker Deselect
- Includes options for
Deselected
,Selected
, andOffset
values.
Random
- Access
Select
>Select Random
- Includes options for
Percent
selection,Seed
, andSelect
/Deselect
action.
Selection & Back-face Culling
In Solid
Display Mode, a selection does not include culled geo. Instead use Wireframe
(Z
)or X-Ray
(ALT
+ Z
) Display Modes to select through geo.
View Crop Selection
Using ALT
+ B
, drag window to select visible geo relative to view plane. Toggle ALT
+ B
to revert selection.
Mirror Selection
Make selection of vertices, edges, or faces on one side of the geometry.
Search (SPACE
) > Mirror Selection
.
Note that this only works if the geometry is symmetric.
Geometry Operations
Resolve Duplicate Extrusions
Strategy 1
- If extrusion was last operation, simply undo (
CTRL
+Z
).
Strategy 2
- Select all (
A
) or specified region of faces including duplicated extrusion face. - Merge (
M
) >By Distance
and specify an appropriateMerge Distance
to merge overlapping vertices.
Strategy 3
- Select extruded face.
- Grow selection (
CTRL
++
) to capture doubled vertices and hidden faces. - Delete selection (
X
). - Select edge loop (
ALT
+LMB
) around hole in geometry. - Recreate face (
F
).
Fill & Grid Fill (Faces)
Fill
- Select an edge in a geometry opening and fill (
F
) with a face. Continue to add new faces as long as bridge pair of edges are available.
Grid Fill
- Selecting an edge loop in a geometry opening and accessing the face menu (
CTRL
+F
) can enableGrid Fill
to generate faces in geometry opening.
Mirror Edge Loops With Bevel
- Create a centered edge loop (
CTRL
+R
). - While it is still selected, bevel (
CTRL
+B
) to move the edge loop out and mirror.
Bevel With Clamp Overlap
In using the Bevel
(CTRL
+ B
) with Clamp Overlap enabled, the resulting vertices that are overlapped are not merged, so note that they may need to be merged to mitigate potential overlapping vertex and edge issues.
Bisect Face Selection
Bisect a face selection using the Mesh
> Bisect
(also available under the Knife
tool icon). Upon creation, the bisect can be oriented and positioned before applying.
Retopology Operations
Setup & Workflow
- Enable f2 Add-on. Information noted in section below.
- Enable
Snapping
(SHIFT
+TAB
). Snap To
>Face
.- Enable
Project Individual Elements
. - Create object to serve as retopo mesh: a plane suffices.
- Select object serving as retopo mesh.
- Enable
Object Properties Tab
>Viewport Display
>In Front
. - This is to have the retopo mesh on top of the high-poly mesh. It is much more effective than X-ray model.
- IMPORTANT: Verify this option is disabled after retopo operations are complete.
- Navigate to the
Outliner
>Filter
(icon) and enable theSelectable
icon underRestriction Toggles
. - This enables objects to be defined as selectable or not in the
Outliner
. - Disable selection (arrow icon) for the high-poly mesh in the
Outliner
. - This locks the object from being selected during retopo operations.
- In
Modifier
panel, add the following modifiers: Deform
>Shrinkwrap
- For
Target
, select the high-poly mesh object from the drop-down options. If object is not already set to non-selectable, then eyedropper icon can be used to select the high-poly mesh object. - This conforms retopo operations, such as new edge loops to the high-poly mesh.
Generate
>Mirror
(For use with symmetric retopo operations)- Enable
Clipping
. - This aligns retopo mesh at the mirror plane in such a way that it cleanly joins mirrored mesh.
- If necessary,
Merge
option can be adjusted to refine vertices merging at mirror plane. - Set a material for the retopo mesh in the Material panel for clarity between underlying high-poly mesh and new retopo mesh.
Viewport Display
>Color
- This is the color to define the retopo mesh in the viewport.
- IMPORTANT: Once retopo operations are complete, verify that
Object Properties Tab
>Viewport Display
>In Front
is disabled.
f2 Add-on
This is a built-in add-on that "Extends the 'Make Edge/Face' functionality." Note that it is not enabled by default.
Edit
>Preferences
Search
:f2
Sculpting Workspace Management
User Interface
Brush Menu
Drag sculpting brush menu to view all brushes and names.
Brush Settings
Advanced
Front Faces Only
Enable to affect only vertices facing the viewer. This can help to prevent collapsing of the mesh on itself.
Dyntopo
Similar to Sculptris Pro
in ZBrush.
Detail Size
The smaller this value, the higher the resolution.
Detailing
Relative Detail
- This is the default setting that is relative to the brush and detail size.
Constant Detail
- Constant setting relative to world space.
Remesh
Similar to Dynamesh
in ZBrush.
Verify Dyntopo
is not enabled to utilize Remesh
.
Voxel Size
The smaller the size, the higher the resolution when Remesh
is enacted.
Symmetry
Mirror/Radial
Options available for each of the 3 axes.
Modifiers
Multiresolution (Subdivision Levels)
The Multiresolution modifier can be enabled to apply subdivision levels throughout the mesh to be sculpted. Reference the link for more information about the modifier.
The following shows the Multiresolution
Modifier enacted to enable high resolution sculpting with a tablet and pressure sensitivity.
Brushes
Blender Brush | ZBrush Equivalent | Notes | Favorite | Hotkey |
---|---|---|---|---|
Draw | Default Standard | |||
Clay | ||||
Clay Strips | Clay Buildup | Increase brush |
| |
Inflate | Inflate | |||
Crease | Pinch |
| ||
Flatten | Trim Dynamic |
| ||
Scrape | Trim Dynamic | Similar to Flatten | ||
Grab | Move |
| ||
Elastic Deform | Move Elastic | Sort of like a soft transform | ||
Snake Hook | Snake Hook | |||
Smooth | Smooth | Default |
|
Tablet Settings
Wacom Cintiq
The use of a tablet is a good solution for sculpting in Blender. The following settings work well for my tablet, which I use in tandem with a keyboard solely for sculpting. All other operations are with the use of a keyboard and mouse.
Within Blender, I have both Radius
(F
) and Strength
(SHIFT
+ F
) linked to the tablet pressure sensitivity by enabling the table icons to the right of each parameter, as shown below.
Rigging
Settings
Display In Front
For objects occluded by other objects in the 3D view, Object Properties
> Viewport Display
> In Front
can be enabled for visual clarity.
Local Axis Display
To display the local axis for each bone in an armature, select the armature object, then navigate to Object Data Properties
> Viewport Display
> Axes
. This differs from displaying the object's own axis, which is accessed via Object Properties
> Viewport Display
> Axis
. Note that with armatures, its Object Data Properties
> Viewport Display
also includes the option to display In Front
.
Armature
Reset Bone Alignment
Select bone/s to reset alignment, or all bones, followed by ALT
+ R
to reset them.
Parent Mesh To Armature
Parent mesh to armature with CTRL
+ P
and select from the available options, such as Automatic Weights
.
Access Weight Paint With Armature Control
To access Weight Paint
mode while maintaining access to bone selection and controls, select armature and mesh, then access Weight Paint
mode. Within Weight Paint
mode, select bones with CTRL
+ LMB
.
Naming Convention
General
Attempting to name a bone with the same name as an existing bone will result in the current bone being named with a suffix of .001.
Mirrored Bones
Suffix matching pairs .L
and .R
(note the dot before each capitalized letter). Other conventions are noted as available in the following reference link.
Reference: https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/naming.html
Animation Settings
Frame Properties
Navigate to Output Properties
(panel) > Dimensions
to specify the frame properties, including Frame Start
, End
, Step
, and Frame Rate
.
Keyframe Operations
Set Keyframes
Duplicate Keyframes
Select keyframe, duplicate (SHIFT
+ D
) and drag to new time.
Keyframe Properties
Adjust keyframe interpolation (T) and handle types (V) in the Graph Editor, using the many available options.
Exporting geo and animation for import into game engine as FBX will automatically crop animation timeline to last keyframe regardless of length of timeline in Blender file.
Misc Strategies
Shape Keys
When exported as an FBX file, these shape keys (morph targets) can be accessible in the respective game engine, such as UE (Morph Target Import To UE).
UV Mapping
Preface
Mesh Prep
Verify that the mesh intended to be UV mapped does not have any active modifiers that would adversely impact the UV mapping process. These could include modifiers such as Mirror
, Subdivision Surface
.
UV Edits
Select Islands (Shells)
In the UV Editor
, enable the UV Selection Mode
: Island
icon at the top left corner.
Another option is to hover the mouse cursor over an island and click L
to select the island.
Align Shell
Select an edge intended to aligned either horizontally or vertically.
Tex Tools
(N
) > Align Edge
Display UV Stretch
Access the Overlays
icon at the top right corner of the UV Editor
.
UV Editing
> Display Stretch
Options include by Angle
or Area
.
Split & Stitch
Select edges to split along followed by Split Selection
(ALT
+ M
).
Select edges to stitch along, followed by Stitch Selection
(ALT
+ V
).
Edge Peel Tubes
For tube-like geometry, select edge loop to serve as seam.
In UV Editor
, Tex Tools
(N
) > Edge Peel
This is only really beneficial with tube-like geometry.
Transfer/Apply Texel Density
Input specified texel density in UV Editor
> Tex Tools
> Texel
numeric field.
Or use eyedropper icon next to Texel
numeric field to acquire texel density from selected object.
- This stores the texel density value in the numeric field.
Select object that is intended to acquire the specified texel density, then select UV Editor
> Tex Tools
> Apply
.
Texturing
Normals
- Normal format used by Blender is OpenGL.
- Substance Designer
Normal (node) > Normal Format
> OpenGL
Modifiers
Overview
Modifiers are reliant on an object's pivot point.
Apply Modifier
In the drop-down arrow icon for each modifier is the option to apply the modifier and its current parameter settings to the object. This will integrate the modifier into the object's geometry and remove the modifier from the Modifier Stack
.
Generate
Solidify
Thickness
Set to specify thickness for a selected surface/s.
Multiresolution
Level Viewport, Sculpt & Render
Note the mode that is currently active (Object, Sculpt). Subdivisions may show in Sculpt Mode
, but not in Object Mode
if Level Viewport
is set to 0 or a different subdivision level than what is defined in the Sculpt
parameter.
Sculpt
- Specifically targets the visualization of the specified subdivision level when in
Sculpt Mode
.
Subdivision
Delete Higher
- Deletes subdivision levels higher than the currently visible subdivision level specified in the
Sculpt
parameter.
Subdivision Surface
Levels Viewport & Render
Verify that the appropriate value is set for each or both parameters, specifically when intending to Render
at a different subdivision level than what is set for the Levels Viewport
parameter.
Deform
Lattice
Setup
This modifier requires that a Lattice
object be input into the Object
parameter to be used.
- Create a
Lattice
object (SHIFT
+A
) and size to encapsulate the intended object. - In the
Object Data Properties
panel for theLattice
object, specify theResolution
of the lattice. - Select the object to be modified and add a
Lattice
modifier. - For the
Object
parameter in the modifier, use the eyedropper to select the intendedLattice
object. - The
Lattice
object can now be manually edited (inEdit
mode), functioning as a lattice (cage) for the object to which theLattice
modifier was applied.
Physics
Cloth
Sample Workflow
- Mesh Preparation
- Even distribution of faces throughout mesh.
Subdivision
Modifier- Set to
Simple
to preserve creases. Cloth
Modifier- Increase
Vertex Mass
andPressure
. - Set
Collision Collection
to collection intended to collider with cloth object. - Collision objects in this
Collision Collection
need to haveCollision
Modifiers applied to them. - Play animation (
SHIFT
+SPACE
) to run cloth simulation.
On This Page
- Camera Operations
- Lock Camera View & Transform
- Geometry Operations
- Object/Edit Modes
- Edit Multiple Parameters Simultaneously
- Transformation Strategies
- Quick Axis Lock
- 2-Axes Lock
- Global To Local Transform Orientation
- Set Custom Object Pivot
- Custom Transform Orientation
- Selection Strategies
- Selection Management
- Select All Along Shortest Path
- Select Sharp Edges
- Checker Pattern
- Random
- Selection & Back-face Culling
- View Crop Selection
- Mirror Selection
- Geometry Operations
- Resolve Duplicate Extrusions
- Fill & Grid Fill (Faces)
- Mirror Edge Loops With Bevel
- Bevel With Clamp Overlap
- Bisect Face Selection
- Retopology Operations
- Setup & Workflow
- f2 Add-on
- Sculpting Workspace Management
- User Interface
- Brush Menu
- Brush Settings
- Advanced
- Front Faces Only
- Dyntopo
- Detail Size
- Detailing
- Remesh
- Voxel Size
- Symmetry
- Mirror/Radial
- Modifiers
- Multiresolution (Subdivision Levels)
- Brushes
- Tablet Settings
- Wacom Cintiq
- Rigging
- Settings
- Display In Front
- Local Axis Display
- Armature
- Reset Bone Alignment
- Parent Mesh To Armature
- Access Weight Paint With Armature Control
- Naming Convention
- General
- Mirrored Bones
- Animation Settings
- Frame Properties
- Keyframe Operations
- Set Keyframes
- Duplicate Keyframes
- Keyframe Properties
- Misc Strategies
- Shape Keys
- UV Mapping
- Preface
- Mesh Prep
- UV Edits
- Select Islands (Shells)
- Align Shell
- Display UV Stretch
- Split & Stitch
- Edge Peel Tubes
- Transfer/Apply Texel Density
- Texturing
- Normals
- Modifiers
- Overview
- Apply Modifier
- Generate
- Solidify
- Thickness
- Multiresolution
- Level Viewport, Sculpt & Render
- Subdivision
- Subdivision Surface
- Levels Viewport & Render
- Deform
- Lattice
- Setup
- Physics
- Cloth
- Sample Workflow