Modeling a Plane

Blender.

Practical Learning: Modeling the Drum Body

  1. Start Blender
  2. Click the default cube to select it
  3. Press Delete to remove the cube
  4. On the menu bar of the 3D Viewport, click Add -> Mesh -> Circle
  5. In the bottom-left section of the 3D Viewport, click Add Circle to expand its window
  6. In the Add Circle window, change the following values:
    Vertices:  48
    Fill Type: Nothing

    Modeling Windows

  7. On the top menu, click Modeling
  8. On the menu bar of the 3D Viewport, click the Vertex button Vertex.
    To extrude, press E
  9. To extrude up, press Z
  10. To specify the height, type 2 and press Enter:

    Modeling Windows

  11. On the Blender menu, click Layout
  12. In the Outliner, double-click Circle to edit it
  13. Type Drum-Body and press Enter
  14. In the Properties window, click the Modifiers button Vertex
  15. Click Add Modifier and click Solidify
  16. Change the Thickness value to 0.05
  17. Click the arrow button of the Solidy text box and click Apply
  18. In the Modifiers section of the Properties window, click Add Modifier -> Subdivision Surface
  19. Set the Levels Viewport to 2

    Modeling a Drum Body

  20. On the Blender menu, click Modeling:

    Modeling a Drum Body

  21. Position the mouse on the cylinder
  22. Press Ctrl + R, make sure you get a horizontal cut, and click to confirm
  23. Move the line to the bottom section of the cylinder and click

    Modeling a Drum Body

  24. Press Ctrl + R, make sure you get a horizontal cut, and click to confirm
  25. Move the line just above the top border and click
  26. Position the mouse on the cylinder
  27. Press Ctrl + R, make sure you get a horizontal cut, and click to confirm
  28. Move the line to the top section of the cylinder and click

    Modeling a Drum Body

  29. Move the cylinder so you can see its interior
  30. Position the mouse inside the cylinder
  31. Press Ctrl + R and make sure you get a horizontal cut inside the cylinder, and click the confirm
  32. Move the line to the top interior section of the cylinder and click:

    Modeling a Drum

  33. Position the mouse inside the cylinder
  34. Press Ctrl + R and make sure you get a horizontal cut inside the cylinder, and click the confirm
  35. Move the line to the bottom interior section of the cylinder and click:

    Modeling a Drum

  36. On the top menu of Blender, click Layout
  37. Right-click the cylinder and click Shade Smooth

    Modeling a Drum Body

Practical LearningPractical Learning: Creating the Beating Rim

  1. On the top menu, click Add -> Mesh -> Circle
  2. In the Add Circle dialog box, change the following values:
    Vertices:     48
    Radius:       1.035
    Fill Type:    N-gon
    Location - Z: 2.005

    Modeling a Picnic Table

  3. In the Properties window, click the Object button Vertex
  4. Type Skin-Cover and press Enter
  5. On the top menu of Blender, click Modeling

    Modeling a Drum

  6. On the menu bar of the 3D Viewport, make sure the Vertex button is selected (if not, click it Vertex).
    To extrude, press E, and press Enter
  7. To move the new limit, press S, type 1.015 and press Enter
  8. To move the new limit, press G
  9. To move vertically, press Z
  10. Type -0.015 and press Enter

    Modeling a Drum

  11. To start another down-move, press E and press Enter
  12. To move down, press G and press Z
  13. Type -0.35 and press Enter

    Modeling a Drum

  14. Move the cylinder so you can see its interior from bottom
  15. Make sure the lower face of the previously created cylinder is selected (if not, click the Face button Face and click the lower base of the top cylinder).
    Press Delete
  16. On the menu that appears, click Faces

    Modeling a Wall

  17. On the top menu of Blender, click Layout
  18. In the Modifiers tab of the Properties window, click Add Modifier -> Generate -> Solidify

    Modeling a Drum

  19. Accept all defaults (the thickness is 0.01).
    Click Apply
  20. In the Modifier tab of the Properties window, click Add Modifier and click Subdivision Surface
  21. Set the Viewport to 2
  22. On the top Blender menu, click Modeling
  23. Position the mouse in the work area and press Ctrl + R
  24. Make sure you get a horizontal cut, and click to confirm
  25. Move the line to the top section of the cylinder and click

    Modeling a Drum

  26. Press Ctrl + R, make sure you get a horizontal cut, and click to confirm
  27. Move the line just above the bottom border and click

    Modeling a Drum

  28. On the menu bar of the 3D Viewport, make sure the Vertex Select button is selected (if not, click it Vertex)
  29. Press and hold Alt
  30. Click one of the top vertices to select the top face
  31. Release Alt

    Modeling a Drum

  32. Press E to extrude and press Enter
  33. Press S and move the mouse to somewhere close to the center:

    Modeling a Drum

  34. Then release the mouse

    Modeling a Wall

  35. On the top Blender menu, click Layout
  36. In the Modifier section of the Properties window, click the arrow button of the Subdivision text box and click Apply
  37. Right-click the top cylinder and click Shade Smooth
  38. In the Properties window, click the Object button Vertex

Practical LearningPractical Learning: Modeling the Wood Supports

  1. On the menu bar of the 3D Viewport, click Add -> Mesh -> Cube
  2. In the Object section of the Properties window, click the name of the Cube.00X to select it
  3. Type Support-Beam and press Enter
  4. Still in the Properties window, change the following values:
    Location X:  0
             Y: -1.0775
             Z:  1.65
    Scale    X:  0.1
             Y:  0.035
             Z:  0.25

    Modeling a Wall

  5. On the top Blender menu, click Modeling
  6. Press Ctrl + R and make sure you get a horizontal cut on the cube
  7. Click to accept the cut
  8. Type -0.5 and press Enter

    Modeling a Drum

  9. On the menu bar of the 3D Viewport, click the Edge button Edge
  10. Click the bottom exterior border of the cube:

    Modeling a Drum

  11. Press G to move the border
  12. Press Y
  13. Type 0.035 and press Enter

    Modeling a Drum

  14. On the main menu of Blender, click Layout
  15. In the Numeric Pad, press 7 to display the top view of the cube
  16. Make sure the cube is selected.
    On the right side of the menu bar of the 3D Viewport, click Pivot Point and click 3D Cursor

    Pivot Point - 3D Cursor

  17. To make a copy of the cube, press Alt + D and press Enter
  18. To rotate the copied cube, press R
  19. Type 180 and press Enter

    Pivot Point - 3D Cursor

  20. While the new cube is still selected, press and hold Shift
  21. Click the first cube to select both
  22. Release Shift

    Modeling a Drum

  23. To copy the cubes, press Alt + D and press Enter
  24. To move the new cubes, press R
  25. Type 90 and press Enter
  26. While the new cubes are selected, press and hold Shift
  27. Click each of the other two cubes
  28. Release Shift

    Modeling a Wall

  29. Press Alt + D and press Enter
  30. Press R
  31. Type 22.5 and press Enter
  32. Press Alt + D and press Enter
  33. Press R
  34. Type 22.5 and press Enter
  35. Press Alt + D and press Enter
  36. Press R
  37. Type 22.5 and press Enter

    Modeling a Wall

    Modeling a Wall

Practical LearningPractical Learning: Modeling the Support Holders

  1. On the menu of the 3D Viewport, click Add -> Mesh -> Torus
  2. In the Add Torus window, change the following values:
    Minor Segments: 24
    Major Radius:   1.12
    Minor Radius:   0.01
    Location   - Z: 1.825

    Modeling a Drum

  3. Position the mouse in the 3D Viewport area, press Alt + D, and press Enter
  4. In the Object section of the Properties window, change the following values:
    Location - Z: 1.55
    Scale    - X: 0.98
    	         Y: 0.98
               Z: 0.98

    Modeling a Drum

  5. Press Alt + A to make sure nothing is selected

Practical LearningPractical Learning: Creating the Materials

  1. On the main menu, click Shading
  2. In the Outliner, click Drum-Body
  3. On the menu bar of the Shader Editor, click the New button
  4. Click the color button of Base Color
  5. Click the RGB button and change the values as follows:
    R: 0.435
    G: 0.185
    B: 0.05
  6. Click Emission to expand it and change the values as follows:
    R: 0.020
    G: 0.015
    B: 0.015

    Modeling a Drum

  7. In the menu bar of the Shader Editor, click Add -> Texture -> Wave Texture
  8. In the Wave Texture window, change the following values:
    Saw
    Distortion: -50
  9. From the Wave Texture window, drag Fac and drop it on Metallic in the Principled BSDF window

    Modeling a Drum

  10. On the menu bar of the Shader Editor, Click Add -> Vector -> Mapping
  11. In the Mapping window, change the following value:
    Scale - X: 5
  12. From the Mapping window, drag Vector and drop it on Scale in the Wave Texture window
  13. On the menu bar of the Shader Editor, click Add -> Input -> Texture Coordinate
  14. From the Texture Coordinate window, drag Object and drop it on Vector in the Mapping window

    Modeling a Drum

  15. In the Outliner, click Skin-Cover
  16. On the menu bar of the Shader Editor, click the New button
  17. In the Principled BSDF window, click the button of the Emission node and change the RGB values as follows:
    R: 0.25
    G: 0.15
    B: 0.05
  18. On the menu bar of the Shader Editor, click Add -> Texture -> Noise Texture
  19. From the Noise Texture, drag Fac and drop it on Base Color in the Principled BSDF window

    Madeling a Drum

  20. In the Outliner, click one of the Support-Beam nodes
  21. On the menu bar of the Shader Editor, click the New button
  22. In the Principled BSDF window, change the RGB values of the Base Color node as follows:
    R: 0.125
    G: 0.085
    B: 0.045

    Modeling a Drum

  23. In the Outliner, click one of the Torus nodes
  24. On the menu bar of the Shader Editor, click the New button
  25. In the Principled BSDF window, click the button of the Base Color node and change the RGB values as follows:
    R: 0.255
    G: 0.155
    B: 0.015
  26. On the main menu, click Layout

    Modeling a Drum

  27. Save the project as Ñgom and close Blender

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