Tips from Lynda 2015 tutorial (Ross, 2015)
Setup
- Always set up the project folder correctly to maintain links (textures stored in different folders)
- Download help documentation as internet is unreliable
- Convert local files paths to relative - wont store entire path address, only what folder it is inside inside the project - links will maintain if you rename or move
UI
- Drag off parts of the UI and close using the 'x' cancel button to get rid of them
- Views - ViewCube - untick 'Show the ViewCube' if it gets in the way
- Right clicking snap tools opens up grid and snap settings, increase perspective view grid extent to make the grid bigger
- Grid colours - customise ui, drop down grids and change intensity
Hotkeys
- Alt middle mouse achieves the same effect as dragging the mouse around the view cube. Rotates around an object if one is selected
- Alt W maximises selected view port
- Tab and number keys allows the different axis to be cycled through and a specific number to be input when moving, rotating or scaling
- W selects move object mode
- E selects rotate object mode
- R selects scale object mode
- Q activates select object mode
- Z to dolly in one object (like zoom but doesn't change field of view, just moves camera)
- F3 toggle between realistic and rendered
- F4 enables edged faces - shows polygons on top of selected shading mode
- Shift Z will undo view port changes
General
- Objects should have uniform scale, change in parameters in modify tab not using scale tool
- Right click move rotation or scale and a window to open pop up to type in transform values
- Shaded mode reduces performances issue (no shadow or lighting)
- Right click on menu bar to activate 'View ports layout menu' bar and use arrow to add a layout to the presets
- Creating objects to be used to cut away shapes can be moved and scaled accurately on the 'x' and 'y' axis, but must be moved by hand on the 'z' axis
- Creating angled walls is easily achieved with 'bridge' tool
- Vertex snapping when using autogrid on the surface of another object is the easiest mode to make sure the surface of the shape is fully matched
Having completed a number of exercises and tutorials, I have returned to the design of my models. I have taken technical drawings for each and drawn over them the primitive shapes I plan to use.
Drawings found at: http://starwars.wikia.com/wiki/Category:Technical_drawing_images |
Drawings found at http://starwars.wikia.com/wiki/Category:Technical_drawing_images |
http://starwars.wikia.com/wiki/Category:Technical_drawing_images |
Key
- Red: Cube
- Green: Cube with edited geometry (e.g. extruded or moved faces for trapezium on AT-AT body)
- Yellow: Cylinder(s)
- Orange: Tubes (Halved with boolean subtraction for AT-AT horseshoe shape near foot)
- Purple: Tubes/cylinders
- Pink: Capsule
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