B05- Introduction to Blender
Most of the 3D graphics softwares share the same fundamentals. e.g. the ‘co-ordinate system’. Typically, the ‘Cartesian’ graph method is used for it.
Q: Yes, we did talk about it previously. But it skipped off of my head.
Then we will see it from very basic. So that it would not become a barrier, in future.
When we think about the graph system, we quickly imagine the graph paper. You must have drawn figures on it in school. As you know the graph has axes called the X and Y axis. Now, considering a point in space as our imaginary central point, we can take its (X,Y) coordinates to be (0,0). Like the origin of the graph paper. Whenever we draw something on the graph, we always calculate the dimensions from the (0,0) point.
As we discussed in one of the earlier post (in Vol. 1 Part 7), Points define line.
In the same way, points and lines define the surface.
So are we clear up to this point?
Q: Yes, its clear.
Now lets imagine, such a graph but in 3 dimensions. Along with the usual X and Y axes, the Z axis is also considered here. When many surfaces gets combined we get a solid 3D form or object. Because it is 3 dimensional, we can see it from all around.
Q: Wow, thats amazing…
In 3D softwares, the objects are made using such primary shapes. Lets say we have to make a car, then by using the tools in the 3D software we can make it like this.
Naturally, the softwares provide us many tools and facilities for this. Now just for fun, try to imagine such a software. It will be like this. It will of course have an area to work out the 3D model. We can view it. May be it will have some buttons and tools around it.
This is called the interface of a software. All the 3D softwares look more or less the same. Blender, the software which we will be using, also looks very similar. It also has similar sections. The central section for viewing the 2D model is called the ‘Viewport’. Most of our work will be done in this section. On the top area, there is the main menu often used for saving and opening the files. On the right side, there is a section which shows a list of models in the file and just below that there is a section full of options and tools. At the very bottom, we have a Timeline, used in animation and few more buttons.
All in all, Blender looks like this. The car 3D model, we discussed earlier, is seen in blender like this. We can use mouse to see around the model, in the central viewport. We can look from very close or can zoom out. Keyboard can be used to work with the tools. We can see the model from front view, side view or top view.
In-fact, this is the very difference between a 3D model and a sketch. Once you become familiar with the interface and the sections, you can very easily use it. We will see how we can actually use blender, in our next post. In this volume, we will learn blender to make models and to animate them. This is like the pre-production. You can then use blender easily for our ‘Tingu’ film’s production.
See you next time. Till then, please do like our Facebook page and share it with our friends.