Blender 2.79 Tutorial

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Blender 2.

79 tutorial pdf

Blender 2.79 tutorial pdf download. Tutorial blender 2.79 español pdf. Blender tips for beginners. How to use blender 2.79. Blender 2.79 tutorial beginner pdf.

You can either remove/delete previous version or keep it (just don’t mix them or overwrite parts). Settings, preferences, startup… are kept safe - located in Roaming folder. For example, you DL .zip file & extract to Desktop. When you firs run it, a folder is created: “c:\Users\Username\AppData\Roaming\Blender Foundation\Blender\2.80” Next, you
just want to upgrade. So you simply delete ‘older’ folder from your Desktop and extract a new one (or have as many, wherever you want).
That’s it. PS All iterations of same Blender versions will read from the same Roaming folder unless you create/make a folder named ‘config’ in Blender “root/#version (ie. 2.80)” folder Blender 2.79 packs a bunch of new add-ons that greatly expand Blender’s functionality, allowing you to create architectural environments using parametric windows
and walls, to make beautiful skies, or even meta-rigs to animate cats and horses! Full list of new add-ons: Dynamic Sky, Archipack, Magic UV, Mesh Edit Tools, Skinify, Display Tools, Brush Menus, Btrace, Is Key Free, Turnaround Camera, Auto Mirror, Camera Rigs, Snap Utils Line, Add Advanced Objects, Export Paper Model, Kinoraw Tools, Stored
Views, Render Clay, Auto Tracker, Refine Tracking Solution, Materials Library VX, Mesh Tissue, Cell Fracture Crack It. Several add-ons were updated as well, including Collada, POV-Ray, OBJ, Rigify, Ant Landscape, Add Curve Extra Objects, Viewport Pie Menus, Blender ID, Node Wrangler. The indie market for Blender creators Level: Beginner or
advancedAudience: The complete Blender Guide is intended for all future users wishing to familiarize themselves with the software or the professional wishing to update their knowledge. From the freelance graphic designer to the company wanting to evolve towards free software, Blender will be an indispensable asset for your graphic design
career.Prerequisites: Good knowledge of the computer tool. The basics in 3d will be a plus but are not mandatory.Objectives: Discover the software as a whole to integrate it into its workflow. Apprehend the interface and keyboard shortcuts for better efficiency.
Get polygon modeling, animation and rendering basics. Explore the more advanced features of Blender, compositing, digital sculpture, 3d printing, video game creation.Educational resources: Blender trainer certified by the Blender foundation, who has been practicing for many years in the field of 3D. Course support and case studies.Chapter 1
discovering Blender1.1 Introduction1.2-Interface presentation 1.3-Interface customization1.4-3D view navigation1.5-Blender Configuration Chapter 2 Object Mode2.1-The object mode menu bar2.3-Other objects presentation2.4-Basic manipulations2.5-Objects relations2.6-Use of constraints 2.7-The BoolTool and boolean operations2.8-Simple
modeling exercises from primitive cup, lamp, desk, usb key Chapter 3 edit mode3.1-Presentation, notion of vertice, edge, face3.2-Selection tools3.3-The extrusion3.4-Modeling tools in edit mode3.5-The proportional editing3.6-The snapping3.7-The looptool addon3.8-9-10Basic modeling exercises in edit mode Cup, bottle of shampoo headphone3.11–
12-13-14 Model a robot with reference image Chapter 4 modifiers4.1-Introducing non-destructive modifiers4.2-Presentation and use of the main modifiers 4.3-Presentation and use of the main modifiers 4.4-Examples of typical modelizations with modifiers chain 4.5-Examples of typical modelizations with modifiers sofa 4.6-Examples of typical
modelizations with modifiers bottle4.7-Examples of typical modelizations with modifiers plant Chapter 5 Béziers Curves5.1-General overview5.2-Curves in Edit mode5.3-Specific features of Curves5.4-Modelling with curves and hooks5.5-Import .svg from other softwares5.6-The text object 5.7-Exercise: Creation of a 3D logo from a 2D image. Chapter
6 Cycles Render Engine 6.1-Render engine introduction6.2-General Settings 6.3-Node system, addon node wrangler6.4-Shaders presentation6.5-Specific shaders creation6.6-Camera settings6.7-The PBR shaders Addon6.8-Use on our robot Chapter 7 World and Lighting7.1-The world panel7.2-Using HDRI maps 7.3-Lighting and different types of
lamps 7.4-Exercise-Studio-creation7.5-Tips with HDRI maps-Easyhdri-FilmicChapter 8 UV Mapping Texture Paint and Baking8.1-Unwrap Techniques8.2-Edition of islands8.3-Unwrap the mug8.4-Unwrap the robot8.5-Texture paint mode, tools presentation8.6-Using an image texture as brush 8.7-Image projection in stencil mode 8.8-Using Line and
Curve Strokes8.9-Baking in cycles, use with the robotChapter 9 The sculpt mode9.1-Sculpt mode presentation and interface configuration9.2-Tools presentation9.3-Multiresolution Modifier9.4-Basic sculpture techniques9.5-The liberty of dynamic topology9.6-Timelapse Sculpture of a werewolf bust9.7-Using textures for details9.8-Retopology tools in
Blender 9.9-Retopology of werewolf bust timelapseChapter 10 The Armatures10.1-Armature presentation and visualization10.2-Bones management, layer system10.3-Armatures in Edit Mode10.4-The pose mode 10.5-Parenting, organic or mechanical object 10.6-Bone constraints10.7-Exercise: Rigging an humanoid10.8-Exercise: Rigging our
Robot Chapter 11 The animation in blender11.1-Configuration and principles of key insertion11.2-Dedicated interface11.3-Shapekeys11.4-Separate location scale and rotation keys-Animation of a ball 11.5-Everything is animatable11.6-Exercice-Creation of a turnaround system11.6-Exercise-creation of a title animation11.7-Exercise-Creating a walking
cycle Chapter 12 Simulations12.1-Introduction to simulations12.2-Rigid bodies simulations12.3-Smoke simulation 12.4-Cloth simulation12.5-Fluid simulations 12.6-Dynamic particle system 12.7-Static particles Chapter 13 Compositing13.1-presentation of compositing-Node system concept13.2-Main nodes presentation13.3-Exercice - creating a
vignette- adding a watermark13.4-Exercice - use of passes-add a glow effect 13.5-Example of use- Inlay of a 3d object into an photography The awesome turn animation has been made by MaidenMasher. Content of the release face model from the game custom body proportions, resembling the canon ones Cycles ready Eevee ready with dedicated
shaders (all my preview pictures and videos are made with Eevee) tons of customization body morphs, emotions corrective shape keys for extreme poses, plus tweak bones two original outfits tons of additional new outfits MustardUI 0.22 (users can now modifiy it, without writing a single line of Python code) physics implemented for breasts and
bottom poses are available to use Requirements Blender >= 3.3.0 Diffeomorphic add-on rough minimum PC requirements: GPU >= 4GB VRAM, RAM > 4Gb, CPU with >= 2GHz 4 cores (disabling external morphs, the model might be less demanding) Instructions only Blender >= 3.0.0 is supported. With previous versions, Blender might crash! install
the add-on Diffeomorphic, with the version provided on this page or from the official website ( . You don't need to set Diffeomorphic settings up if you don't want to. But at least be sure to have Diffeomorphic installed and enabled before opening the file! To prevent damaged emotions and morphs, the UI will not show the morphs if Diffeomorphic is
not correctly enabled. I'm working on a stand-alone version, that doesn't need diffeomorphic to be installed, but for the moment please install this addon (that is also a great addon with a lot of useful functions). all the settings are available in the MustardUI (press N in the viewport and search for the MustardUI tab on the far right). You can tweak the
skin options, enable the outfits, enable the physics, etc.. Check the full tutorial if something is not intuitive. Moreover in the UI you can find some pre-made emotions. You can also enable the Face (details) layer in the Armature panel of MustardUI: some additional facial bones will appear to tweak the emotion or make a new one. additional retargeting
tools for MHX rigs can be found on: some bones to tweak the torso, legs and arms poses are also available, and can be enabled in the Armature section of MustardUI (Tweak and Extra.L/Extra.R layers) do not delete drivers unless you know what you are doing! Doing that might break functionalities. The driven shape-keys and properties can be
controlled by MustardUI. If you are unsure, please contact me. for Eevee users, enable Screen Space Reflections, and inside that panel also enable Refraction and disable Half Res Trace. Failing to do this might create artifacts in the eyes rendering.
I also highly suggest to enable Ambient Occlusion. for Cycles users, in the Light Paths panel, increase the number of Transparency Max Bounces to 16 or higher. Failing to do this might create artifacts in the hair rendering. The model use Corrective Smooth/Shrinkwrap modifiers. If you find some odd clipping/behaviour while posing the model, try to
disable them in the UI. some poses/actions might be available, but they support FK. To switch to FK or/and snap to IK, use the operators in the Armature tab of the UI (Diffeomorphic 1.5.1), or the MHX panel (1.6). More informations about this are in the IK/FK note below. the Physics can be enabled directly on the UI, for breasts and bottom. I tried to
expose some properties (like jiggleness, inertia, etc..), let me know how it works! if you have any problem or you have poor performance in viewport, try to check Instructions or the FAQ. If you can't find the solution to your problem, or you would like to report a bug, you can contact me (contacts at the end). if the genital bones are broken (a part is
outside the body), firstly check that Diffeomorphic is correctly installed (check the Morph tab in the UI, if Diffeomorphic is not installed there will be an error).
If it's installed, clean the pose enabling Maintenance mode in my UI, and using the Clear Pose button in the Morphs panel. Otherwise try to use the Diffeomorphic function. Note on performance Be aware about the performance. I tried to delete as much as possible useless stuffs to give you the cleanest version I could make, but the big amount of
correctives can really slow down the model especially on old PCs. Unfortunately this is a combined problem of how Blender manage shape keys/drivers, and how they are stored and called by the Diffeomorphic addon (which again, should be installed!).
If you experience any slowdown, check the video in the model. The steps can be summarized as: If the above don't help, you can also try to delete the Morphs you don't use after you set up your preferred body shape, as well as the Emotions you don't use. Note that with this option, the morphs will be permanently removed from the model. There are
two ways which give similar results: from MustardUI, follow the image instructions at this link; open the DAZ Import tab (press N in Viewport, selecting the armature), go in the Advanced Setup -> Morphs -> Remove Custom Morphs. Select all the morphs except the ones needed, and this will immediatly boost the viewport FPS. Finally (thanks to
Iognos), if you are having issues with the model freezing every few minutes you can change or disable blender autosaving feature. Go to Blender settings, in Edit -> Preferences -> Save&Load-> Autosave-> change from 2 to something higher like 10 or disable it entirely.
This happens because the file is quite big and blender takes too much time to save it on slow storage units. Note on IK/FK You have two options, depending on which version of Diffeomorphic you have: if 1.6, find the MHX panel in viewport (press N in Viewport). Note that this panel will appear if you also installed , which is provided in the 1.6 package
but not in the bitbucket repository download. if 1.5.1, you can find it in my UI script. I know it might be confusing, but from 1.5.1 to 1.6 the MHX support has been moved from Diffeomorphic to a new addon (MHX runtime system above). Therefore from 1.6 we have a dedicated panel, and I decided not to add the same operators again in the
MustardUI. Note on Face shape The mesh used for this model is exactly the same as in game, but with perfect quads topology (so no more insane amount of time to compute subdivision or issues with bendings). However, the materials used are a bit more sophisticated that the ones in game, plus there are some additional features that are not
available in in-game models. Note that only since version 3 (25/08/2021), the eyelashes and eye textures from the games has been implemented. If you find the face "not so young" is because the ambient occlusion is acting on the part near the eyes (at least I found that to be the most notable effect that might change the model from the game one).
However, in the Body properties tab of MustardUI you can find a Smooth Face shape key, that can help to remove this effect. In addition, you can tweak the Ambient Occlusion in the skin settings (default 0.8) to decrease this effect even further. Final Notes Credits Changelog Version 9 (03/07/2022) - textures are not changed changed genitals shader
changed nipples shape reworked micro normals (thanks to coderestricted), this should fix problems at UV seams fixed model auto-smooth and custom normals, it should now be compatible with GPU subdivision fixed corrupted custom properties fixed particle hair instances being affected by forces and gravity fixed hair weights fixed MustardUI not
working in Blender 3.2 updated MustardUI to 0.23.1 Note: this version is compatible with Blender >=3.2 only. Note: this is the last update for Tifa (except serious bugs), as a new model will be released soon.

Check the website for more informations: Version 8.1 (28/01/2022) - textures are changed changed lips map texture (thanks to Sinet) fixed some naming issues updated MustardUI to 0.22.2 Note: from this version, all Diffeomorphic versions should be compatible (even if downloaded from BitBucket), and the morphs should now work properly also if
the model is appended in another file. Version 8 (23/01/2022) - textures are changed reworked eyes shader and textures added new face mesh fixes to better match game model (one of this has been made by Maiden Masher, who I really thank for the help) added eyelashes length in advanced settings upper eyelid can now move eyelids up fixed hair
position and shape fixed reflections on eyes fixed lips roughness at borders fixed SSS in eye socket (thanks to Ero3DLight) fixed eyebrows controller, now it can also be rotated upwards fixed errors in the short hair B rig other small bug fixes tentative fix for a rare error that might decrease compositor performance (thanks to Auxtasy) removed all old
eyes shaders (the option in the UI to go back to previous shaders has been removed) updated MustardUI to 0.22.1 (with light version generator tool) Older changelog on my webpage

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