How to create retro 3d graphics with blender and gimp
How to create retro 3d graphics with blender and gimp
Blender: Free Program to Create 3D Graphics and Render Effects
Normally when we talk about creating images we usually refer to programs such as Photoshop or GIMP, for bitmap graphics, or Inkscape for vector graphics. However, there are also other much more advanced programs that can allow us to even create complex 3D graphics and models, such as Blender.
Blender main features
Undoubtedly, the main feature of this program is that it is a completely free software (even for business use), open source and multi-platform. Any user who wants to use it can use it regardless of its purpose.
Although it is not a particularly simple program to use, it comes standard with a wide variety of primitive geometric figures, including curves, meshes, gaps and metaballs. This will save a lot of work when working with the program. It also has dynamic simulations for soft bodies, particles and fluids, as well as a system of static particles to simulate hair and hair.
The Blender interface is very simple to understand and, in addition, fully customizable. Thus, each user can customize it according to their tastes and their needs.
Blender has a wide variety of animation tools, such as reverse kinematics, deformations, load vertices and static and dynamic particles. It is also designed for game development (their creations get along very well with the Unity engine), so we find collision detection tools and dynamic and logical recreation systems.
This software is compatible with the Python programming language. With it we can automate or control various editing tasks. In addition, the included 3D game engine can be programmed using this language as well.
When rendering, this program has several systems. For example, we can highlight its versatile internal rendering system, as well as the integration with powerful ray tracer systems, or βraytracerβ, free as kerkythea, YafRay or Yafrid.
Uses for Blender at home
And if we want to learn to master Blender we can do it. Whenever we have time and a lot of willpower, since, we repeat, it is not a simple program and hides thousands of tools and possibilities.
Formats compatible with Blender
This program has its own file format used to save all projects (.blend). However, it also has a wide variety of compatible formats, both in 2D and 3D.
We can also use Blender together with GIMP to create animated GIF images.
Supported 3D formats to import and export projects:
Also, through certain scripts, it is possible to export projects to other formats that are not officially supported.
Download Blender
Blender is a completely free and open source software. To download it, all we have to do is access the following link where we will find the version corresponding to our operating system. In the case of Windows, in addition, we can download a portable version to be able to use it without installing it on the hard disk.
Minimum requirements
Despite being a fairly complex program, the minimum requirements to use this software are not very crazy. What we must accomplish, at a minimum, is:
Of course, we must bear in mind that 3D rendering and processing consume a lot of resources. Especially CPU, RAM and graphics. Therefore, it is advisable to have at least 8 GB of RAM, a 4-core and 64-bit processor and a powerful new generation graphics card with 1 GB of graphics memory capable of processing the graphics as quickly as possible.
How to create 3-D logos from flat images using GIMP and Blender
Creating a three-dimensional version of a logo or corporate image can be a rather complicated endeavor, but weβre going to show you how. First of all, although there are countless paid design tools out there, you can always turn to free software to do projects like this one. In this case, weβre going to learn how to make 3-D logos from flat images using two well-known freeware programs: GIMP and Blender.
Preparing the flat image in GIMP
The first thing weβll need is the image that weβre going to use as our base. The only requirement for it is that a single color must predominate, which can be done easily using the crop and paint bucket tools in GIMP or any other 2-D image editor that you like to use. In this case, weβve used the Uptodown logo and painted it completely black. It doesnβt matter if the background is transparent or not (youβll see why here in a second).
The next step in GIMP is to export a vector image from the logo so we can import it later into the 3-D editor Blender. To do this, once weβve opened the image, weβll have to click on the Select by color button, located on the upper part of the icon grid in the toolbox. Next weβll left-click inside the logo to select the entire solid area. If the logo is formed by several different parts that arenβt connected to each other, weβll have to hold down Shift and select the rest of the pieces as well.
Extracting the flat image in Blender
So weβre finished with GIMP and now itβs time to work with Blender. The well-known 3D modelling and editing tool is enormously comprehensive, but weβre going to try to be as concise as possible in this first lesson. When we open it for the first time, weβll see in front of us a sample project with a three-dimensional cube in the center of the screen. To delete it, weβll click to select it and then press the X key on our keyboard.
To add the vector image weβve created to our screen, we click File > Import > .SVG Image and navigate to where weβve saved our image. Then weβll see a very small version of our image in the preview window. To expand it, weβll edit the scale of the object itself. To do so, weβll search in the right toolbar for the Object panel, represented by a small 3-D orange cube. Here weβll also find the Scale tool next to the rotate button, as well as the objectβs position and the three constraint axes we can transform. If the left tool column is too narrow, we can always hover our mouse over the edge and stretch it to make it wider.
Keep in mind that what we see on the screen will not be the final image that weβll export when we finish our project. To calibrate the position and the size of the logo weβll have to go to the View > Camera section. This lets us see the scene from the virtual camera included by default wth every project started in Blender from scratch. To make this process a bit easier, we can move the logo to the center of the sceneβs axes by accessing Origin > Origin to Geometry in the menu at the left of the screen. But for non-expert users it will definitely be easier to keep the default camera orientation and increase the size of the object or move it rather than to move the camera to the desired position.
Now comes the moment where we give our logo some volume. To do so, weβll go to the Data section, which sits among the icons on the same bar as the Object menu that we went to before. Once there, in the Shape sub-section, weβll click on the 2-D button (3-D will already be ticked), and see how our object βinflates.β Now weβre going to raise it upβthat is, based on the vertices of the vector image, weβre going to create a new vertical axis to give it volume.
In the Geometry sub-section weβll find the tools we need. With Extrude, weβll calibrate the logoβs height, with Depth weβll round the corners of the edges, and with Resolution weβll add greater definition to the finish.
As we make changes, we can check how the final result will come out by pressing F12 to see a renderized image of the project. You can then save that image if desired. To do so, go to Image > Save Image in the window that opens to display the renderized image. To return to the work interface, we just have press Esc.
But weβre not quite there yet, since our 3-D model is still lacking any kind of color or texture, so letβs get to it. In the Material sub-section (represented by a translucent sphere) next to the Object and Data sections that weβve already used, we can choose our color. To do so, weβll click βNew Materialβ and a palette of options will pop up for us. In Diffuse and Specular we can refine the projectβs colors to give it exactly the look we want.
Finishing touches
The possibilities obviously open up massively as you begin to discover all the different functionalities in Blender, although with this basic tour you can already start to experiment. For example, if your logo is made up of several different parts, you can import them in separate pieces to give each one a unique texture or height, treating each as a different object. Or you can place a background image instead of that sad grey background, add and modify light sources to the scene, and even record a video instead of a static image.
We obviously wonβt be able to explain all of these tricks one by one, but Blender has a comprehensive help manual, and if you look online you can find all sorts of tutorials to build on these baby steps into the world of 3-D design. So there you go. Now you have exactly what you need to make the perfect logo!
Blender Beginners Tutorial: How To Create A Solid 3d Object From An Image Using Gimp & Blender
Chipper Videos
In this video I will show you how to create a solid 3d object from an image by first creating an svg image in Gimp image editor, and than converting an svg image to a solid 3d object in Blender. Blender is a professional, free and open-source 3D computer graphics software toolset used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender’s features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, motion graphics, video editing and compositing. It also features an integrated game engine.
Thanks mate it was really useful
That’s just incredible. You’ve demonstrated how jawdroppingly brilliant Blender is.
Thank u so much for the tutorial, Old videos were made in perfect teaching way.
This tutorial is invaluable, this is such a useful skill to learn.
Please do a updated version in blender 2.81A this is so confusing for me.
I have done everything up to QxxnCgIWy3k&t=10m40s 10:40 as I canβt see the Blender Render option in my display.
Any ideas please
Using Gimp v2.10.14 and Blender 2.8.1 This tutorial still works! 👍
If everyone created Gimp videos like you do, Gimp would be easier. Thanks!
This guy is my inspiration
rendered 500 times now desktop looks like a waste paper bin.
Finally somebody who explains this in a manner that a layperson can understand! Thank you so much!
Was not looking forward to building a commonly known object from one of the mesh’s. Thank you for this!
This video solved a file formatting problem that has haunted me for years. Blender does things well that expensive 3D programs won’t do at all. This video helped me solve my file problem on my first day with Blender. Huge thanks to Chipper Videos!
That «Alt+C» command was crucial for converting the object into a model. Thank you, sir, thanks.
Great tutorial on TWO topics in one. First this video provides a great introduction to some basic UI features and techniques for navigating the Blender interface (and a little Gimp). I suffered through a different tutorial earlier as the creator used hotkey after hotkey without even mentioning them. Menu’s just popped up in the video as if from magic without even a breadcrumb trail to follow back. This instructor provides excellent directions even if you’re only starting with Blender.
Second, this is a solid and simple walkthrough to make a 3D object. He could have used an object created in Blender (like a Text object), but by using a Gimp SVG, he really delivers a powerful and reusable technique that feels like a foundational skill for anyone using Blender. Fantastic result.
Graphics Tutorials Using Blender & Gimp
Tutorials Using Blender & Gimp
Blender has been the main tool in my creative arsenal for almost 20 years and having previously written a couple of books to help others learn Blender, I have decided to put my Blenders video and animation knowledge to the test and create a video Blender training course. Hopefully it will help new users and those wanting to learn a little more about Blender get a good understanding of how to use this incredible open source creative package.
Different Angle 3D
Different Angle 3D is the YouTube Channel where my video are held online. These pages will give you a link to each video together with a timeline of the different sections of each video. The videos build your knowledge as you work through them, so it is advised to watch them in sequence as you may miss key information in later videos if you haven’t seen the previous ones.
Video Tutorials
Web Page Tutorials
Blender Books
Getting Started
The Different Angle 3D Getting Started section is made up of 8 videos totalling more thn 3.5 hours of video training. It starts with an introduction to the Different Angle 3D series and outlines what I hope to include in these videos, then goes on to walk you through the basic principles of mesh modelling in Blender and Blenders Interface.
Steel Frames & Fabrications
The Steel Frames & Fabrications section, starts the practical exercises of the tutorials. The section starts with a simple (Dutch) Hay Barn model, where you don’t have to think about accuracy, just keeping proportions right so it represents what a barn would look like in a render or video. This should give any new user an easy introduction to modelling. The section then moves into designing with precision for real world component, showing how Blenders mesh modelling can create dimensionally accurate models which can later be manufactured in a home workshop. In the series, I hope to cover steel fabrications, machined components and models for 3D printing.
Following through the tutorials below will hopefully help you prove your design ideas in 3D before committing to cutting up any real materials.
From the Default Cube to a Barn
If you would like to repeat the tutorial on your own computer, this reference image and other assets can be downloaded from >> Here
Building a Steel Stock Library
This is the first of the Blender Precision Modelling videos that shows you how to create a mesh model accurately to real world sizes. have chosen this as the first precision modelling tutorial as the different steel sections you create will be used in future videos about modelling steel fabrications.
For anyone who doesn’t want to take the excessive amount of time modelling their own steel stock profiles, I have uploaded mine to my Gumroad page and they are available for a small fee to help cover some of the costs involved in creating the video tutorials and maintaining the website.
The individual steel sections in the library are:
Subscribe to the Different Angle 3D YouTube Channel to get notifications when new videos for
this project are uploaded By clicking >> Here
The Plasma Table will be designed to real world units so the finished design can be built from elevation renders taken from the model. The steel sections used in the tutorial will be based on the standard steel profiles created in the previous Steel Stock Library.
The first 2 videos of the Plasma Table project are now online and more will follow soon.
Subscribe to the Different Angle 3D Youtube Channel to get notifications when new videos for
this project are uploaded By clicking >> Here
It has been a long term aim of mine after building an early CNC Router Table back in 2020, to build a new updated one. Back then cheap components such as linear slides etc. weren’t available, so with a very limited budget, the design was based around what scrap metal and cheaper components I could scrape together. Even the electronic stepper controller was designed and built on a wired breadboard.
Now with the availability of cheaper linear guide I am planning a build of a steel frame CNC router with linear guides and a OEM machine spindle rather than a AC Router.
Tutorials will follow as I progress with the CNC router project, but with other commitments and the planned tutorials above, it may be a while before the first of these videos appear. The image below shows the early stage of planning for this project.
Subscribe to the Different Angle 3D Youtube Channel to get notifications when new videos for
this project are uploaded By clicking >> Here
Presision Modelling a 608 Bearing
This was my first ever Blender tutorial, initially released for Blender 2.4x series of Blender back in April 2004. It was later updated to Blender 2.60 and then in April 2019 updated to Blender 2.80
The tutorial will walk you through the basics of modelling with precision with Blender and introduce you to the most commonly used modelling tools.
Modelling a Realistic Propeller Blade
This tutorial was written for Blender 2.70 series. It uses a background image of a propeller blueprint to create a series of sections through a propeller blade which are then skinned to give the propeller profile. The tutorial uses both curves and mesh objects.
The tutorial uses both curves and mesh objects.
Using Hooks to Deform a Curve
This tutorial was written for Blender 2.63 series. It shows you how to use a Bevel Object on a curve to form a hose. It then takes you through the process of adding Hooks to the curve and parenting the hooks to the end fittings so the hose bends with the fittings when they are moved or animated.
The technique maintains good end tangency of the hose.
Blender Books
3D Computer Graphics Using Blender 2.80 Modelling Methods, Principles & Practice
Learn to create 3D Computer models using Blender 2.80.
A guide to creating 3D computer models using Blender 2.80. A detailed reference to blenders modelling tools is followed by practical exercises to guide you through a step by step learning process. Working through the book you will create a low-poly house and a detailed Spiral Staircase. Concentrating on modelling principles, the book also introduces you to Blenders Materials, Textures, Lighting, Rendering and Animation.
The details of the book open in my Illustration website.
Blender Precision Modelling Guide
A Guide to modelling parts and components accurately using Blender.
This book was written in 2007 for the Blender 2.43 and is now outdated.
The guide was created to assist Artists and Engineers, to learn the basics of mesh modelling of non deformable objects with Blender. It uses a structured approach to introducing Blenders tools and work-methods. The guide focused solely on Blenders Mesh Modelling capabilities, it ignored the myriad of animation, texturing and photo-realistic rendering tools and concentrated solely on getting started and producing accurate models suited for both artistic and engineering purposes.
Adventures In Blender >> A review of the Precision Modelling Guide
Now withdrawn, the contents are slowly being recreated in the newer tutorials and books above.
3D ΠΏΠ΅ΡΠ°ΡΡ Π² Blender: ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΡΡΠ΅ΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ
ΠΠΎΠ΄Π΅Π»ΠΈΡΠ΅ΡΡ ΡΡΠΎΠΉ ΡΡΡΠ°Π½ΠΈΡΠ΅ΠΉ Ρ Π΄ΡΡΠ·ΡΡΠΌΠΈ:
Π₯ΠΎΡΠΈΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ Blender Π΄Π»Ρ 3D ΠΏΠ΅ΡΠ°ΡΠΈ? Π’ΠΎΠ³Π΄Π° ΡΡΠ° ΡΡΠ°ΡΡΡ β Π΄Π»Ρ Π²Π°Ρ. Π‘Π΅Π³ΠΎΠ΄Π½Ρ ΠΌΡ ΡΠ°ΡΡΠΌΠΎΡΡΠΈΠΌ ΠΏΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ°Π±ΠΎΡΡ ΠΈ ΠΎΡΠ½ΠΎΠ²Π½ΡΠ΅ ΠΏΡΠΈΠ½ΡΠΈΠΏΡ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π² Blender ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ, ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΡΡΠΈΡ Π΄Π»Ρ 3D ΠΏΠ΅ΡΠ°ΡΠΈ.
1. ΠΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΊΠ° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ ΠΊ ΡΠ°Π±ΠΎΡΠ΅
ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° ΠΌΠ°ΡΡΡΠ°Π±Π° ΠΈ Π΅Π΄ΠΈΠ½ΠΈΡ ΠΈΠ·ΠΌΠ΅ΡΠ΅Π½ΠΈΡ
ΠΠΊΡΠΈΠ²Π°ΡΠΈΡ Π½ΡΠΆΠ½ΡΡ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΠΉ
ΠΠ° ΠΏΡΠΎΡΡΠΆΠ΅Π½ΠΈΠΈ ΡΡΠΎΠ³ΠΎ ΡΡΠΎΠΊΠ° Π±ΡΠ΄ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠΏΠ΅ΡΠΈΠ°Π»ΡΠ½ΡΠ΅ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ Π΄Π»Ρ Blender, ΠΏΠΎΡΡΠΎΠΌΡ Π²Π°ΠΆΠ½ΠΎ Π·Π°ΡΠ°Π½Π΅Π΅ ΠΈΡ Π°ΠΊΡΠΈΠ²ΠΈΡΠΎΠ²Π°ΡΡ. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ ΠΎΡΠΊΡΠΎΠΉΡΠ΅ ΠΎΠΊΠ½ΠΎ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΈΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ( Ctrl + Alt + U ) ΠΈ ΠΏΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΠΉ ( Addons ). ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΠΎΠΈΡΠΊΠΎΠ²ΡΡ ΡΡΡΠΎΠΊΡ Π² Π²Π΅ΡΡ Π½Π΅ΠΉ Π»Π΅Π²ΠΎΠΉ ΡΠ°ΡΡΠΈ ΠΎΠΊΠ½Π° Π΄Π»Ρ ΠΏΠΎΠΈΡΠΊΠ° Π½ΡΠΆΠ½ΡΡ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΠΉ.
2. ΠΠΎΠ»ΠΈΠ³ΠΎΠ½Π°Π»ΡΠ½ΠΎΠ΅ ΠΌΠΎΠ΄Π΅Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Π΄Π»Ρ 3D ΠΏΠ΅ΡΠ°ΡΠΈ
ΠΠ°ΠΆΠ½ΡΠ΅ ΡΠΎΠ²Π΅ΡΡ ΠΏΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΡΠΈΠ³ΠΎΠ΄Π½ΡΡ
Π΄Π»Ρ ΠΏΠ΅ΡΠ°ΡΠΈ 3D ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ
ΠΠΎΠ³Π΄Π° Π²Ρ ΠΌΠΎΠ΄Π΅Π»ΠΈΡΡΠ΅ΡΠ΅ Π΄Π»Ρ 3D ΠΏΠ΅ΡΠ°ΡΠΈ, Π΅ΡΡΡ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΏΡΠ°Π²ΠΈΠ», ΠΊΠΎΡΠΎΡΡΠΌ ΠΎΡΠ΅Π½Ρ ΠΆΠ΅Π»Π°ΡΠ΅Π»ΡΠ½ΠΎ ΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΡ, ΡΡΠΎΠ±Ρ Π±ΡΡΡ ΡΠ²Π΅ΡΠ΅Π½Π½ΡΠΌΠΈ, ΡΡΠΎ Π²Π°ΡΠ° ΠΌΠΎΠ΄Π΅Π»Ρ Π±ΡΠ΄Π΅Ρ ΠΏΡΠΈΠ³ΠΎΠ΄Π½Π° ΠΊ ΠΏΠ΅ΡΠ°ΡΠΈ. ΠΠΈΠΆΠ΅ ΠΌΡ ΠΏΡΠΈΠ²ΠΎΠ΄ΠΈΠΌ ΡΠ°ΠΌΡΠ΅ Π²Π°ΠΆΠ½ΡΠ΅ ΠΈΠ· ΡΡΠΈΡ ΠΏΡΠ°Π²ΠΈΠ».
Π‘ΠΎΠ·Π΄Π°Π²Π°ΠΉΡΠ΅ Π·Π°ΠΌΠΊΠ½ΡΡΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ
ΠΠ»Ρ ΠΏΠΎΠ½ΠΈΠΌΠ°Π½ΠΈΡ ΠΊΠΎΠ½ΡΠ΅ΠΏΡΠΈΠΈ Π·Π°ΠΌΠΊΠ½ΡΡΠΎΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ Π² ΠΊΠ°ΡΠ΅ΡΡΠ²Π΅ ΠΏΡΠΈΠΌΠ΅ΡΠ° ΠΌΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π»ΠΈ ΠΏΡΠΈΠ²Π΅Π΄Π΅Π½Π½ΡΡ Π½ΠΈΠΆΠ΅ ΠΈΠ»Π»ΡΡΡΡΠ°ΡΠΈΡ. 3D ΠΌΠΎΠ΄Π΅Π»Ρ ΡΠ»Π΅Π²Π° ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠΎΠ±ΠΎΠΉ Π½Π΅ Π·Π°ΠΌΠΊΠ½ΡΡΡΠΉ ΠΎΠ±ΡΠ΅ΠΌ, Π° ΡΠ΅ΡΠΈΡ Π½Π΅Π·Π°ΠΌΠΊΠ½ΡΡΡΡ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠ΅ΠΉ Ρ Π½ΡΠ»Π΅Π²ΠΎΠΉ ΡΠΎΠ»ΡΠΈΠ½ΠΎΠΉ. ΠΡΠΎ ΠΏΡΠΈΠ²Π΅Π΄Π΅Ρ ΠΊ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ°ΠΌ Π² Π±ΠΎΠ»ΡΡΠΈΠ½ΡΡΠ²Π΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌ 3D ΠΏΠ΅ΡΠ°ΡΠΈ, ΠΏΠΎΡΠΊΠΎΠ»ΡΠΊΡ ΠΎΠ½ΠΈ Π½Π΅ ΡΠΌΠ΅ΡΡ ΠΏΠ΅ΡΠ°ΡΠ°ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π±Π΅Π· Π·Π°Π΄Π°Π½Π½ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΌΠ° ΠΈ ΡΠΎΠ»ΡΠΈΠ½Ρ. ΠΠ° ΠΈ ΡΡΡΠ΅ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Ρ Π½ΡΠ»Π΅Π²ΠΎΠΉ ΡΠΎΠ»ΡΠΈΠ½ΠΎΠΉ Π² ΡΠ΅Π°Π»ΡΠ½ΠΎΠΌ ΠΌΠΈΡΠ΅ ΠΏΠΎΠΏΡΠΎΡΡΡ Π½Π΅Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎ. Π ΡΠΎ ΠΆΠ΅ Π²ΡΠ΅ΠΌΡ ΠΏΠΎΠ΄ΠΎΠ±Π½ΡΠ΅ ΠΌΠΎΠ΄Π΅Π»ΠΈ Π²ΠΏΠΎΠ»Π½Π΅ ΠΌΠΎΠ³ΡΡ ΡΡΡΠ΅ΡΡΠ²ΠΎΠ²Π°ΡΡ Π² Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΠΈ ΠΏΡΠΎΡΠΈΡ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΡ ΡΡΠ΅Π΄Π°Ρ , ΠΏΠΎΡΡΠΎΠΌΡ ΠΏΠΎΠ΄ΠΎΠ±Π½ΡΠ΅ Π½Π΅Π΄ΠΎΡΡΠ°ΡΠΊΠΈ Π²ΡΡΡΠ΅ΡΠ°ΡΡΡΡ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΡΠ°ΡΡΠΎ.
ΠΠ·Π±Π΅Π³Π°ΠΉΡΠ΅ Π½Π°ΠΊΠ»Π°Π΄ΡΠ²Π°Π½ΠΈΡ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠ΅ΠΉ Π΄ΡΡΠ³ Π½Π° Π΄ΡΡΠ³Π°.
ΠΠ° ΠΈΠ»Π»ΡΡΡΡΠ°ΡΠΈΠΈ Π½ΠΈΠΆΠ΅ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΠΈΠ΄Π΅ΡΡ Π΄Π²Π΅ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ, ΠΏΡΠΈΠ½Π°Π΄Π»Π΅ΠΆΠ°ΡΠΈΠ΅ Π΄Π²ΡΠΌ ΡΠ°Π·Π½ΡΠΌ ΠΎΠ±ΡΠ΅ΠΌΠ°ΠΌ, Π½ΠΎ ΠΏΡΠΈ ΡΡΠΎΠΌ Π½Π°Π»ΠΎΠΆΠ΅Π½Π½ΡΠ΅ Π΄ΡΡΠ³ Π½Π° Π΄ΡΡΠ³Π°. ΠΡΠΎ ΠΌΠΎΠΆΠ΅Ρ ΠΏΡΠΈΠ²Π΅ΡΡΠΈ Π² ΠΊΠΎΠ½ΡΡΠ· ΠΌΠ½ΠΎΠ³ΠΈΠ΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ 3D ΠΏΠ΅ΡΠ°ΡΠΈ. ΠΠ»Ρ ΠΈΠ·Π±Π΅ΠΆΠ°Π½ΠΈΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎ ΠΎΠ±ΡΠ΅Π΄ΠΈΠ½ΠΈΡΡ ΠΎΠ±ΡΠ΅ΠΌΡ Π² ΠΎΠ΄ΠΈΠ½ ΠΈ ΡΠ΄Π°Π»ΠΈΡΡ Π²ΡΠ΅ Π½Π°Π»ΠΎΠΆΠ΅Π½Π½ΡΠ΅ Π΄ΡΡΠ³ Π½Π° Π΄ΡΡΠ³Π° ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ. ΠΡΠ»ΠΈ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΈΠΌΠ΅Π΅Ρ ΡΠ»ΠΎΠΆΠ½ΡΡ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΡ, ΠΌΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ Π΄Π»Ρ ΡΡΠΈΡ ΡΠ΅Π»Π΅ΠΉ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Π±ΡΠ»Π΅Π²ΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ ( Boolean ).
Π‘ΠΎΡ ΡΠ°Π½ΡΠΉΡΠ΅ ΠΎΠ±ΡΡΡ ΡΠΎΠΏΠΎΠ»ΠΎΠ³ΠΈΡ ΠΏΡΠΈ ΠΌΠΈΠ½ΠΈΠΌΠΈΠ·Π°ΡΠΈΠΈ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²Π° ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ΠΎΠ²
ΠΠ·Π±Π΅Π³Π°ΠΉΡΠ΅ ΡΠΎΠ½ΠΊΠΈΡ ΠΈ Π΄Π»ΠΈΠ½Π½ΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ² Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ
ΠΠ°ΠΆΠ½ΠΎ ΠΏΠΎΠ½ΠΈΠΌΠ°ΡΡ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ²ΠΎΠΉΡΡΠ²Π° ΠΈ ΡΠ΅Ρ Π½ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΈΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ², ΠΊΠΎΡΠΎΡΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ Π² 3D ΠΏΡΠΈΠ½ΡΠ΅ΡΠ΅. ΠΡΠΆΠ½ΠΎ Π±ΡΡΡ ΡΠ²Π΅ΡΠ΅Π½Π½ΡΠΌ, ΡΡΠΎ Π²ΡΠ΅ ΡΠ»Π΅ΠΌΠ΅Π½ΡΡ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈ ΡΠΌΠΎΠ³ΡΡ Π±ΡΡΡ Π½Π°ΠΏΠ΅ΡΠ°ΡΠ°Π½Ρ.
ΠΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ 3D ΠΌΠΎΠ΄Π΅Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ
ΠΠΌΠ΅ΡΡΠΈΠ΅ΡΡ Π² Blender ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½ΡΡ 3D ΠΌΠΎΠ΄Π΅Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΎΡΠ΅Π½Ρ ΠΌΠ½ΠΎΠ³ΠΎΡΠΈΡΠ»Π΅Π½Π½Ρ ΠΈ ΡΠ°Π·Π½ΠΎΠΎΠ±ΡΠ°Π·Π½Ρ. ΠΡ ΠΏΡΠΈΠ²Π΅Π΄Π΅ΠΌ Π·Π΄Π΅ΡΡ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ°ΠΌΡΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΈ ΠΈΠ·Π²Π΅ΡΡΠ½ΡΠ΅. ΠΠ΅ΡΠ΅Π΄ ΠΈΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ Π½Π΅ Π·Π°Π±ΡΠ΄ΡΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠΈΡΡΡΡ Π² ΡΠ΅ΠΆΠΈΠΌ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ (ΠΊΠ»Π°Π²ΠΈΡΠ° Tab ).
ΠΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΊΠ° ΡΠ΅ΠΊΡΡΠ° ΠΈ ΠΊΡΠΈΠ²ΡΡ ΠΊ 3D ΠΏΠ΅ΡΠ°ΡΠΈ
Π Π°ΡΡΠΌΠΎΡΡΠΈΠΌ Π½Π° ΠΏΡΠΈΠΌΠ΅ΡΠ΅ ΠΏΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΊΡ ΡΠ΅ΠΊΡΡΠ° ΠΊ 3D ΠΏΠ΅ΡΠ°ΡΠΈ. ΠΠ»Ρ Π½Π°ΡΠ°Π»Π°, Π΄ΠΎΠ±Π°Π²ΡΡΠ΅ ΡΠ΅ΠΊΡΡΠΎΠ²ΡΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ Π² ΠΏΡΡΡΡΡ ΡΡΠ΅Π½Ρ.
ΠΠΎ Π΄Π΅ΡΠΎΠ»ΡΡ ΡΠ°ΠΊΠΎΠΉ ΡΠ΅ΠΊΡΡΠΎΠ²ΡΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠΎΠ±ΠΎΠΉ ΠΏΡΠΎΡΡΡΡ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΡ Ρ Π½ΡΠ»Π΅Π²ΠΎΠΉ ΡΠΎΠ»ΡΠΈΠ½ΠΎΠΉ. ΠΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΠΎ, Π΄Π»Ρ ΠΏΠ΅ΡΠ°ΡΠΈ Π½Π°ΠΌ Π½ΡΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΡΠΎΠ»ΡΠΈΠ½Ρ ΡΡΠΎΠΌΡ ΠΎΠ±ΡΠ΅ΠΊΡΡ. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ Π½Π° ΠΏΠ°Π½Π΅Π»ΠΈ ΡΠ²ΠΎΠΉΡΡΠ² ( Properties ) Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΠ΅ Text Π² ΡΠ°Π·Π΄Π΅Π»Π΅ Geometry Π²Π²Π΅Π΄ΠΈΡΠ΅ Π² ΠΏΠΎΠ»Π΅ Extrude Π½Π΅Π½ΡΠ»Π΅Π²ΠΎΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, 0.1 ). Π£Π²Π΅Π»ΠΈΡΠΈΠ²Π°Ρ ΠΈΠ»ΠΈ ΡΠΌΠ΅Π½ΡΡΠ°Ρ ΡΡΠΎΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ, Π΄ΠΎΠ±Π΅ΠΉΡΠ΅ΡΡ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎΠ³ΠΎ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠ°.
ΠΠ±ΡΠ΅ΠΌ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½, Π½ΠΎ Π±ΡΠΊΠ²Ρ ΠΏΠΎ ΠΏΡΠ΅ΠΆΠ½Π΅ΠΌΡ Π½Π΅ ΡΠΎΠ΅Π΄ΠΈΠ½Π΅Π½Ρ ΠΌΠ΅ΠΆΠ΄Ρ ΡΠΎΠ±ΠΎΠΉ, ΡΠΎ Π΅ΡΡΡ ΠΏΡΠΈ ΠΏΠ΅ΡΠ°ΡΠΈ ΠΎΠ½ΠΈ ΡΠ°ΡΠΏΠ°Π΄ΡΡΡΡ Π½Π° ΡΠ°Π·ΡΠΎΠ·Π½Π΅Π½Π½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ. Π§ΡΠΎΠ±Ρ ΡΡΠΎΠ³ΠΎ Π½Π΅ ΠΏΡΠΎΠΈΠ·ΠΎΡΠ»ΠΎ, ΡΠΎΠ·Π΄Π°Π΄ΠΈΠΌ Π΄Π»Ρ Π½Π°ΡΠ΅Π³ΠΎ ΡΠ΅ΠΊΡΡΠ° ΠΏΠΎΠ΄Π»ΠΎΠΆΠΊΡ. Π ΠΏΡΠΈΠΌΠ΅ΡΠ΅ ΠΌΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌ Π΄Π»Ρ ΡΡΠΈΡ ΡΠ΅Π»Π΅ΠΉ ΠΊΡΠΈΠ²ΡΡ ΠΠ΅Π·ΡΠ΅, Π½ΠΎ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π²ΠΎΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ Π»ΡΠ±ΡΠΌ Π΄ΡΡΠ³ΠΈΠΌ Π²Π°ΡΠΈΠ°Π½ΡΠΎΠΌ.
Π’ΠΎΡΠ½ΠΎ ΡΠ°ΠΊ ΠΆΠ΅, ΠΊΠ°ΠΊ Π΄Π»Ρ ΡΠ΅ΠΊΡΡΠ°, Π² ΡΠ°Π·Π΄Π΅Π»Π΅ Geometry Π²Π²Π΅Π΄ΠΈΡΠ΅ ΠΆΠ΅Π»Π°Π΅ΠΌΠΎΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ Π² ΠΏΠΎΠ»Π΅ Extrude (ΠΏΠΎΡΠΊΡΠΏΠ΅ΡΠΈΠΌΠ΅Π½ΡΠΈΡΡΠΉΡΠ΅, ΠΏΠΎΠΊΠ° Π½Π΅ Π΄ΠΎΡΡΠΈΠ³Π½Π΅ΡΠ΅ ΠΆΠ΅Π»Π°Π΅ΠΌΠΎΠ³ΠΎ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠ°.
ΠΠΎΡΠ»Π΅ ΡΠΎΠ³ΠΎ, ΠΊΠ°ΠΊ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΡ Π³ΠΎΡΠΎΠ²Π° (Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π΅ΡΠ΅ ΠΏΠΎΠΈΠ³ΡΠ°ΡΡΡΡ Ρ ΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΏΠΎ ΠΎΡΡΠΌ, ΡΠ°ΡΠΊΠ°ΠΌΠΈ ΠΈ Ρ.ΠΏ.), Π½Π°ΡΡΠ°Π»ΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΈΡΡΡΡ ΠΊ ΡΠΊΡΠΏΠΎΡΡΡ. ΠΠΎΡΠΊΠΎΠ»ΡΠΊΡ Blender ΡΠΊΡΠΏΠΎΡΡΠΈΡΡΠ΅Ρ ΡΠΎΠ»ΡΠΊΠΎ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Ρ, Π² ΠΏΠ΅ΡΠ²ΡΡ ΠΎΡΠ΅ΡΠ΅Π΄Ρ Π²Π°ΠΌ Π½ΡΠΆΠ½ΠΎ ΠΊΠΎΠ½Π²Π΅ΡΡΠΈΡΠΎΠ²Π°ΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ Π² Π΅Π΄ΠΈΠ½ΡΠΉ ΠΌΠ΅Ρ. ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΊΠΎΠΌΠ±ΠΈΠ½Π°ΡΠΈΡ Alt + C Π΄Π»Ρ ΠΊΠΎΠ½Π²Π΅ΡΡΠ°ΡΠΈΠΈ ΠΊΡΠΈΠ²ΠΎΠΉ Π² ΠΌΠ΅Ρ. ΠΠ°ΡΠ΅ΠΌ ΡΠΎ ΠΆΠ΅ ΡΠ°ΠΌΠΎΠ΅ ΠΏΡΠΎΠ΄Π΅Π»Π°ΠΉΡΠ΅ Π΄Π»Ρ ΡΠ΅ΠΊΡΡΠ°.
ΠΡΠΈ ΠΊΠΎΠ½Π²Π΅ΡΡΠ°ΡΠΈΠΈ Π² ΠΌΠ΅Ρ ΠΌΠΎΠ³ΡΡ ΠΏΠΎΡΠ²ΠΈΡΡΡΡ Π²Π΅ΡΡΠΈΠ½Ρ-Π΄ΡΠ±Π»ΠΈΠΊΠ°ΡΡ. ΠΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠ±ΡΠ΅Π΄ΠΈΠ½ΠΈΡΡ Π² ΡΠ΅ΠΆΠΈΠΌΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ Π²ΡΠ΄Π΅Π»ΠΈΡΠ΅ Π²ΡΠ΅ Π²Π΅ΡΡΠΈΠ½Ρ ( A ), Π½Π°ΠΆΠΌΠΈΡΠ΅ Ctrl + V ΠΈ Π² ΠΏΠΎΡΠ²ΠΈΠ²ΡΠ΅ΠΌΡΡ ΠΌΠ΅Π½Ρ Π²ΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅ Π΄ΡΠ±Π»ΠΈΠΊΠ°ΡΠΎΠ² ( Remove Doubles ). Π Π½Π΅ Π·Π°Π±ΡΠ΄ΡΡΠ΅ ΠΏΠΎΡΠ»Π΅ ΡΡΠΎΠ³ΠΎ ΠΏΠ΅ΡΠ΅ΡΡΠΈΡΠ°ΡΡ Π½ΠΎΡΠΌΠ°Π»ΠΈ Π²ΡΠ΅Ρ Π³ΡΠ°Π½Π΅ΠΉ Π΄Π»Ρ ΠΈΡ ΠΎΡΠΈΠ΅Π½ΡΠ°ΡΠΈΠΈ Π½Π°ΡΡΠΆΡ ( Ctrl + N ).
Π’Π΅ΠΏΠ΅ΡΡ Π²Π°Ρ ΠΎΠ±ΡΠ΅ΠΊΡ Π³ΠΎΡΠΎΠ² ΠΊ ΡΠΊΡΠΏΠΎΡΡΡ Π΄Π»Ρ 3D ΠΏΠ΅ΡΠ°ΡΠΈ.
3. ΠΡΠ°ΠΊΡΠΈΠΊΠ° ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠΎΠ² Blender ΠΏΡΠΈ 3D ΠΏΠ΅ΡΠ°ΡΠΈ
ΠΡΠΈ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠΌ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠΎΠ² Π² Blender ΠΎΠ½ΠΈ ΠΏΡΠΈΠΌΠ΅Π½ΡΡΡΡΡ ΠΊ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΠΌ ΠΈ Π½Π΅Π΄Π΅ΡΡΡΡΠΊΡΠΈΠ²Π½ΡΠΌ ΡΠΏΠΎΡΠΎΠ±ΠΎΠΌ. ΠΡΠΈ ΡΡΠΎΠΌ Π² ΡΠ΅ΠΆΠΈΠΌΠ΅ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΡΠΎΠ΄ΠΎΠ»ΠΆΠ°ΡΡ ΡΠ°Π±ΠΎΡΠ°ΡΡ Ρ Π½Π΅ΠΌΠΎΠ΄ΠΈΡΠΈΡΠΈΡΠΎΠ²Π°Π½Π½ΠΎΠΉ ΡΠ΅ΡΠΊΠΎΠΉ. ΠΠ°ΠΊ Π²ΡΠ΅ΠΌ Ρ ΠΎΡΠΎΡΠΎ ΠΈΠ·Π²Π΅ΡΡΠ½ΠΎ, ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΡ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½Ρ Π²ΠΎ Π²ΠΊΠ»Π°Π΄ΠΊΠ΅ Modifiers (Ρ ΠΈΠΊΠΎΠ½ΠΊΠΎΠΉ Π³Π°Π΅ΡΠ½ΠΎΠ³ΠΎ ΠΊΠ»ΡΡΠ°) Π½Π° ΠΏΠ°Π½Π΅Π»ΠΈ ΡΠ²ΠΎΠΉΡΡΠ². Π ΡΠ΅ΠΉΡΠ°Ρ ΠΌΡ ΡΠ°Π·Π±Π΅ΡΠ΅ΠΌ Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ Π½ΡΠ°Π½ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠΎΠ² ΠΏΡΠΈ ΠΏΠΎΠ΄Π³ΠΎΡΠΎΠ²ΠΊΠ΅ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΠΊ 3D ΠΏΠ΅ΡΠ°ΡΠΈ.
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Mirror (Π·Π΅ΡΠΊΠ°Π»ΡΠ½ΠΎΠ΅ ΠΎΡΡΠ°ΠΆΠ΅Π½ΠΈΠ΅)
ΠΡΠΎΡ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΡΡ ΠΎΡΠ΅Π½Ρ ΡΠ°ΡΡΠΎ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΠΈΠΌΠΌΠ΅ΡΡΠΈΡΠ½ΡΡ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ. ΠΠ΄Π½Π°ΠΊΠΎ ΠΏΡΠΈ Π΅Π³ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠΈ Π² ΠΏΡΠΎΡΠ΅ΡΡΠ΅ 3D ΠΏΠ΅ΡΠ°ΡΠΈ ΠΌΠΎΠ³ΡΡ Π²ΠΎΠ·Π½ΠΈΠΊΠ½ΡΡΡ Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ.
Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΎΡΡ ΡΠΈΠΌΠΌΠ΅ΡΡΠΈΠΈ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π² ΠΎΠ΄Π½ΠΎΠΉ ΠΏΠ»ΠΎΡΠΊΠΎΡΡΠΈ Ρ ΡΠ΅Π½ΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΠΏΠ΅ΡΠ»Π΅ΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ. ΠΠ°ΠΊ ΡΠΎΠ»ΡΠΊΠΎ Π²Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΠΈΠ»ΠΈΡΡ Ρ ΡΡΠΎΠΉ ΡΠ΅Π½ΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΠΏΠ΅ΡΠ»Π΅ΠΉ β ΠΎΡΠΌΠ΅ΡΡΡΠ΅ ΡΠ΅ΠΊΠ±ΠΎΠΊΡ Clipping Π² ΡΠ²ΠΎΠΉΡΡΠ²Π°Ρ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠ° (Π½Π° ΠΏΠ°Π½Π΅Π»ΠΈ ΡΠ²ΠΎΠΉΡΡΠ²). ΠΡΠΎ ΠΏΡΠ΅Π΄ΠΎΡΠ²ΡΠ°ΡΠΈΡ ΠΏΠ΅ΡΠ΅ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ Π²Π΅ΡΡΠΈΠ½Π°ΠΌΠΈ ΠΏΠ»ΠΎΡΠΊΠΎΡΡΠΈ ΡΠΈΠΌΠΌΠ΅ΡΡΠΈΠΈ (ΠΈΡ Β«Π·Π°Π»Π΅Π·Π°Π½ΠΈΠ΅Β» Π½Π° Β«ΡΡΠΆΡΡΒ» ΡΡΠΎΡΠΎΠ½Ρ).
Π’Π°ΠΊΠΆΠ΅ Ρ ΠΎΡΠΎΡΠ΅ΠΉ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΎΠΉ ΡΠ²Π»ΡΠ΅ΡΡΡ ΡΠ°ΡΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠ° ΠΎΡΡΠ°ΠΆΠ΅Π½ΠΈΡ Π½Π° ΠΏΠ΅ΡΠ²ΠΎΠΌ ΠΌΠ΅ΡΡΠ΅ Π² ΡΡΠ΅ΠΊΠ΅ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠΎΠ².
ΠΠΏΡΡΡ ΠΆΠ΅, ΠΏΡΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠΈ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠ° ΠΎΡΡΠ°ΠΆΠ΅Π½ΠΈΡ Π²Π°ΠΆΠ½ΠΎ ΡΠ΄Π°Π»ΠΈΡΡ Π²ΡΠ΅ Π²Π½ΡΡΡΠ΅Π½Π½ΠΈΠ΅ Π³ΡΠ°Π½ΠΈ, ΠΏΠΎΡΠ²ΠΈΠ²ΡΠΈΠ΅ΡΡ ΠΏΠΎΡΠ»Π΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠ°. ΠΠ°ΠΊ ΡΠΆΠ΅ Π³ΠΎΠ²ΠΎΡΠΈΠ»ΠΎΡΡ ΡΠ°Π½Π΅Π΅, ΠΏΠΎΠ΄ΠΎΠ±Π½ΡΠ΅ Π³ΡΠ°Π½ΠΈ ΠΌΠΎΠ³ΡΡ ΠΏΡΠΈΠ²Π΅ΡΡΠΈ ΠΊ ΠΏΡΠΎΠ±Π»Π΅ΠΌΠ°ΠΌ ΠΏΡΠΈ 3D-ΠΏΠ΅ΡΠ°ΡΠΈ.
Π£ΠΌΠ΅Π½ΡΡΠ΅Π½ΠΈΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²Π° Π³ΡΠ°Π½Π΅ΠΉ: ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΡ ReMesh ΠΈ Decimate
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ ReMesh
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ ReMesh ΠΏΠ΅ΡΠ΅ΡΡΡΠ°ΠΈΠ²Π°Π΅Ρ ΡΠΎΠΏΠΎΠ»ΠΎΠ³ΠΈΡ ΡΠ΅ΡΠΊΠΈ Π±Π΅Π· ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΈΠΈ ΡΠ΅Π°Π»ΡΠ½ΠΎΠΉ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΠΈ ΠΌΠΎΠ΄Π΅Π»ΠΈ. ΠΡΠΎΡ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΠΌΠ΅Π½ΡΡΡ ΠΊ ΠΌΠΎΠ΄Π΅Π»ΡΠΌ, ΠΈΠΌΠ΅ΡΡΠΈΠΌ ΠΈΠ·Π±ΡΡΠΎΡΠ½ΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π³ΡΠ°Π½Π΅ΠΉ, Π»ΠΈΠ±ΠΎ Π΅ΡΠ»ΠΈ Π³ΡΠ°Π½ΠΈ Π½Π΅ΠΎΠ΄Π½ΠΎΡΠΎΠ΄Π½Ρ. Π’Π°ΠΊΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ ΡΠ°ΡΡΠΎ Π²ΠΎΠ·Π½ΠΈΠΊΠ°ΡΡ ΠΏΡΠΈ ΠΈΠΌΠΏΠΎΡΡΠ΅ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ ΠΈΠ· Π΄ΡΡΠ³ΠΈΡ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌ, ΠΈΠ»ΠΈ ΠΏΡΠΈ Π΄ΠΈΠ½Π°ΠΌΠΈΡΠ΅ΡΠΊΠΎΠΌ ΡΠΊΡΠ»ΡΠΏΡΠΈΠ½Π³Π΅.
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Decimate
ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΠ»ΡΠΈΠ½Ρ ΠΊ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ: ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Solidify
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Solidify Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ ΠΊ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠΈ ΡΠΎΠ»ΡΠΈΠ½Ρ. ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ Thickness ΠΎΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅Ρ ΡΠΎΠ»ΡΠΈΠ½Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ° Π²ΠΎ Π²Π½ΡΡΡΠ΅Π½Π½ΠΈΡ Π΅Π΄ΠΈΠ½ΠΈΡΠ°Ρ Blender. ΠΡΠΎ ΠΈΠ΄Π΅Π°Π»ΡΠ½ΡΠΉ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½Ρ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΡΠΈΠ³ΠΎΠ΄Π½ΡΡ ΠΊ ΠΏΠ΅ΡΠ°ΡΠΈ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ ΠΈΠ· ΡΠ΅ΡΠΈΠΈ ΠΏΠΎΠ²Π΅ΡΡ Π½ΠΎΡΡΠ΅ΠΉ.
ΠΡΠΌΠ΅ΡΡΡΠ΅ Π³Π°Π»ΠΎΡΠΊΠΎΠΉ ΠΏΡΠ½ΠΊΡ Even Thickness Π² Π½Π°ΡΡΡΠΎΠΉΠΊΠ°Ρ ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡΠ°, Π΅ΡΠ»ΠΈ Π²Π°ΡΠ° ΠΌΠΎΠ΄Π΅Π»Ρ ΠΈΠΌΠ΅Π΅Ρ ΡΠ΅ΡΠΊΠΎ Π²ΡΡΠ°ΠΆΠ΅Π½Π½ΡΠ΅ ΡΠ³Π»Ρ. ΠΡΠΎΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ ΠΎΠΏΡΠΈΠΌΠΈΠ·ΠΈΡΡΠ΅Ρ ΡΠΎΠ»ΡΠΈΠ½Ρ Π΄Π»Ρ Π²ΡΠ΅ΠΉ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΠΈ Π²Π°ΡΠ΅ΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΠΈ ΠΏΠΎΠ·Π²ΠΎΠ»ΠΈΡ ΠΈΠ·Π±Π΅ΠΆΠ°ΡΡ Ρ ΡΡΠΏΠΊΠΈΡ ΡΡΠ°ΡΡΠΊΠΎΠ².
ΠΡΠΈΠ»ΠΈΠΏΠ°Π½ΠΈΠ΅ ΠΎΠ΄Π½ΠΎΠΉ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΠΈ ΠΊ Π΄ΡΡΠ³ΠΎΠΉ: ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Shrinkwrap
ΠΠΎΡΡΠ΅ΠΊΡΠΈΡΠΎΠ²ΠΊΠ° ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²Π΅Π½Π½ΠΎΠΉ Π³Π΅ΠΎΠΌΠ΅ΡΡΠΈΠΈ ΠΈ ΠΏΠ΅ΡΠ΅ΡΠ΅ΡΠ΅Π½ΠΈΠΉ: ΠΌΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Boolean
ΠΠΎΠ΄ΠΈΡΠΈΠΊΠ°ΡΠΎΡ Boolean ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ Π²Π°ΠΌ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΡ Π±ΡΠ»Π΅Π²Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΈ ΠΌΠ΅ΠΆΠ΄Ρ Π΄Π²ΡΠΌΡ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ Π½Π΅ΡΠ°Π·ΡΡΡΠ°ΡΡΠΈΠΌ ΡΠΏΠΎΡΠΎΠ±ΠΎΠΌ. ΠΡΠΎΡ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π» ΠΈΠ΄Π΅Π°Π»Π΅Π½ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π² ΠΌΠΎΠ΄Π΅Π»ΡΡ ΡΠ°Π·Π»ΠΈΡΠ½ΡΡ ΠΎΡΠ²Π΅ΡΡΡΠΈΠΉ, ΠΏΠ°Π·ΠΎΠ², Π²ΡΡΠ΅Π·ΠΎΠ² ΠΈ Ρ.ΠΏ., ΠΈΠ»ΠΈ Π΄Π»Ρ ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΠΏΠ΅ΡΠ΅ΡΠ΅ΠΊΠ°ΡΡΠΈΡ ΡΡ ΡΠ°ΡΡΠ΅ΠΉ Π΄Π²ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΡΡΠΎ Π² ΠΏΡΠΎΡΠΈΠ²Π½ΠΎΠΌ ΡΠ»ΡΡΠ°Π΅ ΠΌΠΎΠΆΠ΅Ρ Π²ΡΠ·Π²Π°ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ ΠΏΡΠΈ ΠΏΠ΅ΡΠ°ΡΠΈ).
Π ΠΏΡΠΈΠΌΠ΅ΡΠ΅ Π½ΠΈΠΆΠ΅ ΠΌΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π»ΠΈ Π±ΡΠ»Π΅Π²Ρ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΡ Π² ΡΠ΅ΠΆΠΈΠΌΠ΅ Union Π΄Π»Ρ ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΠΏΠ΅ΡΠ΅ΡΠ΅ΠΊΠ°ΡΡΠΈΡ ΡΡ ΡΠ°ΡΡΠ΅ΠΉ.
ΠΡΡΠΎΡΠ½ΠΈΠΊΠΈ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ:
- http://blog.en.uptodown.com/how-to-create-3-d-logos-from-flat-images-using-gimp-and-blender/
- http://lodmotovod.ru/blender-beginners-tutorial-how-to-create-a-solid-3d-object-from-an-image-using-gimp-blender-xl-xf0gQxxnCgIWy3kmn4t-vi.html
- http://www.rab3d.com/tut_blender.php
- http://artblend.net/blender-3d-printing-modeling/