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Blender

  • Writer: Arjun Singh
    Arjun Singh
  • Jun 10, 2017
  • 1 min read

In the workshop in the engineering building, many students use 3D modeling software. I decide if I want to prototype then I should learn how to use this software as well. What better way of going 0 to 100 than recreating the human form? Needles to say, it took a long time.

Hats off to Blender. They figured out how to make an incredible UI. In the many hours it took to sculpt a halfway decent person I learned all sorts of tricks, whether it be sculpting, editing, post processing, or otherwise. They provide loads of important shortcuts and even let you make your own. Most of the time you don't even need to make your own shortcuts tbh. Do you want to fix a face? Ctrl+F. Do you want fix a vertex? Ctrl+V. An edge? You guessed it, Ctrl+E.

Shout out to Daniel Kreuter. He has a 40 part series on making characters like the one above (albeit much better). You can find it on YouTube.

There are plenty of aspects of Blender I haven't had a chance to mess with yet. Rigging and animating seems super fun. I'm sure it's probably time consuming, but how cool would it be to make a music video or something?

The reason I chose Blender is because I heard it has massive portability. You can edit your designs exclusively and port them to, say, a 3D printer as an STL. Apparently it's also compatible with some game engines (Cough* Cough* Unity). I definitely want to check that out.

Until then, I want to try making something else. Until next time.

 
 
 

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