[blender modeling function] 06 polygonal modeling tool

1 How to use

When there are no vertices in the scene, open the polygonal modeling tool, ctrl+left-click to create a vertex, and then perform similar operations in other positions→thus to connect to a line.

1.1 Vertex pre-capture

(As shown in Figure 1) Which point the mouse is close to, which point emits a blue fire, that is, the starting point of the next connection.
figure 1

1.2 Create faces

When there are multiple vertices in the scene, a selects all , f creates a plane

1.3 Boundary edge pre-capture

Boundary edge requirements: one edge can only be connected to one face;
THUS: the cube cannot select the boundary edge, because one edge of the cube is connected to two faces

2 practical

2.1 Position alignment and automatic merging techniques

(As shown in Figure 2) If you want to pull out the boundary edge ② to make it parallel to ①:
turn on the adsorption function, pull out the boundary edge from ②, z lock the direction, and put the mouse on ①.
figure 2

(As shown in Figure 3) ①When pulling out a boundary edge and adsorbing it to a vertex, it will be merged visually, but in theory it is still two separate vertices, so remember to merge vertices by m (according to distance); ②Or turn on the "upper right" before the adsorption Automatically merge vertices".
image 3

2.2 Boundary edge and vertex extension surface

(Figure 4) to fill such corners, choose to extend with ctrl vertices.
PS:Remember to turn on the adsorption and then extendBecause when the "Snap to Vertex" is not enabled, pressing ctrl will bring out the temporary adsorption function, and pressing ctrl after enabling the adsorption is equivalent to turning off the adsorption function during operation
Figure 4

2.3 Quick point and surface deletion

Note that in the state of polygon building, it comes with a pre-selected state. At this time, select xx to delete ≈ undo the operation.

3 topology

①Create a monkey head, ctrl+2 to quickly subdivide, right click → "Smooth Shading";
②Create a new plane, delete all vertices of the plane in edit mode (tab);
purpose: to remove the wireframe of the monkey head in edit mode. (As shown in Figure 5)
Figure 5
Turn on Snap to Surface, and check " Backface Removal ". Turn on the perspective mode;
④Switch to the "polygon modeling tool", <snap mode on>Give a point (ctrl+left click) at (as shown in Figure 6), at this time the point will not be built on the surface, but on the y-axis; PS: Because the
adsorption mode is enabled, after ctrl (equivalent to temporarily turning off the adsorption ) will not snap to the surface.
Figure 6
Move the point and snap the point to the surface. Build a few more points, a+f to form a quadrilateral;
⑥ Unwanted vertices: shift+left-click vertices; unwanted shape: shift+left-click border edges;

Finally... (approximately) topological effects (Figure 7)
Figure 7

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Origin blog.csdn.net/snuggg/article/details/129545708