This quick tutorial will show you how to create a 3d terrain with Blender 3d Render. This tutorial assumes that you have already known how to use the Blender’s basic features such as switching from the edit mode to object mode and etc so it won’t show you those steps anymore. If you are not familiar with those features then you can read my previous tutorials about them.
Follow these quick steps to create your first 3d terrain for 3d game or whatever purpose it may serve.
1) Start a new Blender Render project and delete the default cube.
2) Create a Mesh Plane and resize it to 10 time the original size.
3) Switch to edit mode and subdivide the plane for 5 times.
4) Press the A key to deselect everything then enable the Proportional Editing mode under Proportional Editing and select Random falloff under Proportional Editing Falloff (The one which is next to Proportional Editing button).
5) Make sure you are in the Vertex select mode. You can either select a few vertexes with Shift-Right Click (or press the B key then select an area) or just Right Click to select only one vertex. Next press the G key, then Z key and type in 0.5 or -0.5 to move the vertex(es) upward or downward to create a mountain or an alley in the new 3d terrain. You can use the mouse wheel to increase or decrease the area of influence of those vertexes.
6) Change the light to sun light.
7) Divide the 3d window into two part horizontally. Switch the left 3d window to UV/Image Editor window then create a new image and name it ‘Terrain’. Next switch the UV/Image Editor’s mode to Paint mode.
8) Next select all the vertexes on the right 3d window and then press the U key to select UV Mapping Unwrap.
9) Change the 3d window from Edit Mode to Texture Paint Mode and it’s Viewport Shading to Texture then add an Ambient Paint Slot (anyone will do because we will change it later).
10) Create a new material and a new Texture and then assigned the new terrain from the UV editor to that new texture and uploaded a texture you have downloaded from the web (let say a sand texture) to this project.
11) Now you can start to paint on the 3d window, you can adjust the brush size and the brightness of the texture from the tool editor on the left of the 3d window.
12) Next add more textures you need and continue to paint on the terrain.
13) After you have satisfied with your terrain you can then adjust the camera angle and render it.
14) Save the image and the Blender file.
15) Below is how the 3d terrain looks like.
The blender render 3d terrain is only good for not so high quality gaming graphic, if you need a realistic looking 3d terrain then you should use the cycles render instead.
Mirror Modifier will duplicate half of an object across its axis which means if we change one side of an object then Blender will fill in the other half for us. Alright, without wasting time lets get the tutorial started. Follow below steps to create a sphere and modify it together with Mirror Modifier.
1 Open up your Blender software then delete the default cube.
2 Add a UV sphere from Mesh.
3 Switch to Edit Mode from Object Mode.
4 Switch to Face select and select Wireframe from Viewpost Shading then select the left half of the sphere by pressing the B key and drag the cursor to cover the entire left half of the sphere.
5 Press x to delete the selected faces. Switch to Front Ortho View and press A to select the other half of the sphere.
6 Next select the Modifier tab from the properties panel.
7 Select Mirror Modifier.
8 Under Mirror Modifier select X Axis, then select Merge, Clipping and Vertex Groups under Options. Enable the Clipping option will ensure our vertices do not cross the centerline of an object.
Also select the triangle button as shown below.
9 That is it, now you can modify the right half of the sphere and the left half will automatically matches the right one.
This tutorial will not repeat those features that I have already mentioned in my previous tutorials, so for example if you want to know how to switch from Object Mode to Edit Mode then please read my previous tutorial.
In following tutorial I am going to show you how to play around with Blender’s node editor which is very useful when it comes to edit the material of an object.
Please take note that I will not show you again how to open or use those features that I have already covered in my previous articles, so for example if you want to know how to switch from the Object Mode to Edit Mode then please refer to my previous articles. Alright lets get started!
1 Lets open up the previous file by selecting the File menu and then choose the “Open Recent” tab to select the bottle you have previously saved. Next change the Blender Render selection to Cycles Render. Now split the current window into two by moving the mouse cursor to the top right corner of the window and when you see a cross appears on that corner you left click and then drag the window down to split the 3d window into two.
2 Next change the upper window to the node editor window by clicking the little white cube on the upper 3d window header and select the “Node Editor” tab from the pop up panel to turn the upper window to Node Editor window.
3 Now you should see two windows, the node editor window at the top and the 3d window at the bottom.
4 Now lets add a mix shader to the object. Right click on the bottle in the 3d window then on the right hand sidebar select the Material tab and create a new material. Change the Diffuse BSDF to Mix Shader under the Surface selector. You should now see two boxes appear on the Node Editor.
5 Next Shift-A then select Shader->Diffuse BSDF to add the Diffuse BSDF shader to the node editor. Move the Diffuse BSDF shader box to the top left of the Mix Shader then left click on it to put the box there. Next left click on the green circle of the Diffuse BSDF shader and drag the link to the top green circle of the Mix Shader and release the link to connect the two shaders together. Next add the Glossy BSDF shader with Shift-A then select Shader->Glossy BSDF and do the same thing to connect the Glossy BSDF shader to the bottom green circle of the Mix Shader.
6 Next click on the color bar of the Diffuse Shader and change the color to blue on the color wheel.
7 Next change the Fac value on the Mix Shader to 0.7 which means the Diffuse Shader which is connected to the first circle of the Mix Shader will influence up to 70% on the bottle material and Glossy Shader will only influence 30%.
8 As we change or add a new material to an object the Surface value on the Material Panel is changing as well. That means when we change a value of a shader on the Material panel the value of that shader on the Node Editor will change as well and vise versa.
9 Alright, that is about it for this tutorial, you can add lots of effect to the bottle besides shader, just play with the effect and see by yourself what will happen when you add a new effect to the Node Editor. For example you can add the Image Texture feature to the editor then add texture to that bottle!
10 Save your file to a new name by selecting Save As from the File menu before you close the Blender program. We shall continue with this new file on our next tutorial!
Welcome to the second Blender tutorial on this website and if you miss out my first tutorial then you can read it through this link!
I will not repeat the steps I have already mentioned in the first tutorial so when you see the “Refer to the previous tutorial” phrase that means you will need to read the previous tutorial to find out how to do a certain task. Alright, without wasting your time let’s get started.
The first thing you need to do is of course to start up your Blender software. Then follow these steps to create the bottle.
1 Delete the default cube on the new Blender project screen (Refer to the previous tutorial).
2 Find an image of a bottle on the Internet and downloaded it to your computer.
3 Set that image as the background image of your new Blender project by pressing the N key to bring up the property panel, then scrolled down to where it says Background Image and checked on the checkbox beside “Background Image”. Next click on the “Add Image” button and then click on the “Open” button to select the bottle image you have just downloaded from your computer! You can now press the N key again to hide the property panel.
4 You will not see the image on the background of your project yet after you have loaded it because you need to do this extra step before you can see it. Set the view of the 3d window to Front Ortho view (Refer to the previous tutorial) and you should be able to see that image now! You can use your middle mouse’s wheel to enlarge that image or make it smaller as you wish.
5 The next thing you need to do is to add a plane (Refer to the previous tutorial) then select ‘Edit Mode’ from the 3d window header. When you are in the edit mode, select ‘Top’ under the View tab from the 3d Window.
6 Pressed the A key to deselect everything then select three vertices from the four by right click on the first vertice then Shift–Right Click on the remaining two.
7 Next delete those vertices by pressing the x key and select ‘Delete Vertices’ from the pop up panel. Now get back to the Front view again by selecting ‘Front’ from the View tab under the 3d Window.
8 Next return to Object Mode from the Edit Mode and drag the blue arrow of that solo vertice all the way up to the top of the bottle.
9 Now change the mode back to ‘Edit Mode’ and then with the solo vertice selected (if it is not select then right click to select it) press the E key and drag the mouse to a new position as shown below, then left click to position that new vertice on the new position. Press the E key again to create another new vertice then drag it to the next position and left click to position the vertice on that new position. Repeat the above steps until you have traced half of the bottle and putting the final vertice on the bottom center of the bottle.
10 If the 3d cursor (the one with the red and white circle) is not in the center of the bottle then left mouse click on the center of the bottle to place the 3d cursor over there (as shown on the top image).
11 Next switch to Top view then press the A key to select all the vertices that surrounded the bottle. You will see a orange line across all the vertices if you have selected them all.
12 Next look for the Spin button on the right hand sidebar of the 3d window and click on it. Under the Spin section set the Steps to 15 and Angle to 360 degree.
13 Now press the middle mouse button and move the mouse around a circle to turn the bottle around and see the outcome. Press A to deselect everything.
14 Now press the A key again to select everything then under the Mesh tab on the 3d window header select Vertices->Remove Doubles.
15 Next we need to patch the holes on the bottom and the top of the bottle. First press A to deselect everything. Next click on the ‘Edge select’ icon on the 3d window header to select it. Now turn the bottle around so you can see the top of it by pressing the middle mouse wheel and move the mouse around a circle on the mouse pad. Now do this, hold down both the ALT and N key and right click on one of the edges that surrounded the top of the bottle at the same time to select all the edges that surrounded the top of bottle. If you find it hard to locate the edge you should scroll the middle mouse wheel to enlarge the bottle. With the edges selected press the F key to fill up the top hole. Now press A to deselect everything then turned the bottle around and repeat the above steps to fill up the bottom hole as well.
16 Now lets see how the bottle looks like by selecting ‘Solid’ from the Viewport Shading tab which is under the 3d window header.
17 That is it, you have completed the second lesson of the Blender tutorial.
Hi people, today I will show you how to easily create a tea pot in Blender with Cycles Render engine. Do you know that Blender 2.75 and above actually comes with a few ready made objects beside the Monkey? One of the ready made objects is the Tea Pot. Yes! We are going to make a tea pot today! Alright, without wasting your time lets get started. Open up Blender and follow the below instructions to create your first tea pot.
1 Select Cycles Render from the properties window header and make sure you also select Object Mode from the 3D Window header.
2 Right click on that default cube then pressed the x key on your keyboard and select Delete from the pop up panel to delete that cube.
3 Next pressed Shift-A to bring up the Add pop up panel then select Mesh->Extras->Teapot+.
Now you should see the Teapot on the screen.
4 The next thing you need to do is to smooth that tea pot, with the tea pot already selected (if it is not selected then right click on it to select it, you will see the tea pot get surrounded by orange border which means it has now been selected), next click on the Object Modifier tab on the right hand sidebar panel.
Then click on Add Modifier selection box to open up the Add Modifier panel and select the Subdivision Surface modifier.
Next under the Subdivisions section of that modifier change the number for both View and Render to 3.
Now the surface of the tea pot should become smoother!
5 So far so good, now for the fun part, under View tab at the 3D Window header select Front then select View Ortho.
Now you should end up with below view.
6 Next we are going to create a plane under that tea pot as earth. Left click on the bottom center of that tea pot to position the Blender Cursor (the one with red and white line circle) at the base of the tea pot, then press Shift-A and select Mesh->Plane. Next pressed S, X, 10 and the Enter key on your keyboard to scale the plane to 10 times it’s original size in the x direction. Do it one more time but this time is in the Y direction, S, Y, 10 then Enter.
7 Next it is time to work on the color of the tea pot. Select the Tea Pot again by right clicking on it. On the right sidebar select the Material tab then click on the New button to create a new material for that tea pot.
8 Under the Surface selection box which is under the Surface section of the Material panel select Mix Shader.
9 Select Diffuse BSDF from the first Shader selection box then click on the color bar to bring up the color wheel and select any color you like!
10 Select Glossy BSDF from the second shader and then click on the color bar to bring up the color wheel and pick any color you want. Also set the Roughness to 0.3.
11 That is it for the tea pot part. Now right click on the earth (the plane we have added earlier) to select it. Repeat the same process again by first creating a new material for your earth and so on.
12 OK, we have done coloring both the earth and the Tea Pot.
13 Next we need to create a plane which will reflect the light source and thus creates a shinny surface for the tea pot. Use Shift-A then Mesh->Plane just like before to create the plane. Next bring the plane up and above the tea pot by clicking and dragging the blue arrow upward then release your mouse button to position the plane at the location you want. Then move the plane to the left of the tea pot by clicking and dragging the red arrow to the left then release your mouse button to position the plane at the location you want.
14 Next resize the plane just like the first one. S, X, 10 then Enter. S, Y, 10 then Enter. The next thing we need to do is to create an angle to deflect the light which hits on the plane. Pressed the R key then rotate the plane about 45 degree then left click once you have done. The plane should now looks like below.
15 Next with the plane selected we will go back again to create a new material for that plane. Follow the same procedure as before to create a new material for the plane. This time leave the color to white and select Emission for it’s surface. Leave the Strength to 1.000.
16 Next right click on the light source and select the Sun tab under the Lamp section on the right hand sidebar panel.
17 Next left click and dragged the blue arrow of the light source downward to the bottom of the tea pot and release the mouse. Do the same to the red arrow by dragging it further to the right of the tea pot. Now pressed the R key to rotate the light beam upward about 235 degree CW toward the direction where the light reflection plane is located. Alright, that is it for the light source.
18 We are almost there, now pressed the N key to bring up the object property panel then under Lock to Object section checked on the checkbox beside Lock Camera to View then pressed the N key again to close the property panel. This will fix the camera view on a fix location so we can now move the objects within the rectangle area of that camera (you will see what do I mean by that later on).
19 Now select Camera under View from the Window 3D header.
20 The above command will bring out the Camera View where you can now move the tea pot and plane to fit inside the red rectangle area where the teapot and earth will be shown on the camera. The ‘Lock Camera to View’ command helps us to stabilize the camera so it will not move around when we move the objects on the screen.
21 Next right click on the tea pot to select it and move the tea pot to the position you desired within the camera view area by dragging either the red, blue or the green arrow, then release it when you are done. Then do the same to the earth as well by right clicking on it to select it then drag it around with the arrows, you will want the earth to cover up all the area of the gray background so you will not see the gray background when you render the entire image. You can use the scale function I have mentioned earlier to rescale the earth as well if it does not cover up the entire gray area. The last thing you need to do is to move the reflection plane out from the camera view so it will not show up when we render the image. Right click on the reflection plane to move it just outside of the red rectangle area. You can actually move and rotate the view around by pressing on the middle mouse button and move your mouse around at the same time!
22 Alright, everything is done now. Before we proceed further lets save our creation first. Select Save under the File menu on the properties window header, give the file a name then press the Save Blender File button to save that file. You can open up the file and do further editing when you need it later on.
23 It is the time to do the final rendering after we have done all the hard works. Click on the Render tab on the right hand sidebar panel then under Samples part of the Sampling section change the Render value to 500. The higher this number the better the quality of the image and the longer time it will take to render that image.
24 Pressed the Render button under Render section then just sit back with a cup of coffee in your hand and rest for a while because rendering image with Cycles Render really takes some time to complete.
25 Once the image has been fully render it is time to save it to your hard drive. Select Save As Image under the Image tab from the 3D Window then give the tea pot image a name and select which folder you want the image to be saved in then click the Save As Image button to save that image!
That is it for this tutorial, oh, before we take a look at the tea pot picture lets switch from the render view back to 3d view first. Find the below tab beside the View tab on the 3D Window header and select 3D View to switch the render view back to the 3D view.
The Tea Pot image is ready, it is tea time! If you like this tutorial please share it with your friends!