Graphic PIZiadas

Graphic PIZiadas

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3D Animation, Modeling: Building with Lattice [Blogs experimental] [ Blender ]

To model an object you can use different editing techniques. Let's build a building that can serve a simple animation, using familiar tools.

As always, try to rely on a few concepts to simplify the process.

Building Structure

Start from an object “Cube” Model based.

This object (the cube) is in the scene “by default” start the application nothing Blende.

If we modified our environment with different settings and do not have, we can always add a new mesh placing the cursor in the 3D window and pressing the spacebar, select Add->Mesh->Cube.

The new object is placed in the position where the cursor is 2D.

The next step will edit the mesh to scale the cube in a particular direction and get to occupy the volume should contain the building.

We will address scaling on one axis, in this case the “The”. To do this select the object and will press the button that performs the scaling (S). If you move the mouse you will see that changes it in all directions. To limit to a shaft simply press the key that identifies (The). If you now move the mouse you will see that only in the selected direction scale.

If you want a specific scale factor, can enter via the keypad. In our case, then pressed the shaft (z) the number 3 (scale factor) vlidándo immediately by pressing “Intro” or “return“, or clicking the button izdo. mouse.

The hub is formed of six faces initially. We can perform a process of “subdivision multiple” to generate the windows.

We turn to edit mode by selecting the object and then pressing the Tab key (Tab). In this way indicate that we want to perform the subdivision corresponding key (W) and choosing one of the options that appear in a pop-up context menu. In particular indicate “Subdivide Multi” and introduce the number of partitions (4 in the figure of the image) in the window that appears. By validating with button “Ok” said window will see the effect of this operation.

The subdivision takes place evenly on each side of the cube. We can modify the vertices of the new mesh expand areas will be windows.

To move the vertices, change to a front display window. With the key (B) can select a rectangle with vertices move. Previously remove any selection by pressing (A). To avoid deforming the geometry, will use the axes appear selected objects, “dragging” direction “z” to locate the elements according to our design. The picture shows an example, before and after this change.


To construct the window will make an extrusion of four faces of the facade. The extrusion has been discussed in “Edit meshes“.

In edit mode activate objects selection of faces, and the “limitation” selection to the visible faces.

Will select in the toolbar of the 3D window icon “triangular” to indicate the selection of “facets” and activate the icon “cube” so as to select only faces that we, and subsequent (Mode occlusion).

Keep down “Shift” used to type a capital letter, selected as the mouse in the center of each of the faces that we converted building windows.

To perform the extrusion select the transformation with the keyboard (And) and this operation will be perpendicular to the selected faces.

In the popup menu select “Region

The depth of the extrusion can be defined by moving the mouse or by entering the value using the keyboard (have to enter a negative value for the window “goal” in the building).

For each surface to be generated four new facets.

Textures of the building and windows.

Clearly we use two different materials. The first can be used for building facade, while the latter can be applied to windows.

Building material and texture

In so “Object” (F7) can add a material to apply to the building facade.

The new material will be applied to each of the faces of the object you have selected, including windows and new faces (generated by the extrusion).

The material is can add textures procedural, generated by scripts or textured images with UV maps.

Blender will add a texture of time, simply to explain the mechanism that can be used to apply different materials to the faces of the object (and facade windows).

Later we can improve the model by incorporating more complex texturing. Select eg “Noise” and maintain the standard application of the texture “by default”.

If we make a render of the scene we have an image similar to this.

We see that all surfaces have the same texture applied.

If the scene is properly lit shadows and highlights are obtained in the windows because of the new surfaces that have been generated in the extrusion. Let's see how we can differentiate the window glass from the rest of the building.

Material and texture of the windows

To differentiate the material of the rest of the building windows, will create a “group” with facets representing the crystals.

Select the object and enter editing mode vertices and faces, (again) pressing the Tab key (Tab).

We select the set of controls that allow editing (F7) (or the icon representing a square and its vertices)

Tab “Link and Materials” allows you to configure groups of facets or vertices of the object, well as material associated with.

Select the windows of the building and create a new group with the button “New” located in the region labeled “Vertex Groups

Appears a new selector with the group name: “Group”. This name is editable and can be a good idea to change his name to “Windows”, simply clicking the mouse (button izdo) on the text “Group” and introducing the new text.

With the button “Assign” associate the faces with the new group we created empty. The selected items are assigned to the active group pressing this key.

Then work on the set of controls that allow you to associate the material. The working mechanism is similar; Define a new material with the button “New” and assign it to the active group with button “Assign

The new material is a copy of the previous. If we select with the mouse on the gray square, we can change the color of the material.

In our case we chose a garish color (greenish yellow) that an assessment can easily change material. Again, later in the refinement of the model, we can change the textures for a finish “final”.

In the menu “Shading” ( key F5) find the buttons that allow you to vary the properties of the material. Each material having associated object can be customized independently.

Tab “Links and Pipeline” You can select the material you want to modify. The Selection tab “2 Mat 2” indicates the number of materials which has an associated object, and the number of active material to be edited.

Deformation of the building. Lattice

To give an appearance of the building cartoon we deform by Lattice, or control structure. Subsequently all associate a reference axes system (Object Empty or Parent) to modify its position in the scene.

Add the Lattice

To add a Lattice act just like to add an object. With the cursor in the 3D window will press the spacebar and select Add->Lattice

The object is initially cube. We transform to contain the object to deform inside.

Climb it similarly to building (slightly larger) and will move to bring the inside building.

With the building selected in object mode, activate the edit controls (Editing F9).

Tab “Modifiers” add a new modifier “Lattice“, and dialog boxes write the name of the object (Whether:) Lattice acting as. In our case the text to include is “Lattice”

The name of each object can be obtained in the different parts of the interface, for example in the 3D (on the bottom) to select an object.

Lattice Deformation

The “Lattice” is associated with the object. The deformation of the deformation affects the object.

To monitor in more detail “Lattice” can select and its associated tab change the number of subdivisions thereof.

The picture shows the control box in which we changed the value of the divisions on the axis “The” Object, by varying the parameter “W” (has passed 4 instead of 2).

Lattice axes need not coincide with the axes of the scene. In called Lattice “You”, “V..” and “W” analogously to the axes “X”, “And”, “The”.

Abusing Lattice number of subdivisions to control in great detail the transformation, but it is difficult to handle.

The simpler the model, it will control better having few vertices.

At editar el Lattice, as any object, we see that the geometry is associated (the building) be deformed similarly.

Can handle the lattice to make a permanent deformation, or encourage their vertices to encourage more rhythmically complex geometry.

The degree of influence of the deformation of the object Lattice (Building) is a configurable parameter.

Association to a system of axes.

To complete the basic design must ensure that modifying the position or scale of the object, Lattice remains influential in equal measure.

We select the Lattice and holding down “Shift” then select the building. If you click the button below “P” Lattice can make it “Son” Object “Building”. Any change in location or scale of the object will be applied to the object building Lattice.

You could also have defined an object “Empty” Lattice and make both depend on it as Object. In this case, any scale transformation or movement should be applied only on the object “Empty”, but that discussion and analysis of our target escapes current.

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