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How To Use Blender to Enhance Your Designs


This overview will efficiently information you thru smoothing and sharpening the tough edges of any design. 

Posted on February 10, 2017

by

Alec Richter & Tyler Anderson

As beforehand mentioned, fashions taken from video video games aren’t the identical bodily as they’re visually. They appear easy, have a ton of element, and look like the proper mannequin to print in your costume, and you then obtain it and discover a sharp, primary, and far too easy mannequin to even take into account your completed mannequin. You are not fairly able to make the dedication to noxious chemical compounds and respirators you would wish to make use of Bondo physique filler, however with this methodology, you will not need to. 

The entire household of 3D printed Soldier 76 masks.


Tyler launched me to the free 3D modeling program Blender, one thing he had expertise utilizing when modifying Pepakura recordsdata for his Iron Man costume. Should you’ve by no means used any 3D modeling software program, do not be discouraged from utilizing it. Earlier than writing this text, I had no expertise with Blender.

As a way to get your mannequin to some extent the place you may modify it and have a printable file ultimately, comply with steps 1-7 of How To Deliver Video Sport Characters To Life, then comply with these directions.


Step 1: Import into Blender

  • Delete all of the objects in Blender’s default scene, this features a digital camera, a lightweight supply, and a dice. The best approach to do that is to press “A” till all the things is chosen, then press “X” or “Delete” to delete them.
  • To import your mode, STL or in any other case, discover it within the following drop down menus:


Step 2: Navigating in Blender

Listed below are the fundamentals of getting round in Blender:

  • Drag + MMB (Center Mouse Button): Rotate view
  • Shift + Drag + MMB: Pan view
  • Scroll Wheel: Zoom in/out
  • RMB (Proper Mouse Button): Choose an object

Step 3: Middle the Objects

When your mannequin is imported, odds are it is not close to the middle, so let’s transfer it nearer.

  • Choose the group by proper clicking on it.
  • Transfer it to the middle by dragging the arrows on every axis. (Blue circle).
  • You may also transfer issues by urgent G.
  • To make issues simpler, chances are you’ll need to reset the article’s origins. To do that, go to Set Origin > Origin to Geometry. (Cyan field).
  • At this level you’ll in all probability additionally need to save the mannequin with Ctrl-S


Step 4: Separate Objects

Some 3D fashions or sport fashions even have a number of items as the identical object. While you import them into Blender, all of them come collectively as one group. We have to separate them with a view to work on them individually.

  • Choose the group and change to Edit Mode (Yellow Field)
  • Press “A” till nothing is chosen, then proper click on on one piece to pick one in every of its vertexes.
  • Press “Ctrl-L” to pick your entire piece (all linked vertices).
  • Press “P” then select “Choice” to separate that piece from the the group.

 

Easy methods to enter Edit Mode


Separate by Choice


Tip: You may cover the items you are not engaged on by clicking the eyeball icon subsequent to them within the Outliner.


Step 5: Thicken

Like I discussed within the first article of this sequence, sport fashions, Pepakura fashions, and many others, aren’t designed to be 3D printed, so they’re solely a floor mannequin. They don’t have any thickness or quantity and there may be not really something to print.

The best approach so as to add thickness to a mannequin is to make use of the “Solidify” modifier.

  • Choose your object, then go to the Modifiers tab of the Properties editor.
  • Click on “Add Modifier” after which select “Solidify” from the Generate part (Blue field).
  • Improve the thickness to nonetheless thick you want. 3.0 is an effective start line.
  • If you wish to make these adjustments everlasting you may hit “Apply.” This isn’t vital although, and leaving it as it’s will can help you edit the modifier later.


Step 6: Extrude (Optionally available)

You may discover some fashions which are tubular and want some thickness, resembling Iron Man’s thigh armor. There may be an alternative choice to utilizing the “Solidify” modifier, and that’s utilizing “Extrude”.

  • Enter Edit Mode and press “A” to pick all the things.
  • Press “E” to extrude. This can make a replica of the mesh that’s linked to the unique across the edges. You may transfer this copy round with the mouse, however on this case we need to preserve it in place, so press “Esc.”
  • Press “S” to scale down the copy. We need to make this the within floor.
  • We would like the within to be simply as tall as the skin, so press “Shift + Z” to inform Blender no to scale alongside the Z axis. Conversely, you would press Z if you happen to solely need to scale alongside the Z axis. The identical will be executed for the X and Y axis.
  • Transfer the mouse till the tube is the best thickness, then press “Esc” if you end up executed.

Extruding the faces of an Iron Man thigh.


Step 7: Splitting Hairs. Or Helmets

It’s possible you’ll need to break up fashions into a number of items. As an illustration, if you wish to print sections in numerous colours or if the entire piece is simply too massive in your printer. On this case I’d need the helmet break up alongside the faceplate, the visor, the primary physique, and the again panel.

  • We have to choose the road the place the minimize shall be made. Choose one edge after which preserve deciding on extra utilizing “Shift” or “Ctrl.” (Determine 1).
  • Holding Ctrl makes it straightforward by deciding on the shortest path between the primary line and the following you click on on. (Determine 2).
  • Press “V” and “Esc” to tear the mesh alongside the road you chose.
  • Press “Ctrl + L” to pick your entire linked part, then transfer it away from the remainder.
  • Press “P” to ungroup it from the unique. (Determine 3).

Determine 1


Determine 2


Determine 2


Determine 3


Step 8: Clear Up the Mesh

Earlier than we easy the mannequin, we have to make it possible for by this stage it is printable. A 3D mannequin has what is known as “normals” and these decide which aspect of a face is the within and which is the skin. If these are reversed, it might probably trigger slicing errors.

  • Choose all then go to “Mesh > Normals > Recalculate Exterior.” Should you see any faces change coloration barely, it means they had been reversed earlier than. (Blue field).


Now we have to verify for non manifold geometry. These are components of the mesh that both have holes or are intersecting with itself.

  • Go to “Choose > Choose All by Trait> Non Manifold.” (Blue Field).

Any components of the mesh that at the moment are chosen have points. You will have to manually repair these. One of the simplest ways to repair these drawback faces is to delete them outright and reconstruct the realm.


One factor that always results in non manifold geometry is vertices that are very shut to one another however not really linked. To repair these, choose all after which go to “Mesh > Vertices > Take away Doubles” (Blue field).


Step 9: Easy the Floor

We now have a printable mesh, however the primary level of this was to make there be much less ending work.

  • To easy issues  out we’re going to use Blender’s Subdivision Floor Modifier. Open to the Modifiers tab after which go to “Add Modifier > Subdivision Floor.” (Wrench within the Blue Field).
  • Set the variety of subdivisions (“View” not “Render”) to your choice. I discover 3 or 4 is mostly sufficient to have an excellent mannequin. The extra subdivisions, the smoother the floor, the extra polygons, the bigger the file measurement. (Cyan Field).


Blender’s smoothing algorithm will, by default, spherical off all edges. Even edges chances are you’ll need to preserve sharp. To stop this, we have to inform it which edges we need to protect by creasing them.

  • Begin off by briefly disabling the Subdivision Floor modifier. You are able to do this by clicking the eyeball icon.
  • Now choose the sides you need to crease. A straightforward approach to do that is by going to “Choose > Sharp Edges.” This can choose all edges with a pointy angle.
  • Play with the sharpness threshold till it seems to be prefer it has a lot of the vital edges. It doesn’t need to be good as we are able to add or take away extra in a second. This can be a good start line earlier than guide choice.
  • When you have edges marked “sharp” that you do not need chosen, whereas holding “Shift” click on on them to deselect them. When you have edges that are not chosen that you really want creased, maintain “Shift” and click on them to pick them.
  • Crease the sides by urgent “Shift + E” then kind “1.0” and press “Enter”
  • To uncrease an edge, you would choose it and sort “-1.0” as a substitute
  • Unhide the modifier to see the way it seems to be, then return and crease/uncrease extra edges as wanted.

Visor with the sides smoothed out.


A number of hours of labor to save lots of a dozen or two later.


Now you can say you could have expertise utilizing Blender and that you simply cleaned up and made a mannequin even higher. The extra you tinker with Blender, the extra particulars you may add to your mannequin.

With a number of trial and error, I used to be in a position so as to add within the ear channels and the cheek divots, which for a primary time modeler was a problem. I will not be going into easy methods to do it, however within the briefest phrases, I modeled the form I wished subtracted from the helmet, positioned it how I wished on one aspect, mirrored it, and Boolean subtracted it from each side.

Left, the completed print. Proper, the unique sport mannequin.


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