Knobs have knurls. A knurl is that hatch pattern found on cylindrical surfaces. They are easy to create on a lathe and, believe it or not, it is easy to model in Blender. Here’s how.
These instructions are for Blender 2.8
Start with a cylinder. Shift-A, Mesh, Cylinder
Set the cylinder parameters to a radius of 1 with a depth of 2 and 60 vertices. Select nothing for Cap Fill. Continue reading
3D models can be from your imagination or from real world items. Today’s model is from the real world.
I modeled a picnic table from one that is available at Home Depot. I used the online photos in fspy to get the camera position. The fspy camera positions and the phone are then imported into Blender with an add-on. I then drew and aligned picnic table elements in Blender. When it was all done, I scaled it to real world sizes and added weathered wood materials. The materials were created with overlapping UVs. This allowed me to get decent resolution without using huge images.
The model is available at CGTrader.
2 posts in one day. That’s a first.
I’ve been working on this collection of knobs for a while. I thought it would be simple. But like most things…simple is rare. I ran into difficulties controlling fillets in meshes that were sub-surface ready. The model would look good until the sub-surface modifier was added. You can get some strange looking artifacts if you don’t have good topology.
The collection of knobs is available at CGTrader: https://www.cgtrader.com/3d-models/electronics/other/collection-of-12-knobs
I walked passed this cone the other day. I had some time to kill, so I modeled it. I created one with the dirt and then cleaned it up.
I was having a hell of a time this morning with Blender. I couldn’t get the Texture Painting to work. I searched online for a solution, but every answer seemed geared to someone just learning.
After struggling and not finding the answer online, I finally figure it out. The object I was trying to paint was in the “Local” mode. The local mode quickly isolates one more objects. It is toggled on and off with the “/” Forward Slash key on the keypad.
I toggled local mode off and texture painting magically worked again.
Here is a Blender 2.81 tip I had to re-learn today.
I started a new mesh and created a string of vertices. After I bit of work, I realized that a curve would be much better. It is pretty straight forward to convert a mesh to a curve, but the curve is little more than then the mesh by another name. What I was looking for was the vector handles to smooth out the corners.
The trick is to convert the new curve spline type to a Bezier curve. The vector handles then appear. Continue reading
Photogrammetry scans already come with their own lighting. When using these scans in Blender, you can get a natural look and speeds up Blender with a few clicks.
- Put the 3D viewport into the solid mode. You can click the solid circle in the upper right corner or hit the “Z” key and then slide your mouse to the right.
- Click the shading option arrow next to the shading modes in the upper right corner
- The lighting default is “Studio”. Change it to “Flat”
- The color default is “Material”. Change it to “Texture”
A new model has been posted on CGTrader. It’s a rocker switch with power on and off markings. It was modeled in Blender 2.80, but it was rendered in the Blender 2.81. Then new version of blender has a noise removal node for the compositor. It works great.
The new noise removal node is not available in 2.80. Go to the Blender download page and scroll to the bottom. Click the “Get Blender Experimental” button and download. You will get an compressed file. I created a new folder (c:\program files\blender\blender2.81) and extracted all the files there. Then just double click the blender.exe file to run.
To use the node, enable a few render passes that the node uses. Go to the View Panel and expand the Passes section. Enable the Normal Pass and the Diffuse Color Pass.
When you move a vertex over another, many times you want the two to become one. There is a tedious way: Move the vertex and then merge. Or the easy way: Enable the AutoMerge option and then just move one vertex over another.
In Blender 2.80, the AutoMerge option has moved. It is now in the Active Tool and Workspace panel under “Options”
Here are my go to settings for Blender when I am modelling for a 3D Print
To design in inches and export an STL file at the proper scale:
- In the Properties Panel, go to the Scene Tab.
- In the Units section, Change the Units to “inches”, the length to “imperial” and the Unit Scale to 0.0254.
- When you export your model as an STL file, set the scale to 25.4.