TIPS: My personal Top 10 Blender Tips and Shortcuts!

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I love Blender…

And, I’ll be honest I really love a Top 10. Top 10 facts, Top 10 songs, Top 10 Movie quotes. They are right up my street. Love ‘em!

However, I have been avoiding doing a Top 10 of anything as I don’t want people who watch this to think I’ve “sold out” to youTube.

However, I did realise that sometimes I rush through what I’m doing and don’t properly explain how I’m building X or animating Y and so today I wanted to make a video of my favourite tools.

It just so happened I got to 10.

So here are my favourite tips, shortcuts and tools that make my modeling experience in Blender so much more fun.

Here is a simple tutorial to explain the use of it, without making it part of a much bigger thing. Nice and simple. Hope you like it.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: The vertexWeightProximity Modifier! Unsurprisingly, it’s good. Really good!

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I love Blender…

And I love it’s Modifiers. Yes, it’s another One By One.

Being able to deform the shape of something its quite important when it comes to animation. The most simple rig uses deformers to simulate bending, twisting and volume changes and these are all accomplished with deformers. Some of the best facial rigging comes from a conjunction between bones, shape keys and deformers.

But using them can be a little daunting. Addressing them on a “One by One” basis makes it easier to get to grips with them.

VertexWeightProximity is a prime example of one of these modifiers.

You can create a vertex group which performs a shape change and then drive it’s power with an empty. Close to the skin, deformation, further away no deformation.

Here is a simple tutorial to explain the use of it, without making it part of a much bigger thing. Nice and simple. Hope you like it.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: Shading using the Geometry Input Node Random Per Island in Blender!

blog, Resources, tutorials

I love Blender…

But I didn’t use it for ages.

I used Maya then Modo and Maya, then Maya on it’s own then Blender!

For a while there were things in Modo and Maya that were not in Blender. They’re all good for certain things, but there was an option in Modo that I loved which used a gradient to add a level of difference between each separate island of geometry that had it.

It used the object’s individual ID of each object to pull a value from the gradient, making each item with the same shader slightly different. A few releases back Random Per Island was added to the Geometry Input Node that allows us to do exactly that.

Please watch the vid and you can see some of its wonderful uses.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.