Blender 3D printing by example learn to use Blender's modeling tools for 3D printing by creating 4 projects
Build four projects using Blender for 3D Printing, giving you all the information that you need to know to create high-quality 3D printed objects. About This Book A project based guide that helps you design beautiful 3D printing objects in Blender Use mesh modeling and intersections to make a custom...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England :
Packt
2017.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630719206719 |
Tabla de Contenidos:
- Cover
- Copyright
- Credits
- About the Author
- Acknowledgments
- About the Reviewer
- www.Packtpub.com
- Customer Feedback
- Table of Contents
- Preface
- Chapter 1: Thinking about Design Requirements
- Thinking about printing processes
- Home printing - Fused Filament Fabrication (FFF) printers
- Overhangs
- Detailing
- Layer height
- Extrusion width
- Wall thickness
- Other considerations - flat bases
- Home printing - Stereolithography (SLA) printers
- Overhangs
- Detailing
- Wall thickness
- Other considerations - drain holes
- Service Bureaus - Selective Laser Sintering (SLS) and more
- Overhangs
- Details
- Wall thickness
- Other considerations - escape holes
- Comparing the Requirements
- Thinking about size
- Sizing for the printer
- Sizing for function
- Sizing for yourself
- Summary
- Chapter 2: Using a Background Image and Bezier Curves
- Getting started
- Adding a background image
- Finding a good photo
- Adding the background image to Blender
- Switching to Orthographic View
- Perspective View
- Orthographic View
- Tracing with Bezier curves
- Moving the 3D Cursor and adding a new Bezier curve
- Changing Object Interaction Mode and editing the Bezier curve
- Moving control points
- Adjusting the shape of the curve with handles
- Adding additional control points
- Changing handle types
- Checking your work and finalizing your curve
- Deviating from the photograph
- Toggling Cyclic to close your curve
- Summary
- Chapter 3: Converting a Bezier Curve to a Properly Sized 3D Mesh
- Converting a Bezier curve into a mesh
- Selecting vertices and making a new face
- Extruding to make 3D objects
- Understanding and viewing face normals
- Using Extrude Region
- Scaling and sizing the mesh
- Converting to the metric system
- Reading the current dimensions and scale.
- Scaling a model by typing dimensions
- Fixing proportions by updating scale
- Summary
- Chapter 4: Flattening a Torus and Boolean Union
- Creating and laying out a torus
- Adding a new torus object
- Positioning the torus
- Rotating the torus (for Service Bureau)
- Giving the torus a flat bottom (for home)
- Toggling vertex visibility and using border select
- Using Scale to align vertices
- Combining objects together with Boolean Union
- Exporting your work for 3D printing
- Summary
- Chapter 5: Building a Base with Standard Meshes and a Mirror
- Working with a cube and cylinder
- Resizing the default cube
- Adding and sizing a cylinder
- Using Object Origins to line up objects
- Understanding Object Origin points
- Moving the cylinder into place
- Making the base whole
- Understanding the mirror axis
- Updating an Object's Origin to a specific vertex
- Adding a Mirror Modifier
- Summary
- Chapter 6: Cutting Half Circle Holes and Modifier Management
- Duplicating and sizing a cylinder
- Placing the hole and preserving wall thicknesses
- Positioning with subtraction
- Positioning with a reference cube or ruler
- Mesh modeling to make a half cylinder
- Using Shift to multiselect
- Using Ctrl to multiselect
- Deleting vertices in the cylinder
- Creating new faces
- Making a hole with Boolean difference
- Changing your object with modifier order
- Summary
- Chapter 7: Customizing with Text
- Adding a new text object
- Changing the text
- Changing font settings
- Finding the font filename
- Picking a new font
- Adjusting font size and line spacing
- Converting the text to a 3D mesh
- Using the text object properties
- Using the Extrude tool
- Finalizing the bracelet
- Summary
- Chapter 8: Using Empties to Model the Base of the House
- Using Empties for reference images
- Adding Empties.
- Rotating the Empties
- Scaling empties and adjusting for differences in pictures
- Modeling the base of the house
- Using Extrude and merging vertices
- Using Loop Cut and Slide
- Summary
- Chapter 9: Mesh Modeling and Positioning the Details
- Modeling windows
- Creating a window as a separate object
- Adding shutters with a multi-cut Loop Cut and Slide
- Starting window panes with Subdivide
- Subdividing edges
- Controlling the number of cuts
- Finishing window panes with Inset
- Noting and applying exact thicknesses
- Raising the details with Extrude
- Renaming and copying windows
- Perfecting the positioning with Snap
- Summary
- Chapter 10: Making Textures with the Array Modifier and Scalable Vector Graphics
- Making brickwork with the Array Modifier
- Adding an Array Modifier
- Picking the Fit Type
- Understanding the impact of scale on the Array Modifier
- Setting the Offset
- Nesting Array Modifiers
- Importing a Scalable Vector Graphics file for stonework
- Using the Outliner and Properties Shelf to find objects
- Scaling, rotating and converting to 3D mesh
- Combining with the Array Modifier
- Summary
- Chapter 11: Applying Textures with Boolean Intersection
- Making template shapes
- Duplicating and separating vertices
- Joining and separating objects as a shortcut
- Joining and making new faces
- Deleting unnecessary faces and edges
- Adjusting vertex coordinates
- Creating new edges and filling faces
- Taking an intersection
- Adding a Boolean Intersection Modifier
- Previewing modifiers
- Switching viewport shading to wireframe
- Hiding the supporting object
- Making adjustments
- Applying and placing the Intersection
- Finalizing and exporting the house
- Summary
- Chapter 12: Making Organic Shapes with the Subdivision Surface Modifier
- Thinking about overhangs and flat bases.
- Making a low-poly hand
- Adding in reference images
- Modeling a low-poly hand from a cube
- Planning ahead for fingers with Loop Cut and Slide
- Shaping with Extrude and Scale
- Rotating faces and making manual adjustments
- Extruding and scaling fingers
- Modeling a low-poly hand from a plane
- Adding a Subdivision Surface Modifier
- Summary
- Chapter 13: Trial and Error - Topology Edits
- Preparing yourself mentally
- Embracing failure
- Aiming for quads
- Adding extra edge loops
- Controlling rounding
- Shaping details
- Flattening the base
- Flattening with Loop Cut and Slide
- Flattening with Mean Crease
- Moving vertices and edge loops
- Selecting edge loops
- Sliding edges
- Rotating around the 3D Cursor
- Using Proportional Editing
- Modeling fingernails and wrinkles
- Using Inset and Extrude for fingernails
- Using edge loops for wrinkles
- Summary
- Chapter 14: Coloring Models with Materials and UV Maps
- Using materials
- Adding a material to the whole object
- Adding a material to specific faces
- Reusing existing materials
- Coloring with UV Maps
- Adding a new panel to Blender
- Unwrapping an object into a UV Map
- Marking and clearing seams
- Preparing to Texture Paint
- Painting in Blender
- Using the Fill Brush
- Painting in the UV/Image Editor
- Editing images outside of Blender
- Exporting and uploading X3D files
- Zipping up the model and image files
- Checking the renders for CMYK issues
- Summary
- Chapter 15: Troubleshooting and Repairing Models
- Removing duplicate vertices
- Flipping face normals
- Finding and fixing non-manifold edges
- Exploring examples of non-manifold edges
- Faces without thickness
- Missing faces or holes
- Inconsistent face normals
- Overlapping and unconnected geometry
- Highlighting non-manifold edges
- Turning on and using 3D Print Toolbox.
- Correcting non-manifold edges
- Repairing models with 3D Builder
- Summary
- Index.