Blender 3D: Noob to Pro/Basit bir karakter modellemede detaylandırma 1
Eğer sizin modeliniz katı gözükmüyorsa, wireframe modda çizilmiş demektir. Bu ders için katı(solid) çizilmiş modele ihtiyacınız var. Nesne Modu(Object Mode)na dönün (TAB) ve Z-Tuşuna basarak modelinizi katı mode(solid mode) da görün.
You should already have the Editing Panel displayed in the Buttons Window. If not, click on the Editing button (shown pressed in the image on the right) or press F9 to have the Editing Panel displayed. On Macintosh OS X, use CMD+F9 to avoid engaging the Exposé window effects. Note that the Editing panel is a different thing from edit mode; don't confuse them. Depending on whether you're in edit mode or object mode the Editing Panel will display different tabs. With the object (your man) selected (RMB) press TAB to view how the available buttons in the panel change.
First of all select the model. We're going to turn on subsurfaces, or Subsurf.
To enable Subsurf, you must go to the Buttons Window → Editing Panel(F9) → Modifiers subpanel → click Add Modifier → Subsurf from the list. You should immediately see your model change to look more round and less edgy. New options for Subsurf are now shown in the Modifiers subpanel. You may also perform this action by pressing SHIFT+O while in object mode.
Note that the Modifiers subpanel will be displayed in both edit mode and object mode.
What just happened? Each face was just divided into four smaller faces that are progressively angled, which has helped soften the sharp edges of the model where faces touch each other. Click the horizontal bar labeled Levels and change the value to '2'.
The model will change again because each of your original faces is now divided into 16. If you change the value to '3' each plane will be divided to sixty-four smaller planes, but don't do it unless you've got a computer that you're sure can handle it (newer computers should be able to handle it pretty easily). Note that subdivisions work with base 4, i.e., Level: 1 yields divisions; Level: 2 yields divisions; Level: n yields divisions.
[Troubleshooting: If one or two of your sides don't subsurf, press AKEY to select all vertices while in edit mode. Then, click Rem Doubles under the Mesh Tools tab in the buttons window. You can also change the Limit of how far Blender should look for vertices that are close together. If you prefer keyboard shortcuts, press WKEY to display the specials menu, and select Remove Doubles. ]
Notice the other bar labeled "Render Levels" below the Levels bar? That controls how many subdivisions to do at rendertime, while the value we've been changing handles the number of subdivisions while working in Blender. Before moving on, set the first subdivisions ("Levels") value to 2 and the rendertime subdivisions ("Render Levels")to 3.
A Modifier is defined as the application of a "process or algorithm" upon Objects. They can be applied interactively and non-destructively in just about any order the user chooses. This kind of functionality is often referred to as a "stack of pancakes" and is found in several other 3D applications and breakfasts. The x in the upper right of the subsurf modifier will remove the modifier from the modifier stack. The arrows at the left of the x will move the modifier (and its effects) higher or lower in the modifier stack.
The Optimal Draw button removes the extra wireframe lines which display as a result of having additional geometry. This button is especially useful to clarify and speed up the display of densely subdivided meshes.
The blank roundish button towards the top of the Modifiers panel, just to the left of the up and down arrows, applies the modifier to the editing cage.
In Edit Mode, hit the AKEY once or twice so that all the vertices are selected (if you're not in Edit Mode, select the object and press TAB). Press this button now and notice how it transforms the translucent, boxy cage to a more rounded one. Take note of this function for future reference, but for now press it again to return to the boxy version. You will need this boxy version for the next few lessons.
The Apply button applies the modifier to the mesh. While this is useful for some modifiers, for Subsurf this will add many extra vertices and is generally not needed.
Remember, you can undo any accidental modifications by pressing CTRL+Z to go back a step. If you need to, you can go back several steps and then repeat the process correctly.
Modifierlar belgeleri tamamı için http://wiki.blender.org/index.php/Manual/PartII/Modifiers
Subsurf (yüzey altı -noktalar-kenarlar-poligonlar-) modifier belgelerinin tamamı için http://wiki.blender.org/index.php/Manual/PartII/Modelling/Modifier/SubSurf
Subsurfaces (yüzey altı -noktalar-kenarlar-poligonlar-) belgelerinin tamamı http://wiki.blender.org/index.php/Manual/Subsurf_Modifier
Subsurfaces do a good job of smoothing out objects and creating good curved surfaces. However, even with subsurfaces the model does not appear completely smooth; at this point it even appears scaly.
If your person is in wireframe view, hit ZKEY to change it to solid view. In Edit Mode, hit the AKEY once or twice so that all the vertices are selected (if you're not in Edit Mode, select the object and press TAB). Find the button that says "Set Smooth" (the center-right button inside the Links and Materials subpanel in the Editing [F9] panel) (Note: If you can not find the button, you may be in object mode.) and click it. You will see the Blender smooth out the rough edges where faces were touching before. Next to it is the button labeled "Set Solid." Click it as well. You will see the simple person go back to the solid rendering. The simple person looks better smooth, so click the Set Smooth button again. (more information about this at  and ).
You need to keep this file open for the next several tutorials. Move on to the next page.
The person subsurfed with a monkey head instead of an icosphere.
To get this, you have to do exactly the same as the tutorial says, but with a minor change. In the previous tutorial instead of adding a icosphere add a monkey head.