In the last part of this series we’ll look at making circles and cylinders. They are a lot trickier than it seems! We’ll be building on everything from the previous parts, as well as doing some Bmesh to fix normals.
Unlike the previous part, this tutorial will be lighter on math and focus more on the “Blender stuff”. We will look at adding and applying modifiers, reading a mesh from a file and managing complexity.
In the third part of the series we get into making icosahedra, subdividing and refining them to spheres. To top it off, we’ll also look at two ways of setting a mesh’s shading to smooth.
Welcome to the second part in this series. It’s time to get into some math and learn how to control the position, rotation and scale of the mesh.
Procedural generation is awesome! In this tutorial series we’ll look at making meshes using Blender’s Python API.
Do you find yourself constantly switching in and out of camera view while working in Blender? There’s a better way!
Blender uses a special kind of relative paths. These paths start with ”//” and are relative to the blend file they are set in. The double dashes replace the path to the blend file’s directory, or in the case of library objects they replace the full path to the file.
In today’s tutorial we’ll break the laws of physics, and prove we can abuse nodes to make Cycles do anything we want
Ahh finally putting your addon in a zip file and posting it, the most relaxing part of development. Except when you have to do it often!
If you build Blender for development or street cred, you know how system updates can be a problem sometimes.