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User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip.

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Creator Creator. Language Language. Here is the order: 1. Columbia Tristar warning scroll 2. Columbia Tristar Home Video coming soon variant 5. Men in Black - Will Smith 6. Double Team trailer 7. Snowboard Academy trailer 8. Kolya trailer 9. Roll the mouse wheel up to zoom in in Blender 3D. When you see the SVG, click and drag a box around it to select it. Move the SVG to the center of the grid. To move an object, click the cross-arrow icon in the toolbar to the left. Click and drag the object to move it.

Click again to place the object. You can also press G on your keyboard and drag your mouse to move an object. Scale the SVG to the size you want. To change the size of an object, click the icon that resembles a square with an arrow pointing to a larger square in the toolbar to the left. The click and drag the mouse to change the size of your object. Click again to set the size of the object. You can also press S on your keyboard and drag the mouse to change the size of an object.

You may need to move the object back to the center when you are finished. Convert the SVG to a mesh.

Use the following steps to convert the SVG to a mesh. Click and drag a box around the SVG to select it. Click Object at the top of the 3D viewport.

Click Convert to. Select the new mesh. To select a mesh in Blender 3D, simply click it. A selected object is highlighted in orange.

Switch to Edit mode. To switch to Edit mode, click the drop-down menu that says Object mode in the upper-left corner of the 3D viewport. Then select Edit Mode. Select the entire 3D mesh. Edit mode allows you to edit one mesh at a time. Click and drag a square around the 3D mesh to select the entire mesh, or press A on your keyboard to select everything.

Switch to a side view. The mesh should look like a flat line from the side. Use the following steps to switch to a side view, or press 3' or 1 on the number pad on the right side of your keyboard: Click View at the top of the 3D viewport. Click Viewport. Click Front , Back , Right or Left. Extruding faces of the object changes the mesh from a flat object to a 3D shape. Press E on your keyboard and drag the mouse to the desired height, or use the following steps to extrude the faces of the object: Click Mesh at the top of the 3D viewport.

Click Extrude. Click Extrude faces. Drag the mouse to the desired height. Switch back to Object Mode. To switch back to Object mode, click the drop-down menu that says "Edit Mode" in the upper-left corner of the 3D viewport. Then click Object Mode.

Edit the material properties of the object. To edit the material properties of an object, click the icon that resembles a red sphere in the sidebar menu to the right. Use the following options to change the material properties of the object: Base color: Click the colored box next to Base color and then use the color wheel under the "RGB" tab to select the base color of the object.

Metallic: Use the slider bar next to "Metallic" to adjust the reflective mirror properties of the object. Sign up Log in.

Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. An important operation is extrude, which copies the selected parts of a mesh and connects the copies to their original. So if you want to draw a curve, you place a default curve and then use an operation like extrude or subdivide to add new points.

Depending on the task, it is vital to learn the keyboard shortcuts by heart. Those are often single keystrokes - e. All of the youtube videos use one of the many screencasting plugins, which display the recent mouse buttons or key presses - it is a good idea to use a numpad, mainly to switch between different views The benefit: even with minimal manipulations in the lighting settings and the materials of the created objects, the renderer can already create raytraces that are absolutely jaw-dropping.

I feel like I have barely scratched the surface of what the tool can do. Rendering pipelines? Sculpting mode? Probably Curious about the hottest tips from the HN users Once you start learning 3D applications you realize most other UIs are toys in compassion.

Sculpting mode is worth learning. Grant Abbitt has some great tutorials on that front. Though if you dive too far into that you may wanna look at getting a Wacom tablet or similar.

Actually Grant has a lot of good tutorials in general on Blender. This is all about taking a sphere with lots of vertices and pushing them around. Ideally with semantics a thing is placed on a floor. What should I use for that? You can sculpt stuff you made with geometry, you don't have to start from the sculpt sphere.

But yes if you only want things to be fairly geometric sculpting is less useful, but if you want to make things like broken pillars it makes creating those effects easier.

A tablet makes a big difference. Doesn't need to be a Wacom though. There's plenty of very good much cheaper alternatives. A small size is often better as less hand movement is required. Yeah that was why I said or similar. Maybe should have called it out more, but I got a cheap wacom non-screen to learn with though I haven't been doing sculpting lately, need to get back to that. UncleEntity 39 days ago parent prev next [—]. Most of my contributions were of that nature honestly there were some big gaps and a lot of low lying fruit back then.

People ran with it and it became really popular so they built pie menus into blender proper. Yes, but those require rebuilding Blender. They're not expressed as plugins. Registered just to reply to ya comment. I've been using Blender for, ooo, I'd say about 15 years now?

I've got almost every hotkey down to a reflex, explored the software extensively, even written my own plugins for Blender. I've watched it grow over the years and man, has it come SO far. And let me tell you I can honestly say 15 years I still feel like I'm barely scratching the surface. Blender is just an infinite well of potential power and productivity. The more you put in to it, the more it will give you back.

And every few months the Blender devs put out a new update, making it even better than before. Absolutely amazing tool, would be easily worth thousands a year to me for my professional work and yet it's free. Thanks, the fact that you registered just to answer means a lot to me Doxin 39 days ago parent prev next [—].

In my experience sculpting is much easier to learn than the vertex-twiddling side of blender. Start with a cube. Find the remesher and give it a poke. That'll subdivide the cube. Remember to poke the remesher whenever the mesh faces get too distorted. It's quite a nice workflow for organic shapes. This is awesome. Cinema 4D R25 released at the end of last month finally overhauled the user interface.

It looks much better and much more like Blender on macOS now. Blender is a fantastic piece of software. I've dabbled with it for years but the 3. That coupled with some 3d printing marketplaces have made for some interesting experiments!

I doubt about the gaming market. But their upcoming AR tech needs 3D content and lots of it. Might include gaming as well but there are more uses than strictly "game games" for game like software and content. If Valve can move the Steam Deck, then there could be a gigantic boost in the available library of games since all of the big games on Steam will want to target Proton.

Apple could literally print money if they put M1 into a steam deck. Apple is already on top of the gaming market.

I doubt that Apple arcade makes them that much money. I dont see how that is disingenuous. Just like Sony makes a cut from games on PS5.

When Apple has a total 0 input in making and marketing of said game and just charges for services - that's not revenue from games. And if you want to put a bar that low - Google makes billions from ads for games, YouTube play alongs and other services purchased by game makers. Let's also no forget Starbucks revenues from all the game devs, that definitely counts as game revenue. You do realize that all PS5 games get input and support from Sony, do you?

Apple dictate what is inside their App Store. Along with tools that partly support the Game Development. In reality there is no different between the role of Apple and Sony when viewed from a business perspective. No matter how big or small their input into Games. They take their Cut on Games purchase. So either Sony is not counted as one, and if they do the similar revenue counting could also be used for Apple.

Talanes 39 days ago root parent next [—]. Walmart dictates what gets put on their shelves. Should we throw them into this contest too? Walmart does make money from games if they sell games, yes.

That doesn't make them "a game company," but that isn't actually the question. I think people -- on both sides of this little mini-debate -- may be trying to carve out too fine a distinction. Insisting that it's only correct to say that a company makes money from games if the company is developing or publishing games suggests that GameStop doesn't make money from games -- a rather hard position to defend.

For the sake of clarity I just add something. Even if they were to be counted I think retail label would have to be inserted somewhere. Neither Walmart or GameStop contribute anything to the actual making of Games. They have added zero value to the making of Games in that value chain and act as distribution only and arguably discovery in terms of foot traffic. Apple as a Platform providing tools and support Apple as a Publisher Buy apps from you and resold to their customers and Apple as a Distributor App Store.

It is all about the value creation and where the cuts are taken. It is also the reason why most of the debate about Apple becomes pointless where these aren't clearly defined in the argument. Although Judge Rogers seems to be able to dissect all of these in a very clear manner. JAlexoid 39 days ago root parent prev next [—]. Come back when Apple spends marketing resources on literally every single game that is published to App Store.

Also - if you downvote, then don't bother replying. Ofttimes Sony's "input" isn't much more than "your licensing message needs to stay on-screen for another 0. Maybe they're doing more for non-AAA devs these days?

They did help us out when we ran into issues with the dev tooling, but then so does Apple. Source: I was lead engine dev on a couple of mid-cycle PS2 games. Apple also is taking open source more seriously.

FreezingKeeper 39 days ago root parent prev next [—]. It definitely makes sense. Recently I had a need for a CAD program and rediscovered how insanely expensive commercial 3D software is for the average person. Sure, many companies now offer monthly subscriptions, but even those subscriptions are ginormous for the amount of relative value returned.

I'm sure even a lot of small companies secretly pirate such software, especially if they are relying on something like Solidworks. I really don't know how anyone affords that package. And yes, there are sometimes free student editions of these packages, but unlike 15 years ago it's tough to get a hold of them without an email from an academic institution the company has verified.

From what I can tell it works very differently in many ways from standard CAD applications. It's good for converting between formats, but it's not at all intuitive and seemingly minor actions with nothing but a cube in the workspace can cause it to go into a tizzy and completely freeze. Commercial 3D software isn't even necessarily better, though. I know I yakked on about CAD, but I have a sort of background in Animation and used Autodesk Maya for many years, which would be the closest direct competitor to Blender.

Dear lord, what a disaster of a software package. Granted, I haven't used it since the edition, but it's astoundingly bad in many areas. The main reason it's so widely used is that it's established and is capable of just about anything. The downside is that, like AutoCAD, the slightest breeze can make it crash unexpectedly.

Anyone smart will save their scenes in ASCII format because who knows, something might go wrong during the saving process that makes your scene unable to open when you reboot Maya, and looking through the text-version of your scene may be the only way to fix or recover anything. That's not even all of it. And Maya is also very expensive. Unless you are a student, the only way to use Maya on a hobbyist level is to pirate it. Having switched entirely to Blender, although there's things about it that I still find unintuitive, it's a breath of fresh air having come from Maya.

Unlike Maya, it's rare that anything I do will cause Blender to freeze or crash. The default viewport rendering not only looks better than Maya's "viewport 2. Does Blender really need a video editor and to clutter up the UI with references to it? Not specifically related, but what's with the way that modifiers work? It's kind of like Maya's "history" except it's both better and worse.

Unlike Maya, you can actually change the order of how modifiers are applied. But modifiers are really only good for specific things. CAD Shop. Insert new block you have to be logged in. Advanced search Help. Selected blocks choose category on the left : block. We appreciate all your comments and input to the functionality of CAD Catalog, to the category tree, etc. Login or. Visitors: Category Vendor. Animals Annotation Bathroom Fixture Toilette, WC Ceiling Construction details Fittings Decoration Devices Computers Electronics Optical 8.



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