Blender 3D practical work in computer science. Practical work in Computer Science "3d modeling in Blender". Practical work "Castle Walls"

Practical work "3d modeling in Blender ".

Lesson objectives:

    arouse the cognitive interest of students;

    introduce students to the methods of creating 3D models in Blender;

    develop students' creativity and design and 3D modeling skills;

    to consolidate the skills of working with the environment and tools of the Blender graphic editor.

Lesson plan.

    Organizational part.

    Goal setting. Motivation.

    Updating the basic knowledge of students.

    Induction training.

    Practical work "Modeling a Snowman in Blender".

    Summarizing.

    Homework.

Control methods: frontal, individual.

Control type: current, self-control.

Operating procedure

First step. Building the foundation

    Open up Blender.

    We clear the work area by deleting the original primitive. Click on Delete and confirm the deletion.

    A snowman can be made from a few simple pieces. Let's start with its base, three spheres of different sizes. There are two ways to add a new scene object. Either select Add - Mesh - UV Sphere on the top panel, or use the SHIFT + A keyboard shortcut and select a sphere there. Perform the operation three times.

    After the three spheres are ready, you can start collecting the snowman. Pressing the right mouse button and selecting one of the spheres, use the S key to change the size of the sphere. Thus, we get three spheres of different sizes.

    We get the base of the snowman.

Second phase. Snowman decoration

1. The face of a snowman consists of three elements of a carrot - a nose and two eyes. Making the eyes is easier than one of the base lumps. Add two spheres, but much smaller, and place them on the top coma.

2. We make carrots from a cone. SHIFT + A and there select a cone, but to make a nose out of it, you have to turn it over. At the bottom of the screen, select the pointer that is to the right of the arrow and on the cone itself, measurements appear along three axes, they can be changed and the cone will rotate. Turning it ninety degrees, we install it on the snowman's head.

    Let's go to the hands. We make them from cylinders. Press the SHIFT + A key combination and select the cylinder there. Flip it in the same way as the cone, but the default length of the cone is too small for our model. Therefore, select Edit Mode and right-click on the top face, drag it up. Turning over, we place our hand on the body. We repeat the steps for the second hand.

3. The snowman needs a hat. Let's make a bucket from a cylinder. Editing from the Edit Mode menu. Select the top face and reduce its size.


4. Add colors. In the right panel there is a material menu, it is possible to select colors and paint the snowman. The result will be a color image.

5. After rendering, our snowman does not look bright. The problem is not enough light.


In the list of objects, you need to find a light source and make four copies of it and place it above the snowman in order to illuminate the object from four sides.


In the previous two tutorials, to access the extrude and subdivision tools, we pressed the W key in edit mode. If you press this key in object mode, a completely different menu appears with different tools.

In Blender, pressing W in object mode gives access to so-called boolean tools. Changes to objects made by Boolean tools in computer graphics are based on the logic of Boolean operations. Boolean operations, in turn, is a subsection of mathematics; in addition, boolean operations are widely used in programming. The word "boolean" is borrowed from the surname of George Boole, an English mathematician whose works underlie mathematical logic.

Any boolean operation in computer graphics applies to two objects. Its result is a third object, which is the result of interaction in one way or another between two original objects.

In computer graphics (and Blender is no exception), the following Boolean ways of interacting objects are widely used (respectively, they are called Boolean tools):

    Intersect (to cross)... The result is an object formed by the intersection of the two original objects. In other words, the third object is formed by the superimposed areas of the two original ones.

    Union... The result is an object formed by combining the two original objects.

    Difference... The result is an object formed by subtracting the second from the first, i.e. from the first object, the part that was covered by the second object is cut off. What will be subtracted from what depends on which object was selected first.

Practical work

1. Add any two objects to the scene and perform union, difference and intersection operations on them. Note that the result object appears in the same place as the original objects.

2. Look at the figure below. From which primitives and using which boolean tools can such objects be obtained in Blender? Create them.

3. The figure shows a prototype of the flask model.

Make a similar model according to the description below and then save the file.

    Combine cone and cylinder.

    Duplicate the resulting object, reduce the duplicate slightly along the X and Y axes.

    Subtract the smaller object from the larger object to obtain a cavity inside.

    In edit mode, extrude the top and bottom faces to create a smooth transition.

Slightly extrude several edges at the top to obtain a "nose" of the flask.

Blender modifiers. Mirror - mirror image. Lesson 10 Development of a lesson for the elective course "3d-modeling in Blender"

What are modifiers? Despite the "cryptic" word, modifiers should be understood only as tools for changing objects. You can draw an analogy with the real world: bricks and planks are objects, and hammers and chisels are tools. There are quite a few modifiers in Blender. The most obvious ones are combined into a drop-down list on the tab Modifiers button panels Editing (F9)... The influence of each modifier on the object is quite peculiar. Some of the modifiers presented here assume the influence of one object on another, others are simpler. We will not consider all modifiers, but will choose Mirror (mirror), because this tool is the most popular in graphic modeling.

It should be borne in mind that the main ways of changing objects previously considered by us can also be attributed to modifiers: these are changing the position (G), angle of rotation (R), size (S), extrusion, subdivision, as well as Boolean operations. After all, all these tools change the object in one way or another.

Modifier Mirror duplicates an object in such a way that a mirror image is created. To understand why Mirror is so used, just look around: the world is largely composed of fairly symmetrical objects: the left side is often a reflection of the right. When modeling symmetrical objects, it's easier to create one half and then copy and flip the copy. It is the copy and reflection that the tool does Mirror... Although you can do without it, but more often it turns out faster with it.

This tool is not as simple as it might seem at first. The world has at least three dimensions: length, width, and height, and the corresponding X, Y and Z axes. Reflecting on different axes produces completely different results.

In addition to the reflection axis (or rather the plane), it is important where the center point of the object is. Reflection occurs relative to the center point. When the object is just created, then, most likely, its center point is in its center. Imagine a cube whose center point is just at its center. Whichever axis you reflect it, the reflection will always match the original. But if you move the central point to the surface of the cube, then when reflected along the corresponding axis, we get, as it were, two cubes merged together.

To shift the center point of the object, you can use the button Center Cursorlocated on the tab Mesh button panels Editing (F9)... First, you need to select an object and using the 3D cursor (it is moved by clicking the left mouse button in the 3D window), specify the desired position of the center point of the object.

Let's see the tool in action Mirror for example, modeling a dumbbell. A dumbbell is a very simple object from the point of view of 3D modeling. We can say that a dumbbell consists of a cylinder and a pair of spheres. It can be easily modeled without applying any modifiers. However, as we will see later, it will be more convenient to edit the length of the dumbbell if the tool was originally applied Mirror... So let's get started.

    We will work by switching to the front view (NumLock 1).

    Add a cylinder to the scene and slightly reduce it along all axes. Then we pull it out along the Z axis by eye. It should be borne in mind that this is only half of the dumbbell, so you should not stretch it too much.

    Add a sphere to the scene and possibly also reduce it in all axes. We place it on the upper border of the cylinder so that it slightly overlaps the upper surface of the latter.

    After that from the list Add Modifier tab Modifiers select a modifier Mirror.

    By applying the modifier, we will not see the result. The fact is that the reflection happened along the X axis. However, we need it along Z. Therefore, in the modifier settings, turn off the X button and turn on the Z button.

    After that, a mirror image of the top will appear at the bottom. However, there is something wrong here: the length of the handle has not doubled. Recall that the reflection occurs relative to the center point of the object, and we have it in the center of the cylinder. Therefore, the reflection cylinder coincides with the original cylinder.

    If you move the 3D cursor just below the center point and click Center Cursor, then the length of the handle will increase.

    By shifting the center point of the object, you can easily adjust the position of the reflection. If we just used a cylinder and a pair of spheres to model the dumbbell, it would be more difficult to change the length of the dumbbell.

    Finally, you can switch to the camera view and rotate the object if required.

Grade 10

Lesson topic: The interface of the 3D Blender program.

Lesson objectives:

A) training - ensure learners can assimilate Blender interface , blender objects and working with them ; teach extrusion skills, divisions.

B) educational - education of motives for learning, a positive attitude towards knowledge, fostering a sense of collectivism, mutual assistance.

IN)developing - development of analytical and synthesizing thinking,broaden your horizons about computer professions.

Lesson type: formation of new knowledge.

Teaching methods: verbal, visual, practical.

Form of training: collective, individual.

Equipment: compendium, PC.

During the classes:

    Org. moment, mark missing in the log.

    Repetition of the passed material. (Presentation).

A) Updating basic knowledge:

    What is a model?

    What is Simulation?

    What bodies are called bodies of revolution?

    What classes are the models divided into?

    What are objects in relation to their models?

    When is modeling used?

B) Name the model class. (Various models shown)

C) Determine the type of computer model.

3. Explanation of the new material:

3.1. An interface is a way of human-computer communication.

Blender's interface includes:

    Console.

    Desktop.

    Various types of windows.

    Camera.

    Lighting.

    Button area.

    Layers.

    Preview window.

    Context menu.

    Objects.

    Instruments.

Program interfaceBlender we will study throughout our work in this program.

Today we will focus onmesh - objects, context menu, Extrude and Subdivide tools , operating modes.

Any 3D modeling environment has a limited set of template objects. For example, Blender has a cube, a sphere, a cylinder, a cone and even a monkey's head, but there is no piano, a table ... yes, you can say, there is nothing at all, except for a limited bunch of primitives. So how are all these bodies of shreks, houses, kind, vengeful rabbits created? They are created in various ways, one of which is changing mesh objects. In turn, many tools are provided for changing mesh objects, one of which is the toolExtrude.

The Extrude tool (translated from English - extrude, protrude, etc.) allows you to modify mesh objects in EDIT MODE by creating copies of vertices, edges and faces and their subsequent movement, as well as resizing (if these are edges or faces ).

How do we tell the program what we plan to extrude: vertices, edges, or faces? It is necessary to enable the appropriate mode: editing vertices, or edges, or faces. In each of these modes, you can select only one type of subobjects: for example, in the edge editing mode, you can select only edges. Buttons for switching modes are located at the bottom of the 3D window.

Vertex selection mode Vertex Select

P selection mode eber Edge Select

Face selection mode Face Select

Often a mesh object (cube, plane, etc.) has an insufficient number of components (vertices, edges and faces) to create from itmore complex object. For example, if you decide to make a table from a bar using extrusion, it becomes obvious that there are not enough edges to extrude the same legs.

Howeverblender has a dedicated toolSubdivide to split a face or edge. As a result, from one part you get several or many smaller parts.

4.Practical work:

Continuing group. Task: Using ToolsExtrude andSubdivide , create a model of a jug.

Beginner group. The task. Using toolsExtrude andSubdivide , create a model of a primitive stool.

Algorithm of the beginner group:

    Select Edite Mode.

    Decrease the height of the cube. (S , Z , pull LMB)

    C nat selection (A)

    Open tool window (W) and choose a toolSubdivide , repeat 3-4 times.

    Remove selections (A).

    Flip our plane.

    Select Face Select mode.

    By pressing shift + RMB select four polygons - places for legs.

    Select toolExtrude (E) + LMB, Z and pull in the desired direction.

    Select the inner sides of the stool legs. Using the toolSubdivide subdivided into additional polygons.

    Remove selection .

    Select the desired polygon and extrude the crossbar for the legs.

    Using the toolDelete Faces ( press the X key) remove unnecessary polygons on the leg and crossbar.

    Draw polygons to connect the legs. Select modeVertex Select and highlight veris for the landfill. PressF.

    Repeat for all stool legs.

5. Verification of works and grading.

6. Anchoring.

1. Name the tools we met today.

2. What function do they perform?

3. Name the editing modes.

7. Homework:

1. Abstract, practice inBlender .

2. View professions on the Internet:

    System integrator

Practical work "3d modeling in Blender".
Lesson objectives:
arouse the cognitive interest of students;
introduce students to the methods of creating 3D models in Blender;
develop students' creativity and design and 3D modeling skills;
to consolidate the skills of working with the environment and tools of the graphics editor Blender.
Lesson plan.
Organizational part.
Goal setting. Motivation.
Updating the basic knowledge of students.
Induction training.
Practical work "Modeling a Snowman in Blender".
Summarizing.
Homework.
Control methods: frontal, individual.
Control type: current, self-control.
Operating procedure
First step. Building the foundation
Open up Blender.
We clear the work area by deleting the original primitive. Click on Delete and confirm the deletion.
A snowman can be made from a few simple pieces. Let's start with its base, three spheres of different sizes. There are two ways to add a new scene object. Either select Add - Mesh - UV Sphere on the top panel, or use the SHIFT + A keyboard shortcut and select a sphere there. Perform the operation three times.
After the three spheres are ready, you can start collecting the snowman. Pressing the right mouse button and selecting one of the spheres, use the S key to change the size of the sphere. Thus, we get three spheres of different sizes.
Next, we raise the smallest sphere to the top, lower the larger one below, and so on. This can be done using the G key.
We get the base of the snowman.

Second phase. Snowman decoration
1. The face of a snowman consists of three elements of a carrot - a nose and two eyes. Making the eyes is easier than one of the base lumps. Add two spheres, but much smaller, and place them on the top coma.
2. We make carrots from a cone. SHIFT + A and there select a cone, but to make a nose out of it, you have to turn it over. At the bottom of the screen, select the pointer that is to the right of the arrow and on the cone itself, measurements appear along three axes, they can be changed and the cone will rotate. Having turned it ninety degrees, we install it on the head of the snowman.

Let's go to the hands. We make them from cylinders. Press the SHIFT + A key combination and select the cylinder there. Flip it in the same way as the cone, but the default length of the cone is too small for our model. Therefore, select Edit Mode and right-click on the top face, drag it up. Turning over, we place our hand on the body. We repeat the steps for the second hand.
3. The snowman needs a hat. Let's make a bucket from a cylinder. Editing from the Edit Mode menu. Select the top face and reduce its size.

4. Add colors. In the right panel there is a material menu, it is possible to select colors and paint the snowman. The result will be a color image.

5. After rendering, our snowman does not look bright. The problem is not enough light.

In the list of objects, you need to find a light source and make four copies of it and place it above the snowman in order to illuminate the object from four sides.

Lesson topic: 3d Blender interface.

Lesson objectives:

A) training - to ensure that students master the Blender interface, objects of the Blender environment and work with them; teach extrusion skills, divisions.

B) educational - education of motives for learning, a positive attitude to knowledge, fostering a sense of collectivism, mutual assistance.

IN)developing - development of analytical and synthesizing thinking, broaden the horizons of computer professions.

Lesson type: formation of new knowledge.

Teaching methods: verbal, visual, practical.

Form of training: collective, individual.

Equipment: compendium, PC.

During the classes:

    Org. moment, mark missing in the log.

    Repetition of the passed material. (Presentation).

A) Updating basic knowledge:

    What is a model?

    What is Simulation?

    What bodies are called bodies of revolution?

    What classes are the models divided into?

    What are objects in relation to their models?

    When is modeling used?

B) Name the model class. (Various models shown)

C) Determine the type of computer model.

3. Explanation of the new material:

3.1. An interface is a way of human-computer communication.

Blender's interface includes:

    Console.

    Desktop.

    Various types of windows.

    Camera.

    Lighting.

    Button area.

    Layers.

    Preview window.

    Context menu.

    Objects.

    Instruments.

We will study the interface of the Blender program throughout our work in this program.

Today we will focus on mesh objects, context menu, Extrude and Subdivide tools, modes of operation.

Any 3D modeling environment has a limited set of template objects. For example, Blender has a cube, a sphere, a cylinder, a cone and even a monkey's head, but there is no piano, a table ... yes, you can say, there is nothing at all, except for a limited bunch of primitives. So how are all these bodies of shreks, houses, kind, vengeful rabbits created? They are created in various ways, one of which is changing mesh objects. In turn, many tools are provided for modifying mesh objects, one of which is the Extrude tool.

The Extrude tool (translated from English - extrude, protrude, etc.) allows you to modify mesh objects in EDIT MODE by creating copies of vertices, edges and faces and their subsequent movement, as well as resizing (if these are edges or faces ).

How do we tell the program what we plan to extrude: vertices, edges, or faces? It is necessary to enable the appropriate mode: editing vertices, or edges, or faces. In each of these modes, you can select only one type of subobjects: for example, in the edge editing mode, you can select only edges. Buttons for switching modes are located at the bottom of the 3D window.

Vertex selection mode Select

Edge selection mode Select

Face selection mode Select

Often, a mesh object (cube, plane, etc.) has an insufficient number of components (vertices, edges, and faces) to create a more complex object from it. For example, if you decide to make a table from a bar using extrusion, it becomes obvious that there are not enough edges to extrude the same legs.

However, Blender has a special Subdivide tool that allows you to subdivide a face or edge. As a result, from one part, several or many smaller parts are obtained.

4.Practical work:

Continuing group. Task: Using ToolsExtrude andSubdivide, create a model of a jug.

Beginner group. The task. Using toolsExtrude andSubdivide, create a model of a primitive stool.

Algorithm of the beginner group:

    Select Edite Mode.

    Decrease the height of the cube. (S, Z, pull LMB)

    Remove selection (A)

    Open a tool window (W) and select a toolSubdivide, repeat 3-4 times.

    Remove selections (A).

    Flip our plane.

    Select Face Select mode.

    Press shift + RMB to select four polygons - places for legs.

    Select toolExtrude (E) + LMB, Z and pull in the desired direction.

    Select the inner sides of the stool legs. Using the Subdivide tool, subdivide into additional polygons.

    Remove selection.

    Select the desired polygon and extrude the crossbar for the legs.

    Using the Delete - Faces tool (press the X key) delete unnecessary polygons on the leg and crossbar.

    Draw polygons to connect the legs. Select the Vertex Select mode and select the vertices for the polygon. Press F.

    Repeat for all stool legs.

5. Verification of works and grading.

6. Anchoring.

1. Name the tools we met today.

2. What function do they perform?

3. Name the editing modes.

7. Homework:

1. Synopsis, practice in Blender.

2. View professions on the Internet:

    System integrator

    IT manager