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Cop-3d Part II Record

The document is a practical record for students at Rathnavel Subramaniam College of Arts & Science, detailing various 3D modeling tasks using Blender. It includes step-by-step instructions for creating a 3D logo, modeling a teacup, applying textures, creating a coffee table, and character modeling with rigging. Each task outlines specific tools and techniques to be used during the practical examination for the academic year 2023-2024.

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0% found this document useful (0 votes)
8 views14 pages

Cop-3d Part II Record

The document is a practical record for students at Rathnavel Subramaniam College of Arts & Science, detailing various 3D modeling tasks using Blender. It includes step-by-step instructions for creating a 3D logo, modeling a teacup, applying textures, creating a coffee table, and character modeling with rigging. Each task outlines specific tools and techniques to be used during the practical examination for the academic year 2023-2024.

Uploaded by

dsanooj694
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rathnavel Subramaniam College of Arts & Science (Autonomous)

Sulur, Coimbatore-641402.

Name …………………………………………………

Reg.no …………………………………………………

Class …………………………………………………

Subject…………………………………………………

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Rathnavel Subramaniam College of Arts & Science (Autonomous)

Sulur, Coimbatore-641402.

School of Computer Studies (UG)


Bona-fide Certificate

Certified that this is a bonafide record of ……………………………………………………………

Practical work done by Mr./Ms. …………………………………………………………………………..

Pursuing …………………………….…………………...………………… In ………………....... Semester

during the academic year 2023-2024.

Faculty HOD

Submitted for the practical examination held at RVS College of Arts & Science

on …………………………

Internal Examiner External Examiner

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INDEX

S.No Date Problem Page No Sign

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1. Create a 3D Logo with a Curve.

Problem:

Create a 3D Logo using text, basic meshes, and modifiers.

Tool Implementation:

Step 1: Open up Blender and select the default cube.

Step 2: Go to edit mode and select a top-corner edge.

Step 3: Navigate to Mesh > Edge > Bevel.

Step 4: Set Bevel properties as followed


 Amount :1
 Segments:20
 Profile: 0.500

Step 5: Go to object mode, Scale, and rotate in X-Axis to 180


degrees.

Step 6: Duplicate the cube and rotate in the Z axis to 180


degrees.

Step 7: Select both cubes and rotate in X-Axis to 180 degrees.

Step 8: Move the cube slide down.

Step 9: Add a text and set extrude as 0.211 and depth as 0.031 in the font property which is in
the property window.

Step 10: Select all the cubes and press the join button on the tool shelf.

Step 11: Add a cylinder, scale it, and arrange it to the center of the joined object.

Step 12: Select the joined object and go to the property window and click to get modifiers.

Step 13: Select Boolean Modifier and set the properties as defined below
 Operation: Difference.
 Object: Select the cylinder you arranged.

Step 14: Click Apply to apply the modifier and delete the cube.

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Output:

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2. Model a Teacup using the meshes & Curve tool.

Problem:

Model a Teacup using the meshes & Curve tool.

Tool Implementation:

Step 1: Open Blender and create a Circle, change to wireframe.

Step 2: Change the front ortho view, select Edit mode and click Extrude Regine
(Alt+x)

Step 3: Make 4 loop cuts horizontally.

Step 4: Select loop cuts and scale it big like the middle part of the cup.

Step 5: Change to user perspective view and select the top face and delete it.

Step 6: Select the top row (circle) edges by navigating Select > Edge loop in the
3D View window. Using a transform manipulator (Translate & Scale) and shape
the edges like the top surface of a cup.

Step 7: Again change to front ortho view, extrude inwards, and scale till the last
loop cut. And navigate to mesh > edge > make face.

Step 8: Add a curve and shape it like the handle of the cup.

Step 9: Add a select path > change edit mode > select the mode to reduce the size
of the handle.

Step 10: Bevel the handle curve with the circle curve.

Step 11: Select the handle curve and convert it to mesh by navigating object >
mesh from the curve.

Step 12: Arrange the handle to the middle of the cup. And join the cylinder and
handle.
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Output:

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3. Apply texture using meshes.

Problem:

Apply texture using meshes.

Tool Implementation:

Step 1: Click on the dropdown list labeled “Type” and then choose “Image or
Movie”.

Step 2: In the mapping section, set the coordination to “UV”, the projection
should be “Flat”.

Step 3: In the “Image” section, click on “Open”.

Step 4: Choose your image file and double-click on it.

Step 5: Choose “Editing Mode” from the interaction mode list. The dropdown
list is in the bar under the 3D model. Change it from “Object Mode” to “Edit
Mode”.

Step 6: Hover over your cube and then press Ctrl + Tab. Choose “Edge” from
the list.

Step 7: Right-click on the edges to mark them, and hold shift so that the
selections stack up.

Step 8: Select the left, right and top edges of one side, then do the same on the
opposite side. Finally, select the top edge of the connecting side between them.

Step 9: Press Shift + E and then select “Mark Seams”.

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Step10: While still in Edit mode, select your object. (If it’s the only object, you
can press A).

Step11: Press U and then choose “Unwrap”.

Step12: Open the UV (image) editor. This can be done by either changing the
screen layout from “Default” to “UV Editing”, or adding an editor and
changing its type to “UV/Image Editor”.

Step13: In the bar beneath the UV editor, click on the image icon next to the
“New/Open” buttons and choose the texture image.

Step14: Adjust the UV mapping to fit the texture. You can use R (rotate), G
(translate) and S (scale) on your keyboard to transform it. Combine these with
X, Y, Z on your keyboard to move them on a single axis. You can also use the
coordinates in the “UV Vertex” tab to move around with more precision.

Step15: Move around the camera and the lamp to get a better view. The default
view should suffice too.

Step16: Press F12!

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Output:

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4. Create a Coffee table model.

Problem:

Model a chair using meshes.

Tool Implementation:

Step 1: Open up Blender and select the default cube.

Step 2: Scale the cube to the size of the seat.

Step 3: Duplicate the cube (Ctrl+D) and scale the cube-like size of the chair leg.

Step 4: Duplicate the chair leg and arrange them in the corners of the seat.

Step 5: Duplicate the back legs to a level that represents the height of the chair.

Step 6: Duplicate one of the front chair legs again, rotate it 90 degrees, and scale.
Arrange them like a backrest.

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Output:

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5. Character Modelling, Armature, and Rigging

Problem:

Model a character using meshes, and apply Armature and rig.

Tool Implementation:

Step 1: Open up Blender and select the default cube.

Step 2: Duplicate the cube and transform it like a body.

Step 3: Duplicate cubes and transform them like heads, arms, and legs and join the
meshes. A simple character is ready. Apply image texture or paint it.

Step 4: Create a bone form armature > single bone. Tick the x-ray in the property
window under the armature tab .

Step 5: Select the bone, Change to edit mode, extrude multiple bones, and arrange
them like human anatomy.

Step 6: To merge bones to a model, change to object mode select the character first
and select the armature.

Step 7: Navigate to Object > Parent > With Automatic Weights. The rig merged
with the character.

Step 8: Select the and change to pose mode to pose a character as you wish.

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Output:

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