Introduction

The scale of an object is the property that is related to the dimensions of a 3D model and it is something to pay attention to for several reasons, having models with non-normalized scales can bring us problems in physical simulations or in the UV mapping of textures. In case we are building a 3D environment with other models where it is important that the distances and size differences between objects are consistent, we will have to pay extra attention to the scale of the objects.

In this article we are going to see how to normalize the scale of a 3D model in Blender, but before reading on I leave you with a video in which I show the 3D modeling process I use and mention several things I keep in mind, among them the importance of the scale of 3D models:



All the IMPORTANT information is summarized in the following TUTORIAL FROM MY YOUTUBE CHANNEL


How to normalize the scale of a 3D model in blender

We start with a 3D model with the unnormalized scale as shown in Figure 1, that cube has a scale of (5.414 , 3.813 , 2.463) which makes us think that it has experienced different scale transformations while in Object Mode.

Fig. 1: We start from a cube with a non-normalized scale.

To normalize the scale of the model what we must do is to select it in the object mode and “Apply the scale“, with the shortcut CTRL+A the ” Apply” window appears as shown in figure 2, click on apply to normalize the scale.

With this we are indicating that this 3D model is located in the scene in its real size. As seen in Figure 3, the scale of the model is now (1,1,1).

Fig. 2: Menu to apply different properties to an object such as position, rotation and scale.

Fig. 3: Object now has normalized scale, (1,1,1)



Introduction

In this article we see how to reuse the same material in different objects in Blender, that way when we modify the material that change is automatically applied to all the objects that are using the same instance of the material.

In the following video we see how to APPLY the SAME MATERIAL to MULTIPLE OBJECTS in Blender


Creating and assigning material to an object in Blender

The first step will be to create the material, if you have already created a material continue down to “How to reuse a material in Blender“.

We start with the objects shown in figure 1, these have not yet been assigned any material so we will select one of them and go to the material tab with the icon shown in figure 2.

Fig. 1: Set of objects to which a material is to be applied.
Fig. 2: Material properties of the selected object.

Now let’s add a new Material Slot by clicking on the + button shown in figure 3. An object can have multiple materials assigned to different faces of the model, so you can add as many slots as you need.

The next step is to create the material by clicking on the “New” button, at this point we are creating the instance of the material, this step must be done only once if we want to reuse the same material.

Figure 4 shows the material I have created and assigned a name and color to it.

Fig. 3: A new material slot is added to the object.
Fig. 4: This is the material to be reused in the other objects.
Fig. 5: The object shows the material that has been assigned to it.

How to reuse a material in Blender

To reuse the material that was created in the previous step in another different object what we are going to do is select the other object and in the materials tab, instead of adding a new slot and creating a new material, we directly click on the materials icon (the sphere to the left of the new button in figure 6) and select from the list the material we want to reuse. In figure 7 we see the result, both objects have the same material assigned.

Fig. 6: The instance of the previously created material is assigned to the second object.
Fig. 7: Both objects show the same material.

Modificar el color en un objeto en Blender cambia el color en otros objetos

This happens because both objects are assigned exactly the same material, precisely this is the concept of instance, a material has been defined in the scene and that same material has been assigned to different objects, the objects are simply using that material, so that when we modify it, for example if we change the color as shown in figure 8, all objects that are using that instance of the material will change their appearance, as shown in figure 9. If you want each object to show a different material you will have to create new materials as shown at the beginning of this article.

Fig. 8: The color assigned to the cube material is changed.
Fig. 9: The change of material applies to all objects.

Introduction

In this article we see how to load an image in Blender to use it as a reference for the modelling process, either to exactly trace its geometry or simply to have it there and consult it to help you with the modelling. We will also see how to orient the reference image in space and how to make it transparent.

In the following video we see how to load a REFERENCE IMAGE in Blender


A reference image in Blender is like any other object in the scene, so to add it we can use the shortcut SHIFT+A while in OBJECT MODE, this displays the “Add” menu in a floating way, we go to the “Image” part and select “Reference”. As shown in figure 1.

A window will open in which we have to choose the reference image we need.

In figure 2 you can see the result of this operation, the reference image was added correctly, the problem is that it was added according to the orientation that the camera had at the moment of adding, maybe that was what you needed although in many cases one prefers to have the reference image oriented according to the front, side or top views. If that is the case you can delete the image, orient the view properly and add it again.

Fig. 1: Adding a reference image in Blender.

Fig. 2: Reference image object in Blender.

Orient the reference image in Blender

As mentioned before, the best way to orient a reference image would be to first adjust the view and then create the reference image, in this way the image already appears with the proper orientation, however, as it is an object in the scene we can also transform it, apply translation, rotation and scale. For example we can select the image, press the R key to rotate it, constrain the Z axis and type 90, so that the reference image rotates 90 degrees with respect to the Z axis. We can also type directly its orientation in the transform panel shown in figure 3. Figure 4 shows a reference image oriented according to the XZ plane (front view).

Fig. 3: Transformation of the reference image.
Fig. 4: Reference image positioned in the XZ plane.

How to make a reference image transparent in Blender

In many cases we will need the reference image to have transparency to be able to see the 3D model we are making, to achieve this we first select the image. Then we go to the image properties using the icon shown in Figure 5, note that this icon appears when an image object is selected. In the image properties we enable the opacity checkbox and set the desired value, where 1 is completely opaque and 0 completely transparent. Figure 7 shows the result.

Fig. 5: Access to the properties tab of a reference image in Blender.
Fig. 6: Properties of the reference image.
Fig. 7: Reference image with opacity in Blender.

Figure 6 shows other options to configure our reference image, for example we can make the image visible only in a certain view.

How to add multiple reference images in Blender

We can add as many reference images as we need, one way to do it is to repeat the process mentioned above, i.e. add a new image object and select the file, but we can also take the existing reference image and duplicate it with SHIFT+D, as if it were a 3D model, figure 8 shows how I duplicated an image and immediately pressed the R key to rotate it 90° around the Z axis.

Fig. 8: A reference image is duplicated from another image as if it were a 3D object.

Once we have duplicated the reference image, it is now time to make the object show another image, for that we go back to the image properties tab (figure 5) and in the “Image” section we click on the “Open Image” button shown in figure 9 and load the desired image file, the result can be seen in figure 10.

Fig. 9: Modifying the reference image file.
Fig. 10: Two different reference images in Blender.


Video Description

In this video we’ll see how to access a variable that is defined in a script from another script in Unity.

Procedure to read a variable that is in another Script step-by-step:

1. We start with 2 scripts, A and B. In the A script is the variable we want to read. In the B Script we are going to read the variable that is in A.

2. In the A script we make sure that the variable is declared as public, otherwise we will not be able to access it from a context outside of A.

3. In the B script we declare an A-type object and we must find the reference of that object. This will depend on where we are programming, in the case of Unity we will do it in the Start method and with the instruction FindObjectOfType.

4.To read the variable that is in the A Script from B, we use the reference that we define from A and with the dot operator we can access it and use it inside the B Script.

This other video may be useful:

🟢 How to DISPLAY TEXT on screen in Unity – Text Canvas Component

Video Description

In this video we see how to display text on screen in Unity, starting with the creation of a Canvas Text field that serves to render text on screen. Then we see how to write is text through a Script, for this we need to find the reference of the Text component within our Script, in our case we define the variable as public in the inspector and then.

This video and the one for reading text entries in Unity I need them for my series of programming exercises resolution using Unity.

TIMESTAMPS

00:00 Create the TEXT component

00:13 Configure the CANVAS SCALER

00:26 Adjust the TEXT component parameters

00:36 It’s important to differentiate this elements

01:00 Create a script to modify the text

01:11 Variables in the script

01:40 Assign the script to any GameObject in the hierarchy

01:50 Setup the component in the inspector

02:04 Write the TEXT from the script

02:27 Updating the TEXT element

Reading Text Input in Unity

Video Description

In this video I show how to create an Input Field that allows the user to enter a text to the game or application. We also see how to receive that text input in a script and store it in a variable, this allows us to use the data later.

This can be useful to ask the user for a name to create a profile, a name for a save file or to configure parameters of our game at run time.

Let’s begin with a video on this topic:




Follow my itch.io page and download the Unity package



Video Description

In this video we see how to create a transparent material in Blender Eevee similar to glass, we will use the Principled Shader BSDF, the shader that is created by default in Blender. We will configure its transmission and roughness parameters so that the material allows light to pass through it. Then we have to set some things in the rendering options to achieve the transparency effect in the material.

Download HDR textures for use in the environment

Article of this video

Video Description

In this video we see how to create a simple 3D text in Blender, using a custom Font.

How to make a basic 3D Text in Blender Step by Step:

  1. While in the object mode, press Shift+A and add a “Text” object.
  2. With the Text object selected, press Tab to enter the edit mode and edit the text.
  3. In the Text tab (it appears when you have a Text object selected) you can configure all the main properties. Choose the font, center the text (in “Paragraph – Alignment”).
  4. To add volume to the letters go to “Geometry” and give a value different from zero to the “Extrude” parameter.
  5. When finish editing the text, go back to the object mode, right click in the Text object and choose “Convert To Mesh”. That makes a 3D object out of the Text object.

Here are a couple links where you can download fonts:

https://1001fonts.com

https://www.dafont.com/

Video Description

We see how to easily make holes in Blender 2.8, we take an object and we make a hole in it using a second object, to achieve this we use the boolean modifier.

UNLOCK THE SECRET BEHIND THIS VIDEO HERE

Video Description

Know how to quickly merge two objects into one and then select a part of the mesh and split it into a separated object.

To join two or more objects in Blender we need to select them and press CTRL+J. To separate a certain mesh from an object into a new object, we need to select that part of the mesh in edit mode, press P and choose “Separate by selection”.

Watch the video here 👉

Video Description

Extended version of Coeur de la Nuit by Worakls, a non distractive melodic techno song that you can have in the background with low volume for studying, programming or just relaxing.

So basically I like this song quite a lot, I listen to it while working from time to time and lately I like to have it on in the background with low volume while I’m doing tasks like programming, writing an article or studying something, it kind of helps me concentrate.

I looked to see if there was a one hour version of Coeur de la nuit and there wasn’t so here we are, it was quite entertaining to make the video composition with the effects but in the end my computer wasn’t able to process any more effects.

Watch the video here 👉

Video Description

A new series has arrived to the channel :D, this time is about exporting Blender models to Unity. In this video we apply materials with colors to the 3d model made in the previous video, it’s important to determine how many materials a 3d model will have and how they are gonna be distribuited in the model, because this information is gonna be transferred to Unity when exporting. Note in this video we don’t apply textures to the model, just make a model have two or more materials with their respective color.

List of videos:

Introduction to the Blender to Unity series (this video)
How to create a simple 3D model, tips and tricks.

Applying materials to the 3D model (this video)

UV map of the model for each material and textures Translating…

Export the model from Blender to Unity Translating…

Watch the video here 👉

Video Description

A new series has arrived to the channel :D, this time is about exporting Blender models to Unity. This video is about making a simple 3D MODL in Blender, in which I show the modeling procedure, mentioning some shortcuts and tips that I take into account, and also some adjustments that I make before exporting the model from Blender to Unity.

List of videos:

Introduction to the Blender to Unity series
How to create a simple 3D model, tips and tricks (this video)
Applying materials to the 3D model

UV map of the model for each material and textures

Translating…

Export the model from Blender to Unity

Translating…

Watch the video here 👉

Video Description

A new series has arrived to the channel :D, this time is about exporting Blender models to Unity, starting from the creation of the model in video 2, in which I show the procedure to create a 3D model, mentioning some shortcuts and tips that I take into account, and also some adjustments that I make before exporting the model to Unity.

In the third video you can see how to assign different materials to the same object, the materials allow you to assign a Shader which is like a Script where are the instructions to tell the graphics card how to render the model. It is important to delimit the regions of the model where each material is applied, then in Unity we can create new materials and assign them to these regions, or you can also extract the materials that are defined in Blender, since these will be present in the exported file. A very important detail is that Blender has its own Shaders and Unity has other different Shaders, so the appearance achieved in Blender will not be reflected when exporting the model, for this you must work the appearance of the model within the Unity engine.

The fourth video is about the creation of the UV maps of the model for each material, the UV map determines how the textures will be distributed in the 3D model, it is essential to define it if you need to apply textures on the model, the UV maps will be included in the file that is exported.

In the fifth and last video of the series I show how to export the 3D model created in the last videos, from Blender to Unity, I will show the way I like to do it, in FBX format and the textures will be exported separately. Then in Unity I show how to extract the materials that come inside the model and also how to create new materials and assign them to the regions defined in the model. I also add some extra details and configure a little bit the lighting parameters.

Download textures here

List of videos:

Introduction to the Blender to Unity series (this video)
How to create a simple 3D model, tips and tricks.

Applying materials to the 3D model

UV map of the model for each material and textures Translating…

Export the model from Blender to Unity Translating…

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