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Blender Master Class
BLENDER
MASTER CLASS
a hands-on guide to modeling, sculpting, materials, and rendering

Ben Simonds

san francisco
Blender Master Class. Copyright © 2013 by Ben Simonds.

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or by any information storage
or retrieval system, without the prior written permission of the copyright owner and the publisher.

Printed in USA

First printing

17 16 15 14 13   1 2 3 4 5 6 7 8 9

ISBN-10: 1-59327-477-7
ISBN-13: 978-1-59327-477-1

Publisher: William Pollock


Production Editor: Alison Law
Cover Design: Anna Diechtierow
Interior Design and Composition: Riley Hoffman
Developmental Editor: William Pollock
Technical Reviewer: Thomas Dinges
Copyeditor: Julianne Jigour
Proofreader: Paula L. Fleming
Indexer: Nancy Guenther

For information on book distributors or translations, please contact No Starch Press, Inc. directly:

No Starch Press, Inc.


38 Ringold Street, San Francisco, CA 94103
phone: 415.863.9900; fax: 415.863.9950; info@nostarch.com; http://www.nostarch.com/

Library of Congress Cataloging-in-Publication Data


A catalog record of this book is available from the Library of Congress.

No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc.
Other product and company names mentioned herein may be the trademarks of their respective
owners. Rather than use a trademark symbol with every occurrence of a trademarked name, we are
using the names only in an editorial fashion and to the benefit of the trademark owner, with no
intention of infringement of the trademark.

The information in this book is distributed on an “As Is” basis, without warranty. While every pre-
caution has been taken in the preparation of this work, neither the author nor No Starch Press, Inc.
shall have any liability to any person or entity with respect to any loss or damage caused or alleged
to be caused directly or indirectly by the information contained in it.
This book is dedicated to my parents,
James and Katrina.
Acknowledgments
This book would not have been possible without patient help from Bill
Pollock, Alison Law, and everyone else at No Starch Press who helped put
it together.
Thanks also to the minds behind CGTextures (http://cgtextures.com/),
who have put together a fantastic resource for artists and who kindly
gave permission for the textures used in the projects in this book to be
included on the DVD.
Most of all, thanks to Ton Roosendaal and all those who have contrib-
uted to Blender. It’s my favorite piece of software and one around which
my livelihood is largely built. I’m very grateful for it. Thanks to Thomas
Dinges, who is not only an active developer of Blender but also took the
time to do the technical review of this book. Thanks to the Blender com-
munity, to the members of the Blender Artists Community (http://www
.blenderartists.org/), and to everyone who contributes to the Blender wiki
and other resources like it. It’s great to be a member of such a creative,
open, and friendly bunch.
A bou t the Au thor
Ben Simonds is a 3D artist and co-director of Gecko Animation Ltd., an
animation and post-production company based in London, England
(http://geckoanimation.com/). He first started messing around with Blender
back in 2005, when he had no idea it would eventually become a major part
of his day job. Since then he’s authored a wide variety of tutorials and
articles for his own website (http://bensimonds.com/) and other Blender
community websites, including Blender Cookie and BlenderNation.
At Gecko Animation, he produces visual effects, models, animation,
and graphics for TV and advertising. His work has appeared on major UK
TV channels like the BBC, Channel 4, and Dave. Gecko Animation’s in-
house short animation Assembly: Life in Macrospace won the 2011 Suzanne
Award for Best Designed Short Film at the Blender Conference in
Amsterdam.

A bou t the Technica l Re v ie w er


Thomas Dinges was born in 1991. He started using Blender and became
interested in 3D graphics at the age of 16, after seeing the world’s first
open movie, Elephants Dream. In 2009, he started working on Blender as
a developer, helping create the new interface for the Blender 2.5x project.
He also has organized the German Blender conference, BlenderDay,
since 2009. His website is http://www.dingto.org/.
Brief Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv

Chapter 1: Introduction to Blender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Chapter 2: Introduction to GIMP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Chapter 3: Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Chapter 4: Blocking In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Chapter 5: Modeling the Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

Chapter 6: Sculpting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

Chapter 7: Retopology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Chapter 8: UV Unwrapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109

Chapter 9: Hair and Particle Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121

Chapter 10: Texture Baking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

Chapter 11: Texture Painting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153

Chapter 12: Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183

Chapter 13: Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211

Chapter 14: Rendering and Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229

Chapter 15: Going Further . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Conte nt s in De ta il

Introduction xv 2 Introduction to GIMP 13

Topics Covered . . . . . . . . . . . . . . . . . . . . . . . . . . . .
xv About GIMP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
What Isn’t Covered . . . . . . . . . . . . . . . . . . . . . . . . .
xvi Why GIMP? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
xvi The GIMP User Interface . . . . . . . . . . . . . . . . . . . . . 14
The Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
xvi The Toolbox . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Bat Creature . . . . . . . . . . . . . . . . . . . . . . xvii The Canvas . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The Spider Bot . . . . . . . . . . . . . . . . . . . . . . . . xvii Dialogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Jungle Temple . . . . . . . . . . . . . . . . . . . . . xvii Using GIMP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
How to Follow the Projects . . . . . . . . . . . . . . . . xviii Creating an Image . . . . . . . . . . . . . . . . . . . . . . 16
Resources Accompanying This Book . . . . . . . . . . . . xviii Painting and Drawing . . . . . . . . . . . . . . . . . . . . 16
Let’s Begin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xviii Brushes and Brush Dynamics . . . . . . . . . . . . . . . 16
Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1 Introduction to Blender 1 Selections . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Saving and Exporting . . . . . . . . . . . . . . . . . . . . 17
About Blender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Blender User Interface . . . . . . . . . . . . . . . . . . . . . 2
Layout and UI Terminology . . . . . . . . . . . . . . . . . 2
Switching Editors and Customizing the UI . . . . . . . 3 3 Preparation 19
Multiple Layouts . . . . . . . . . . . . . . . . . . . . . . . . . 3
Editor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Concept Art and References . . . . . . . . . . . . . . . . . . . 19
The 3D Viewport . . . . . . . . . . . . . . . . . . . . . . . . 4 Creating, Finding, and Using References . . . . . . . 19
The Properties Editor . . . . . . . . . . . . . . . . . . . . . . 5 What to Look for in Reference Material . . . . . . . . 20
The Info Editor . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Composition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
The Node Editor . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Rule of Thirds . . . . . . . . . . . . . . . . . . . . . . . 22
The UV Image Editor . . . . . . . . . . . . . . . . . . . . . . 7 Silhouettes and Negative Space . . . . . . . . . . . . 22
Other Editors . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Simplicity and Focus . . . . . . . . . . . . . . . . . . . . . 23
Using Blender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Visual Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Testing Compositions in Blender . . . . . . . . . . . . . . . . 24
The Default .blend File . . . . . . . . . . . . . . . . . . . . 8 Preparing References in GIMP . . . . . . . . . . . . . . . . . 24
Adding Objects . . . . . . . . . . . . . . . . . . . . . . . . . 8 Creating a Reference Sheet . . . . . . . . . . . . . . . . 24
The 3D Cursor . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Aligning Orthographic References . . . . . . . . . . . 24
Selecting Objects . . . . . . . . . . . . . . . . . . . . . . . . 8 Using Concepts and Reference Images in Blender . . . . 26
Manipulating Objects . . . . . . . . . . . . . . . . . . . . . 8 UV Image Editor . . . . . . . . . . . . . . . . . . . . . . . 26
Other Coordinate Systems . . . . . . . . . . . . . . . . . . 9 Background Images . . . . . . . . . . . . . . . . . . . . . 27
Operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Image Empties . . . . . . . . . . . . . . . . . . . . . . . . . 27
Datablocks . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Naming Datablocks . . . . . . . . . . . . . . . . . . . . . 11
Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Saving and Loading . . . . . . . . . . . . . . . . . . . . . 11 4 Blocking In 29
Appending and Linking . . . . . . . . . . . . . . . . . . . 11
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Basic Modeling Terms . . . . . . . . . . . . . . . . . . . . . . . 29
Edit Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Other Ways to Model: Curves . . . . . . . . . . . . . . . . . 32
Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Making Brushes Available by Default . . . . . . . . . 72
Blocking in the Jungle Temple . . . . . . . . . . . . . . . . . . 34 Improving Your Sculpting Experience . . . . . . . . . . . . . 72
Snapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Optimizing Sculpting Performance . . . . . . . . . . . 72
Base Meshes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Customizing the 3D Viewport . . . . . . . . . . . . . . . 73
Building the Bat Creature Base Mesh . . . . . . . . . . . . . 36 MatCap Materials . . . . . . . . . . . . . . . . . . . . . . 73
Loop Cuts and Face and Edge Loops . . . . . . . . . 37 Tweaking OpenGL Shading . . . . . . . . . . . . . . . . 75
Poses for Modeling Characters . . . . . . . . . . . . . . 38 The Multires Modifier . . . . . . . . . . . . . . . . . . . . 76
Modeling the Hands and Feet . . . . . . . . . . . . . . 40 Sculpting Concepts . . . . . . . . . . . . . . . . . . . . . . . . . 77
Modeling the Head . . . . . . . . . . . . . . . . . . . . . 42 Sculpting the Bat Creature . . . . . . . . . . . . . . . . . . . . 78
Tweaking the Model with Proportional Editing . . . 43 Volumes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Creating the Wings . . . . . . . . . . . . . . . . . . . . . 44 Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Applying Transforms . . . . . . . . . . . . . . . . . . . . . 45 Coarse Anatomy . . . . . . . . . . . . . . . . . . . . . . . 80
Shading Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Sculpting Hard-to-Reach Areas Using
Creating the Spider Bot . . . . . . . . . . . . . . . . . . . . . . 47 Shape Keys . . . . . . . . . . . . . . . . . . . . . . . . 80
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Hiding Parts of the Mesh . . . . . . . . . . . . . . . . . . 81
Sculpting the Wings . . . . . . . . . . . . . . . . . . . . . 83
Basic Details . . . . . . . . . . . . . . . . . . . . . . . . . . 83
5 Modeling the Details 49 Sculpting Around the Eyes . . . . . . . . . . . . . . . . . 83
Time to Retopologize . . . . . . . . . . . . . . . . . . . . 84
Topology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Transferring Sculpted Detail to a New Mesh
What Is Good Topology? . . . . . . . . . . . . . . . . . 50 with a Displacement Map . . . . . . . . . . . . . . 84
Dealing with Difficult Topology . . . . . . . . . . . . . . 50 Detailing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Modeling the Details of the Jungle Temple . . . . . . . . . 52 Posing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Expression . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Statues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Sculpting the Spider Bot . . . . . . . . . . . . . . . . . . . . . . 90
Stone Carvings . . . . . . . . . . . . . . . . . . . . . . . . 55 Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Plants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
IvyGen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Ground/Soil . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Jungle Temple: Creating Incidental Details . . . . . . . . . 92
Modeling the Details of the Spider Bot . . . . . . . . . . . 61 Sculpting Natural-Looking Faces . . . . . . . . . . . . . . . . 92
Joints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Wires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Coupling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Other Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 7 Retopology 95
Modeling the Details of the Bat Creature . . . . . . . . . . 63
Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Teeth and Nails . . . . . . . . . . . . . . . . . . . . . . . . 63 Using Snapping to Retopologize . . . . . . . . . . . . 95
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Alternative Methods for Retopology . . . . . . . . . . 96
Retopologizing the Jungle Temple Trees . . . . . . . . . . . 97
Retopologizing the Bat Creature . . . . . . . . . . . . . . . . 98
6 Sculpting 65 Decimation . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Retopologizing the Body . . . . . . . . . . . . . . . . . 100
Sculpt Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Retopologizing the Spider Bot . . . . . . . . . . . . . . . . 102
Brush Options . . . . . . . . . . . . . . . . . . . . . . . . . 66 Duplicating Groups of Objects . . . . . . . . . . . . . 104
Brush Types . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Tips for Retopologizing . . . . . . . . . . . . . . . . . . . . . 104
Creating Custom Brushes . . . . . . . . . . . . . . . . . . . . . 69 Head Topology . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Clay Tubes . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Rake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Mouth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Scrape Flat . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Nose/Nasolabial Fold . . . . . . . . . . . . . . . . . . 106
Crease Lazy . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Ears . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Drag Alpha . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107

xii   Contents in Detail
8 UV Unwrapping 109 10 Texture Baking 137

Other Kinds of Texture Coordinates . . . . . . . . . . . . . 109 Images and Textures . . . . . . . . . . . . . . . . . . . . . . . 137


Editing UV Coordinates . . . . . . . . . . . . . . . . . . . . . 110 Assigning an Image . . . . . . . . . . . . . . . . . . . . 138
The UV Grid . . . . . . . . . . . . . . . . . . . . . . . . . 110 Assigning Textures . . . . . . . . . . . . . . . . . . . . . 138
Unwrapping Tools . . . . . . . . . . . . . . . . . . . . . 111 Texture-Baking Controls . . . . . . . . . . . . . . . . . . . . . 138
Seams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Texture Map Types . . . . . . . . . . . . . . . . . . . . . . . . 139
Pinning Vertices . . . . . . . . . . . . . . . . . . . . . . . 113 Baking Textures for the Bat Creature . . . . . . . . . . . . 141
Packing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Baking Displacement from Sculpt to
Assigning UV Textures . . . . . . . . . . . . . . . . . . . 113 Final Mesh . . . . . . . . . . . . . . . . . . . . . . . 141
Testing Your UV Coordinates . . . . . . . . . . . . . . 114 Bit Depth and Textures . . . . . . . . . . . . . . . . . . 142
Unwrapping the Bat Creature . . . . . . . . . . . . . . . . . 114 Applying the Displacement Map . . . . . . . . . . . 144
Unwrapping the Jungle Temple . . . . . . . . . . . . . . . . 115 Baking Normal Maps . . . . . . . . . . . . . . . . . . 144
Stone Blocks . . . . . . . . . . . . . . . . . . . . . . . . . 115 Baking Ambient Occlusion . . . . . . . . . . . . . . . . 144
Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Baking Textures for the Spider Bot . . . . . . . . . . . . . . 146
Multiple UV Maps . . . . . . . . . . . . . . . . . . . . . 117 Baking Maps for Multiple Objects . . . . . . . . . . 146
Sharing UV Space Between Objects . . . . . . . . . 117 Baking Diffuse Colors and Textures . . . . . . . . . . 148
Leaves and Grass . . . . . . . . . . . . . . . . . . . . . . 118 Texturing the Jungle Temple . . . . . . . . . . . . . . . . . . 149
Statue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 General Tips for Baking Maps . . . . . . . . . . . . . . . . 151
The Rest of the Elements . . . . . . . . . . . . . . . . . 118 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Unwrapping the Spider Bot . . . . . . . . . . . . . . . . . . 119
Applying Modifiers and Duplicates . . . . . . . . . . 119
Sharing UV Space Efficiently . . . . . . . . . . . . . . 119 11 Texture Painting 153
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Texturing in Blender . . . . . . . . . . . . . . . . . . . . . . . 153
Project Paint . . . . . . . . . . . . . . . . . . . . . . . . . . 154
9 Hair and Particle Systems 121 Painting in the UV Image Editor . . . . . . . . . . . . 155
Texturing in GIMP . . . . . . . . . . . . . . . . . . . . . . . . . 155
Particles for Hair . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Creating Brushes for Texturing in GIMP . . . . . . . 156
Choosing an Object to Add Hair To . . . . . . . . . 121 Adding Variation to a Brush . . . . . . . . . . . . . . . 157
Vertex Groups for Hair . . . . . . . . . . . . . . . . . . 123 Texturing the Bat Creature . . . . . . . . . . . . . . . . . . . 158
Weight Painting . . . . . . . . . . . . . . . . . . . . . . . 123 Materials and UI Setup for Painting . . . . . . . . . 158
Adding a Particle System . . . . . . . . . . . . . . . . . . . . 125 Layer Modes and Opacity . . . . . . . . . . . . . . . . 159
Particle System Properties . . . . . . . . . . . . . . . . 125 Fixing Seams . . . . . . . . . . . . . . . . . . . . . . . . . 164
Emission Panel . . . . . . . . . . . . . . . . . . . . . . . . 125 Layer Masks . . . . . . . . . . . . . . . . . . . . . . . . . 166
Velocity Panel . . . . . . . . . . . . . . . . . . . . . . . . 126 Creating Specular and Hardness Textures . . . . . 166
Rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Layer Groups . . . . . . . . . . . . . . . . . . . . . . . . . 166
Render . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Texturing the Eyes . . . . . . . . . . . . . . . . . . . . . . 168
Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Texturing the Jungle Temple . . . . . . . . . . . . . . . . . . 170
Children . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Hardness vs. Roughness . . . . . . . . . . . . . . . . . 170
Vertex Groups . . . . . . . . . . . . . . . . . . . . . . . . 128 Creating Seamless Textures with GIMP . . . . . . . 171
Particle Mode . . . . . . . . . . . . . . . . . . . . . . . . 129 Texturing the Ground and Trees . . . . . . . . . . . . 171
Shaping Your Hair . . . . . . . . . . . . . . . . . . . . . 129 Texturing the Statue . . . . . . . . . . . . . . . . . . . . 173
Styling Tips . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Texturing to Camera . . . . . . . . . . . . . . . . . . . . 176
Child Particles . . . . . . . . . . . . . . . . . . . . . . . . 130 Texturing the Leaves . . . . . . . . . . . . . . . . . . . . 177
Peach Fuzz . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Texturing the Spider Bot . . . . . . . . . . . . . . . . . . . . . 179
Complex Haircuts . . . . . . . . . . . . . . . . . . . . . . . . . 131 Creating Three Textures . . . . . . . . . . . . . . . . . . 180
Controlling Particles with Textures . . . . . . . . . . . . . . 132 Adding Decals . . . . . . . . . . . . . . . . . . . . . . . . 180
Other Uses for Particle Systems . . . . . . . . . . . . . . . . 132 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Grass for the Jungle Temple . . . . . . . . . . . . . . . 132
Hair and Fur Tips . . . . . . . . . . . . . . . . . . . . . . . . . 135
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

Contents in Detail   xiii
12 Materials 183 Lighting the Spider Bot . . . . . . . . . . . . . . . . . . . . . . 223
Lighting the Jungle Temple . . . . . . . . . . . . . . . . . . . 224
Render Engines: Blender Internal and Cycles . . . . . . 183 World Background . . . . . . . . . . . . . . . . . . . . . 224
Reflection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Temple Entrance Lighting . . . . . . . . . . . . . . . . . 224
Transmission and Refraction . . . . . . . . . . . . . . . . . . 185 Fill Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Z Transparency . . . . . . . . . . . . . . . . . . . . . . . 185 Back Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Blender Internal Materials . . . . . . . . . . . . . . . . . . . 185 A Note on Soft Shadows . . . . . . . . . . . . . . . . . 225
Cycles Materials . . . . . . . . . . . . . . . . . . . . . . . . . . 187 General Lighting Tips . . . . . . . . . . . . . . . . . . . . . . . 226
Other Inputs in Cycles . . . . . . . . . . . . . . . . . . . 188 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Texture Nodes . . . . . . . . . . . . . . . . . . . . . . . . 189
Nodes in Blender Internal . . . . . . . . . . . . . . . . 189
Materials for the Bat Creature . . . . . . . . . . . . . . . . 191 14 Rendering and Compositing 229
Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Teeth, Nails, and Eyes . . . . . . . . . . . . . . . . . . 196 The Render Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Fur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Rendering with Blender Internal . . . . . . . . . . . . 229
Materials for the Spider Bot . . . . . . . . . . . . . . . . . . 200 Rendering with Cycles . . . . . . . . . . . . . . . . . . . 233
Editing Node Materials . . . . . . . . . . . . . . . . . . 200 Balancing Render Time and Quality . . . . . . . . . . . . 233
Socket Types . . . . . . . . . . . . . . . . . . . . . . . . . 201 The Compositor . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Other Materials . . . . . . . . . . . . . . . . . . . . . . . 203 Rendering and Compositing the Bat Creature . . . . . . 234
Materials for the Jungle Temple . . . . . . . . . . . . . . . 203 Render Layers . . . . . . . . . . . . . . . . . . . . . . . . 234
Ground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 Compositing the Passes . . . . . . . . . . . . . . . . . . 234
Stone Material . . . . . . . . . . . . . . . . . . . . . . . . 204 Compositing Feedback and Viewer Nodes . . . . 238
Leaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Organizing Node Trees with Frames and
Foreground Rocks and Soil . . . . . . . . . . . . . . . 207 Node Groups . . . . . . . . . . . . . . . . . . . . . 239
Puddles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Frame Nodes . . . . . . . . . . . . . . . . . . . . . . . . . 239
General Tips for Creating Materials . . . . . . . . . . . . 209 Node Groups . . . . . . . . . . . . . . . . . . . . . . . . 239
In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Retouching in GIMP . . . . . . . . . . . . . . . . . . . . 240
Rendering and Compositing the Spider Bot . . . . . . . 241
Depth of Field in Cycles . . . . . . . . . . . . . . . . . . 241
13 Lighting 211 Render Settings for the Spider Bot . . . . . . . . . . 242
Compositing the Spider Bot . . . . . . . . . . . . . . . 242
Blender Internal vs. Cycles Lighting . . . . . . . . . . . . . 211 Rendering and Compositing the Jungle Temple . . . . . 242
Lighting in Blender Internal . . . . . . . . . . . . . . . . . . . 211 Background Required . . . . . . . . . . . . . . . . . . . 242
Shadows in Blender Internal . . . . . . . . . . . . . . . . . . 213 Painting the Sky in GIMP . . . . . . . . . . . . . . . . . 243
Ray Tracing . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Compositing the Temple . . . . . . . . . . . . . . . . . 244
Shadow Buffers . . . . . . . . . . . . . . . . . . . . . . . 213 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Lighting in Cycles . . . . . . . . . . . . . . . . . . . . . . . . . 214
Lamp Objects in Cycles . . . . . . . . . . . . . . . . . . 215
Mesh-Emitter Objects in Cycles . . . . . . . . . . . . 215 15 Going Further 247
World Settings and Ambient Light and Occlusion . . . 216
World Settings in Blender Internal . . . . . . . . . . 216 Embellishments . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
World Settings in Cycles . . . . . . . . . . . . . . . . . 218 Adding to the Jungle Temple . . . . . . . . . . . . . . 247
Lighting the Bat Creature . . . . . . . . . . . . . . . . . . . . 218 Adding to the Bat Creature . . . . . . . . . . . . . . . 249
Three-Point Lighting . . . . . . . . . . . . . . . . . . . . . 219 Different Looks . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Clay Renders and Material Override . . . . . . . . 221 Rigging and Animation . . . . . . . . . . . . . . . . . . . . . 251
Shadows and Fur . . . . . . . . . . . . . . . . . . . . . . 222 In Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
Lighting the Eyes . . . . . . . . . . . . . . . . . . . . . . . 222
Floor Shadows . . . . . . . . . . . . . . . . . . . . . . . . 222
World Settings for the Bat Creature . . . . . . . . . 223 Index 253

xiv   Contents in Detail
Introduction

Welcome! This book is designed to teach you how Topics Covered


to create models and environments in 3D, using
two pieces of software: Blender, for 3D design and Here’s a brief summary of each chapter in the book.
animation, and GIMP, for 2D image editing. In Chapters 1 and 2 offer an introduction to
each chapter I take you through a part of the pro- Blender and GIMP. You learn what they are, where
cess of creating three complete 3D scenes. You’ll you can get them, and what you can do with them.
learn how to block out and create models, sculpt I also introduce you to their user interfaces and the
and detail them, texture and create materials, use basics of working with them. Chapter 1 focuses on
lighting, and render finished images. In the course Blender. We look at adding and manipulating objects,
of the book, I discuss the wide array of tools that saving and loading, and best practices when work-
Blender and GIMP offer and how to use them in ing on a project. In Chapter 2 we examine creating
real projects. images in GIMP using its various brushes and filters,
My goal is to teach you how to approach and fin- as well as how to work with layers and selections.
ish your own projects in Blender, using three of my Chapter 3 covers gathering reference mate-
own projects to provide the narrative and examples rial, creating concept art and using these materials
of the tasks required. By the end of this book, you in Blender to make it easier to bring your ideas to
should be able to create your own projects from life in 3D. I discuss using orthographic references,
scratch using the principles demonstrated in the creating reference sheets, and importing reference
three example projects. images into Blender’s 3D Viewport to use while
modeling.
In Chapters 4 and 5 we move on to blocking in settings for the Blender Internal and Cycles engines,
the most important aspects of a scene with simple along with how to get the best results quickly. We
geometry and then fleshing out these basic forms also examine Blender’s node-based compositor and
with more detailed models. We look in-depth at how to use it to further post-process your final ren-
Blender’s 3D modeling tools and how to create ders. Finally, we use GIMP for some extra touch-ups
models with simple, efficient geometry. and for painting backgrounds for our images.
Chapter 6 covers Blender’s sculpting tools and In Chapter 15 we take a final look at the proj-
how to combine them with Blender’s Multiresolution ects covered, and think about what could be done
modifier to produce a model that can be sculpted to take things further. I cover adding a few embel-
like clay—perfect for creating detailed, organic lishments to the projects and look at them from
models. some different perspectives, before examining ways
Chapter 7 looks at how to modify the high- to take our still images and make them move with
resolution, sculpted geometry from Chapter 6 to Blender’s rigging and animation tools.
create simpler geometry. We look at a few of the
different methods Blender offers for retopology
What Isn’t Covered
and how they can be applied to turn our sculpted
meshes into final models. Blender is an extremely powerful 3D design and
Chapter 8 looks at Blender’s UV unwrapping animation package. It has tools for modeling, tex-
tools that allow you to map 2D images onto the sur- turing, creating materials, and particle systems, as
face of your models. This lets you paint on them and well as tools for rigging and animation, compositing,
give them colors and textures. and scripting; a full-featured game engine; a non-
Chapter 9 covers creating strand particle sys- linear video editor; and some advanced fluid, cloth,
tems with Blender’s particle tools. These can be and rigid body-simulation tools. This book attempts
used to generate hair and fur, and Blender’s particle to deal only with the aspects of Blender that are
mode brushes allow you to comb and cut that hair needed to create, texture, and render models as
or fur into many shapes and styles. We look at the still images. It doesn’t cover Blender’s rigging and
various settings for particle systems and how to use animation tools, simulation tools, or the game
Blender’s child particles to generate vast numbers engine. There are a wealth of other resources out
of particles from relatively few parents in order to there on such topics. If you’re interested in finding
create complex, thick hair and fur with minimum them, try http://www.blender.org/education-help/.
input.
Chapter 10 looks at texture baking, the process
Requirements
of automatically generating textures based on the
geometry of a mesh, while Chapter 11 covers tex- To make the most of this book, you will need a
ture painting, which combines the baked textures reasonably current computer, running a recent ver-
from Chapter 10 with hand-painted details and sion of Microsoft Windows, Mac OS X, or Linux. In
photographs using Blender’s texture painting tools particular, when it comes to the sculpting portions
and GIMP. of the book, some extra RAM (8GB is good) and
Chapters 12 and 13 cover Blender’s materials and a reasonably fast graphics card will prove useful. A
lighting options. We look at the Blender Internal ren- pressure sensitive pen tablet (for example a Wacom
derer and the Cycles render engine, and how each Bamboo or Intuos) will be really helpful when you
impacts the way we set up our lights and materials. reach the texturing and sculpting sections of the
In Chapter 12 we learn how to use the textures cre- book, but it isn’t an absolute necessity.
ated in Chapters 10 and 11 to create materials that
give realistic results when rendered. Chapter 13
The Projects
covers creating lights and how to set them up for
both the Blender Internal and Cycles engines to get In order to provide a common thread as we prog-
attractive lighting and shadows that render quickly. ress through this book, I’ve chosen to center the
In Chapter 14 we bring together all of the discussion on three projects. Each was chosen to
components created in previous chapters, including provide different challenges and thus provide you
models, lights, materials, and textures, to render our with broad, practical knowledge of the tools and
final images. We discuss the most important render options in Blender and GIMP.

xvi   Introduction
The Bat Creature create a mechanical-looking, hard-surface model
of a robotic spider (Figure 2). This task requires
The Bat Creature project focuses on organic model- a different approach at each stage of the project
ing to create a humanoid, if monstrous, creature when compared with the Bat Creature. We begin
(Figure 1). For this project we first create a simple by blocking in basic forms with simple geometry,
base mesh and then sculpt the more complex, but we use duplication to create the repeated parts
organic forms of the body with Blender’s sculpt of the model, such as the legs. When sculpting we
tools. We complement this by creating fur with use Blender’s hard-surface brushes to arrive at a
Blender’s particle systems. We move on to unwrap- smoother, less organic final result. Then we use
ping and texturing our creature and then create Blender’s retopology tools to refine the model into
realistic materials for the skin and fur, which feature something smooth and sleek. Finally, we render
subsurface scattering and realistic hair. We render this project with the Cycles render engine because
this project with the Blender Internal engine in it offers realistic rendering of shiny materials and
order to use its highly customizable materials and complex lighting.
fast, efficient rendering of hair and fur. Finally we
create some dramatic lighting in Chapter 13, where
you learn how to get the best results from Blender’s The Jungle Temple
lights and how to achieve realistic shadows when
The Jungle Temple project centers on an environ-
working with fur.
ment instead of a character: a ruined temple deep in
the jungle (Figure 3). We look at blocking in a scene
The Spider Bot and keeping its composition tailored to the camera.
In contrast to the organic forms of the Bat Creature We use duplication, particle systems, and Blender
project, the Spider Bot project will show you how to add-ons to create varied vegetation. When texturing,

Figure 1: The Bat Creature Figure 2: The Spider Bot

Introduction   xvii
we focus on creating multiple seamless textures feature supplementary information and tips that
using GIMP, which can be tiled and repeated across offer more general guidance that you should find
multiple objects to allow a wide variety of materi- useful in a wide range of projects.
als to be created using only a few unique textures.
We render this scene with the Cycles engine (which
allows for the quick creation of realistic lighting) in Resources Accompanying This Book
Chapter 14, and then use Blender’s compositor to
The DVD accompanying this book contains all the
add some post-processing. Finally, we use GIMP to
files for the projects in this book, including separate
paint a background for the scene.
.blend files for each project (corresponding to each
chapter in the book) and each project in its final
state at the end of each chapter (where relevant).
These resources should allow you to look in-depth
at the workings of each project and to examine how
each one takes shape. Creating 3D art is a complex
process, and the end product is often a result of
some amount of experimentation. These project
files are not a literal snapshot of the projects as they
progressed; instead, they are an idealized, tidied-
up version of what each project would look like at a
given stage.
Also included are the textures used for each
project, .blend files with some useful brushes for
sculpting and MatCap materials (see Chapter 6 for
more on sculpting and MatCap materials), and the
GIMP brush created in Chapter 11 that you can use
in your own projects.
You can use these files any way that you like.
All are licensed under the Creative Commons non-
commercial attribution (CC-BY-NC) license, with
the exception of the textures, which are included
with the kind permission of CGTextures (http://
www.cgtextures.com/), a fantastic online resource
for finding textures. These may not be distributed
unmodified without permission from CGTextures.

Figure 3: The Jungle Temple Let’s Begin


This introduction has hopefully let you know what
this book is about and where in the book you can
How to Follow the Projects look for the information you need. I’ve outlined
While the projects form the main narrative of this the projects we will be working through and what
book, I don’t cover every step of creating them. you can hopefully expect to learn from them. Now
Instead, I focus on the most important or difficult we can start getting acquainted with Blender and
aspects of creating each project at each stage of its GIMP, before diving into the projects. If you’re
development and leave the rest as an exercise for you already comfortable with the basics of Blender and
should you wish to produce a similar result. I hope GIMP, you can skip to Chapter 3. Otherwise, the
that this approach will show you how to go about next two chapters should provide a basic introduc-
creating all kinds of 3D images with Blender and the tion to the workings of the software we will be using
thought processes and challenges involved. To help in this book.
with this goal, most of the chapters in this book also

xviii   Introduction
Introduction to Blender
1
In this chapter, we will look at the basics of using Since then, Blender has undergone continued
Blender in order to build a foundation for our work development by the Blender community, over-
in later chapters. We’ll explore its user interface, seen by the Blender Foundation (headed by Ton
how to navigate the 3D Viewport, and how to add Roosendaal, one of the original developers of
and interact with objects. Throughout this chapter, Blender). The current version (Blender 2.6x, as this
I’ll point to later parts of the book, where various book goes to press) boasts a wide array of features
topics will be covered in greater detail. If you are competitive with many commercial 3D applications
already comfortable with Blender, feel free to skip and has a committed and enthusiastic community
to Chapter 2, on GIMP, or Chapter 3, on preparing creating art and animation with it.
your projects. Blender is used today by many animation stu-
dios, game developers, artists, and hobbyists. It
has been used to make feature films, short films,
About Blender and games. Of particular note are the Blender
Blender is a free open source 3D design and ani- Foundation’s open movie projects—community-
mation package, available for Windows, Linux, funded short film projects that are used to drive
and Mac OS X. Originally created as an in- the development of Blender forward by using it in a
house animation package for Dutch animation production environment. To date, four short films
studio NeoGeo, it was later released under the and one game have been completed, each yield-
GNU General Public License when its developer, ing significant improvements and new features in
NotANumber, went bankrupt and the Blender com- Blender’s repertoire. The first short film, Elephants
munity raised €100,000 to pay creditors to release Dream, premiered in 2006. It’s a surreal tale in which
the Blender source code. two characters travel through a bizarre mechanical
world. It introduced particle-based hair and fur ren- The Blender User Interface
dering, as well as new animation tools and improve-
ments to Blender’s render engine. In 2008, Big Buck Blender’s user interface (UI) has earned a reputa-
Bunny introduced improvements to fur rendering, tion for being difficult to grasp. In earlier versions,
particles, and the render pipeline, as well as more this reputation was somewhat justified, but since
advanced rigging and animation constraints. In Blender 2.5, the interface has seen major updates
2010, Sintel, a tale about a girl and her dragon, and is now much more predictable and easier to
brought advanced sculpting tools, new simulation learn. Plus, with the addition of the search function,
tools, and shading and rendering improvements. if you have trouble finding a particular operator,
The latest open movie, Tears of Steel, focused you can search for it by pressing the spacebar to
on adding advanced visual effects tools to Blender. bring up a search dialog in which you can search
It brought major improvements to the new Cycles for operators by name.
render engine and has introduced camera track- Once you have grasped the UI, you’ll find
ing tools, new features for Blender’s composi- that Blender is very fast and extremely customiz-
tor, improved simulation tools, and better color able. Most functions have keyboard commands for
management. quicker access, and the interface is non-blocking,
Current, stable Blender builds for Windows, which means that windows and dialogs won’t be lay-
Linux, and Mac OS X are available from http:// ered on top of one another, obscuring your view.
www.blender.org/. In addition, you can find develop-
ment builds featuring the latest updates from http:// Layout and UI Terminology
www.graphicall.org/. These development builds are When you first start Blender, the default layout
designed for more advanced users or those who wish should look something like Figure 1-1. The Blender
to try new features; they can be unstable, so stick window is broken into areas called editors. These edi-
with the official builds for important work. tors include the 3D Viewport, the Properties editor,
the Outliner, the Info editor, and the Timeline, as
shown in Figure 1-1.

Info header
Key:
Editor Outliner
Region

Properties
editor header
Tool Shelf
Properties
editor

Timeline 3D Viewport header

Figure 1-1: Blender’s default UI layout. The window is broken down into different editors (orange), which are then further split
into regions (green).

2   Chapter 1
Editors are further broken down into regions. Switching Editors and
In the case of the 3D Viewport in Figure 1-1, the
Customizing the UI
regions are the Main region (that is, the 3D view),
the Header region at the bottom of the editor, Blender’s UI layout is
and the Tool Shelf on the left. highly configurable. You
Regions that contain buttons and properties— can switch any editor
like the Properties editor or the Tool Shelf in the 3D in the current layout to
Viewport—are further broken down into panels. A a different editor type
panel may contain any number and combination of by selecting a new one
operator buttons, information, and properties. The from the drop-down
panel’s name is shown at the top of the panel (see menu at the far left
Figure 1-2) and indicates what sort of properties and of the Header region
information the panel contains. (see Figure 1-3).
You can also resize
existing editors and
add or remove editors
Tabs by splitting or merg-
ing existing ones. To
resize an editor (or a
region), click and drag
on its border. To split
or merge editors, right-
click the editor’s border Figure 1-3: Blender’s differ-
and choose either Split ent editor types
Area or Merge Area. (In
later chapters, we’ll use
this technique to adjust
Collapsed panels Blender’s layout to bet-
ter suit various stages of
each project.)
Click to collapse/expand panel

Multiple Layouts
Panel title Because different UI layouts are suitable for dif-
ferent tasks, Blender allows you to store multiple
UI layouts so that you can switch between them as
you work. To switch layouts, click the screen layout
drop-down menu in the Info editor header (see
Figure 1-4).
By default, Blender includes layouts named
Animation, Compositing, Default, Game Logic, Scripting,
UV Editing, 3D View Full, Motion Tracking, and Video
Editing, each of which is pretty well suited to the
task that it’s named for. (Default is the default lay-
out when you start Blender and is good for model-
ing.) To add your own layout, click the + icon at the
Drag to right of the drop-down menu to copy the current
reorder panel layout and modify it, or delete the current layout
by clicking the X icon. Layouts are saved along with
your .blend file when you save your work, so you can
Figure 1-2: Panels within the Properties editor return to them when you reopen the file.

Introduction to Blender   3
you want using the methods outlined above. Use
ctrl -U to save the current file as the new default
start-up file. (To restore the original default .blend
file, select Load Factory Settings from the File menu
and then save the default .blend file again.)

Editor Types
Each of Blender’s editors offers a different function-
ality. Not all editors will be useful to us in the course
of this book, so I will discuss just those that are rel-
evant to the projects we’ll tackle.

The 3D Viewport
Figure 1-4: Switching layouts with the
screen layout drop-down menu This is Blender’s most important editor type. The
3D Viewport (see Figure 1-5) is where you can view
your scene and its objects and then move, manipu-
You can make a layout available by default by late, and organize them.
saving it as part of the default .blend file, the file that The 3D Viewport has four regions: the main 3D
is loaded upon starting Blender. To do so, load the view; the Header, which is found either at the top
default .blend file (ctrl-N) and then create the layout or bottom of the editor (usually the bottom); the

Properties (N)
Tool Shelf (T)
Lamp

Camera

Active object (highlighted)

Manipulator widget

3D cursor

Display mode

Manipulator widget options

Mode Layers Header

Figure 1-5: Blender’s 3D Viewport in detail

4   Chapter 1
Tool Shelf; and the Properties region, the last two of before we got around to inventing computers and
which can be hidden with the hotkeys T and N while 3D graphics.
the mouse is over the 3D Viewport editor. To define a point in 3D space, we need infor-
mation about the point’s position in each spatial
Navigating the 3D Viewport dimension in relation to a reference point. In Blender,
this information comes in the form of the point’s
It’s very important to learn to navigate the 3D
x-, y-, and z-coordinates, which indicate the point’s
Viewport, and there are several ways to do so. The
position along three axes that run perpendicular
simplest is with the mouse. Scrolling the mouse wheel
to one another. These are called Blender’s global
zooms in and out, holding the middle mouse button
coordinates. The reference point we use is called the
rotates the view, and shift-middle mouse button
scene’s origin—the point whose coordinates for each
pans the view. To center the view on the currently
of the axes is zero.
selected object, press numpad . (period), and to
By convention, we generally think of the x-axis
reset the view to center on the scene’s origin, press
as being the “left–right” axis, the y-axis as the
shift-C.
“forward–back” axis, and z-axis as the “up–down”
axis. (The different viewpoints given by the key-
* responding keys on the keyboard differently. For
Blender treats the number pad keys and the cor-
board shortcuts mentioned above conform to this
convention—the top-down view looks downward
example, the number pad (numpad) numbers are
along the z-axis, and so on.)
used for navigating the 3D view, while the character
You can see the x- and y-axes in Blender’s
key numbers are used to toggle visibility of different
3D Viewport as red and green lines, respectively.
scene layers.
Extending from these lines in light gray is the grid
floor, which we generally use as the ground height of
You can also snap the viewpoint to specific
the scene when placing objects. The divisions of the
angles using the number pad. numpad 7 snaps to
grid are all 1 Blender unit apart by default, giving
top-down view, numpad 1 snaps to front view, and
you a guide to use for placing objects and judging
numpad 3 snaps to side view. numpad 5 switches
their size. The x- and y-axes and the grid floor are
between a perspective view, where objects in the dis-
also useful when orienting yourself in Blender’s 3D
tance appear smaller (as in real life), and an ortho-
Viewport.
graphic view, where objects appear the same size
at all distances. When combined with the top, side,
and front views, orthographic view is most useful for The Properties Editor
aligning objects precisely. The Properties editor is where you can define the
The 3D Viewport has multiple display modes settings and properties for a scene or a selected
that can be selected from the 3D Viewport header object. The Properties editor is divided into Header
(see Figure 1-5). These viewing modes include the and Main regions, with the Main region being split
default solid view; wireframe; bounding box, which into tabs (as shown in Figure 1-2). Each tab contains
represents objects as simple boxes instead of display- a different set of properties that relates to either
ing their geometry; and textured view, which can the current scene or the active object. In order of
display shading and texturing. In later chapters, appearance, the tabs are as follows:
we’ll look at customizing the 3D Viewport for dif-
Render The Render tab contains settings for ren-
ferent purposes, including using different textured
dering your scene, including render dimensions,
shading modes and working with layers and hiding
shading options, and output formats. (We’ll dis-
objects.
cuss this in more detail in Chapter 14.)

Coordinates in 3D and the Grid Floor Scene The Scene tab lets you set the properties of
your scene, such as the active camera, certain
If you haven’t dealt with 3D graphics before, you
sound settings, and the scene’s units (arbitrary
may not have thought about how to define a point in
Blender units, imperial, or metric).
space. Of course, 3D models are essentially created
by connecting points in space. Thankfully, French World The World tab lets you define the scene’s
philosopher and mathematician René Descartes background, as well as the world lighting
gave us a solution to this problem several centuries

Introduction to Blender   5
options, such as environment lighting and mapped to an object’s surface. (We’ll cover this
ambient occlusion. (We’ll discuss this in more tab in more detail in Chapter 12.) You can also
detail in Chapter 13.) use the Textures tab to assign textures to your
world background or to particle systems.
Object The Object tab (see Figure 1-2) lets you set
an object’s transformations manually by using Particles The Particles tab allows you to assign
numerical values rather than moving the object particle systems to an object and define their
about in the 3D Viewport. You can manage properties. Blender has two kinds of particle
an object’s group membership as well as how systems: dynamic emitter particles and hair
it is displayed. (We’ll use groups in Chapter 9 particles. In Chapter 9, we’ll discuss using
to duplicate multiple objects using particle hair particles to create hair, fur, and foliage,
systems.) and we’ll review the settings for hair particles
in more detail.
Object Constraints The Object Constraints tab
contains an object’s constraints stack. This is Physics The Physics tab contains tools for simula-
useful for animation but not a topic that we’ll tions, allowing you to simulate smoke, fluids,
cover. (See the Blender wiki at http://wiki.blender cloth, and rigid and soft body physics. (Learn
.org/ for more on constraints.) more about these options on the Blender wiki.)
Object Modifiers This tab contains an object’s
modifiers stack and lets you add new modifi- The Info Editor
ers. Modifiers are procedural, nondestructive The Info editor (see Figure 1-6) looks like a regu-
methods for manipulating and generating a lar menu bar, but it’s actually an editor, like the 3D
mesh’s geometry. As you add new modifiers to Viewport and the Properties editor. It’s usually kept
an object, they are applied in the order they scaled down to show just the header, which is its
appear in the stack (from top to bottom). most important part. The header contains various
(We’ll discuss modifiers in more detail in menus, including the File menu, the Help menu,
Chapters 4 and 5.) and menus for adding objects and rendering.
The drop-down menu selectors to the right of
Object Data The Object Data tab lets you set which
these menus let you change the window layout (dis-
datablock the active object uses and exposes the
cussed above) and the current scene (discussed in
different sets of data assigned to this datablock
“Scenes” on page 7). Next to these selectors, a
(see “Datablocks” on page 10). The contents
drop-down menu allows you to select which render
of this tab vary according to the object’s type.
engine to use. (See Chapters 12, 13, and 14 for dis-
For example, in the case of a mesh object, this
cussions of Blender’s two native render engines.)
tab will display the mesh’s vertex groups, shape
After the render engine drop-down menu, you’ll
keys, and UV coordinate sets, whereas for a
find several pieces of information, including the ver-
lamp object, it will contain the lamp’s color,
sion of Blender you are using and some information
energy, and shadow settings. The icon for this
about the scene. From left to right, the scene infor-
tab also changes to match the active object’s
mation includes the vertex count (Verts); face count
type: For mesh objects, the icon is a cube; for
(Faces); number of objects in the scene (Objects);
lamps, a light; and so on. The Object Data tab
number of lamps (Lamps); the scene’s memory con-
will come up throughout this book.
sumption; and the name of the currently selected
Material The Materials tab displays an object’s object.
material slots and the materials assigned to If you drag down the border of the Info edi-
them. Here, you can edit the basic properties tor, you will see that Blender uses the rest of the
of the materials you create, turn on or off dif- editor to provide a log of your actions as Python
ferent shading options, and adjust the proper- commands. This information provides a glimpse
ties of an object’s material. into the behind-the-scenes workings of Blender’s
Python API (application programming interface)
Textures The Textures tab complements the
as you work, and it can be most helpful when creat-
Materials panel. It lets you assign textures to a
ing Python scripts. However, since we won’t need
material, define how textures affect the proper-
Blender’s scripting features for any of the projects in
ties of a material, and determine how they are
this book, it can remain hidden most of the time.

6   Chapter 1
Layout drop-down menu Scene drop-down menu

Render drop-down menu

Figure 1-6: The Info editor header

The Node Editor Other Editors


The Node editor is a multipurpose editor for any- Blender has several other types of editors. We’ll cover
thing that is (or can be) constructed with nodes. some in this book, but we’ll leave out ones like the
This includes the compositor, which uses nodes Graph editor, which is tailored to animation, and
by default, as well as node materials and textures, the Logic editor, which is tailored to Blender’s game
which may or may not be node based. You can engine. For more on these editors, see the Blender
switch between viewing Blender’s various node set- wiki (http://wiki.blender.org/).
ups by clicking icons in the Node editor’s header
(see Figure 1-7). The header’s main region displays
Using Blender
the current node setup on a grid, allowing you to
add, delete, or move nodes and to view and edit Now that we have some knowledge of Blender’s UI,
their connections. we can learn how to actually use Blender. We’ll look
We’ll look at the Node editor in more detail in at the default .blend file and then explore working
Chapter 12 when we create node-based materials for with objects in the 3D Viewport and the Properties
the Cycles render engine and in Chapter 14 when we editor. We’ll also examine how Blender files are con-
create node trees for compositing. structed, which will help us when working on our
projects.
The UV Image Editor
The UV Image editor is the 2D equivalent of the 3D Scenes
Viewport. Here, you can view images (Image4Open There is a hierarchical structure to .blend files (see
Image from the header or select an already loaded “Datablocks” on page 10), at the top of which is
image from the image selector drop-down menu) a scene. A .blend file can contain one scene or many.
and edit the UV coordinates of unwrapped meshes. Each scene is its own separate 3D space where you
While rendering, Blender displays the current ren- can create objects and build your project, and
der in a UV Image editor. Use the drop-down menu each scene has its own settings that define how it
to view the most recent render or to view the viewer is rendered.
outputs of compositing node trees. We’ll discuss the The current scene is shown in the info header at
UV Image editor in more detail in Chapters 3, 8, 10, the top of the Blender window, next to the current
11, and 14. layout (see Figure 1-8). To create a new scene in a

Material Nodes Compositing Nodes

Texture Nodes Enable Nodes

Figure 1-7: The Node editor header

Introduction to Blender   7
.blend file, click the + icon to the right of the current as rotation and scaling, to use the 3D cursor as the
scene’s name. Blender will ask you whether you want pivot or origin point for the operator.
to create an empty scene or copy data from the cur- By clicking within the 3D Viewport, you can
rent one. Although it can be useful to create extra move the 3D cursor to wherever you click (the cur-
scenes when working with more complex projects, sor’s distance from your viewpoint will remain the
we’ll use one scene per .blend file for each project in same). You can also move the 3D cursor by chang-
this book. ing its location values in the 3D Cursor panel of the
Properties region of the 3D Viewport. (If you lose
the 3D cursor or simply want to reset it to the scene’s
origin, press shift-C to reset the 3D Viewport’s view
Figure 1-8: The current scene is displayed in and place the 3D cursor at the scene’s origin.)
the info header.
Selecting Objects
To select an object, right-click it. To select multiple
The Default .blend File objects, shift-right-click them. Selected objects are
When you first open Blender, you are presented with outlined in orange by default. The most recently
a single, simple scene (as shown in Figure 1-1). By selected object is called the active object and is out-
default, this scene contains three objects: a cube, lined in brighter orange than the rest of your selec-
a lamp, and a camera. These objects are all that is tion. The properties of the active object are the ones
required to get a simple render of something more that will appear in the Properties editor. Most opera-
than a blank background. The camera tells Blender tors use or act on the active object, though some act
what viewpoint it should render, the cube provides on your whole selection.
something for the camera to view, and the lamp illu-
minates the cube and makes it appear as more than Manipulating Objects
a simple black silhouette.
There are several ways to manipulate objects in the
However, a gray cube on a gray background
3D Viewport. Perhaps the simplest way is to use the
doesn’t make for the most interesting of renders.
keyboard shortcuts: G to move, R to rotate, and S to
To create something more interesting, we need
scale. You can also use the manipulator widget (see
to create our own objects to replace these rather
Figure 1-10) to manipulate objects by clicking and
dull ones.
dragging one of its three handles to manipulate one
axis or by clicking and dragging the white circle in
Adding Objects the middle to manipulate the object on any axis.
To add an object to your scene, place your cursor By default, the manipulator appears as three
over the 3D Viewport and press shift-A to bring up colored arrows. Click and drag on the arrows to
the Add menu. Here, you can add any object type move your selected objects in the directions they
that Blender supports, including meshes, curves, point (along the global x-, y-, and z-axes by default).
empties, lamps, cameras, and so on. (We’ll discuss Use the icons in the 3D Viewport header to have the
these object types as we progress through the book.) manipulator widget let you rotate or scale objects
instead of move them (see Figure 1-10).
The 3D Cursor By default, when in Object mode, Blender uses
the object’s local coordinate origin (see Figure 1-11)
New objects will be added at
as the position of the manipulator widget. To change
the location of the 3D cursor,
the pivot center of an operator, use the Pivot Center
which is Blender’s easily con-
option in the 3D Viewport header. You can switch
figurable way of quickly defin-
between using the median point of the selected
ing a point in space. The 3D
objects origins (the default), the origin of the active
cursor (shown in Figure 1-9)
object, the individual origins of each object in your
is where new objects will be Figure 1-9: The 3D selection, the 3D cursor, and the center of a hypo-
added by default. You can also cursor thetical bounding box drawn around all selected
set transform operators, such
objects. This not only moves the manipulator wid-
get but also uses the selected pivot center for any

8   Chapter 1
Move Rotate Scale

Turn widget Coordinate space for


on/off transform

Figure 1-10: The three functions of the manipulator widget: translate, rotate, and scale Figure 1-11: Choosing dif-
ferent pivot points for the
3D manipulator widget

transformations or operators you do using keyboard (the latter being indicated by a small orange circle
shortcuts or the mouse. when you have the object selected). These coordi-
In Chapters 4 and 5, we’ll examine manipulat- nates are called the object’s local coordinates, and they
ing objects, meshes, and curves in more detail. may match up with the scene’s global coordinates or
they may not (see Figure 1-12). For example, when
you move an object in Object mode, you move its
Other Coordinate Systems local coordinate origin along with it, and when you
The coordinate system described in “Coordinates scale or rotate it, you scale or rotate its local coordi-
in 3D and the Grid Floor” on page 5 is defined nate axes. This may sound confusing, but it has an
relative to the scene’s origin, and its coordinates are important purpose. The positions of the vertices of
referred to as global coordinates. These are universal a mesh (that you can edit in Edit mode) are defined
to the scene. However, objects also have their own relative to the object’s local coordinates. This means
individual coordinate systems and their own origins that however you move, scale, or rotate an object in

Object y

Object x

Global y

Global z Global x
(out of Object
page) Global origins
origin

Figure 1-12: Global and local coordinates

Introduction to Blender   9
Another random document with
no related content on Scribd:
2. Lateral or “rolling” motion accomplished by wing warping
operated by a second lever.
These were the only controls used in the earliest gliders. It
remains to consider the third element of control, viz:
3. The directional or “yawing” control, which is accomplished by an
ordinary vertical rudder operated by a third lever.
The Wrights found the warping had all the effect anticipated but
had also certain secondary and undesirable effects. Whenever they
applied the warping lever to correct the rolling motion, the glider
responded as far as rolling control was concerned, but at the same
time would “yaw” or swerve out of its course to right or left. This was
a serious complication. For, in the moment of swerving, the high
wing which they desired to depress would advance faster than the
low wing, and solely by its higher velocity tended to develop a
greater lift and thereby neutralize the beneficial effect of the warp. In
many of their early glides, because of pronounced swerving, the
warp effect was entirely counteracted and failed to bring the glider
back to level; with the result that one wing tip would sink, at the
same time swinging backward until the machine was brought to the
ground. No amount of controlling could prevent this.
After much bewilderment on this point, the Wrights observed that
whenever a wing tip was warped to a large angle its resistance
became relatively greater and it slowed up while the opposite side
went ahead. They at once hit upon the idea of a rudder, previously
considered unnecessary, which they believed could be turned in
each case of yawing just enough to create a new and apposing
yawing force of equal magnitude.
They therefore attached a rudder at the rear, connecting its tiller
ropes to lever No. 2, and giving this lever a compound motion so that
one hand could operate either warp or rudder control independently
(or simultaneously in proper proportion to eliminate the yawing
tendency above mentioned). This combination is the basis of the
Wright patents and is essential in airplanes of today.
Great success now ensued in their gliding experiments; the
machine was always in perfect control; could be manipulated in any
desired manner; turned to right or left, or brought down to earth with
safety.
Thus were the three elements of control applied by the Wrights to
their glider and the problem apparent in Lillienthal’s death was
solved. The next step was to install a power plant able to maintain
forward speed without resorting to coasting downhill by gravity; and
therefore capable of producing a horizontal flight.
In developing a power flyer aside from the question of control the
proper design was arrived at as follows:
Efficiency of Wings.—The Wrights knew from Langley and
Chanute that flat wings were inefficient and useless, and curved
wings essential; they did not know whether the amount of curvature
mattered much. To find this out by trials in gliding would be slow and
expensive. They adopted a better way—the wind-tunnel method,
wherein small-scale models were tested and compared for efficiency
in a blast of air. They made their wind tunnel 16 in. in diameter and
created a powerful air blast through it by means of an engine-driven
fan. Small models of wings were placed in the center of this confined
air blast, mounted on a balance arm which projected into the tunnel
from the outside. The air forces and efficiency of the models were
thus measured. A large variety of shapes were tested and one was
selected as best of all from the standpoint of curvature and rounded
wing tips. This shape was adopted in their flyer, and though on a
much larger scale fulfilled the predictions made for its efficiency in
the indoor wind-tunnel experiments.
The Wright glider was, of course, a biplane model. They tested a
small 6-in. model biplane and found that the two wings together were
less efficient than either wing by itself. However, other
considerations, such as rigidity of trussing, decided them to adopt
the biplane rather than a monoplane arrangement.
Low Resistance to Forward Motion.—The Wrights used their
wind tunnel also in choosing for the struts of their airplane a shape
which would present least head resistance to forward motion. They
found that a square strut had a resistance which could be decreased
by changing the shape to resemble a fish. The resistance of the pilot
himself was decreased by making him lie prone, face downward on
the bottom wing.
Propeller Efficiency.—Although little data on the subject of
propeller efficiency was available to the Wrights, they were able to
arrive at a very creditable design wherein two propellers were used,
driven from a single motor, and rotating one each side of the pilot.
The mechanical difficulties which have since embarrassed the use of
two propellers were less with the Wrights because they were dealing
with smaller horsepowers than are in use today; they therefore were
able to realize a very high propeller efficiency.
Motor.—When the Wrights were ready to apply a motor to their
glider, they found it impossible to secure one light enough, and had
to set about building one themselves. They adopted a four-cylinder
type, water-cooled, and their aim was to save weight and
complication wherever possible. Their first motor gave about 12 hp.,
which was raised to a higher and higher figure by subsequent
improvements until it reached 20 hp. In its earliest stages it was able
to give sufficient power for short horizontal flights.
Means of Starting and Landing.—One reason the Wrights could
use such low horsepower was that they employed auxiliary starting
apparatus to get up original speed. They knew that less horsepower
was necessary to fly an airplane after it was once in the air than was
necessary to get it into the air at the start, and they therefore rigged
up a catapult which projected their airplane forward on a rolling
carriage with great force at the start, so that all the motor had to do
was to maintain the flight in air. The Wright airplane had at first no
landing wheels, and was provided only with light skids on which it
could make a decent landing. Present-day airplanes, of course, have
wheels on which to roll both at starting and at landing and their
motors are powerful enough to eliminate the necessity for a starting
catapult.
(Courtesy American Technical Society and Scientific American Supplement.)

Fig. 5.—Details of Bleriot XI monoplane.

Bleriot’s Contribution to Aviation.—Bleriot experimented a great


many years before he attained success and did so years after the
Wrights had successfully flown. But when he did obtain success, his
great ingenuity produced features of design which were a decided
step forward. He added a body to the airplane and produced a
machine which instead of being a pair of wings with various
appendages, was a body to which wings were attached, giving a
more shipshape and convenient arrangement. The motor, instead of
being located beside the pilot as in the Wright machine, was put in
the very front of the body ahead of the pilot where it was not likely to
fall on him in case of a smash. This location of the motor entailed the
use of a single propeller at the front, a “tractor” screw as it was
called, less efficient than the double propeller of the Wrights, but
better from the standpoint of mechanical convenience. The body of a
Bleriot, which was quite similar to the body of any bird in its general
arrangement, projected to the rear in a tapering form and carried at
the rear a rudder and elevator. The motor, pilot and tanks were thus
enclosed within the body and away from the wind. Bleriot’s
contributions were then, better location of the motor, adaptation of
the body or “fuselage,” elimination of the front elevator and
substitution of the rear elevator.
Nieuport and Fokker’s Contribution to Aviation.—A further
advance on Bleriot’s design was made by Nieuport and later by
Fokker. The former utilized the fuselage principle of Bleriot and
enclosed the whole framework, front and back, to give a stream-line
form, and even went so far as to make wind-tunnel experiments from
which he was able to choose a very efficient fuselage shape as well
as wing and strut efficiency.
(From Hayward’s “Practical Aeronautics.”)
Fig. 6.—Nieuport monoplane.
Representing an advance in speed, due to covered stream-line body.
CHAPTER II
TYPES OF MILITARY AIRPLANES AND THEIR
USES

Modern Airplanes Combining Best Features of Previous


Experiments.—The modern airplane, of which the Curtiss training
machine used at the U. S. Aviation Schools is typical, is a
combination of the best features referred to above. It is of the biplane
type for, as shown by Chanute, rigid trussing is thus possible, an
advantage sufficient to offset the slight loss of efficiency which exists
in the biplane. The landing gear consists of two wheels provided with
shock absorbers; the body is of the general stream-line type,
enclosed from front to back, containing comfortable seats for the
passengers and enclosing the motor and tanks away from the wind.
The motor is at the front where, in an accident, it will not be on top of
the pilot. The warping effect is obtained by hinging flaps at the wing
tips, the same effect being obtained while at the same time leaving
the whole wing structure rigid and strong rather than flexible and
weak, as was the case in the early warping type of machines.
Military Airplanes of Today.—In the modern airplane, therefore,
we see that matters of efficiency, to which the Wrights gave great
attention, have been sacrificed in favor of convenience, particularly
in favor of power and speed. This is the effect of military demands
for airplanes where power, speed, and ability to climb fast are vital
requirements. To escape from or to destroy an enemy, high speed
and ability to climb fast are, of course, prerequisites. Moreover, from
the standpoint of safety in maneuvering it is desirable to have a
reserve of power and speed. Therefore, the design of military
machines has tended in a given direction up to the present.
New considerations have arisen on this account, such as for
instance the question of landing. Fast machines in general make
high-speed landings, and are for that reason dangerous. The original
Wright machines were built to land at such a slow speed that
ordinary skids were sufficient to take the shocks. Nowadays the
high-powered airplane is likely to come to grief in landing more than
at any other time. The question of stability in flight has of recent
years been treated mathematically and experimentally, using of
course the fundamental system of “three axes control” first applied
by the Wrights. It has been found that by properly proportioning the
tail surfaces and properly arranging the wings and center of gravity,
any desired degree of stability may be obtained, such that a machine
may be made almost self-flying or, if preferred, may be made very
sensitive.
All of the above features of design have had consideration in the
latest types of military airplanes. Observe the high speed of the
latest speed scouts, where power is concentrated exclusively on
speed and climbing ability and landing speed is dangerously high.
We see the advent of the triplane scout, which is an attempt to
secure slow landing speed combined with high flying speed. We see
machines with the motor and propeller in the rear, or with two
motors, one to each side of the body out in the wings, the object
being to avoid interference of the propeller with the range of gun fire.
In short, we see the effect of many military considerations on the
design of the airplane. It will be interesting at this point to survey
what are these military uses of the airplane.
Aerial Fighting.—Fighting in the air is the most spectacular use to
which military airplanes have been put. The first requirements in a
fighting airplane are speed and climbing ability and these must be
obtained at all costs, because speed and climb are weapons of
defense and offense second only in value to the gun itself. The
concentration of motive power for speed and climb requires that as
little weight as possible be used; and therefore the fastest fighters
are designed to carry only one person and are very light and of
course very small. It is usual to have one gun fixed to the body and
firing through the propeller in the case of a tractor, and a second
adjustable aim gun pointing upwards over the top wing. This gives
the pilot a chance to fire a round at the enemy while “sitting on his
tail” or following from behind; and then when diving below the enemy
the second gun is available for shooting overhead. These very high-
speed fighters are difficult to land, due to their speed, and are
suitable only for the highest-trained pilots.
Directing Artillery Fire.—The friendly airplane is sent out over
the enemy’s positions, soars above the target, sends back signals by
wireless to the friendly battery regarding the effect of fire; practically
dictating the success of artillery operations.
Reconnaissance.—The friendly airplanes go out, usually in
squads for the sake of protection, and observe by means of
photographs or vision size of enemy troops, batteries, trenches, lines
of communication, etc.; report the situation to headquarters as a
source of daily photographic record of the operations of the enemy,
to such an extent that any change of the enemy’s position can be
analyzed. Of course the value of reconnaissance is lessened when
the enemy disguises his gun emplacements, etc. In reconnaissance
machines it is important to have two persons, one to steer and the
other to scan the countryside. The reconnaissance machine is
therefore a two-place type which may or may not have armament. It
need not be so fast, especially when convoyed by fighting speed
scouts. The two-place machines are frequently used for fighting, in
which case the pilot will have a gun fixed to the body and shooting
through the propeller, and the passenger, especially in German
machines, will also have a gun mounted in the turret so that it may
be shot in a variety of directions by the passenger.
Bomb Dropping.—This maneuver requires squad flights to be of
great value. The fundamental characteristic of a bombing airplane is
its ability to carry great weight. Such machines are of comparatively
large size and not particularly fast. Weight carrying is of course
incompatible with speed and climbing ability and therefore the
bombing machine must be a compromise if it is to have any
reasonable speed. It may be said that airplanes compare very
unfavorably with dirigible balloons for bomb raids because the latter
are able to carry several tons of bombs as against the airplane’s
quarter of a ton.
Locating Submarines.—For coast patrol or submarine spotting,
the airplane is an important factor, for from an airplane it is possible
to see for a considerable depth into the water, and to locate hostile
submarines.
Training Student Aviators.—The training machine on which
prospective aviators secure their flying instruction may be
considered as a type in which great speed and power is not
essential, but in which reliability and ease of control is desirable. The
typical military training airplane in this country is a single-motor
tractor of moderate horsepower (about 100) having of course the
seats in tandem and furnished with dual control so that operation
may be from either pilot’s or passenger’s seat. The dual-control
system of training which prevails in this country differs from the
French method of starting the pupil out alone to try his wings; it
enables the pilot to keep a constant eye upon the pupil’s control
manipulations and to correct them instantly whenever they are in
error before any damage is done. A possible improvement in the
dual-control training machine will be the substitution of side by side
seats for tandem seats. At present, communication is difficult due to
the great noise of the motor; but with the adoption of side by side
seats such as is used in naval training schools, the pilot and pupil
will be able to communicate to better advantage.
Fig. 7.—U. S. training airplane, dual control (Curtiss JN-4).
Speed 43 to 72 mi. per hr.; climbing ability 300 ft. per min.; 90 h.p.; weight fully
loaded 1,890 lbs.

Types of Airplanes.—To suit the foregoing purposes flying


machines exist in seven distinct different shapes at the present time,
namely: monoplanes, biplanes, triplanes, single-motor tractors,
single-motor pushers, double-motor machines and marine airplanes.
The last four types may be either monoplanes, biplanes or triplanes.
In order to understand the adoption of one or the other type for
military use, it is well to run over the characteristics of the seven
types mentioned.
Monoplanes.—The simplest form of airplane is the monoplane
which is fashioned after the manner of a bird (see Fig. 34). There are
two things to say in favor of the monoplane: first, that the passengers
have an unobstructed view forward and range of gun fire upward
because there is no wing above them; second, the aerodynamic
efficiency of the monoplane is superior to any other type. But when
the bird design is applied to a man-carrying apparatus, it becomes
impracticable to construct spars to take the place of the bird’s wing
bones; and therefore to give the wings proper strength it becomes
necessary to truss them with numerous tension wires stretching from
the running gear out to various portions of the wings. There are also
wires running from a vertical mast above the body to a point on the
top part of the wing; these wires, while they give the wing no added
strength during a flight, are necessary in order that the shock of
landing shall not break the wings off sharp at the shoulder. It is
characteristic of monoplane construction that from a point below the
body and also from a point above the body a number of heavy wires
run outward to various points on the wings; and it may be said that
the strength to be secured from this construction is not all that could
be desired.
Biplanes.—The biplane is an improvement over the monoplane
from the latter standpoint; in the biplane there are two parallel
surfaces separated by vertical sticks or struts, thus forming
parallelograms which are susceptible of being trussed by means of
tension-wire diagonals in a manner familiar and well understood in
case of bridges. It is possible to build up biplane wings of great
rigidity and strength by this system, much more easily than in case of
monoplanes. However, the biplane type is from the standpoint of
efficiency inferior to the monoplane. This is due to the fact that the
vacuum above the bottom wing which is so necessary for high duty
is somewhat interfered with by the upper wing; thus while in a
biplane the upper wing operates about as efficiently as it would
operate in a monoplane, yet the lower wing has its efficiency
materially reduced and the resulting overall efficiency of a biplane
compared area for area with the monoplane is about 85 per cent. as
great. However, recent developments of the airplane have more or
less put efficiency in the background and as a result today the
biplane is more popular than the monoplane. In addition to the
greater strength of biplane wings their span may be less than the
monoplane for the same supporting area. This makes them less
unwieldy. Moreover, for certain reasons a biplane machine of high
speed may be landed at a lower speed than equivalent monoplanes.
Triplanes.—What is true of the biplane is more true in almost
every item of the triplane, that is, it is comparatively strong, compact,
and of low landing speed, but of reduced efficiency.
Fig. 8.—U. S. speed scout triplane, single seater.
(Curtiss Model S3), 55 to 115 mi. per hr.; climbing ability 900 ft. per min.; 100 h.p.;
weight fully loaded 1,320 lbs.

Single-Motor Tractors.—The single-motor tractor received its


name simply because the propeller is in front and draws the machine
forward; but this location of the propeller necessitates a distinct type
of airplane, wherein the power plant is located at the very nose of the
machine. The tractor type has the pilot and passenger located in or
to the rear of the wings in order that their weight may balance the
weight of the motor. This means that the view and range of fire of the
passengers is obstructed in a forward direction by the wings, and in
machines such as the U. S. training machine, the passenger, who is
practically in the center of the wings, can not look directly upward nor
directly downward. Moreover, as concerns gun fire, the propeller of a
tractor obstructs the range straight ahead. In the tractor the tail is
supported at the rear and on the same body which contains the
motor and passengers; this body constitutes a stream-line housing
for the machinery, seats, etc., and therefore has low wind resistance.
The tractor is a very shipshape design, compact and simple and is at
present the prevailing type on the European war front. However, it
has disadvantages which are only overcome in other types. One of
these disadvantages is of course the obstruction to range of gun fire.
The present practice in fighting airplanes is simply to shoot the gun
straight through the circle of rotation of the propeller on the
assumption that most of the bullets will get through and that those
which hit the shank of the propeller blade will be deflected by proper
armoring. An attempt is made to insure that all the shots will get
through by connecting the gun mechanism mechanically to the motor
shaft in such a way that bullets will be discharged only at the instant
when their path is unobstructed by a propeller blade. This practice is
possible of course only in guns which are fixed immovably to the
airplane.

Fig. 9.—Fuselage diagram, Curtiss “R4” reconnaissance biplane.


Speed 48 to 90 mi. per hr.; climbing ability 400 ft. per min.; 200 h.p.; weight fully
loaded 3,245 lbs.
Fig. 10.—An American pusher biplane design.
Crew in front, motor and propeller in the rear, tail support on outriggers.

Single-motor Pusher Airplanes.—The pusher type has


popularity because the propeller and motor rotate to the rear of the
passenger, who takes his place in the very front of the body and has
an open range of vision and gun fire downward, upward and
sideways. Another point in favor of the pusher is that the oil and
fumes of the motor do not blow into his face as in the case of the
tractor. The disadvantage of the pusher is that the motor, being
located behind the pilot, will be on top of him in the case of a fall.
Another disadvantage is that the body can not be given its shipshape
stream-line form because to do so will interfere with the rotation of
the propeller. Therefore, the body is abruptly terminated just to the
rear of the wings and it is just long enough to hold the passenger
and the motor, the propeller sticking out behind. The tail surfaces are
then attached to the airplane by means of long outriggers springing
from the wing beams at points sufficiently far from the propeller axis
so as not to interfere with the propeller.
Fig. 11.—U. S. army battle plane.
Two 100 h.p. motors; speed 85 mi. per hr.

Double-motor Machines.—In order to combine the advantages of


the tractor and pusher types and eliminate their disadvantages, the
double-motor machines have been developed. In these there is no
machinery whatever in the body either in front or back, and the
passengers may take seats at the extreme front as is desirable. The
body then tapers off to the rear in stream-line form and supports the
tail surfaces. The power plants are in duplicate and one is located to
each side of the body out on the wings. It is customary to enclose
each of these two motors in a casing so that the whole power plant
presents a more or less stream-line shape to the wind, the propellers
projecting from the front or rear of these stream-line shapes. It may
be said that in the double-motor airplane it makes very little
difference whether the propeller is in front or behind so that while a
“twin-motor” machine may be more accurately specified as a “twin-
motor pusher” or a “twin-motor tractor,” it is usually sufficient
indication of a machine’s characteristics to call it a twin-motor
machine.
By adopting this twin-motor form we bring in new disadvantages.
One of these is due to the fact that the heavy motors are now
located some distance from the center of gravity of the machine.
This requires stronger supporting members between the motor and
the body. It also makes the lateral control comparatively logy for now
the heavy masses are far from the center of gravity, resisting the
pilot’s efforts to use the lateral control. The second disadvantage in
the twin-motor type results from possible stoppage of either motor. In
this case, of course, the propelling force is some distance off center
and is also reduced to one-half its value requiring energetic exercise
of the control wheel to maintain equilibrium. It is reported, however,
that twin machines can continue to fly and even climb with only one
motor running. In this country the twin-motor type has not developed
as was hoped at first, and on the European firing lines it is not so
numerous as the single-motor tractor type.
Marine Airplanes.—The possibility of mechanical flight having
once been established and wheels having been applied to the
airplane so that it could start from and land on the ground, the logical
next step was to substitute some form of boat for the wheels so that
flights could be made over the water.
Experiments were made in France by M. Fabre in this direction
and in this country by G. H. Curtiss. The latter, in his flight down the
Hudson from Albany to New York, equipped his airplane with a light
float to provide against forced landing in the river. Pursuing this
general idea he made some experiments under the auspices of
Alexander Graham Bell’s Aerial Experiment Association, in which a
canoe was substituted for the wheels, and in which an attempt was
made to start from the surface of the water. Success did not come at
first and this plan gave no satisfaction. Curtiss next turned his
attention to the hydroplane type of boat and made a series of
experiments at San Diego. The hydroplane appeared to be much
better adapted to his purpose than the canoe had been, and he was
able to obtain success.
Fig. 12.—Thomas Type H. S. seaplane. Double pontoons.
Speed 47 to 82 mi. per hr.; climbing ability 270 ft. per min.; 135 h.p.; weight, fully
loaded 2,600 lbs.
Fig. 13.—Curtiss Model F flying boat.
Speed 45 to 65 mi. per hr.; climbing ability 150 ft. per min.; 90 h.p.; weight fully
loaded 2,100 lbs.

The Hydro-airplane (or “Seaplane”).—From analogy to the


airplane one might at first imagine that a suitable hydroplane would
have a wide span and fore and aft length; but such proportion would
give a very poor stability on the water, and would require auxiliary
hydroplanes in the same way that an airplane requires auxiliary
guiding surfaces. So Curtiss, with his customary eye for simplicity
and convenience, adopted a type of hydroplane which had the
general proportions of an ordinary boat, i.e., was long and narrow,
thus obviating the necessity of auxiliary hydroplanes at the tail of the
machine. To prevent the machine’s tipping over sidewise, “wing
pontoons” were attached at the lower wing tips to prevent capsizing.
Fig. 14.—Building a flying boat hull.
Note wing stumps and hydroplane fins.

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