Creating Mesh Primitives in blender:-
A common object type used in a 3D
scene is a mesh. Blender comes with a number of “primitive” mesh shapes
that you can start modeling from. You can also add primitives in Edit
Mode at the 3D cursor.
Common Options
1.Plane:-
The standard plane is a single quad face, which is
composed of four vertices, four edges, and one face. It is like a piece of
paper lying on a table; it is not a three-dimensional object because it is flat
and has no thickness.
2.Cube:-
A standard cube contains eight vertices, twelve edges,
and six faces, and is a three-dimensional object.
3.Circle:-
- Vertices:-The number of vertices that define the circle or polygon.
- Fill Type:-Set how the circle will be filled.
- Triangle Fan:-Fill with triangular faces which share a vertex in the middle.
- N-gon:-Fill with a single n-gon.
- Nothing:-Do not fill. Creates only the outer ring of vertices.
4.UV Sphere:-
A standard UV sphere is made out of quad faces
and a triangle fan at the top and bottom. It can be used for texturing.
Segments:-Number of vertical segments. Like the Earth’s
meridians, going pole to pole.
Rings:-Number of horizontal segments. These are like the
Earth’s parallels.
5.Icosphere:-
An icosphere is a polyhedral sphere made up of
triangles. Icospheres are normally used to achieve a more isotropical layout of
vertices than a UV sphere, in other words, they are uniform in every direction.
- Subdivisions:-How many recursions are used to define the sphere. At level 1 the icosphere is an icosahedron, a solid with 20 equilateral triangular faces. Each increase in the number of subdivisions splits each triangular face into four triangles.
6.Cylinder:-
Objects that can be created out of cylinders
include handles or rods.
- Vertices:- The number of vertical edges between the circles used to define the cylinder or prism.
- Depth:- Sets the starting height of the cylinder.
- Cap Fill Type:- Similar to circle (see above). When set to none, the created object will be a tube. Objects that can be created out of tubes include pipes or drinking glasses (the basic difference between a cylinder and a tube is that the former has closed ends).
7.Cone:-
Objects that can be created out of cones include
spikes or pointed hats.
- Vertices:-The number of vertical edges between the circles or tip, used to define the cone or pyramid.
- Radius 1:-Sets the radius of the circular base of the cone.
- Radius 2:-Sets the radius of the tip of the cone. which will create a frustum (a pyramid or cone with the top cut off). A value of 0 will produce a standard cone shape.
- Depth:-Sets the starting height of the cone.
- Base Fill Type:-Similar to circle (see above).
8.Torus:-
A doughnut-shaped primitive created by rotating a
circle around an axis. The overall dimensions can be defined by two methods.
- Operator Presets:-Torus preset settings for reuse. These presets are stored as scripts in the proper presets directory.
- Major Segments:-Number of segments for the main ring of the torus. If you think of a torus as a “spin” operation around an axis, this is how many steps are in the spin.
- Minor segments:-Number of segments for the minor ring of the torus. This is the number of vertices of each circular segment.
- Torus Dimensions
- Add Mode:-Change the way the torus is defined.
- Major Radius:-Radius from the origin to the center of the cross sections.
- Minor Radius:-Radius of the torus’ cross section.
- Exterior Radius:-If viewed along the major axis, this is the radius from the center to the outer edge.
- Interior Radius:-If viewed along the major axis, this is the radius of the hole in the center.
9.Grid:-
A regular quadratic grid which is a subdivided plane.
Example objects that can be created out of grids include landscapes and organic
surfaces.
- X Subdivisions:-The number of spans in the X axis.
- Y Subdivisions:-The number of spans in the Y axis.
10.Monkey:-
This adds a stylized monkey head to use as a test
mesh, use Subdivision Surface for a refined shape.
0 Comments
if u have any doubts please let me know,