Blender 4 for Absolute Beginners - A Comprehensive Guide from Scratch - Part 2 of 2
Table of Contents
Introduction
This tutorial is designed for absolute beginners looking to create a simple rocket scene in Blender 4. It will guide you through modeling a rocket, adding details like fins and exhausts, and applying textures, ultimately resulting in a fun and visually appealing 3D scene.
Chapter 1: Making the Rocket
-
Set the 3D Cursor
- Shift + right-click to position the 3D cursor at the desired location for the rocket.
-
Switch to Object Mode
- Press
Tab
to switch from edit mode to object mode.
- Press
-
Add a Cylinder for the Rocket Body
- Press
Shift + A
to access the Add menu. - Select Mesh > Cylinder and adjust the vertices to 8 in the dialog box for a chunky look.
- Press
-
Scale and Position the Cylinder
- Press
G
thenZ
to move it upward slightly. - Scale it down to fit the size of the planet.
- Press
-
Edit the Rocket Shape
- Switch to edit mode (
Tab
), select the top face, and pressE
to extrude. PressZ
to constrain to the Z-axis. - Scale the top face down and merge vertices using
M > Merge at Center
.
- Switch to edit mode (
-
Create Loop Cuts for Detail
- Press
Ctrl + R
to add loop cuts. Click to set the position and adjust as needed.
- Press
-
Refine the Rocket Shape
- Use
G
to grab and move edges and faces to sculpt the desired rocket shape.
- Use
-
Finalize the Rocket
- Use
Ctrl + R
to add additional loop cuts for extra detail. Adjust shape and proportions until satisfied.
- Use
Chapter 2: Rocket Exhausts
-
Select the Bottom Face for Exhaust
- Switch to face mode (
3
), select the bottom face, and insert it (I
) then extrude (E
) to create the exhaust area.
- Switch to face mode (
-
Add Cylindrical Exhausts
- Switch to object mode and add a cylinder for each exhaust using
Shift + A > Mesh > Cylinder
. - Scale down and position to fit beneath the rocket.
- Switch to object mode and add a cylinder for each exhaust using
-
Duplicate Exhausts
- Use
Shift + D
to duplicate and position the exhausts evenly.
- Use
-
Edit Exhaust Shape
- Enter edit mode for one exhaust, select the top face, scale down, and add a loop cut for a curved shape using
Ctrl + R
.
- Enter edit mode for one exhaust, select the top face, scale down, and add a loop cut for a curved shape using
-
Bevel for Curved Detail
- Select the edge loop, press
Ctrl + B
to bevel and adjust for a smoother curve.
- Select the edge loop, press
-
Create Exhaust Details
- Insert and extrude the end face inward to define the exhaust's inner detail.
-
Local View for Editing
- Use
Numpad /
for local view to focus solely on one exhaust while editing.
- Use
Chapter 3: Rocket Fins
-
Add Fins
- Shift + right-click to position the 3D cursor, then add a cube (
Shift + A > Mesh > Cube
).
- Shift + right-click to position the 3D cursor, then add a cube (
-
Scale and Shape the Fins
- Scale the cube down and position it appropriately on the rocket.
- Enter edit mode and manipulate vertices to create a fin shape through extrusion and scaling.
-
Duplicate Fins
- Use
Ctrl + 7
for bottom view, duplicate the fin withAlt + D
, and rotate around the 3D cursor for even spacing.
- Use
-
Rename Fins
- Rename each fin for organization (e.g., Fin 1, Fin 2, Fin 3).
Chapter 4: Rocket Fumes
-
Create Smoke Trails
- Add a cylinder for the smoke trail, scale it down, and use loop cuts for shaping.
-
Proportional Editing for Fumes
- Use proportional editing (
O
) to scale the smoke trail wider at the bottom and narrower at the top.
- Use proportional editing (
-
Add Icosphere for Detail
- Add several small icospheres around the exhaust area to represent particles or flames.
Chapter 5: Texturing
-
Select Materials and Colors
- Switch to the shading workspace and select the rocket parts to apply different materials (e.g., red for fins, shiny metal for exhausts).
-
Using Texture Slots
- Create multiple texture slots for different parts of the rocket and assign materials accordingly.
-
Experiment with Colors
- Test various colors and roughness settings to achieve the desired look for the rocket and planet.
Chapter 6: Rendering
-
Position the Camera
- Use
0
to go into camera view, adjust the camera's position and angle for optimal framing of the rocket.
- Use
-
Set Render Settings
- In render properties, set the film background to transparent to facilitate easier background editing.
-
Add HDRI Background
- Experiment with different HDRIs to create interesting lighting effects for the scene.
-
Finalize and Render
- Press
F12
to render the scene, adjusting settings as necessary for the final output.
- Press
Conclusion
In this tutorial, you learned how to model a rocket, add exhausts and fins, and apply textures. By following these steps, you have created a visually appealing scene in Blender. For next steps, consider experimenting with more complex shapes, lighting effects, or even animation to bring your rocket to life. Happy blending!