Blender 3D Printing by Example

Build four projects using Blender for 3D Printing, giving you all the information that you need to know to create high-quality 3D printed objects.
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Blender 3D Printing by Example

Vicky Somma

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Build four projects using Blender for 3D Printing, giving you all the information that you need to know to create high-quality 3D printed objects.

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Book Details

ISBN 139781788390545
Paperback430 pages

Book Description

Blender is an open-source modeling and animation program popular in the 3D printing community. 3D printing brings along different considerations than animation and virtual reality.

This book walks you through four projects to learn using Blender for 3D Printing, giving you information that you need to know to create high-quality 3D printed objects.

The book starts with two jewelry projects-- a pendant of a silhouette and a bracelet with custom text. We then explore architectural modeling as you learn to makes a figurine from photos of a home. The final project, a human hand, illustrates how Blender can be used for organic models and how colors can be added to the design.

You will learn modeling for 3D printing with the help of these projects. Whether you plan to print at-home or use a service bureau, you’ll start by understanding design requirements. The book begins with simple projects to get you started with 3D modeling basics and the tools available in Blender. As the book progresses, you’ll get exposed to more robust mesh modeling techniques, modifiers, and Blender shortcuts. By the time you reach your final project, you’ll be ready for organic modeling and learning how to add colors. In the final section, you’ll learn how to check for and correct common modeling issues to ensure the 3D printer can make your idea a reality!

Table of Contents

Chapter 1: Thinking about Design Requirements
Thinking about printing processes
Thinking about size
Summary
Chapter 2: Using a Background Image and Bezier Curves
Getting started
Adding a background image
Tracing with Bezier curves
Summary
Chapter 3: Converting a Bezier Curve to a Properly Sized 3D Mesh
Converting a Bezier curve into a mesh
Selecting vertices and making a new face
Extruding to make 3D objects
Scaling and sizing the mesh
Summary
Chapter 4: Flattening a Torus and Boolean Union
Creating and laying out a torus
Rotating the torus (for Service Bureau)
Giving the torus a flat bottom (for home)
Combining objects together with Boolean Union
Exporting your work for 3D printing
Summary
Chapter 5: Building a Base with Standard Meshes and a Mirror
Working with a cube and cylinder
Using Object Origins to line up objects
Making the base whole
Summary
Chapter 6: Cutting Half Circle Holes and Modifier Management
Duplicating and sizing a cylinder
Placing the hole and preserving wall thicknesses
Mesh modeling to make a half cylinder
Making a hole with Boolean difference
Changing your object with modifier order
Summary
Chapter 7: Customizing with Text
Adding a new text object
Changing font settings
Converting the text to a 3D mesh
Finalizing the bracelet
Summary
Chapter 8: Using Empties to Model the Base of the House
Using Empties for reference images
Modeling the base of the house
Summary
Chapter 9: Mesh Modeling and Positioning the Details
Modeling windows
Renaming and copying windows
Perfecting the positioning with Snap
Summary
Chapter 10: Making Textures with the Array Modifier and Scalable Vector Graphics
Making brickwork with the Array Modifier
Importing a Scalable Vector Graphics file for stonework
Summary
Chapter 11: Applying Textures with Boolean Intersection
Making template shapes
Taking an intersection
Finalizing and exporting the house
Summary
Chapter 12: Making Organic Shapes with the Subdivision Surface Modifier
Thinking about overhangs and flat bases
Making a low-poly hand
Adding a Subdivision Surface Modifier
Summary
Chapter 13: Trial and Error – Topology Edits
Preparing yourself mentally
Adding extra edge loops
Moving vertices and edge loops
Modeling fingernails and wrinkles 
Summary
Chapter 14: Coloring Models with Materials and UV Maps
Using materials
Coloring with UV Maps
Exporting and uploading X3D files
Summary
Chapter 15: Troubleshooting and Repairing Models
Removing duplicate vertices
Flipping face normals
Finding and fixing non-manifold edges
Repairing models with 3D Builder
Summary

What You Will Learn

  • Using standard shapes and making custom shapes with Bezier Curves
  • Working with the Boolean, Mirror, and Array Modifiers
  • Practicing Mesh Modeling tools such as Loop Cut and Slide and Extrude
  • Streamlining work with Proportional Editing and Snap During Transform
  • Creating Organic Shapes with the Subdivision Surface Modifier
  • Adding Color with Materials and UV Maps
  • Troubleshooting and Repairing 3D Models
  • Checking your finished model for 3D printability

Authors

Table of Contents

Chapter 1: Thinking about Design Requirements
Thinking about printing processes
Thinking about size
Summary
Chapter 2: Using a Background Image and Bezier Curves
Getting started
Adding a background image
Tracing with Bezier curves
Summary
Chapter 3: Converting a Bezier Curve to a Properly Sized 3D Mesh
Converting a Bezier curve into a mesh
Selecting vertices and making a new face
Extruding to make 3D objects
Scaling and sizing the mesh
Summary
Chapter 4: Flattening a Torus and Boolean Union
Creating and laying out a torus
Rotating the torus (for Service Bureau)
Giving the torus a flat bottom (for home)
Combining objects together with Boolean Union
Exporting your work for 3D printing
Summary
Chapter 5: Building a Base with Standard Meshes and a Mirror
Working with a cube and cylinder
Using Object Origins to line up objects
Making the base whole
Summary
Chapter 6: Cutting Half Circle Holes and Modifier Management
Duplicating and sizing a cylinder
Placing the hole and preserving wall thicknesses
Mesh modeling to make a half cylinder
Making a hole with Boolean difference
Changing your object with modifier order
Summary
Chapter 7: Customizing with Text
Adding a new text object
Changing font settings
Converting the text to a 3D mesh
Finalizing the bracelet
Summary
Chapter 8: Using Empties to Model the Base of the House
Using Empties for reference images
Modeling the base of the house
Summary
Chapter 9: Mesh Modeling and Positioning the Details
Modeling windows
Renaming and copying windows
Perfecting the positioning with Snap
Summary
Chapter 10: Making Textures with the Array Modifier and Scalable Vector Graphics
Making brickwork with the Array Modifier
Importing a Scalable Vector Graphics file for stonework
Summary
Chapter 11: Applying Textures with Boolean Intersection
Making template shapes
Taking an intersection
Finalizing and exporting the house
Summary
Chapter 12: Making Organic Shapes with the Subdivision Surface Modifier
Thinking about overhangs and flat bases
Making a low-poly hand
Adding a Subdivision Surface Modifier
Summary
Chapter 13: Trial and Error – Topology Edits
Preparing yourself mentally
Adding extra edge loops
Moving vertices and edge loops
Modeling fingernails and wrinkles 
Summary
Chapter 14: Coloring Models with Materials and UV Maps
Using materials
Coloring with UV Maps
Exporting and uploading X3D files
Summary
Chapter 15: Troubleshooting and Repairing Models
Removing duplicate vertices
Flipping face normals
Finding and fixing non-manifold edges
Repairing models with 3D Builder
Summary

Book Details

ISBN 139781788390545
Paperback430 pages
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