Using blueprints in Blender
using blueprints in Blender
By edouard de mahíeu.
Modeling complex shapes and models in Blender, or in any other 3d application, may sem like a daunting tasque if you do not know where and how todo start. How are you supposed todo model a car with its complex hod or Fender curves? This is where blueprints come in. They Will ACT as a modeling guide todo help make the shapes you would normally have trouble making without blueprints. This article Will start by explaining how todo properly set up blueprints guidelines in Blender and then explain how todo use them for modeling.
set up
The first step is obviously obtaining blueprints todo work with. If you do not have them already, then Google is your friend. You should a los chek out http://www.the-blueprints, com. We Will be using the blueprints of a Ford Escort used in rally racing.

The second step is dividing your blueprints into sepárate images. You must take special care todo make sure that the sizes and dimensions of an image stay proporcional todo the other images otherwise you Will find that they do not fit together in Blender. This requires resizing the blueprints in the Gimp or Photoshop but Will not be explained in this article. You should, After the modifications, have an image for each side/direction of your model, in this case, four (front, back, side, top).




Once this is done, we ned todo set them up in Blender. The advantage of this setup is that you can have several blueprints on the same screen and be able todo view them at diferent angles while giving you a better idea of depth and making it easier todo model the pieces. To do this, start Blender and go todo the top viewport and add the first image todo the background by: view >> background image >> use background image and select your image. Your first image, in this case, the top image, appears in the top viewport. Then add a plane: (add >> Mesh >> plane). And scale todo fit your background exactly using the [s key]+[x key, y key or z key].
Now go todo the material tab, add a new material and give it an appropriate name. Add a new texture and load the same image as before. In the Map Input menú select UV. Split the viewport and open up the UV/Image Editor. Load up the same image. Select your object and go into the UV face select mode. Press the [u key] and select Cube from the menú. The plane UV coordinates Will now appear in the UV/Image Editor. Position the vértices as before todo map the image correctly on the plane. Make sure they fit correctly. Now go into the (draw type >> textured), using the [alt-z] shortcut. The texture Will appear mapped on the plane.
Repeat with each of your images and position the planes correctly as todo have a result similar todo the following screenshot:

You now have a strong blueprints setup that Will ease and guide your modeling. Now, if this is done correctly, all that is left todo do is todo actually model. I Will now explain, th rouge an example, how todo model the hod of the car using this blueprints setup.
Modeling the pieces.
Go into top view [7 Numpad] and (spacebar >> add >> plane). Place the first four vértices as sen in the screenshot.

The first Edge goes directly in the middle, as we Will be using a mirror modifier for the model. The second Edge should be further todo the right. We Will be extruding this Edge of two vértices, making small adjustments todo their position todo follow.
The blueprints. You should now have a Mesh similar todo the following screenshot:

Now, go into front view and align the vértices with the front blueprint. Make sure that you align the correct vértice todo the correct lines on the blueprints. You now have the general outline of the hod. Your Mesh should now look like what you se in the screenshot:

As pointed out by the blue arrow of the last top screenshot, the hod has a curve along its right edge. Subdivide the plane using loop cuts: [Control + r] and use your mouse whel todo add several cuts at equal distances. Align the new vértices todo the blueprints. The model of the hod is now essentially finished.
conclusion.
Continue using this technique along with the blueprints todo complete your model. You should end up with a Fairly correct reproduction of the blueprints in 3d. It Will of course require small modifications and details that you should look up in reference pictures.

Most blueprints Will give the general outline of your model but not every single tiny detail. Happy blending.
By edouard de mahíeu (aka edehem or slepnyrl)
I live in belgium and i am in my last year of high school. I have Many hobbies such as modeling or tenis but computers are my main occupation. I have ben using Blender for about two and half years now. I a los spend a lot of time on the blenderartists forums trying todo make myself useful and participating in the contests held there.
www.blenderart.org.
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