Yeah.
Yeah,
I think at this point we're going to start getting a lot deeper
into blender and are probably going to
start moving and switching between sections.
So let's get right into it by exploring more of the three D view header bar down here.
Now.
We've already gone over the essentials of what we
really need to know on the view menu,
the select menu, we can sort of come back a little bit too a little later.
And next up we've got the ad menu. Now.
This ad menu is basically the same sort of menu that you can pull
up with the cursor in the main view here with the shift a hockey.
So once you do that you've got our mesh objects that we can add.
So for example there's a cube in the scene already
and we've got some curves that we can add.
And also we have things like lamps down here at the bottom.
I realize there's a whole bunch of stuff in here as well,
but let's not get too sidetracked right now.
So with that we have the object menu and this object menu is actually related two.
Or at least this final menu that you get in the 3D view here is
related to what mode you happen to be in and we're in the object mode.
Now, these are all things that we can do an object level.
So for example if we had a second
object we could combine those two objects together or
we could separate them or any of the things that happened to be in this list really.
So
if we switch the object mode we can switch to say vertex
painting mode you'll notice that the items within the tool shelf changed.
And also we now get some different menu items down here at the bottom
and in fact some different results even after the this pull down menu.
So if we take a look now we've got this brush menu and we've got this paint menu
now let's just switch back to object mode
and continue moving on.
So after the object mode we've got the view port shading mode,
the key ones here that we really need to know about the wireframe,
the solid and the texture.
So um with these three we've got some hockey's
so we've got zet to toggle between our wireframe and
the solid shading mode and then alter zet to toggle
between the solid shading mode and the textured mode.
And that gives me another opportunity to open up the property sidebar
and then just come over to the where it says the shading
and this is kind of related as well.
This gives us an extra supplementary options to do
with how these things how things are displaying here.
So I just wanted to link these two parts together really.
Now almost always I switch from multi texture to G. L. S. L.
This is going to allow us to be able to see
things like normal maps and speculum maps in the view port.
So I basically switch that over for that reason.
Also I believe it should give us a little bit of the view port.
Performance increase anyway.
Also while we're there, I just like to switch on back face culling.
So for example if we go shift a and add in a mesh plane
and then I'm just gonna left click on this
green arrow of the manipulator here and that's just
gonna allow me to slide that mesh playing out
and we're still in textured view at the moment,
which is why we're getting the shadowing from the lamp but that we can see there
and then if we just take a look underneath, we can see straight through it basically.
Whereas if we turn that back face calling back
off um it gives the back faces some thickness.
I'd like to read the scene in the way that the game is kind of going to see
it in a way where it's not going to show me the back faces of what I'm modeling.
So
allows me to make sure that I've got the faces basically facing the right way.
Also you'll notice an option for some ambient occlusion there as well.
I'm just gonna leave that off for now though.
So if we press zet,
we can toggle back to the wireframe mode
and then zero again for the solid shading mode
and that again,
changes the way in the options that are showing here and now we can
see that we've got this textured solid mode and we've got Mad Cap.
Now texture solid mode is going to allow us to show some textures that happened to be
loaded onto the individual faces in the image editor.
And we'll have to come back to that a little bit later on to fully absorb that.
Otherwise we have these matte caps and that's kind of like another way of being
able to see our models in the scene without having to just look at these.
This sort of gray,
slight purplish hue that we get to the lighting of the normals here.
So what we can do is we can switch on matt cap and then click
on the madcap itself and then we get to see some other options here.
So we can kind of click through the
various different ways in which models get displayed.
I'm just going to disable the Mac app for now though
and then let's move on to the other things in the three D. View