39,59 €
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!
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Veröffentlichungsjahr: 2017
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First published: December 2017
Production reference: 1191217
ISBN 978-1-78839-054-5
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Author
Vicky Somma
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Vicky Somma started 3D printing her Blender designs in 2014, empowered by the 3D Printing Service Bureau, Shapeways, a full year before owning her own 3D printer. In November 2014, she was named one of the winners of the White House 3D Printed Ornament Design Contest. Her ornament, designed in Blender and inspired by the Library of Congress, hung in the East Wing of the White House and is now part of a Smithsonian Collection. For the 2015 and 2016 Holiday Seasons, she had Blender-designed 3D printed ornaments hanging in the Virginia Executive Mansion.
In addition to Blender, Vicky also designs OpenSCAD. She prints on a MakerGear M2 and a Wanhao Duplicator i3 to make a line of designs that she sells at craft shows and Etsy. She teaches TinkerCad and 3D printing classes for local librarians. She maintains a 3D printing blog and makes regular appearances on the Friday 3D Printing Community Hangouts (#F3DPCH).
Vicky's 3D printed Blender designs have been featured on NBC's TODAY, CBSNews, the Washington Post, Michelle Obama's Instagram, and websites such as 3DPrint, 3DPrintingIndustry, and 3Ders. Her designs have been highlighted by Thingiverse, Simplify3D, and Shapeways.
The supportive Shapeways staff and their designer community; "real" designers such asOntogenie's Kimberly Falk,Universe Becoming's James Kincaid,Melange'sMichael Williams, andLikesyrup's Scott Denton took the time to offer feedback, share words of encouragement, and answer questions to a brand new, fledgling 3D modeler such as myself.
The YouTubers who work tirelessly to share their knowledge and friendship. Joel Telling from 3D Printing Nerd, Joe Larson from 3D Printing Professor, and Tessa Nesci from SparkyFace5 all taught me skills that immediately improved my workflow. He does not know me or my name, but I will always be grateful to CG Cookie's Jonathan Williamson and his impeccable Blender tutorials that got me started.
The embracing maker and 3D printing community, particularly the very first ambassadors who made me feel immediately welcome—Matt Gorton of Printed Solid and 3D Central's Chris Caswell and Andrew Sink.
The educators who are determined to bring 3D printing and design to our public schools and libraries, such as Design Make Teach's Josh Ajima and Fairfax County Public Library's Margaret Kositch. Their work is inspiring and motivating. They teach me how to teach.
The business owners of Occoquan, Virginia, and their sharing of leads and ideas. The Coordinate Bracelet from chapters 5 to 7 was the suggestion of The Polka Dot Diva's Kristyn Gleason.
The friends who encouraged me to take on this intimidating and time-consuming project—Aaron Evans, Ann Bowman Jones, Brian Nenninger, and Mark Duncan.
My boss at my day job at Management Solutions of Virginia, Larry Bowman; he endlessly mocks my 3D printing, but I know he is secretly proud of me.
The editing staff at PacktPub who worked just as hard, possibly harder, than me.
My family on the front line. My mother, Anne Sawyer, took on extra chores without complaint or hesitation. My two sons, Sagan and Dyson, not only weathered Mommy's divided focus but patiently posed for pictures again and again and again (and again). My nephew, Lincoln, appears in Chapter 2, Using a Background Image and Bezier Curves, thanks to the permission of his parents, Brittany and Chris Neigh.
Finally, my husband, Ryan; from blogging to my embarrassing attempts in college to emulate Kurt Vonnegut—when I write, I write with him in mind.
Photo credits:
Chapter 2, Using a Background Image and Bezier Curves, Roy Lichtenstein House 1 Photos by Aaron Evans
Chapter 3, Converting a Bezier Curve to a Properly Sized 3D Mesh, Quilt Square photos by Heidi Elliott
Fernando Castilhos Melo lives in Toronto, Canada, and works as a software developer. Since 2009, he has worked on 3D modeling using Blender. He has given some lectures about Blender and 3D modeling at several Brazilian free/open source software events. Fernando holds a degree in computer science from UCS (University of Caxias do Sul). This is the third Blender book he has worked on. The other ones were Blender Cycles: Lighting and Rendering Cookbook in 2013 and Blender 3D by Example in 2015. He developed an integration between Blender and Kinect named "Kinected Blender" to generate a 3D animation. This project is currently in alpha version.
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
Thinking about Design Requirements
Thinking about printing processes
Home printing – Fused Filament Fabrication (FFF) printers
Overhangs
Detailing
Layer height
Extrusion width
Wall thickness
Other considerations – flat bases
Home printing – Stereolithography (SLA) printers
Overhangs
Detailing
Wall thickness
Other considerations – drain holes
Service Bureaus – Selective Laser Sintering (SLS) and more
Overhangs
Details
Wall thickness
Other considerations – escape holes
Comparing the Requirements
Thinking about size
Sizing for the printer
Sizing for function
Sizing for yourself
Summary
Using a Background Image and Bezier Curves
Getting started
Adding a background image
Finding a good photo
Adding the background image to Blender
Switching to Orthographic View
Perspective View
Orthographic View
Tracing with Bezier curves
Moving the 3D Cursor and adding a new Bezier curve
Changing Object Interaction Mode and editing the Bezier curve
Moving control points
Adjusting the shape of the curve with handles
Adding additional control points
Changing handle types
Checking your work and finalizing your curve
Deviating from the photograph
Toggling Cyclic to close your curve
Summary
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
Understanding and viewing face normals
Using Extrude Region
Scaling and sizing the mesh
Converting to the metric system
Reading the current dimensions and scale
Scaling a model by typing dimensions
Fixing proportions by updating scale
Summary
Flattening a Torus and Boolean Union
Creating and laying out a torus
Adding a new torus object
Positioning the torus
Rotating the torus (for Service Bureau)
Giving the torus a flat bottom (for home)
Toggling vertex visibility and using border select
Using Scale to align vertices
Combining objects together with Boolean Union
Exporting your work for 3D printing
Summary
Building a Base with Standard Meshes and a Mirror
Working with a cube and cylinder
Resizing the default cube
Adding and sizing a cylinder
Using Object Origins to line up objects
Understanding Object Origin points
Moving the cylinder into place
Making the base whole
Understanding the mirror axis
Updating an Object's Origin to a specific vertex
Adding a Mirror Modifier
Summary
Cutting Half Circle Holes and Modifier Management
Duplicating and sizing a cylinder
Placing the hole and preserving wall thicknesses
Positioning with subtraction
Positioning with a reference cube or ruler
Mesh modeling to make a half cylinder
Using Shift to multiselect
Using Ctrl to multiselect
Deleting vertices in the cylinder
Creating new faces
Making a hole with Boolean difference
Changing your object with modifier order
Summary
Customizing with Text
Adding a new text object
Changing the text
Changing font settings
Finding the font filename
Picking a new font
Adjusting font size and line spacing
Converting the text to a 3D mesh
Using the text object properties
Using the Extrude tool
Finalizing the bracelet
Summary
Using Empties to Model the Base of the House
Using Empties for reference images
Adding Empties
Rotating the Empties
Scaling empties and adjusting for differences in pictures
Setting Transparency and X-Ray Mode
Modeling the base of the house
Using Extrude and merging vertices
Using Loop Cut and Slide
Summary
Mesh Modeling and Positioning the Details
Modeling windows
Creating a window as a separate object
Adding shutters with a multi-cut Loop Cut and Slide
Starting window panes with Subdivide
Subdividing edges
Controlling the number of cuts
Finishing window panes with Inset
Noting and applying exact thicknesses
Raising the details with Extrude
Renaming and copying windows
Perfecting the positioning with Snap
Summary
Making Textures with the Array Modifier and Scalable Vector Graphics
Making brickwork with the Array Modifier
Adding an Array Modifier
Picking the Fit Type
Understanding the impact of scale on the Array Modifier
Setting the Offset
Nesting Array Modifiers
Importing a Scalable Vector Graphics file for stonework
Using the Outliner and Properties Shelf to find objects
Scaling, rotating and converting to 3D mesh
Combining with the Array Modifier
Summary
Applying Textures with Boolean Intersection
Making template shapes
Duplicating and separating vertices
Joining and separating objects as a shortcut
Joining and making new faces
Deleting unnecessary faces and edges
Adjusting vertex coordinates
Creating new edges and filling faces
Taking an intersection
Adding a Boolean Intersection Modifier
Previewing modifiers
Switching viewport shading to wireframe
Hiding the supporting object
Making adjustments
Applying and placing the Intersection
Finalizing and exporting the house
Summary
Making Organic Shapes with the Subdivision Surface Modifier
Thinking about overhangs and flat bases
Making a low-poly hand
Adding in reference images
Modeling a low-poly hand from a cube
Planning ahead for fingers with Loop Cut and Slide
Shaping with Extrude and Scale
Rotating faces and making manual adjustments
Extruding and scaling fingers
Modeling a low-poly hand from a plane
Adding a Subdivision Surface Modifier
Summary
Trial and Error – Topology Edits
Preparing yourself mentally
Embracing failure
Aiming for quads
Adding extra edge loops
Controlling rounding
Shaping details
Flattening the base
Flattening with Loop Cut and Slide
Flattening with Mean Crease
Moving vertices and edge loops
Selecting edge loops
Sliding edges
Rotating around the 3D Cursor
Using Proportional Editing
Modeling fingernails and wrinkles
Using Inset and Extrude for fingernails
Using edge loops for wrinkles
Summary
Coloring Models with Materials and UV Maps
Using materials
Adding a material to the whole object
Adding a material to specific faces
Reusing existing materials
Coloring with UV Maps
Adding a new panel to Blender
Unwrapping an object into a UV Map
Marking and clearing seams
Preparing to Texture Paint
Painting in Blender
Using the Fill Brush
Painting in the UV/Image Editor
Editing images outside of Blender
Exporting and uploading X3D files
Zipping up the model and image files
Checking the renders for CMYK issues
Summary
Troubleshooting and Repairing Models
Removing duplicate vertices
Flipping face normals
Finding and fixing non-manifold edges
Exploring examples of non-manifold edges
Faces without thickness
Missing faces or holes
Inconsistent face normals
Overlapping and unconnected geometry
Highlighting non-manifold edges
Turning on and using 3D Print Toolbox
Correcting non-manifold edges
Repairing models with 3D Builder
Summary
My very first 3D print was a pendant I designed for myself in Blender. It was about a year before I owned my own 3D printer. I uploaded my model to a 3D Printing Service Bureau to do the printing for me. About a week later, I was holding my creation in my hand. My idea had become real. I was no longer bound to buy what someone else decided to mass produce and market. I could design and make what I wanted to make. I was instantly hooked.
With this book, I hope to empower you with the ability to make what you want to make. Blender has served me well. I hope it does the same for you.
Chapter 1, Thinking About Design Requirements, gives you a moment to answer some questions about your project. What kind of printing process will be used? Are there any overhang or thickness requirements? How big do you want the piece to be?
Chapter 2, Using a Background Image and Bezier Curves, describes how to import in a photograph as a background image and how you can use Bezier curves to trace out a person's profile.
Chapter 3, Converting a Bezier Curve to a Properly Sized 3D Mesh, is about turning a 2D curve into a 3D object. You'll learn to set specific dimensions and how to preserve proportion with scale.Chapter 4, Flattening a Torus and Boolean Union, explains how a torus object can serve as a hook for a pendant. You'll learn about rotation. You'll also learn a scaling trick to flatten the back. Finally, you'll learn about the Boolean Union Modifier and how it can combine two objects into a single clean mesh for 3D printing.
Chapter 5, Building a Base with Standard Meshes and a Mirror, shows how standard shapes such as cylinders and cubes can be resized and combined to make a new shape. The Mirror Modifier is used to keep the work symmetrical.
Chapter 6, Cutting Half Circle Holes and Modifier Management, shows how you can delete specific parts of a standard shape to make a new one. You'll also learn how to use the Boolean Difference Modifier to subtract one object from another to create holes. You'll see firsthand how the order modifiers are applied can impact the final product.
Chapter 7, Customizing with Text, illustrates how an embossed message such as coordinates can be added to personalize a piece.
Chapter 8, Using Empties to Model the Base of the House, presents another way to add and use reference images in Blender. You'll practice techniques such as extruding and merging vertices as you model the base shape of a house.
Chapter 9, Mesh Modeling and Positioning the Details, dives further into mesh modeling techniques as you learn about subdividing and insetting to make windows for a house. Blender's Snap tool is introduced to perfect the placement of those windows.
Chapter 10, Making Textures with the Array Modifier and Scalable Vector Graphics, illustrates how you can build textures within Blender with the Array Modifier and outside of Blender by importing in Scalable Vector Graphics (SVG) files.
Chapter 11, Applying Textures with Boolean Intersection, introduces you to the power of the Boolean Intersection Modifier. By taking just the overlap of two shapes, you get texture detailing that is the right size and shape for your house.
Chapter 12, Making Organic Shapes with the Subdivision Surface Modifier, exposes you to another side of Blender. By adding a Subdivision Surface Modifier, you'll see how a simple structure can become more organic in appearance.
Chapter 13, Trial and Error - Topology Edits, arms you with techniques for making topology edits. You'll learn about edge slides, more advanced rotation, and how to use Blender's Proportional Editing tool.
Chapter 14, Coloring Models with Materials and UV Maps, explains how you can add color to your models for full color printing services. You'll learn about adding materials to objects or faces. You'll also learn how to unwrap your object into a UV Map for more advanced texture painting.
Chapter 15, Troubleshooting and Repairing Models, describes common modeling issues such as flipped face normals and non-manifold edges. You'll learn how to remedy these issues within Blender and outside of Blender with applications such as 3D Builder.
The only steadfast requirement for this book is to install the free, open-source software Blender. It can be downloaded from https://www.blender.org/.
You do not even need a 3D printer to begin. Companies such as Shapeways and Sculpteo can do the printing for you. You may have a nearby library or makerspace with 3D printers available to the public. Finally, you can find local printer in your area with websites such as 3dhubs.com or makexyz.com.
There are two additional tools that are optional, but may be helpful:
A ruler or calipers to help judge the sizes of your piece
Image editing software such as Photoshop, GNU Image Manipulation Program (GIMP), or Microsoft Paint may assist with coloring models
This book is for designers, artists, and crafters who would like to use Blender to make accurate models for 3D printing. Although previous experience with Blender would be helpful, it is by no means required.
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Before converting your curve to a mesh, you may want to make a backup copy of the curve or your entire .blend file."
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Under Tools, click on the Ruler/Protractor button."
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In this book, we will walk through four custom 3D printing projects in Blender. First, we will use Bezier curves to make a custom shape, the silhouette of a child, for a profile pendant. Our second project, a coordinate bracelet, illustrates building with standard shapes and how text can be used to personalize models. You'll get more acquainted with mesh modeling tools and Boolean intersections in our third project, creating a textured house figurine. Finally, you'll learn how Blender can be used for organic shapes as you work on modeling a human hand.
Before you build a house, before you sew a quilt, the process begins with a plan. The same is true with 3D modeling and 3D printing. When you model with your design requirements in mind, every measurement, every angle, every click of the mouse, all work toward your end goal. This chapter will cover some key questions to reflect on before you begin to model:
What type of printing process will be used to make your design?
How does that process impact design elements such overhangs, detailing, and wall thicknesses?
How big do you want the final piece to be?
Not all 3D printers work in the same manner. The printers at the Service Bureaus, such as Shapeways, Sculpteo, and iMaterialise, use different types of technology than what is typically seen with at-home desktop printers.
All 3D printers will start with your 3D model and use an additional piece of software called a slicer to cut your object up into small cross sections, or layers. From there, all the printing processes will create your object one layer at a time. Different types of printing, however, add the material in different manners. Those differences in production processes can impact how you approach your design.
Currently, the most common printers you would find in a home, library, makerspace, or neighborhood 3D Hub are what are called the Fused Filament Fabrication (FFF) or Fused Deposition Modeling (FDM) printers. I often describe these printers as similar to the hot glue guns you would see used for crafting or electronics projects. A spool of plastic string (filament) is fed through a hot end that heats the plastic up to the point where it is malleable and the printer can draw with it. The printer will print one layer of your object directly on a platform called the built plate, move up, print the next layer, and so on until your piece is finished.
With the exception of the Made in Space printer on the International Space Station, FFF/FDM printers are subject to gravity. Higher portions of your model will need a foundation or support from the lower ones. As a design consideration, you'll want to be conscious of the slopes in your piece, the overhangs. The angle of those overhangs impact how far a layer extends over the previous layer one. If a layer extends out too far, the filament could droop or curl up, causing imperfections, or worse, a failed print.
For most FFF/FDM desktop printers, the rule of thumb is 45 degree overhangs. If you keep your slopes and curves to 45 degrees or less, each layer will have a good foundation with the layer underneath. When you look at larger angles, you can see how layers may have trouble supporting their own weight. The following image shows the difference between 45 degrees and the more troublesome 85 degrees:
The human hand model later in the book is one where thinking about overhangs will be important. If one of the fingers was angled more than 45 degrees, you can see in the slicer preview how the printer would be drawing lines with nothing underneath it. For other portions of the finger that are more upright, you would see that each layer has good contact with the layer underneath:
There is a lucky exception with overhangs. When the printer starts a layer, it usually starts by printing perimeters, sometimes called outlines, of your object before filling in the inside. The molten plastic likes to stick to itself. That is exactly why FFF/FDM printing works. If your printer draws its outlines from the inside of your object to the outside of your object, the last outline, the part of your object that is visible, sticks enough to the earlier outlines that it can support its own weight. That gives the printer the ability to do small, unsupported 90 degree (completely horizontal) overhangs, a handy behavior for detailing of your model, giving it texture or personalization:
How far can those details come off a vertical face of the print? It will depend on the nozzle size of the printer. I have found 0.5mm to work great with both 0.35 and 0.4mm nozzles.
If you do have a design that requires large overhangs, you do not have to necessarily despair and abandon the idea. The slicer can tell the printer to print some extra columns called supports to assist your object. This is extra work for the printer that will add to your material usage and printing time. In addition, supports can leave markings on your piece, requiring sanding and cleanup to be done afterward. You don't have to avoid large overhangs when modeling, but it makes the printing process a lot cleaner if you do:
If you were to crochet with thin embroidery floss, you could achieve a much more intricate level of detail than if you were working with thick yarn. The width of the thread being used plays a key role in what can be achieved in the final product. You can think of FFF/FDM printing as also using a thread, a small thread of plastic. With FFF/FDM printing, there are two dimensions of that thread that impact our detailing.
When the slicer is cutting up your file into small cross-sections for 3D printing, the height of those cross sections is called the layer height. This can not only vary from printer to printer, but it can also vary from print to print. A smaller layer height would cut your model up into more cross sections. It would be a longer printing process, but at the same time would give your object a greater level of detail and resolution. In my prints, the layer heights tend to be between 0.10mm-0.25mm layers.
The following image shows the same piece with three different layer heights. As the layer height increases, the level of detail decreases:
Thinking ahead about layer height is a worthwhile venture when embarking on a 3D modeling project, particularly if you are planning small detailing. Consider the house figurine that will be highlighted later in the book. If the window panes are shorter than the planned layer height, the slicer (and therefore the printer) will skip that detailing, as shown in the following image:
As your printer lays down lines of malleable plastic to bring your model to life, the hole in the nozzle impacts how wide those lines are. You can also think of it as your thread width, how wide the thread of plastic that comes out of your nozzle is. A more technical term is extrusion width, how wide the extruded plastic is. That width isn't necessarily equal to your nozzle size. For example, a nozzle with a 0.4mm hole may be using a 0.42mm extrusion width.
Extrusion width is important to consider during design as it can also impact the detailing of your piece, which is most readily visible on the top. Later in the book, we will create a bracelet with custom coordinates on the top. If that piece was printed flat on the bed and portions of text were thinner than the extrusion width (such as part of the number 4
