Intro To Blender & ZBrush Mini
Course Outline
- Module 1: Modeling basics; model a car; model dice; Blender UI and core tools.
- Module 2: 3D printing fundamentals; slicing; printer setup; dice workflow.
- Module 3: N-gons and topology; model a sword; model and size a ring.
- Module 4: Tablet sculpting in ZBrushCoreMini; key brushes; export workflow.
- Module 5: Sanding & painting; printer cleaning with cleaning filament.
Module 1 — Blender Modeling Basics
Goals
- Learn the basics of Modeling
- Model a Car
- Model Dice
Scene Setup
Mode toggle: press Tab to switch between Object Mode and Edit Mode.
Interface Primer
- Viewport: main window you use to look around your object.
- Scene Collection: shows all the objects in your scene.
- Properties Editor: detailed settings and modifiers for the selected object.
Axes in 3D
- X axis: red
- Y axis: green
- Z axis: blue
Viewport Navigation
- Zoom: Mouse wheel or Ctrl + MMB
- Rotate (Orbit): Click & hold the mouse wheel and drag
- Pan: Shift + MMB and drag
- Orthographic Views: Numpad 1/3/7, or click the gizmo axes
Basic Transform Tools
- Move: G
- Rotate: R
- Scale: S
- Shortcut Pop-Up: Shift + Space
Create & Manage Primitives
- Add: Add > Mesh > Cube (Hotkey: Shift + A)
- Delete an Object: In Object Mode, select and press Delete
Viewport Shading
- Wireframe
- Solid
- Material Preview
- Rendered
- Hotkey: Z to open shading pie menu
Mesh Sub-Elements (Edit Mode)
- Vertex: 1 key
- Edge: 2 key
- Face: 3 key
- Multi-Select: hold Shift while clicking
- De-select: box select then hold Ctrl to subtract
- Select Loops: hold Alt and click an edge/face
Edit Tools
- Loop Cut: Ctrl + R (use mouse wheel for more cuts)
- Extrude: select face(s) then press E
- Inset: select face(s) then press I
Properties Editor
- Inspect precise Location, Rotation, and Scale.
- Subdivisions example: add a UV Sphere and change segments to 8 (bottom-left operator box).
Project: Model a Car
Use Loop Cut, Extrude, and Inset to block out form; refine with transforms.
Project: Model Dice
Block out a cube and use inset/extrude for pips.
Export from Blender
- Select the entire object
- File > Export > Wavefront (.obj)
- Name and save into your student folder → Export OBJ
Module 2 — 3D Printing Basics & Dice Pipeline
Goals
- Learn about 3D printer parts
- Learn about layered printing
- Prepare the printer
- Print first object
3D Printer Basics
- Build Platform: where the first layer is placed.
- Filament (PLA): printer material, typically plastic.
- Extruder (cold end) & Nozzle (hot end): feeds and melts filament; very hot.
From Model to Print
Use slicing software to convert your 3D model to layers (G-code) the printer understands.
Overhangs & Supports
- Overhangs steeper than ~45–50° often need supports.
- Linear supports: straight up from the bed.
- Tree supports: branched structures to reach complex overhangs.
Raft vs Brim
- Raft: full base layer under the object for adhesion/stability.
- Brim: single-layer flange around the model to improve bed adhesion.
Dice Setup (Slicer)
- Load your Dice OBJ.
- Accept prompts to lay flat/repair if offered.
- Scale to 15–20 mm on X, Y, Z.
- Rotate so the face with least detail is on the bed (e.g., put the “1” face down).
- Print to printer.
Module 3 — Topology, N-Gons & Prop Modeling
Goals
- Understand N-gons
- Model a sword from reference
- Create your own reference
- Model a ring and print multiple sizes
About N-Gons
A quad has four sides and is preferred for deformation and clean subdivision. N-gons (5+ sides) can cause pinching and shading artifacts—convert to quads where possible.
Knife Tool
Use the Knife tool (K) to cut edges manually and resolve N-gons into quads.
Projects
- Create a Sword: block out, add bevels and details.
- Model a Diamond Ring: size appropriately; print test rings.
Module 4 — ZBrushCoreMini Tablet Sculpting
Goals
- Learn sculpting brushes
- Export your sculpt
- Create a final model (use the Inspiration Generator if needed)
ZBrushCoreMini Interface
- Open Project: folder icon (down)
- Save Project: folder icon (up)
- Brush Menu: common brushes (e.g., Standard, ClayBuildup, Inflate, Pinch, Move, SnakeHook, Slash3, hPolish)
- Create New Mesh: start over with a sphere or textured cube
- Symmetry Switch
- Draw Size & Z-Intensity
- Poly Size: Low/Med/High
- Printer Export: export as .OBJ
Navigation (Tablet)
- Pan: Alt + drag (outside the mesh)
- Rotate: drag (outside the mesh)
- Zoom: Ctrl + drag (outside the mesh)
Mini Exercise
- Use Standard to sculpt a smiley face on the front; hold Alt to carve instead of raise.
- Rotate and sculpt a sad face on the back.
Brush Notes
- Standard: soft, round add; Alt to carve.
- ClayBuildup: rough, square-edged buildup.
- Inflate: bulge or deflate with Alt.
- Pinch: sharp crease; Alt tight groove.
- Move: block out broad shapes.
- SnakeHook: pull long extensions (use cautiously for printing).
- Slash3: stylized indent.
- hPolish: flatten areas (useful for creating flat bases).
- Smooth: hold Shift to smooth.
Export & Blender Round-Trip
- Click the printer icon in ZBrushCoreMini to export .OBJ.
- Open Blender → File > Import > Wavefront (.obj).
- Optionally add a Torus loop for pendants; reposition and export .OBJ again.
Module 5 — Finishing & Maintenance
Plan
- Sand and paint student models.
- Clean printers using cleaning filament.
- Ensure students back up all projects (USB drive).
Sanding Tips
Sanding smooths layer lines and preps surfaces for paint. Work in a ventilated area and consider a dust mask/respirator.
Painting Tips
After sanding, prime if needed, then paint. Thin coats usually yield smoother finishes.