Blender 3D: Noob to Pro/Modeling a Gingerbread Man

In this tutorial you will learn how to make a simple gingerbread man. In a later tutorial you will be able to make an animation with this gingerbread man.

In this tutorial we will tie together everything we've talked about up to this point, including extruding, subdividing and rendering, and throw in basic lighting.

Modeling

First, start Blender. You should see the usual top view of a cube in the 3D window, surrounded by a grid 'floor'.

Review Zoom in or out with SCROLL or CTRL+MMB. Pan with SHIFT+SCROLL and CTRL+SCROLL. Make sure you are in orthographic view. Press NUM5 to toggle between orthographic view and perspective view. You can tell you're looking at an orthographic view while looking down from the top (NUM7) of the cube: wherever you pan the window, you never see any part of the cube except the top.

Adding Vertices

Selecting a Subset of Vertices

We'll select six vertices on the upper half of one side of our cube, where we'll extrude an arm.

Extruding Arms

  

Extruding Legs

  
  

Dropping the Groin

Lengthen the groin (where the two legs join):

  

Adding a Head

Noob Note: I found it easier to remain in edit mode while creating the cube as this makes the cube part of the original mesh. This allows you to add the subsurf to all parts at once.

Now we will make it look more like a ginger bread man by making it thinner.

At this point, it doesn't look entirely like a gingerbread man, does it? It's a bit too ... chunky. For the last bit, we'll smooth it out.

Noob question: When I add the cube for the head, it stops me from being able to edit the body - it will only select the head to apply subsurf to, even if the body looks like it's selected!

Answer: When you created the cube you made a second object. To select a different object, press tab to enter Object mode. Select the body. Then enter edit mode again if you want to edit the body.

Noob Question: How?

Answer: To split an area move the cursor to an area between two current areas (e.g. between the 3D view and the buttons), when you see the double ended arrow (used to move the divide) click RMB and select Split Area, you will then see a line appear dividing the area in two. Move this to where you want the divide and click LMB.

Noob question: Where? Assuming this refers to the 'Materials' section on the 'Properties' window, there is no 'Smooth' setting.

(Note that here I had the same problem as before, with superposed vertices. Select all vertices, then press WKEY and select Remove Doubles to clean your model. You will see that it will look much better after removing the extra vertices with Remove Doubles)

Looks a lot more like a gingerbread man now, doesn't it?

Camera Positioning and Rendering

This guide will show you how to intuitively get the best frame of your 3D scene with no effort!

If your render comes out a little dark, try moving the lamp closer to the gingerbread man.

Noob note: Another way to move around the camera is pressing SHIFT + FKEY after pressing NUM0 to enter Fly mode. The keys for fly mode appear in the header of the 3D view pane.

Noob note: Ctrl+Alt+NUM0 "teleports" the camera to your 3d view.


Noob Note: By pressing X, Y or Z twice you will use a local base of the space, with those it's much easier. For example if you are facing the Z axis from 45 degrees, and you want to go left 1 unit, using the global base, you will have to go 1.72 (around sqrt(2)) along X and the same along Y, instead moving by 1 in the local frame of reference.

Applying Textures


This builds on the previous guide: Modeling a Volcano.

Note: It seems that textures can only be applied to one object at a time, so this must be done twice (i.e. The head and body are two separate objects.) The settings that were chosen can successfully be applied to each object for a consistent result. Some settings can not be applied equally for consistent results.

N00b Note: if you join the 2 objects before applying the textures you do not have to do the process 2 times, just select the 2 objects, CTRL+J and the accept


Note: When finished with this section of the guide, come back to this panel and try different combinations of "Plastic," "Wall In," "Wall Out," and "Soft Noise" / "Hard Noise." Press F12 to render after each change to see the effect.


Note: While it is true that textures can only be applied to one object at a time, textures as well as materials can be shared between objects. In this case it is best to let both the head and the body share the same material.


The steps in this section give a nicely textured, brown surface to the "Gingerbread."

Now all you need to do is add eyes and gumdrop buttons!

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