BLENDER QUICK TIP--FAST & EASY SQUARE WINDOW OR PICTURE FRAMES

Yes, I have been busy today not one but 3 useful Blender tips!  I am going to show you two methods to make perfectly square base window or picture frames, with mitered corners, Blender 2.78.  The first method I learned from taking the Creating 3D Environment course at https://www.udemy.com/ The second method I learned via from thoughts based on the first method.  :-) 

Please note these instructions steps are geared to those who are just starting their journey to learn Blender.

METHOD 1--Works Best in Front Ortho View

Set your Viewport to Front Ortho View
(Hit 5 on Num Pad to toggle between Orthographic & Perspective view...Hit 1 for front view)

Center your Cursor (Shift C)

Add a MESH CUBE in Object Mode manually or via Shift-A

Hit 3 on the Num Pad to see the Right Ortho view.

Resize the Cube on the Y Axis to a desired thinness.



Hit 1 on Num Pad to go back to Front Ortho view

Select the Cube and Tab to Edit Mode

Change your selection mode from Vertex to Face Select

Right click and select the Face of the Front of the Cube.

Hit X...it will give you options to delete...Select FACES.

Click on the Back face and Hit X again and delete FACES in the options.

It should look something like the following...

After Removing Front & Back Faces

Toggle back into Front Ortho View.

Change your selection mode back from Face to Vertex Select

Select all Vertices

Hit the E key to Extrude then IMMEDIATELY Hit the S key and left click and drag SCALE the face

Perfectly squared Window or Picture Frame After Extrusion & Scaling

Finish this off by selecting the entire Cube (Hit letter A to Select/Deselect).  The entire Cube area should be highlighted when ALL is selected

In the Tool Shelf (If not active, Hit T to activate the Tool Shelf or to toggle to turn off), Scroll down in Mesh Tools (if not open, click the arrow to the left of Mesh Tools) to Remove...Click Remove Doubles.

While still in the Tool Shelf, Select the Shading/UV Tab and Scroll down to Normals: Click Recalculate to make sure all your faces are facing in the proper direction.

Now, the cube should be ready for further manipulation, unwrapping, and adding materials.

CAVEAT:  It is important to REMOVE DOUBLES first before you Recalculate your Normals; otherwise, one or more of your normals may not be facing correctly. Also, I have found it to be good practice when extruding to remove doubles and recalculate your normals. It lessons surprises later on.

2nd CAVEAT:  Experiment with this depth of the cube on the Y Axis.  The greater the cube is on the Y Axis the front face with extrude outward, which is also useful.


SECOND METHOD

Set your Viewport to Front Ortho View
(Hit 5 on Num Pad to toggle between Orthographic & Perspective view...Hit 1 for front view)

Center your Cursor (Shift C)

Add a MESH PLANE in Object Mode manually or via Shift-A

Rotate by 90 degrees on the X axis (Hit R X 90 to rotate)


Select the Plane and Tab to Edit Mode

Hit the letter I (i like in hit) to insert a face and drag inward to your desired inner size.

View of Plane After Face Inserted and Scaled Inward

Change your selection mode from Vertex to Face Select if needed (should already have changed when inserting the face.

Right click and select the inner Face of the Front of the Plane.

Hit X...it will give you options to delete...Select FACES.

Change your view to Ortho Side View (Num Pad 3...)

Hit E to Extude and drag on the Y axis to desired thickness.

Finish this off by selecting the entire Plane (Hit letter A to Select/Deselect).  The entire Plane area should be highlighted when ALL is selected

In the Tool Shelf (If not active, Hit T to activate the Tool Shelf or to toggle to turn off), Scroll down in Mesh Tools (if not open, click the arrow to the left of Mesh Tools) to Remove...Click Remove Doubles.

While still in the Tool Shelf, Select the Shading/UV Tab and Scroll down to Normals: Click Recalculate to make sure all your faces are facing in the proper direction.

Now, the frame should be ready for further manipulation, unwrapping, and adding materials.

CAVEAT:  It is important to REMOVE DOUBLES first before you Recalculate your Normals; otherwise, one or more of your normals may not be facing correctly.  Also, I have found it to be good practice when extruding to remove doubles and recalculate your normals. It lessons surprises later on.


Hope this is useful! Happy Creating Everyone
Morgaine






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