Mesh sub-objects

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Transcript

In this lesson video we are going to discuss about different types of mesh sub objects in render and how to select and edit them. If we have a mesh object selected, for example, a cube like this, and then press tab to go to the Edit Mode, we can see up here we have three weapons in the 3d viewport header. These buttons determine what type of mesh sub object you want to work on, this is Vertex mode, this is h mode, and this one is face mode. If the vertex mode is active, then you can only select vertices belong to the current active object. If you don't know what vertex is, it is basically a point in 3d space. in plural form it is called the vertices.

So again, vertex is singular form and vertices is the plural form. Our cube here, for example, has a total of eight furnaces. We have 123 For four doses at the top, and we have 5678 at the bottom. Next is d h mode. In h mode, we can only select ages. ages are basically lines connecting the vertices in this cube.

For example, we have 1234 edges at the top, and at the side we have additional for ages. Now if you want to see through the solid surface, one way to do this in blender is by clicking this show X ray button up here or by pressing z for shortcut. This way we can count all of the ages. So we have 5678 ages, then at the bottom 910 1112 total ages in this cube. Finally the last button is for the face mode. Basically the term face in lender is a region or a piece of service.

First formed by looping closed ages. For example, this top phase can exist because we have 1234 ages in here forming a loop. And so this cube has a total of six phases 12345 and six. If you used other 3d software before, you may already be accustomed to return polygon, well face and polygon are basically the same thing. Okay. So again, if you want to select vertices, then you need to go to the vertex mode.

If you want to select ages, then you need to go to the H mode. And finally, if you want to select faces, then you need to go to the face mode. Now you might be wondering why in the world Blender force us to select only one type of my sub object? Why not just let us select everything at the same time? Well, I have two answers for this first, don't Modeling features in Blender are tied to a certain sub object type. So focusing only on certain sub object type can actually help us to avoid error or confusion.

The second answer, you can actually select multiple types of sub objects, although I wouldn't recommend it, but if you really need to do that, simply hold Shift, and then click on the buttons that are not active. Now, because all of the sub object modes are active, we can now select faces, ages, and vertices without restriction. But again, I prefer to only have one type of sub object active at a time. Now if you think going back and forth between these three buttons is not that convenient. Don't worry, because we can use keyboard shortcuts to switch between them. The shortcuts are number one, number two, and number three keys at the left side of the keyboard above the letter Q W, remember, these are not the number of keys in the numpad.

Okay, so number one is for activating the vertex mode. Number two is for activating the H mode. And number three is for activating the face mode, I found this method to be the most effective way to switch between sub objects mode. The next thing I want to discuss is counting the sub objects. If we look at the status bar down here, Blender actually displays the number of vertices, edges and faces in here, there are two values for each of the sub object types. The left one is the number for the selected elements.

And the right one is the number for the total existing elements. So for example, if we have four vertices selected like this, notice down here in the vertices section, we can see four slash eight, meaning there are four vertices currently selected out of total eight vertices. This information is important for people who work in a game industry, especially when they are targeting mobile devices, because most often they need to keep the resources below a certain budget. For example, they need to model something but the model can only have 1000 polygons or below. To select sub objects. Basically, the techniques are similar to how we select objects in the object mode.

So click once to select a single vertex. If we hold SHIFT and click again, we can select multiple vertices. If we want to do box origin select make sure we have this Select Tool active and just click and drag like this. To the Select, we can press out a or tapping the letter key twice quickly or simply by clicking or clicking and dragging on an empty space. Okay, the last thing that I want to cover in this video is selecting hidden elements. If we turn off the X ray mode by pressing ALT z again, or by clicking on this button again, if we create a selection box like this, and then release, it looks like we have selected everything.

But notice, if we rotate the viewport, this vertex does not actually get selected. Why is that? Well, because in Blender when working in the edit mode, you need to see it to be able to select it. That is if you are using the drag selection methods. The workaround for this is to make the object not looking solid anymore, so we can see through the vertices that are hidden behind the surfaces. To do this, we can use the X ray shortcut again, like before, which is our z, or by clicking on this button, or you can also enter the wireframe mode by pressing z and then click on this wireframe pie menu item in here, we will discuss about this display modes more in depth later.

Now that we can see the hidden vertex, if we do click and drag again like this to select all of them, they are all become selected. To go back to the solid view mode, we can press z again and then to solid here.

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