Instructions

  1. Blender Manual
    1. https://docs.blender.org/manual/en/latest/
  2. Introduce Blender and Tour the Software!
    1. Active Workspaces
    2. Menu/UI
  3. Let’s Get Started Setting up Blender
    1. Blender Preferences
    2. Important Add-on’s
      1. https://cgcookie.com/posts/the-ultimate-2022-guide-to-the-best-blender-add-ons
    3. Pass around Cheat Sheet for common Blender hotkeys and shortcuts
  4. Let’s get to modeling!
    1. First delete your cube by choosing X then “delete.”
    2. Shift + A to add a new object. Choose Mesh → Cylinder. BEFORE clicking anywhere adjust the settings in it’s context menu in the lower left corner.
      1. Vertices: 22m
      2. Radius: 0.042m
      3. Depth: 0.1m
    3. While in Edit mode choose Face select, then delete the top and bottom faces of the cylinder
    4. On the bottom of the cup Edge Select the ring on the bottom by hitting “Alt + left click”. Next, hit E for extrude and then Esc to finish the operation. (This adds extra vertices but does not move them yet).
    5. Now select our edge loop again by hitting Alt + left click. Then choose S to scale and drag inward to about 0.725.
    6. While in Edit mode → Select Face menu → Select “Grid Fill” to fill the bottom of the cup with quads. Note, you can also press F to fill but this fills your mesh with tri’s which won’t deform as nicely as quads.
    7. Now choose edge select, Alt + Left mouse to select edges, then use the Bevel tool to bevel the edge (or use Ctrl + B)
    8. Choose a width of around 0.002 and 3-4 segments
    9. Choose 1 on Numpad to enter front Orthographic view
      1. Orthographic vs. Perspective view what does that mean? Our eyes are used to perspective viewing where distant objects appear smaller. Orthographic projection often seems a bit odd at first, because objects stay the same size regardless of their distance. It is like viewing the scene from an infinitely distant point. Nevertheless, orthographic viewing can be very useful, because it provides a more “technical” insight into the scene, making it easier to model and judge proportions.
    10. Hit Ctrl + R to enter Loop Cut tool (see yellow line appear on mesh). IMPORTANT, don’t move the loop cut line, instead use mouse scroll wheel to make 9 evenly spaced cuts, Next, hit Esc to exit the tool and use left click to apply.
    11. Go to properties menu and choose Modifier Tab
    12. Add modifier → Solidify modifier. Choose desired cup thickness ~0.003
      1. What is a modifier? A non-destructive tool to change your mesh in various ways. ‘Applying a modifier’ makes the changes permanent
    13. Switch to Object Mode and then apply the modifier
    14. Enter front orthographic view (7 on numpad). And choose where to put your handle (second two faces from top on flat edge works well). Hold Shift + Select to select multiple faces
    15. Once all 4 faces are selected hit I on the keyboard to activate the Inset Tool
    16. Pivot Point Menu! What is that? Select “individual origins.”
    17. Choose S to scale and hit Z to scale along the Z-axis. NOTE: Z,X,Y are the keys to scale along each prospective axis. Choose a handle thickness of around ~0.25
    18. Select the top two faces of the handle and then choose the Spin Tool
      1. What is the spin tool? This is a method of extruding multiple sections of geometry along either the x,y or z axis.
      2. IMPORTANT, before we can use the spin tool we need to place the 3d cursor where we want it to spin around. Right below the face we want to spin and exactly in the middle of the other faces we plan to connect them to.
    19. Select the 3d cursor in the tools bar. Hit numpad 3 to switch to right orthographic view. Place the 3d cursor in the exact center (see screenshots)
    20. IMPORTANT, make sure to preview your cursor selection by moving around in the viewport and ensure the 3d cursor is “attached” to the right side of the cup (not in the center of the world)
    21. Left click and drag to extrude/spin along the Y-axis. To finish the spin select the Select Box to deactivate the spin tool.
    22. Delete faces where extruded handle meets bottom of mug (see screenshot)
    23. Delete faces on mug that meets the handle (see screenshot)
    24. Hold alt and use edge select to select the edges around the recently deleted faces (on mug). With this edge loop selected, hold shift and alt on the edge of the handle that meets the mug (this is confusing so take your time and look at screenshots for reference!).
    25. WITH EVERYTHING SELECTED, Hit Ctrl+E to bring up the edges menu and choose → Bridge Edge Loops.
    26. Delete unnecessary extra edge that was created when we bridged the mesh between the two edge loops (see screenshot). Select the edge loop and choose X → Then choose DISSOLVE edges. Note, if you choose “delete edges” blender will delete all the faces connected to those lines. Instead we want to dissolve edges to ensure the mesh is preserved.
    27. Next, choose modifiers → Subdivision Surface
      1. What is Subdivision Surface? This is a non-destructive way of previewing what your mesh would look like with more detail. This adds detail evenly and also ensures you can work with a low-poly mesh (to save processor resources), then add detail at the end.
    28. Adjust edit cage on subdivision modifier
    29. Next, go into Object Mode and select the mesh. Notice the mesh is not smooth.
      1. Right click with the mesh selected and choose “shade smooth.”
  5. Now we have reached the point where our cup is “finished.” But we can add some finishing OPTIONAL details!
    1. Let’s add an edge loop on the inside and outside rims of the mug
    2. Lets add an edge loop on the bottom of the mug (see screenshot)
    3. Next, lets select the faces under the mug, hint: choose C to use the circle select tool or you can select each face one at a time.
    4. Left click to select, right click to deactivate the circle select tool
    5. Click G for the Grab Tool, and then click Z to constrain the movement to the Z-axis. Move the faces down a little WITHOUT OVERLAPPING THE MESH, and right click to finish the operation.
    6. Next deselect the faces and edge select the rim (see screenshot). Choose S to Scale and drag inward to your liking
  6. Let’s Talk about Shading! + Final Tweaks
    1. Switch from viewport shading to Matcap shading (see screenshot)
      1. Choose Ceramic lighting
    2. Optional detail – select top edge of each handle where it meets the mug. Hit the G key TWICE to “edge slide” the edges
    3. Repeat these steps for the edges below the handle
    4. Vertex select the sides of the handle joint and hit G twice to “vertex slide”
    5. Repeat this for the other side of the handle
  7. Let’s Render our Model!
    1. Check our render properties
    2. Choose our render engine (Cycles or Eevee)
    3. Set the output destination
    4. Render your image!