Create and upload personal bespoke shape
Requirements and Guidelines
For seamless integration with DREAMCOMPOSER®, adhere to these guidelines:
- File Formats: Export your 3D objects from Blender in GLTF or GLB formats.
- Size Limits: Maintain file sizes below 100 MB, with no more than 100,000 vertices and 50,000 faces.
- UV Meshes: Create a UV mesh for each part of your 3D object that requires a texture.
- Materials: Utilize PBR (Physically-Based Rendering) materials to achieve realism. For instance, employ a glass material for a glass bottle.
Detailed Step-by-Step Instructions
1. Launch Blender and Begin a New Project
- Open Blender.
- Start a new project.
- Delete the default cube by selecting it and pressing X and Enter.
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2. Add a New 3D Object
- In Blender's interface, select "Add" from the menu.
- Choose "Mesh" and then select the desired shape (e.g., "Cylinder" for a bottle).
- A cylinder will appear in the 3D viewport.
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3. Manipulate the Object
- Adjust the object's position, rotation, and scale using the following controls:
- Press "G" to grab and move the object.
- Use "R" to rotate it.
- Scale it with "S".
- You can also use the "X," "Y," and "Z" keys to constrain the movement, rotation, or scaling along specific axes.
- Switch between different views of the 3D viewport using the number keys (1-9) to get front, side, top, and other perspectives.
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4. Customize the Object's Shape
- To edit the object's shape, enter "Edit Mode" by pressing "Tab."
- Select and manipulate its vertices, edges, or faces. Use shortcuts such as "A," "B," or "C" to select elements and "E" or "I" to extrude or inset faces.
- To create a bottle shape from the cylinder, consider actions like scaling down the top face to form a neck, extruding the top face to create a cap, insetting the bottom face to make a hole, and using "Loop Cut" (Ctrl+R) or "Bevel" (Ctrl+B) to refine edges.
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5. Create a UV Mesh
- In "UV Editing" mode (Layout > UV Editing), mark seams on the edges of the bottle.
- Unwrap the bottle into a UV mesh by pressing "U" and selecting "Unwrap."
- A UV mesh maps a 2D image (texture) onto a 3D object. Seams act as boundaries between different parts of the 3D object.
- You can further manipulate the UV mesh by moving, rotating, scaling, or pinning parts in the UV Editor window. Use tools like "Pack Islands" (Ctrl+P) or "Average Islands Scale" (Ctrl+A) for optimal results.
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6. Assign Materials and Enhance
- In "Shading" mode (Layout > Shading), create a new material for your 3D object.
- Adjust the material's parameters using sliders or fields on the right side of the window. For a glass material, set the "Base Color" to white or your desired color, "Metallic" to 0, "Roughness" to 0 or a low value (< 0.1) for a smooth and shiny appearance, "Transmission" to 1 or a high value (> 0.9) for transparency, and "IOR" to a value like 1.45 to match the index of refraction for glass.
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- Additionally, you can enhance your material by adding other nodes, such as a "Volume Absorption" node or a "GLTF Settings" node.
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7. Export Your Object
- Go to "File" > "Export" > "glTF 2.0 (.glb/.gltf)" to export your 3D object.
- Choose a name, including selecting the binary glTF format, enabling Draco compression to reduce file size, applying modifiers if needed, and exporting PBR materials.
Uploading to DREAMCOMPOSER®
Uploading Your Object:
In DREAMCOMPOSER®, ensure you are in an active project.
On the right-hand side, click on the tab with the building blocks.
You'll find a blue "Create Shape" button in the lower right corner.
After clicking it, you will be guided through the uploading process, which includes the following stages:
File Selection: Choose your 3D model file (GLB or GLTF).
Mapping: In this stage, select one or multiple meshes of the model that will represent the mappable areas. Multi-selection is possible, offering flexibility in defining areas to be remapped within a project.
Scaling: If your 3D model's dimensions do not match your requirements, you can adjust them during the scaling phase.
Configuration: In this step, you can:
- Provide names for the mappable areas.
- Specify real physical size dimensions for the mappable areas to ensure accurate representation in your project.
Mapping Your PDF File:
- After uploading your 3D object, you can map your PDF file and specific areas to your model.
- Click on the blinking cube icon on the right-hand tab.
- You will be prompted to select the faces of your object.
- On the far right side of each mappable area, you can scale your design accordingly.
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With your 3D object and PDF file now mapped, you can proceed with creating your project in DREAMCOMPOSER®.