Split the 3D Editor Viewport

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Split the 3D Editor Viewport To create two viewports where there was previously one (the 3D Editor Viewport), click on the cross hatch in the upper right hand corner of the 3D Editor Viewport. When the mouse is over the cross-hatched area the cursor will turn from an arrow to a +. Drag the mouse about half way across the 3D Editor Viewport to split the viewport into two 3D Editor Viewports. Page 1 of 7.

Using Blender to Produce a Trainz Asset - Step 2-1 Add Materials and Texture Click on the Editor Type Selection button in the lower left corner of the left hand 3D Editor Viewport and select UV/Image Editor from the list. Note: You can resize any viewport by placing the cursor on the edge where it will turn into a double headed arrow. Drag the mouse to resize the viewport. Page 2 of 7.

With the mouse cursor over the 3D Editor Viewport press TKEY to hide the ToolShelf panel and NKEY to hide the Properties panel. Try resizing the UV/Image Viewport and 3D Editor Viewport by placing the mouse cursor on the boundary between them and dragging the double headed arrow either right or left. Supplementary: View Neal Hirsig's video tutorial: 1.02 Splitting / Joining / Extending Windows http://vimeo.com/44837736 Click on the File Menu, select Save as from the list and save your Blender file as Stonewall03.blend in your Stone_Wall_Project folder. Setup for Applying Texture Texture is added to one or more faces at a time. To do this you need to be able to see the faces so that you can select them; that is, you need to be able to move the model around or view the model from different directions. This is done using the Number Pad keys with or without the Control key. An indicator of which view you are in is shown in the upper left corner of the 3D Editor Viewport. Also indicated is whether you are in Perspective View (viewed so as to give the effect of distance) or Orthogonal View (viewed straight-on i.e., at right angles). You can toggle between Perspective View and Orthogonal View using NUMPAD5. Page 3 of 7.

To view the front face press NUMPAD-1. To view the right face press NUMPAD-3, and to view the top face press NUMPAD-7. (Remember the mouse cursor must be over the 3D Editor Viewport. I can t emphasize this enough. It is the source of much frustration when you press a key and nothing happens. The cursor must be over the viewport for the action to take effect.) To view the back face press CTRL + NUMPAD-1. To view the left face press CTRL + NUMPAD3 and to view the bottom face press CTRL + NUMPAD-7. To rotate the model press NUMPAD-2, -4,-6 or -8. To pan the model press CTRL + NUMPAD-2, -4,-6 or -8. To zoom in and out on your model use NUMPAD + or -. You can quickly zoom in on a selected object, vertex, edge or face be pressing NUMPAD-.. This is very handy for zeroing in on your work. You can also see your camera view by pressing NUMPAD-0 or see multiple views (Quad View) by pressing CTRL + ALT + QKEY. Supplementary: View Neal Hirsig's video tutorial: 1.05 Maneuvering Around in 3D Space http://vimeo.com/44837741 For now leave your 3D Editor Viewport in front orthogonal view (NUMPAD-1 and, if necessary, NUMPAD-5). Page 4 of 7.

To be able to select individual faces we nee to switch from Object Mode to Edit Mode. With your mouse cursor over the 3D Editor Viewport press the TABKEY. You are now in Edit Mode. Press the TABKEY again to switch back to Object Mode. The Tab key used by itself toggles between Object Mode and Edit Mode. We also need to switch from Vertex Selection Mode to Face Selection Mode. To do this clicking on the Face Icon in the 3D Editor Viewport header. Page 5 of 7.

Supplementary: View Neal Hirsig's video tutorial: 1.06 Blender Controls http://vimeo.com/44839019 1.07 Mesh Modeling Modes Viewport Shading http://vimeo.com/44839020 Finally, to be able to view the applied texture on the model, we need to change the display in the 3D Editor Properties panel. If you have hidden this panel press the NKEY while your mouse cursor is over the 3D Editor Viewport. Find Display, click on the little triangle to the right to expand it, and click on the checkbox beside Textured Solid to activate it. Page 6 of 7.

Click on the File Menu, select Save as from the list and save your Blender file as Stonewall04.blend in your Stone_Wall_Project folder. Click on the File Menu, select Save as from the list and save your Blender file as Stonewall04.blend in your Stone_Wall_Project folder. We are now ready to start adding texture to our model (stone wall). Page 7 of 7.