This is a detailed tutorial for modeling the lens below, using Blender 2.41.
Preparation:-
1.When modeling from blueprints, verts can become difficult to see. If you pull down the top file menu bar, you can change the size of the verts.
2.Click the 'Themes' button and then click the 'Add' button if you are using the default theme. Next click the 'Background' button and select 'Vertex Size'. Increase the value to 5 or more.
Once done, click and drag the File menu bar, to push the options buttons out of the way.
3.To make things a little easier when modeling, make sure the viewport shading is set to the potato icon so we can see the lens blueprint.
Setting up the blueprint:-
I searched the internet for a reference image for a fish eye lens. Luckily there are many cross section images of lens assemblies, so we can model from these directly.
Firstly you need to import this image into Blender so we can use it as a blueprint to create the model.
1.Open Blender and delete the default cube. In top view, add a mesh>plane.
Exit edit mode for the plane (Tab key) and scale the plane to 5x it's original size. (Hold CTRL whilst scaling to scale in whole units.)
To make things easier, we're going to split the 3D window in two. Hold your mouse over the thin bar between the two header bars of the 3D window and the Buttons window, then press the middle mouse button.
2.Confirm the split area with the split line in the 3D window.
Now enter face mode by pressing the F key.
4.Return to the 3D window and press ALT+Z to view the UV mapped image in the 3D window. It's more than likely that the image is rotated, so press R and rotate UV until it's correct.
5.I found it best to have the image rotated so the lens is positioned along the Y Axis.
Now we need to adjust the position of the UVs to use just the lens part of the image.
Now we can exit face mode (F key) and start to model the lens.
Modeling a lens:-
1.In top view (Num Pad 7), Add>Mesh>Circle confirm 16 verts. (16 will be easier to manipulate than 32.)
Now we need to scale the circle to match the big lens. With all verts selected, press S to scale and then press X to constrain scaling to the X Axis.
3.Next use the B-key selection tool to deselect these four verts. Next scale the remaining verts, again constrained to the X Axis, so the next two verts match the lens. Repeat for the next two verts.
4.Now we can delete the unwanted verts. As we will be using the spin tool, we can delete all the verts except for those on the inside curve of the lens.
5.Next we are going to extrude around the edge of the lens. Select the vertex at the bottom right of our mesh. Press E to extrude and then X to constrain movement to the X Axis.
6.Keep extruding the new vertex, again constraining to the X or Y Axis using the X & Y keys, to shape the edge of the lens.
7.Next we add another 16 vert circle. (Don't leave edit mode for the first circle!) Move and Scale this circle along the X Axis, so it lines up with the top edge of the lens.
8.Now deselect the top 3 verts and delete the remainder of the second circle.
9.Next select the two adjacent verts in each cirle and create a face with the F key.
10.Now select all verts and switch the right hand 3D window to front view (Num pad 1). Change the spin tool in the Mesh tools section of the Edit buttons, to the values in the image below.
Select all verts by pressing the A button twice, then press W and Rem Doubles. Press W again and Set smooth. Finally press CTRL+N to recalculate the face normals outside.
The reason for making a 50% cut, is it gives more precision for cutting loops nearer an edge you want to define.
13.Keep adding midway cuts and 0.9 cuts for each edge.
14.Rotate the viewport using the middle mouse button, so you can cut the underneath and the edges in the inner dome.
15.When you've cut all the edge loops, you can add a subsurf modifier. Due to the heavy cutting we've done, Catmull-Clark subsurf will be fine.
Exit Edit mode (TAB key) for this lens and move it to layer 2 so it's out of the way. (M key in Object mode, then click on the layer 2 button and confirm.
--->Modeling tip:- To create a lens that has one side the same as a previously modeled lens, duplicate the verts that match the shape and seperate them using the P key.
16.In the image below, you can see the whole lens assembly.
17.Refer to the cutaway image below if you need to visualise the lens shapes.
--->Modleing tip:- Use the constrain to axis function when modeling for straightlines.
Again we're going to use mesh circles for the modeling. In top view (Num pad 7), Add>Mesh>Circle and confirm 16 verts.
2.Now we need to extrude the circle. Press E and confirm 'Only edges', then press Y to constrain movement in the that axis. Move the new verts to the marked edge on the blueprint.
3.Keep extruding, scaling and moving the new verts to match the blueprint. Next use the Knife tool as before, to define the edges as on the blue print.
4.Do the same for the bottom half of the case section.
--->Modeling tip:- If you make a final extrusion that is scaled intowards the center of the case, it will help define the sharp edges. usually 3 extrusions at an edge will be fine.
6.To create the grip around this section of the case, Add>Mesh>Cube and press W then Subdivide.
7.In front view, scale the top outside verts in the X axis, then do the same for the bottom outside verts as below.
8.Position the cube so it sits just through the surface of the case.
9.With only the cube verts selected, go to the Spin section of the mesh tools. Keep Degr: 360 increase steps to 180, click the Spin button and click in the 3D window front view.
Select all verts by pressing A button twice, then CTRL+N to recalculate the face normals outside. Press W key, rem doubles, set smooth and exit edit mode.
To use the seperated section of mesh from the previous mesh we've just modeled, enter Edit mode for the new section.
11.Next, in Top view, extrude these verts using the blueprint as a guide. You can make one extrusion per contour of the blueprint, as we will be using the knife tool again to define the sharp edges.
12.Extrude again and scale into the center of the case, making the first extrusion small and then two more of equal scaling. Again this is to help define the case section and how it fits precisely to the next case section.
13.Now we use the K key to cut the defining loops with the knife tool. Again cut midway into a loop first, to help with the 0.9 definition cuts.
14.I've highlighted the 0.9 cuts in the image below.
Before leaving edit mode for this mesh, select all verts and press W key, rem doubles & set smooth. CTRL+N to recalc the face normals.
Using the same extrude, scale & move methods, create the remaining pieces of the casing using the previously seperated mesh as a starting point.
In fact this lens doesn't have a screw thread, as the brackets lock the lens to the camera. However, I will show you how I modeled the screw thread incase you want to model one as well.
2.Lets model the basic shape from the blueprint using the methods we've already used. Add>Mesh>Circle>16 verts, rotate it in side view to align to the rest of the model.
3.Extrude, scale and move to match the blueprint, then go to Front view. (Num pad 1.)
4.Extrude again and scale into the casing, then extrude back up the inside of the lens.
5.Move this last row of verts, so they align with the bottom glass lens. Then extrude and scale them to match the diameter of this lens.
6.Next extrude these verts back out towards the base of the case.
7.Extrude and scale and finally extrude back up into the casing.
8.Next it's time to define all the edges with the knife tool. As before make a midway cut first, then two 0.9 cuts.
9.For the screw thread, we need to make a couple more loop cuts on the center section. For each new loop, make a midway cut.
10.Next select all of the new verts in this center section. We are now going to rotate them a loop at a time.
11.Use SHIFT+ALT+right mouse button to deselect a vert loop once you have rotated them.
12.Next we need to select face loops to extrude for the screw thread. Hold CTRL+ALT+right mouse button to select a face loop, then miss one and select the next. Keep going for the whole of the circumference.
13.You will notice that parts of the mesh are selected as well, so use the B select tool to deselect the verts you don't want to extrude.
14.In front view, extrude the selected verts and scale them but constrained to the Z axis. Hold CTRL while scaling and scale to 1.1000.
15.Select all verts, press W and set smooth, then CTRL+N to recalc the face normals. Exit edit mode and add a subsurf modifier.
16.For the sun shield at the top of the lens casing, create it using the same methods you've already used.
Next we will create the window box for the appature settings.
1.First select the case section that the box will be part of, enter edit mode for that section and select the faces we need.
2.Extrude these faces in the direction of the face normal.
3.Use the knife tool to define the edges, making two 0.9 cuts near the ends of the window box.
4.Next select the center verts which we will extrude back into the box to create the hole we need. Before we extrude them, duplicate them and seperate them. (P key) You will nedd to reselect them after seperation.
5.Now use the knife tool again to define the edges using 0.9 cuts as usual.
6.For the glass window, select the mesh section we seperated earlier and enter edit mode. Extrude the verts down to give the window thickness. Again use the knife tool to define the edges.
7.For the numbers, use the text tool. To help positioning the numbers, select a vertex in the window box mesh, press SHIFT+S and snap the cursor to the selection.
8.The completed lens assembly and case assembly:-
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Turn off the limit selection view as well, so you can see verts through opaque faces.
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This is the cross section image I used as a blueprint:- (right click and save the image as.)
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Next we open the UV/Image Editor window so we can UV map the image to the plane.
Change the right hand 3D window to the UV/Image editor window using the selector button in the bottom left corner of the 3D window.
3.Load the image using the Open dialogue on the Image menu.
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The method we will use for creating each lens section is easier if the image is aligned like this.
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Use the UV/Image editor and the G button to grab and move pairs of UVs at the same time.
6.Moving the two UVs along each side at the same time will reduce the possibilty of the mapping becoming warped.
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We are going to use mesh circles and the spin function to create each lens.
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2.Stop when the top four verts in the circle, match the dome of the first lens.
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Then press the spin button and click in the right hand window.
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--->Knife tool tip:- For some reason when you use the undo function in conjunction with the knife tool, the mesh will undo two moves instead of just one.
So if you make an error and then need to press the U key to undo it, press SHIFT+U to redo the extra step that is removed.<---
11.Next we need to define the edges with loop cuts. Press K to open the knife menu and select 'Loop Cut'. Next click on the loop that you want to cut.
In this case, we'll cut midway through the loop shown below. To cut exactly half way through the loop, hold CTRL after you have confirmed the loop to cut.
When you now move the mouse, a numeric value is displayed in the bottom left corner of the 3D window, but because CTRL is held down, it moves in whole units.
Make the first cut at 0.000000, which is midway between the edge loops of the face loop.
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12.With this in mind, the next cut will be at 0.90000000 and we need to make one on each side of the midway cut.
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Don't forget to make the 50% cuts first when cutting a new loop.
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Follow the same method as above to model the other lenses, moving each one to layer 2 when it's completed.
Then exit edit mode for that lens and move it to layer 2. Now enter Edit mode for the seperated mesh and continue modeling.
This holds true for lenses 2 & 3, 4 & 5, 6 & 7, 9 & 10. (With the biggest lens being #1.)
On the left, the lenses are positioned as there are on the blueprint.
On the right, the lenses are positioned in an exploded view for reference.
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Modeling the casing:-
During the modeling of the casing, I press G to move the verts, then press Y to constrain to that axis. It helps to keep a nice smooth mesh, which is accurate to the blueprints.
Now we need to rotate the circle, so in side view (Num Pad 3), press R and hold CTRL to rotate to 90'. Now return to top view.
1.Scale the circle to match the blueprint.
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5.Similar to the 0.9 knife cut we did on the lens.
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Use ALT+right mouse button to select the three edge loops as shown in the image above. Duplicate them with SHIFT+D and then seperate them using P key.
You can model the next case section using these seperated verts, in the same way as you did for the lenses. It helps to maintain the precision of pieces that fit snugly together.
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10.Deselect all verts using A key, then hold ALT key and right mouse click the outer row of verts.
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15.Select the three rows of verts to use for the next case section. Duplicate them and seperate them. (SHIFT+D then P) Then leave edit mode and move the completed case section to Layer 2.
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Duplicate and seperate the adjoining sections to help you model each piece.
1.When you get to modeling the base of the lens casing, you will find that certain parts of this section can't be seen on the blueprint, such as the screw thread that I modeled.
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In the image below, I've made all of the cuts and left the midway cuts selected.
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In each case, press R to rotate, then Y to constrain rotation to the Y axis. Hold CTRL so you can rotate in whole units, 10' will be fine for each vert row.
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Press S to scale again and X to constrain to the x axis, holding CTRL to scale to 1.1000.
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Then for the four indentations, move the selected verts constrained to the Y axis down the case.
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Then rotate each number to suit the curve of the window. Use the text tools to bevel to 0.010 and extrude to 0.010. This will give you the required thickness.
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Respective copyright. © Tim Ellis - Sonix 2006. tim.ellis@emp3d.com