{"id":8950,"date":"2024-06-05T14:32:15","date_gmt":"2024-06-05T13:32:15","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=8950"},"modified":"2024-06-05T14:32:15","modified_gmt":"2024-06-05T13:32:15","slug":"hearts-blender","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/hearts-blender\/","title":{"rendered":"Six Easy Ways To Make A Heart In Blender"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-69e783f7dd5b3\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-69e783f7dd5b3\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#description\" >Description<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#text\" >Text<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#text-properties\" >Text Properties<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#add-mesh\" >Add Mesh<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#duplicate-objects\" >Duplicate Objects<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#shade-flatshade-smooth\" >Shade Flat\/Shade Smooth<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/hearts-blender\/#timestamps\" >Timestamps<\/a><\/li><\/ul><\/nav><\/div>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/rumble.com\/embed\/v4x6ti2\/?pub=d3lcu\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"description\"><\/span>Description<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In this exercise suitable for beginners we take a look at six different ways to easily make a heart in Blender 3D. First we use text, then two &#8216;classic&#8217; approaches, before using more seemingly complex structure that allow for much greater flexibility for mesh editing after-the-fact. A simple &#8216;metallic&#8217; material is applied throughout.<\/p>\n<p><b>Duration<\/b>: total c. 30 mins (00:30:00).<br \/>\n<b>Info<\/b>: 1080p.<br \/>\n<b>Suitability<\/b>: Beginner+.<br \/>\n<b>Source<\/b>: <a href=\"https:\/\/www.katsbits.com\/files\/tutorials\/katsbits - hearts.zip\">KatsBits \u2013 Hearts<\/a> (c. 200 KB | *.blend).<br \/>\n<b>Product ID<\/b>: n\/a.<\/p>\n<blockquote style=\"background-color: #ddecf3; color: #000;\"><p>See &#8220;<a href=\"https:\/\/www.katsbits.com\/codex\/blender-basics\/\">Blender Basics<\/a>&#8221; for more on using Blender 3D.<\/p><\/blockquote>\n<blockquote><p><strong>Design note<\/strong>: when making heart meshes in Blender 3D keep the following in mind;<\/p>\n<h4><span class=\"ez-toc-section\" id=\"text\"><\/span>Text<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>When using <strong>Convert<\/strong> to generate an editable mesh from a <strong>Text<\/strong> object (<strong><em>Object \u00bb Convert \u00bb Mesh<\/em><\/strong>), the resulting mesh may consist of a significant number of long, thin triangles that tend to cause problems for <a href=\"https:\/\/www.katsbits.com\/codex\/text\/\">Bevel<\/a> (manually applied or modifier), this is especially so for relatively complex curved shapes where triangle alignment and distribution becomes inconsistent and inefficient in order for curves to be adequately represented.<\/p>\n<div style=\"background-color: #eee; color: #000; width:98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: support for a particular text symbol or font style will be confirmed by the fact that the heart will be visible. If a given style or font is not support, the default &#8216;unknown&#8217; character will be shown, i.e. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/codex\/wp-content\/uploads\/2024\/06\/unknown-character-300x300.png\" alt=\"Unknown Character\" width=\"18\" height=\"18\" class=\"alignnone size-medium wp-image-8963\" srcset=\"https:\/\/www.katsbits.com\/codex\/wp-content\/uploads\/2024\/06\/unknown-character-300x300.png 300w, https:\/\/www.katsbits.com\/codex\/wp-content\/uploads\/2024\/06\/unknown-character-150x150.png 150w, https:\/\/www.katsbits.com\/codex\/wp-content\/uploads\/2024\/06\/unknown-character.png 640w\" sizes=\"auto, (max-width: 18px) 100vw, 18px\" \/>.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/text-triangulation.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/text-triangulation.jpg\" alt=\"[descriptive alt image text here]\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using <strong>Convert<\/strong> to generate an editable mesh results in a lot of triangles regardless of mesh resolution that can cause issues when wanting to modify the mesh further.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"text-properties\"><\/span>Text Properties<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>An alternative approach to making a text-based heart in Blender is to use the options available to <strong>Text<\/strong> objects generally, in particular the <strong>Geometry<\/strong> and <strong>Bevel<\/strong> options found in (Text) <strong>Object Data Properties<\/strong> [1]. Here, with Text object selected, it can be given thickness by setting an appropriate <strong>Extrude<\/strong> value under <strong>Geometry<\/strong> [2], and edge or corners rounded using the <strong>Depth<\/strong> and <strong>Resolution<\/strong> values under <strong>Bevel<\/strong> [3]. Once the desired shape has been made it can then be converted to a mesh object as normal for additional editing not otherwise available to Text objects &#8211; <strong><em>Object \u00bb Convert \u00bb Mesh<\/em><\/strong>.<\/p>\n<div style=\"background-color: #eee; color: #000; width:98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: although Object Data Properties use may yield better results compared to editing a converted mesh, doing so may introduce its own set of issues, particularly where sharp corners or edges are used to describe shapes and forms as these tend to collapse or fold in on themselves.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/text-object-data-options.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/text-object-data-options.jpg\" alt=\"Text Options\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To avoid this use the options available in Object Data Properties [1] where Text can be thickened using Extrude [2] and rounded using Bevel [3].<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"add-mesh\"><\/span>Add Mesh<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>The default scene includes a cube primitive that can be used right away. However, in instances where more objects are needed meshes can be dropped in to place clicking the <strong>Add<\/strong> [4] then <strong>Mesh<\/strong>, <strong>Cube<\/strong> [5] &#8211; <strong><em>Add \u00bb Mesh \u00bb Cube<\/em><\/strong>. An cube will appear ready for shaping and editing.<\/p>\n<div style=\"background-color: #eee; color: #000; width:98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: new objects dropped in after-the-fact <a href=\"https:\/\/www.katsbits.com\/codex\/delete-material\/\">do not have materials<\/a> so at least one will need to be assigned.<\/div>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/add-objects.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/add-objects.jpg\" alt=\"Add Cube\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Dropping a new object into the scene to create a new heart from the Add [4] menu and the Cube [5] option.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"duplicate-objects\"><\/span>Duplicate Objects<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Alternatively, available objects can be copied using <strong>Duplicate<\/strong>. To create an instance independent of an original, with object select, in the Object menu click <strong>Duplicate Objects<\/strong> &#8211; <strong><em>Object \u00bb Duplicate Objects<\/em><\/strong> (<span class=\"shortcutkey\">Shift<\/span> + <span class=\"shortcutkey\">D<\/span>). And exact copy will appear at the following the mouse cursor. Press <span class=\"shortcutkey\">Esc<\/span> to release, ready for manipulation or editing. To create a &#8216;mirrored&#8217; copy, one that updates when the source is altered, in the <strong>Object<\/strong> menu click <strong>Duplicate Linked<\/strong> &#8211; <strong><em>Object \u00bb Duplicate Linked<\/em><\/strong> (<span class=\"shortcutkey\">Alt<\/span> + <span class=\"shortcutkey\">D<\/span>).<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/duplicate-objects.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/duplicate-objects.jpg\" alt=\"Duplicate objects\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To make a copy of an existing object from the Object menu [6] use Duplicate [7], either <strong>Duplicate Objects<\/strong> for independently editable instance, or <strong>Duplicate Linked<\/strong> for meshes that automatically update when the source is changed.<\/i><\/p>\n<h4><span class=\"ez-toc-section\" id=\"shade-flatshade-smooth\"><\/span>Shade Flat\/Shade Smooth<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>By default mesh and Text objects tend to be flat shaded, that is, each face is treated as individual unit within a wider area, the hard delineation between them then giving the impression of faceting (especially when a <em>metallic<\/em> material is used). In this context, making simple hearts, the shape and size of individual facets is determined by the way a mesh has been made and the density of the structure this creates &#8211; the more rounded the shape, the smaller individual faces will be, so too the appearance of faceting.<\/p>\n<div style=\"background-color: #eee; color: #000; width:98.5%; padding: 1.0em;\"><strong>Aside<\/strong>: using &#8216;bevel&#8217; to create a heart shape is not as flexible as subdivision surface because once the shape itself is made the resulting structure is essentially fixed in place, whereas subdivision surface, being dynamic, means faceting can be increased or decreased on demand (until the modifier is applied).<\/div>\n<p>To essentially remove the appearance of faceting meshes will need to be <a href=\"https:\/\/www.katsbits.com\/codex\/smoothing\/\">smoothed<\/a>. This treats each face as though they&#8217;re members of a larger group, the delineation between each essentially ignored so surfaces appear contiguous\/continuous. To do this, with object selected, from the <strong>Object<\/strong> menu click <strong>Shade Smooth<\/strong> &#8211; <strong><em>Object \u00bb Shade Smooth<\/em><\/strong>. Any facets that were visible will be disappear, the larger surface appearing uniformly shaded.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/smoothing.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/hearts\/smoothing.jpg\" alt=\"Shade Smooth\/Flat\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The difference between a facetted mesh (bottom) versus smoothed (top). While some hearts are easier to make they may not be easier to modify, especially where faceting is needed.<\/i><\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"timestamps\"><\/span>Timestamps<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Times are approximate;<br \/>\n &#8211; 00:00 : #1 Text Heart<br \/>\n &#8211; 03:30 : #2 Rounded Extrusions<br \/>\n &#8211; 12:00 : #3 Bevelled Extrusions<br \/>\n &#8211; 17:00 : #4 Subdivision Extrusions<br \/>\n &#8211; 21:00 : #5 Loop Cut &#038; Subdivision<br \/>\n &#8211; 24:30 : #6 Loop Cut + Extrusion<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":8952,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[782,34,230],"tags":[265,612,617,346,103,1092,557,556,778],"class_list":["post-8950","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-beginner","category-blender","category-tutorials","tag-beginner","tag-bevel-edges","tag-bevel-modifier","tag-edit-mode","tag-materials","tag-metallic","tag-shade-flat","tag-shade-smooth","tag-subdivision-surface"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8950","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=8950"}],"version-history":[{"count":25,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8950\/revisions"}],"predecessor-version":[{"id":8980,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8950\/revisions\/8980"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/8952"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=8950"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=8950"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=8950"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}