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The blueprints
This topic has been designed to teach 3D printing design in a hands-on approach.
A series of projects or blueprints will be presented and each one will introduce new
tools and techniques. Each one builds on the last. Despite being a "virtual" process,
3D modeling has a surprisingly muscle memory aspect to it. The movements and
processes need to be more than a mechanical process being executed, they need to
be practiced so they can be fluid and eventually seamless. To that end the reader is
advised not to skip any of the blueprints and follow along actually doing each one.
The objects being designed in this topic are, most of them, very small so that they can
be printed without taking too much time or producing too much waste. The reader can
make larger versions if they like but that is left for their own challenge activities.
Summary
3D printing is cool. Learning to design your own models is the best way to take full
advantage of 3D printing today. This topic will teach 3D modeling by a series of
hands-on activities so it's a good idea not to skip and actually follow along with
each blueprint.
While home 3D printers have the capability to do break away supports these are
messy and wasteful. It is possible to design things to be able to print without the
need of any supports. When designing things for support-less 3D prints remember
Y prints, H prints okay, T does not print. Keep outward inclines gradual and no
more than 45 degrees to be safe.
There are many 3D modeling programs to choose from. Some are expensive, some
are free. Some are better for technical works, others do artistic or organic shapes
better. Some are easy to learn, some take more practice. This topic will use Blender
since it is free and open source, has tools for modeling technical and organic shapes
and is not too difficult to learn if you learn by doing.
Blender can be a bit tricky to get started with since it employs some conventions
unique to its environment. Blender can be customized but this topic will stick with
the defaults so everyone is on the same page. Generally remember that Ctrl + Z
undoes a multiple mistakes and can get Blender back to the state it was before, useful
in tutorials to get back on track. The location of the mouse pointer is important when
using Blender's hotkeys, which is the best way to learn to use Blender. Blender uses
the right-click on mouse for selection by default. Finally, Blender's units translate to
real life by 1 Blender grid space = 1 millimeter.
 
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