The first thing I always forget: creating new panels is done with the weird triangle in the corner of an existing panel.
|Play a sliding puzzle game while you model!|
Removing panels is done by pulling a panel from the triangle to the panel that shares the complete edge with that panel. I didn't find a way to remove the right-most panel in the image above, because this rule could not be fulfilled.
TAB = switch between object / edit mode
CTRL+hold left mouse = draw a freehand selection area
A graphic doohickey shows whether vertices, lines or faces are selected. The box with the highlighted corners adjusts whether back-face elements are selectable. The magnet thingy can be used for snapping the vertex movement to other vertices among other things.
|Left: point, line, face selectors. Middle: transparent selection, Right: Snap to ...|
a = select all / none
g = grab = move
e = extrude
shift+d = duplicate
r = rotate
s = scale
CTRL+r = loop cut X,Y,Z
alt+m = merge selected vertices
In "Cycles Render" mode, shift+z switches between cycles render view.
Direct texture painting
I bothered to learn the basics of painting directly on textures, so here are the notes:
-Drag two new windows into existence, the UV/image window and the Node Editor window (tick "use nodes").
-Use Cycles Render, otherwise the following material stuff won't work.
-Remove the existing material, create a new one, which will become visible in the Node Editor.
-Create new image in the UV/Image window.
-In edit mode, use 'u' to produce a smart UV map for the object. A tiny bit of island margin can help.
-Use shift+a in the Node editor to add texture image node, connect it to the material color and select the previously created texture map.
|The mandatory first attempt weird-face|
Key 'f' works as a shortcut for resizing the brush, whereas 'shift+f' changes the effectiveness. The usual mix/color/blend/multiply options are available, as are some smearing tools.
The image has to be either stored separately, or using the Pack PNG option. I sometimes lost work because this was a bit ambiguous, so it might be better to store separately. In any case with Blender, save early, save often,
|Once the setup is in place, painting directly to objects is strangely intuitive|