![blender 2.8 generated type uv grid blender 2.8 generated type uv grid](https://us.v-cdn.net/5021068/uploads/editor/cn/jh8xqi9hbfd0.jpg)
![blender 2.8 generated type uv grid blender 2.8 generated type uv grid](https://blenderartists.org/uploads/default/optimized/4X/7/1/7/71743dc1d48868abd2daaee32b21e0d8e69ea2b8_2_690x377.jpg)
How this is done often requires the importation of reference material from the target into Blender so the grid can be properly determined and set up as it's not always obvious what measurement system should be used. This ensures content produced in Blender properly matches those of a target, unit for unit.ĭesign note: creating content for a BSP 'idtech' or 'Unreal' style game engine for example, would mean setting Blenders grid up so minor subdivision match those of the respective editors, thus ensuring meshes are correctly sized when imported. Generally speaking, the most useful aspect of Grids Settings is its flexibility, in being able to change its properties, Blender can be set up to replicate most other environments, be those game engine or development related or just other 3D applications. Major and Minor grid display in Blender 2.49 (and below) - similarly to the above each sub-unit represents one tenth of the larger cell, or ten centimetres if the major unit is taken to represent one metre Why change Grid Settings ^ Major and Minor grid subdivisions in newer versions of Blender (includes all versions from 2.50) - default settings had one major grid subdivided by ten minor divisions, if the major represent one metre, each subdivision equates to ten centimetres being typical, or more unusually pico-metres and much smaller units of micro-measurement.ĭesign note: for more details on setting up Blenders " Unit" system click here. In this way it's possible to adjust the grid so it represents any number of measurement variables based on Unit properties - inches, feet, miles, kilometres etc. This means when looking at the grid (at default zoom level) each major grid represents "1" unit, a single metre, with each subdivision equating to a sub-unit of ten centimetres (again using the default settings). For example when Blenders " Unit" property is set to " Metric" using the default " Scale:" value, it represents one metre. The Grids settings are a collection of modifiable properties and values that determine a number of fundamental aspects of the Grid itself the type of unit is being used, and the subdivision with respect to that.
![blender 2.8 generated type uv grid blender 2.8 generated type uv grid](https://blenderartists.org/uploads/default/original/4X/c/e/3/ce3655f19d71d38b7e2450a086fd69901ca45c96.png)
The Grid in its default state in Perspective (Right side) mode in Blender 2.49 - note that it's actually a lot larger than the same in newer versions of Blender (but performs the same way) What are Grid Settings ^ The Grid in its default 'Orthogonal' (from the Right side without perspective) state as seen in Blender 2.49
![blender 2.8 generated type uv grid blender 2.8 generated type uv grid](https://devtalk.blender.org/uploads/default/original/3X/0/e/0eb420186a05091253d60855f58eec353b72ee0e.png)
The Grid in its default state shown in 'Perspective' mode in the 3D View as displayed in Blender post Blender 2.50 (2.71 shown above) The Grid in its default state shown in 'Orthogonal' mode in the 3D View as displayed in newer versions of Blender post Blender 2.50 (2.71 shown above) It also informs the User about the Scenes contents the size and scale of objects, and their relative orientation - as the grid is fixed, the horizontal always represents 'front/back', 'left/right' (relative to Blenders defaults), simultaneously acting as a ground plain or positional baseline from which to work. The " Grid" itself, as seen in the 3D View, is essentially a visual aid, it represent the systems unit of measurement and can be changed in part of whole relative to that. The following discusses the basics options available within "Grid Settings", what they do and how they can be used, and any caveats that might need to be considered.Ī basic understanding of Blender is necessary but not specifically required to get the most from the below information.