Lesson 1: The GUI - Setting up a Quad View
This is the traditional setup of a Quad-Viewport GUI, this gives us the advantages of looking at the object (mesh) we'll be working with from several angles, imagine your viewports beeing 4 cameras pointing at the grid which is (again...imagine)...a rotatable table, kind of like when you create clay pots etc...on a rotating table, well...this is pretty much the same thing...the grid is YOUR world, and you can place any object on it...anywhere and thus create an entire scene.
You can press your numerical keypad (7 top, 1 front, 3 right, and press
shift while pressing those numbers to get the opposite sides).
Other than that, you can of course use the dropdown menues (view)
to do exactly the same thing, oh...and in case you haven't selected
Perspective/orthographic S in your preferences yet...which switch
between the Orthogonal / perspective view automatically...you
must press 5 on the num-pad to switch between 2D / 3D depth.
Furthermore - you can hold the CTRL pressed down while pressing
the DownArrow button (or UP) and expand the current view
that your mousearrow is positioned above. This makes it easier
for you to switch between quad-view and full-screen view.
Speaking of preferences, that's what we'll take a look at on the