3D Modeling Masterclass For Complete Blender 2.8 Beginners - The Basics | Danan Thilakanathan | Skillshare

3D Modeling Masterclass For Complete Blender 2.8 Beginners - The Basics

Danan Thilakanathan

3D Modeling Masterclass For Complete Blender 2.8 Beginners - The Basics

Danan Thilakanathan

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32 Lessons (2h 9m)
    • 1. Introduction

    • 2. Downloading and Installing Blender 2.8

    • 3. The Overall Blender 2.8 Interface and Layouts

    • 4. Blender 2.8 Workspaces

    • 5. EXERCISE - Test Your Understanding

    • 6. Overview Of The 3D Viewport

    • 7. Manipulating The 3D View

    • 8. Understanding The 3D Viewport

    • 9. 3D Viewport Shading And The Toolbar

    • 10. Recap Break

    • 11. Object Types In Blender 2.8

    • 12. Adding Objects To Your Scene

    • 13. How To Select Objects

    • 14. Manipulating Your Objects

    • 15. The Edit Mode

    • 16. Working With Meshes

    • 17. Working With Lights

    • 18. Working With The Camera

    • 19. Working With Text

    • 20. The Grease Pencil Tool

    • 21. Using Modifiers

    • 22. Recap Break

    • 23. How Meshes Work

    • 24. Vertices Edges And Faces

    • 25. Selecting Mesh Data

    • 26. Manipulating The Mesh

    • 27. Deleting Mesh Data

    • 28. Adding Mesh Data

    • 29. Joining Different Meshes Together

    • 30. Summary

    • 31. EXERCISE - Street - Part 1

    • 32. EXERCISE - Street - Part 2

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About This Class

In this class, you will learn the bare basics of 3D modeling in Blender 2.8. You will learn how to work with 3D models in Blender starting from scratch. You will be introduced to the new Blender 2.8 user interface. You will also learn how to work with and manipulate the different object types and their properties. We'll also cover how 3D meshes work and all the basics related to vertices, edges and faces and how to manipulate them to create any object we can think of. This class also has a number of exercises to help you sharpen up your modeling skills. By the end of the class, you will have developed newfound skills to help you as a budding 3D modeler.

This class is most suitable for those who are completely new to 3D modeling and Blender.

This class is also the first in a series of classes in the Mastering 3D Modeling series.

Meet Your Teacher

Hi, my name is Danan. I am a Software Engineer by day and a filmmaker/animator/educator by night.

I started out making an animated short film for fun using Blender a few years ago. It was during this time did I realize I had a huge passion for 3D filmmaking. I have spent the past 5 years making animated short films and have learned a great deal about the entire process of filmmaking and animation.

This is something that I do as a hobby. Animation and filmmaking are both something I'm quite passionate about and I spent a few years trying to learn and master this skill. Through heaps of trial and error and researching on my own, I feel I have come a long way. I would now like to impart this knowledge towards others who feel a similar w... See full profile

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1. Introduction: Hello and welcome to the three D modeling for complete blender to pollinate beginner's class. This is the first class in a Siri's off classes. This master class series has two goals. To teach you how to master better 2.8 powerful modeling tools, as well as helping you become an awesome three D model. Even if you've never modeled anything in your life. By the end of this class, you'll become comfortable with using blenders user interface, and you'll also have created your 1st 3 D models and also this complete scene over here. This class is perfect. If you're a complete beginner, off 2.8 or even three D modeling in general, everything will be explained in enough detail so that you can go away and create your own dream models. So let's not waste any time and get straight into it. 2. Downloading and Installing Blender 2.8: we now need to go ahead and download blender. You can do so by going to www dot blender dot org's. Then go ahead and download Fender 2.8. Choose the version that is most suitable to you. If you're a Windows user, you choose one of these windows once. Or if you're a Mac user, you can choose one of these ones. And also, if you're Lennix user, you can choose one of these ones to get an idea of which one you want to choose. You need to find out if your computer support 64 bit or a little bit on a Windows computer . I think you can do that just by going to this PC, right click properties, and you can see your operating system type of it here. So mine is a 64 bit. So in my case, I would go ahead and download the 64 bit. Once you know which version you need to download, go ahead and click it and then follow the download prompts. As usual. When you start a new version off Bender, you may be requested a few things on Start up like whether you want to go right click or left Like select. This is to do with selecting things like three D objects and vendor, this is totally up to you. But if you're not sure, I recommend going left click. I personally use right, like since previous versions of blender forced me to use right click. Therefore, I'm just used to it regardless. It shouldn't really affect your learning this course. So it's really up to you. But if you're not used to Bender or three D modeling in general, I recommend starting off with left like 3. The Overall Blender 2.8 Interface and Layouts: Let's just go through a quick overview off the blender user interface. So blender is basically made up off windows. This is a window over here. This is a window over here. Same as this one. And this time, right, Bent. This is also a window. Every window contains an editor, and you can see the editor type by clicking in the top corner dropped down in any window. So they're all the same thing. So here we have the three d View port. So he is where you work with three D objects. He's where you also do all the modeling. This is the outline, er, it just shows you a collection off all your three D objects in your scene, and you can search for objects to like. For instance, if on a search for life I can just search it like that. So you have a really epic scene with thousands of models and characters and city buildings in someone, and you want to find one specific character. But this over here can help you find your character model really easily. This is the properties window, perhaps the heart and soul off blender. Any sitting that you want to change related to your object or render is all done in the properties window. And lastly, this is the timeline window useful for working with and playing back animations. We won't really be focusing on animation on this course, so I'm not going to focus on it at all. You can change the sizing of windows by clicking and dragging one of these borders over here so I can change the timeline editor to be bigger So you can really see most of the text on the properties window or the outline er, while you can drag this one out so you can see a bit more, you can add new windows to allow out just by clicking and dragging one off these beveled corners like so so I can drag a new window here. I can click this than drag over here, left click and drag this one over here, and I can create a number off different windows. I can also change the editor type, like maybe I don't want to see the timeline editor anymore. I want to make this one say, and not a three d view port. I can do that or if We want to make this one another out liner, which it's kind of pointless. But I can also do that over here because simply Bender is just a bunch off windows. If I want to remove a window, this is where you can get a little bit challenging. But basically, that's to say, I want to remove this window. Well, I'd go to the opposite window and then dragged down. Okay, so in this case, I wasn't moved this window, so I'd go to the opposite window to this one click on the bevel corner, then dragged down until you see this highlight and then let go. Not that went to drag down and get. Is this dark? Highlight. You can also move your mouse up and choose to remove this window if you want. It does the same thing, and I know it seems a little bit challenging to explain. But when you actually try to add windows and remove windows on your own, it starts to get a little bit easy. Say I want to remove all the windows here and I just want to enable just this window in three reports. Well, first of all, I need to remove this window. So I go to the opposite window, take on one of the corners and then dragged this way. Believe that and then finally, under move this window. So I go to this window, go to one of the corners, click and drag down and river like that. And now I have most my screen as the three TV port so you can mix and match and play with different layouts. Not that each editor can only be assigned to one window, and one window can only have one editor. So it's a 1 to 1 relationship. You can create your own unique lout based on the type off project you're working on. If you want to save your new loud at the default, you simply go to file default Safe startup file. This will ensure that this layout will be loaded by default every time you open up an instance off bender. So go ahead and spend some time now to mess around with the interface. Try adding your own windows and removing windows. Get comfortable with it. Have a look at each of the different editors. I mean, we won't be covering most of them because they're not really related to three D modeling. But we will be covering just the ones that are related to three D modeling. I still recommend that you have a browse through each of them just so that you get a little more comfortable with Brenda's user interface. There are a bunch of editors for things like, say, editing images, and there's also a built in video editor as well. 4. Blender 2.8 Workspaces: Let's not take a look at work spaces. Workspaces are just these types over here. They allow you to organize your layouts in terms off functionality. So think off each workspace as just a new lout. Off Windows and editors. Each of these Louds are grouped based on the tasks that you are working on with sittings applied that is optimal for that task. For example, if I go to the animation workspace, you'll see a loud that is optimal for animation. If I go to, say sculpting, you'll see a layout that is optimal for sculpting. And the settings are changed to be optimal for sculpting as well, by default and so on. Workspaces help to speed up your workflow, especially if you're working on a bigger project, like a movie or a game. Say, for example, you're working on a movie project and you want to animate a specific scene. You may work in the animation workspace. Then you might decide that you know the color for one of your characters. Clothes look a little bit off, so you might then just switch to the shading workspace and then fix up the color off your character's clothes of a day, you can use workspaces like tabs in a Web browser like Google Chrome. Quickly switch between workspaces by clicking on these taps. Note that these workspaces are defined by the Blender Foundation team themselves in order to help speed up your workflow based on the task that you're working on. If you find that you don't really like it, you can still go in and change the loud to suit. However you wish So first is you might create a new window, reaches the editor, typed something that's more useful like a timeline. You have time on twice, but maybe like a dope sheet that's quite a common one when you use animation. But anyways, once you happy with your better file, you can either go ahead and save it as the default. Or just save the blend of file, which will only send for the particular father you're working on and the royal apply to any new instance off blender. If there are other types of tasks that you're working on that are not listed over here, you can still add them. So maybe you want to edit videos, for instance, if there are other types of tests that you're working on that are not listed here. You can go ahead and add them. So say, for instance, you want to go ahead and edit videos? Well, you can go ahead and create a workspace just for video anything. So just click this plus an over here under video editing, click video editing and now very real quickly, we've turned blender into a complete video editor. Sometimes you might have other types of tasks that are not listed here or here as well. Well, in that case, you can create your own workspace to do so. Just start with any existing workspace list, is said aloud and then go to plus and then duplicate current. Then you can go ahead and name your lead whatever you wished, just by double clicking on it and then naming is something like, say, my new layout, a woman, my my own layout. I don't know whatever, and then you can just go ahead and create your own loud say, I don't want this means. Sorry, I don't want this. Maybe would only the timeline. Some of this. I just want this kind of allowed on. We don't want timeline. We want to have, like, say, an image editor. Well, we can do that. We can. This will now be saved as our own lout. And if you want to enable this by default, every time we open a new instance of Bender again, you can a file default to save Telefile. Or if you just want to say we're just for this file only just go file and save throughout this course, we will mostly be working in the modeling workspace sometimes will also be working in the layout workspace later on. In the course, when we do some texture, ring and rendering, we may switch to the shading workspace, UV editing workspace and the rendering workspace. Sometimes we may even create multiple variations, like we did over here off the modeling work space just to help speed up our modeling workflow. 5. EXERCISE - Test Your Understanding: all right. Exercise time for this exercise. I want you to try and change the layout off the windows toe a different leads other than the one you see by default. I want you to create your own unique lout and have six windows on it. All six windows will be the true TV port. Then I want you to duplicate the modeling layout and then remove a windows and have just the three report. If you're not sure how to do this, please refer to the previous videos in this section. Good luck. 6. Overview Of The 3D Viewport: first, we'll look at the three D View port. This is the main editor that we will be working with to make our awesome three D models. The treaty viewpoint is your virtual universe. It's your own virtual playground where you build your models and scenes. This treaty universe is massive. You can go towards infinity. Well, actually, more realistically, however much your computer can handle the three worlds you build can be as massive as the entire solar system. If you want, or as small as a tiny bedroom, you're in control of your own 20 world, and you can do whatever you want. You can clear your own rules. You can design and build your own city however you want. You can make your own laws and traffic rules that everyone in your virtual world has to abide by and there's nothing to stop you. Every object in your three D world has coordinates to indicate where it's positioned. The location off your object can be determined by its X, Y and Z coordinates. The three D View port has X, Y and Z axes to help us determine these coordinates, and each of these axes are perpendicular to one another. The X axis is the access that is shown in red. The Y axis is the one that's shown in green, and the dead access is the one that's shown in blue. These that access almost always refers to the height or the depth off your three D view. It's always a vertical line, so let's take this object. For example, if I go to the properties off this object found in the properties window, you'll find the X Y and Z coordinates for the object. So right now the object is at 00 and zero. But let's say I do this object three meters to the left off the X axis. Well, I can go ahead and change that directly over here and on the Y axis. Maybe I want to move it, say, to and on the Zed access. I want to hide to be somewhere over here. So 123 So, no, our object has new coordinates. You can also click and drag to change corners wherever you want in your three d world. Another way to modify the coordinates of your object is by clicking this tool over here, and so are over here and then dragging out. Alternatively, you can hit in on your keyboard. That's a short jerky. You can also do the same thing over there. This is pretty much the same thing as using this tool. Note that if I go in the opposite direction in the negative direction, the object moves on this site so you can have objects going in the negative direction as well. Well, what does this mean? Well, this means that you virtually have an unlimited space to build your three d world. Your three d world is big enough to handle any kind of scene that you want to build. Your true the world is effectively limitless. The only limits are your imagination. 7. Manipulating The 3D View: so you can use this through which it will be here to determine the axes names. You can also click and drag to control the view off your treaty report, so it's a handy little widget. If you want to go into specific views off the axis, you can just click on the excess effectiveness. Will X over here, you'll be viewing it from the right view, as if the X axis is coming directly into your eyes. So from this view, just imagine yourself over here and you're looking directly along the X axis. Likewise, if ago the Y direction you'll be looking at it from the back view from the dead access you'd be looking at from the top view. And so one. Likewise, If I click on these little dots over here, it'll be the opposite. So, for instance, if I click the why we're in back few. But if I click, uh, this white over here, we're in front of you. So if I took this said, we're in top view. But if I click this blue dot over here, we're proud of you. So it's just the opposite. So this is the right view and Conversely, this is the left for you. If you have a camera in the view port and luckily we do by default, you can total in an hour off camera view by clicking thistle bun over here. So where out of camera view were in camera view? You can use this rigid to move the view, so just click and drag, and you can then pan around your scene. This button here should be straightforward. Just click and drag to zoom in and out of your scene again. Note. If you have your mouse over any of these Richards, you can see the show car keys that scientists for the camera view non pad zero will allow us total between Cameron you and the training report. If I want to go to right, you just hover over this view over here and just hit three on your lump at Likewise. If I wanna go to top you, for instance, just hover over the set and then you can see the show Country number seven. So if I get seven on my keyboard are going to talk to you, Same over here. If I want to go into this view of a here, number one that will be at the front of you and so on. You can also change the view along the This head of menu over here just took off of you. And you can see all the different views that you could change too. And they also have the troll car keys, which are pretty much the same thing. The top You will go to number seven. And if you check this over here, this top view is also a non pet seven. So you can pretty much do the same thing over here without having to memorize short car keys. There's also a bunch of other cool show car keys you can use. Like if you want to pan left, you can use number at full, so that will keep panning left. Another cool feature is the flight navigation. Click over here as if I'm playing a game so I can go w to go forward. I can go ah de to go to the side. You can use it. You can use unusual w a pest the keys to never get through. So very cool. If you want to fly through your three d world and see how everything is going. And then just move your mouse left and right to rotate so pretty cool and then just escape if you'd wanted done with fly navigation. That's another way to navigate your three D report. So we've just looked at three different ways off navigating the three Vieux port, using this widget, using the menu using shortcut keys. That is also another way off navigating the report 1/4 way that's now available in blender to pollinate. Just hit the tilde key on your keyboard, and you can see the different viewpoints that you can do. So. For instance, if you want to go to the right of you, just think that you have left. If you just take that top, you the bottom view and even total between camera view and so on. Now, if you don't have to click, you can also just hold down the tilde key and then swipe right to go right view. Hold on until the G swipe left and let go the tilde key to go to the left. You just a quick away without having to click, because clicking can be slow so total between camera view just put on the told a G go to the camera view. Let go to the same thing again. I want to develop your muscle memory to remember all of this stuff. It becomes a lot more easier and quicker than quickly change between views in vendor without having to memorize your car keys. I could also make your workflow a lot more faster as well. 8. Understanding The 3D Viewport: Okay, So now looked at the three D View port and the navigation tools are available. Let's now look at these little tools of the site over here. So you have a bunch off widgets of here. This is mostly related to manipulating your objects. We'll look at manipulating objects in the next video, but this is just the basics. If you want to move it, you can just change this to the move mode and then just click on the arrows to move your object wherever you want. If you wanna rotated, you can just rotate it. However you like again, we'll look at these in the next video. All right, So let's not look at these witches over here. This controls the visibility off the types of objects in your scene. So, for instance, if you have, like, say, ah whole bunch of cameras and you're seen, um, like you have an epic scene going on with the six different cameras sharing six different views of your object. Sometimes when you're animating a scene, you don't want the camera to get in your way so you can actually trouble off the visibility off. So let's say the camera so you only see the object that you want to see. It's just something to help de clutter your work floor and make it easier for these tools. Just trouble off the visibility. So you talk off the visibility of every single measure in your three d world or curves, which we don't have any of the moment. If you have any text, you can also talk off the visibility on this. Every here troubles off the selection. So, for instance, we have our camera over here. If I turn off, this arrow over here means that I can't select any camera. Now this comes in handy if you have loads of objects in your scene and you don't want accidentally slept the camera. Say it for, like this example here. If I don't want to slide to the camera and I only want to strike the lamp, I can just trouble off the selection of the camera so that I can go through it and step the lap. So again, it's just just to make our lives easier, So that part is relatively straightforward. So I just took everything back on again so that we can factory work this one over here just simply totals off and on these little gizmos over here. I think that that goes away. It's on this. Come back straightforward. You can also control what other gizmos you see. So if I click this move, rotate scale, you can see the gizmos available on these objects every time you select them. And so one that makes it easier for you, but by default, you don't really use that because you just don't go to the mode itself. This one over here shows you the overlays that are in blender. So all this stuff over here, like this treaty cursor, there's grid floor, they're all overlays. So if I just took it off, you see what is essentially the final or will the almost final scene. So this is very good. If you want to just go your camera view on just preview what your final animation will look like just to get an idea of how your scene would look like Juries just used to do, like a very, very quicky open GL render like it's not the final render, but it's just like like an almost final render. Very good. If you want to create things like Anna Matics for your movie or just preview how your game will look. And he also control. If I could just dropped out of here, you can control what you get to see over here, surfaces it. Always see the wire frame off my object in the view port against Quit the wire frame and you can see the wife and I are very clear. With this cube. You can see the lines over here. If I had another object that's a little bit more detailed, like this one. The monkey. You can see a wire frame like the topology off, how this monkey is modeled that can come in handy. Um, if I turn this off, it will turn off the texting for it. You can see along over here on a long and as well. You can also hide the three d curse if you don't want to, Um, and you know these other stuff as well, which is straightforward. This button over here just shows the entire scene as transparent so you can effectively see inside. We'll see through your objects. So if I just versus put the Cuban from off the monkey you can still see the monkey inside the cube, but this can be very effective if you're modeling, say, an architectural model. We have objects inside your house like rooms and bedrooms and things like that, and you want to be able to see the entire scene in one. It can be quite effective. It can also be used quite effectively to locate objects as well. Previously used to be available under the Zeki in better 2.79 and below. Now it's just a button. Shows seem transparent. 9. 3D Viewport Shading And The Toolbar: moving along that beings parents every here Tuggle the display off your objects in the treaty report. If I took this, you'll see all your objects in wire frame mode so you can clearly see it through the objects. Along this, you can talk between wire frame bird or solid murder, which is a default mode in Blender 2.8. You can trouble to look their mode, which will include texture, information and lighting information. So the solid largest, so's your object in one solid color and overtures to show your objects form anthropology looked at murmured will step it up further and show any textures you have applied to your objects, as well as any lighting as well. Finally, we have the Rendon mode, so this is the mode off what it will look like in your final render. So depending on which rendering engineer used E V or the more photo realistic cycles, you can view what the final window will look like. Uh, over here. So note that this goes in order of how much memory use so why Frame will use up the least amount of memory, and Rendon mode will use up the most memory. Like why? This also shows the order along how close your final scene is to the final render. So why Frame mode is far away from your final render, and the rendered mode matches your final render exactly. So this will drop down here just changes the settings, depending on which mode you select. So in solid murdered, I can decide doing a show in madcap mode. So, for example, if I'm doing sculpting, I may want to give this solid material to every single object. Maybe I want to show this mode. I want to show this kind of shading with this type of shading the looked Everybody's where it's been more the settings come a bit more powerful. So like like I mentioned earlier, it includes lighting information. So, for instance, if I have a lamp over here to say, I'll create a simple point lamp that has, I don't know, like a green color right now. You can't see any lighting on our three D objects, but if I go to the settings and enable same lights, then we can start to see some of the lighting come into effect. So right now, the lighting lots of powerful, but he finds make it. But if I just make it relatively powerful and then hovered somewhere over here, you can see the lighting take effect. Okay, so there we go for the rendered mode. Not that you don't have any settings available. It's only the looked at mode solid mode and also the wire frame mode so you can determine how much extraneous or have a seat. Rudeness is available in this mood. Aziz was true in the background and the color off your wires on so on inches random colors , every single object will have a different color. Okay, so that's that's pretty much the basics off the three people these parents are here are mostly related to modeling. Before wrap up this video, there's one more thing I just want to show you in the view. You can toggle the sidebar. You can also hit the n key on your keyboard to total it like so thes tool. But it can also be used to make customization to right now, a little light selected. I can change the location of light by just clicking and dragging. Uh, this s o. I cannot to the rotation but with a lamp. This is quite appointments because you can't really rotate a point lamp because a point left only shines everywhere. This would make more sense, would say, a spot lamp. Okay, you also have tools over here. There's pretty much the same as the active tool settings available in the properties window . This is a view settings life example where you want to set the three D cursor and you also have extra tool over here, your one your version of about 2.1 had this. My one does, because I have extra add ons available in Villa 2.8 to make my modeling life easier. So these are external adults. I just wanted to enable them for my personal projects to make me to allow me to easily create architectural elements like windows, doors and things. But you have to worry about it because in your vision, Brenda, you're going have this. This is just after you start to get more familiar with Blender and working with external plug ins and Alan's. This can become useful depending on how many atoms you have enabled in your virginal bender . You might get extra tabs of along here, but I think your visual bender would have this, so don't worry about it. 10. Recap Break: so that is pretty much the basics off the three d View port. So just to recap, the three review board is basically your own virtual universe, and you can have a collection off three D models located at specific X, Y and Z coordinates. You can change the view to suit your liking, using any off the available options like this widget over here, the menu and also the time in you and, yeah, the stroke car keys on your numb pen. You can also use thes options. Are we here to manipulate your view port of roles like changing the visibility of your overlays or the default shedding types available in thes modes? Finally, we looked at targeting the two bar on the side, which is useful if you want to further tweak the settings off your objects. Or if you have external plug ins and Adams, you can just see that over here to make the creation off. Your three D scenes are not more easier and more efficient 11. Object Types In Blender 2.8: When working on a blender scene, you need to work with objects. And there are many different object types that are available in blender, and each object type is distinct and has its own unique set off properties. You can see the full list of object types and even at them to your scene by going to the admin you or by using the shortcut key shift A. Both of them do the same thing. There are many types of objects that you can include in your scene. You can. Admissions is. You can add curves, you can have text, you can add a light, and you can also add a camera. Some of the object types also have types within themselves. Like you have different types of lights, you can have different types of missions. We'll look at them a little bit later. Each object type has a unique set of properties that help make it a distinct object type. So when I select an object and then viewing in the object data tab off the properties window, you'll see that each object type has a different set off properties that you can sit on it , for example, for the light. You can change the color and intensity for camera. You can change the focal length and maybe add some. Dip the field for a mission. Ganson, Vertex groups and Shakey's will obvious look at this kind of stuff a little bit later. So properties off these object types are unique, like you can't have focal length set on a cube. That doesn't make sense. You can't have light intensity apply to a camera, so the object types have a unique, distinct properties. So now let's just do a little mini exercise. I hope you'll follow along with me. Let's go ahead and add some objects to our scene. So first off, just click somewhere random over here so that we can position we're gonna at the object to our C. Then go shift. A mesh will start with a UV feel. Cool. Maybe. Now let's add in a light, so let's click somewhere here, shift a This ad in a light. Let's just say a sunlight, maybe for all these objects. I want to have a ground plane, so I want to put my 20 cosa right in the centre off the through the universe so I can go shift s cursor to world origin. Still slept the treaty closer, right to the center. Then I can go shift a mish plane. Maybe I can scale up the object so that I have a very, very basic seen. Maybe I might just go ahead and maybe just add one more objectives by clicking somewhere on the ground. Over here. Shift A We can't go. Ad mish. This is add in a monkey. So in our three d universe, or are three Vieux Port, we have a couple of objects. We've got a cube about a sphere. We've got a monkey, which is her name, Suzanne, which is a rascal of blender. And we also got a plane. These are our mish objects. We've also got to light objects. One, It's a sun light. Another one is a point light, but just called light used to be called point light in the older versions of blender, and we also have a camera. You can see the full list of objects that you created in this window Over here. This is called the outline a window, and you can use the outline a window to find objects. So, for example, If I want to find where Suzanne is, I can type here, Suzanne. And then if I click it, it will automatically select Suzanne for me. I can move that to see all the objects again. And if I click random objects, it will select those objects in the three D View port. When it comes to three D modeling in the traditional sense, the most common object type is the mesh. So these things over here, which will look at in the next couple or videos 12. Adding Objects To Your Scene: Now that we have an idea of how the view port works, let's not take some time to understand how objects work. In blender, there are many different object types. In blender, you can have measures, curves, text lights, cameras and so on. Each object type is distinct and has its own properties and settings available in the properties window. You can add an object in two ways. You can either go directly to the menu and go ad and select any off the different object types, and you can see all the different objects types that are available in Bender. There are quite a lot. Another way is to go to your truly report and go shift A that will open up the exact same menu as the one over here. If you don't think you remember that show cocky, don't worry. Just have your mouse over the ad key, and you can see the shocker key that it's pointing to. For instance, if I want to add a sphere to my truly people, I just click the three coasters some way. Wherever I want to atmosphere, just like so, then go shift a or at mish you. These field and there I have a Unisphere to my scene. Maybe I want to add, I don't know, a code add mesh could perhaps over here I want to add a tourist, Add mesh tourists and so on. So that's why we use this tree cursed object to determine the location off where we want to add our three D object. If one at an object in the middle again just clicking along the middle World work because by default, the three d cursor will stick on to the object that used Click on. So I click over here, it'll stick onto the stop off the surface off the current. So I can't exactly place the three course precisely over here. Unless I go to this view over here, let's drag it out and then go. 00 Simple little prick. Place it precisely in the center or a useful Shakaki that you can use is shift s closer to world origin. Okay, so that you can open up a another pie menu to shift s of them. Just creditable origins. So I can click anywhere. Shift desk was the world origin and we'll go to the senate if you don't like the idea off the or treaty crisis sticking onto your through the objects like So I just go to the three co star mode and then go to the active tool settings and then just UnTech surface projects that now you click over here. Let's say it won't actually click onto the surface. It won't actually snapped onto the surface of your three D objects anymore. You'll just go right through it as if it was invisible. But by default. This is selected some sort of leave, like so because this can be quite useful when it comes to modeling, right? So when you add an object, note this empty space of here You have a public Bridget that comes up over here. Here is where you can further change settings related to the object, like you know, for example, the geometry data. So I might not want to have that many segments, and we want to have 10 segments, so it looks a lot less detail and a lot less rings. Five. So I create something that looks like that on me. I want to happen. It's really, really detailed. 50 and 50 looks really, really smooth competitive this object. So here's where you can change the geometry settings or even the precise location off your added object. Living along the Y Axis Zet access and so on. We even changed the rotation. But what's this? If I now select this object and then go back to this object, I don't have the public it anymore. It is appeared, so that's something to keep in mind. If you go do something else working some other operations and your scene, then come back to your object. You will lose the settings Whenever you add an object. Make sure that you straightaway make the adjustments to the settings to whatever you need, and then go ahead and work on other stuff in your scene because you will lose it. It's just there temporarily, just to make it easier for you to quickly make some quick adjustments to your default objects. Not that you can still change the precise location off your object. So if I were to item and change the location, I can still do the same thing like I did in that little public it. Or I can use the properties window to change the location, rotation and scale as well. But the other settings, like how much segments and rings I want my use for you to have that all that data will be lost so you can't change that in the properties window or the transform widgets as well. So just going back again, look at all our object types. This mish type of here beans contain all our primitive object data types, which means they default measures and shapes that come available in Bender by default. You won't see this occupation archaea pack in your vision of vendor again. There's an external add on plugging that I'm using to allow me to very quickly create other types of objects, like windows, doors and rooms and things like that. So these primitive times is what you would usually start off with to start modeling any type of object in vendor. So you can literally start with this primitive object over here, the cube and turned this one into a fully detailed character model. These other types of here are all different object types, so, for example, you can have a curve Over here. You can have text so good for creating logos and things like that you can have different types of lights, like spot lamp, or you could even have a sun lamp. You can have, um, another camera if you'd like. And these are all different different object types that we have available in vendor with the different object types that are available in bender, the primitives, the cameras, the lights, the curves. They also have their own unique settings that are available in the properties window, and there are available in the object data tab in better 2.8. So I think that you can see all the settings related to curves. I expect these measures. You can see all these settings related to the measures of the voters groups, the shape keys and things like that. By sector lap, you'll see the settings related to the light itself, like what? Colors and light, How powerful is the light and so on. So so far, we've looked at how to set the three d Custer and how to add objects in vendor as well as the properties associate ID to the different object types that are available in a blender 13. How To Select Objects: Let's now take a look at how to select objects in belly to pollinate, inventor to pollinate. Selecting an object is either done by left clicking or right clicking. But it depends on what settings you choose when you first install Bender. And if you're not sure what you did, you can always go to edit user preferences Key map and you can see which one you slighted if you slept. Had left the new slightly left if you slept right when you slept, right. If you're coming from three DS max or Maya, you may be comfortable with using left. If you're a bender veteran, you may be comfortable with using right. If you're just starting out and having used any three d suffering before, then you could choose between left or right. But it is probably Mawr recommended that you go with left. Since that is the industry standard for selecting objects, I guess my case I have right selected. I generally use right, like because, Well, I've been using Bender for years and it feels, I don't know, a little bit weird to do left like selection. I guess when I right click on one of the objects that will select the object. And you can tell an object is selected when once it has this little orange highlight around it. So in this case, I selected the lab. In this case, I selected the camera and this case I selected the cylinder and you can see the object data tab off the properties window changed as I select the different object. So we have this orange highlight like this. This is now the active object throughout this entire course. Whenever I mention selecting an object, I could mean either left, like selecting or right click. Selecting this really depends on what you've set up. So throughout this course, when we're working on the exercises or if I'm showing you a demo or something, I'm not going to really say right click to select your character. I'm just simply going to say, Select your character and hopefully you'll know what I mean. Other than simply selecting one object at a time, you can also select multiple objects at once. You can either go to select all, dissect every single object in your scene or select none to do the opposite using straw car keys as well. Okay, dissect everything Or hold a two second. Another shocker, kid, that I stumbled across it. If you double tap a really quick, you can also de selected. You don't see that here, but I think it was just an extra short cut key that was added by default. I think that was implemented in the user preferences Key maps somewhere, if you only want to select a specific set of objects, you can change to multi select murder over here and then just click and drag the objects that you will select. So in this case, I dissected this group of objects and not the rest. Note that the one in the brightest orange over here that is the active object, not the rest. So the settings and probably, you know, will only apply to this active threat with just sphere doctors or one for make this on the active object and then sect everything. Then the camera will still be the active object. In this case, if you have your mass over the select box, you can see the shock are key that is linked to shift space. Power will only show you a shocker. Key off all these tools available here. It's available to every single Bridget over here. But that's not the shock you're looking for. It's the one next to it, B b. I can do the same thing. Do the multi section toe that way as well. Another type of selection to weaken use is the circle select. So they go circle select. I can have a circle of here and I can just click and then paint all the objects that I want to select some realistic. This one and the cone is will. That's another way off. Multiple selecting objects again. You can use a shocker key as well. This time you use the shocker Keesee, And if you scroll up and down, you can control how big you want the influence to be. In this case, I can select more objects and once using and larger influence. Okay, so just hold on, CNN scroll up and they can select more objects. It's gonna be useful if you have a really, really large scene in the entire city, and you wanna sector portion of the city that can come in handy if you want to manually multiple select objects one at a time. just first step your object and hold on a shift key and then select any other remaining objects that you want to select. This can be helpful if you want. If you know the objects that you want to select, so forces. If you want to select only, say the cone and be cube. You just like the code and ships like the tube. And we can transform or do whatever you want with those objects. But no, When you do multiple selection, the object that you select last will become the active object. So right now the code is the active object. But then, if I should Insect Cube since the Cuban the last selected object, it will become the active object, not the cone anymore. So good to the lab. You can see that now. The lab is the active object. 14. Manipulating Your Objects: Okay, So we now look at how to select objects in a blender. 2.8. Let's now look at how to manipulate those objects in Bennett to pollinate. So we looked at this briefly in the treaty report section. But basically, if I say it's like this object over here, I can manipulate the object using any off these four buttons over here. So if I took the move, which it over here, I can move the object wherever I want by just clicking and dragging anywhere. I want my view port if I want to. Control of which access I wanted to move. I can just go to the red arrow over here and then click and drag. Same for moving along the y axis. Click this. Why dragged over here? If I want to move the object a little higher, I can click on this blue line and then dragged up wherever I want, Uh, visible boxes that you see over here, the green blue and the red. This basically say's that it'll move on any access other than the access off the color. So what I mean by that is if I click on this green one over here, it will move on the X and that access, but not on the Y axis, which is the green one. I think this one here, it'll move on all access other than the X axis and the fact like on this blue one over here , it'll move on all access other than the set axis like so So you can still see that maintains that same position. There's going to be useful if you have a floor and you just want to move one object that's on the floor to another part off the floor. You can just click on this one and just control where you would and on the floor again. You can use one of these helpful papa budgets to control the location off where you want to move your object. The next week did is the rotate widget, so this can control where you want to rotate your objects, and we begin to free form rotation by clicking and dragging wherever. Or you can use these access to restrict on the access off where you want to retain moderated along the X axis. So this is acceptance already long this way that I just click the red and then just rotate . You can see that red line where's rotating Same with the wife on a ride along this direction and use this and dissent access all rotate along on this direction. Then I described this Zen one on You can see it being returned along the Texas next time we have the scale does pretty much the same thing. I can either scale the object as a whole by clicking and dragging anywhere, or I can limited to be excess on this works exact same way as well on a scale the X axis because it scales on the X axis before on a scale on the Y axis skills. Why, before skilled is it access scales on these it and you also have these little squares over here which basically the same thing, like with the move. You just say scale on any accent other than the accents off that color. So if I If I click the blue one scale on the x and Y, but not yet, okay, you can really see that affect clearly here, but you might be able to sit on the Cube. So in this case, you can see that the object is scaling on both the x and y, but the height off the cube still remains the same. And finally, you have this transformer Egypt, which is basically all these three put into one so you can rotate it by taking chicken dragon. This one you can scale it by clicking this one. You can move it by clicking this one. Well, you can If I just do a free form, click and drag, you'll just move it. He wouldn't do anything else. Now if I hold my mouse over these witches, you'll see the show cocky that is linked to move is G rotate is R s is scale. So are for rotate. It's for scale. Ah, move doesn't g don't really stand for move. But I think previous versions of blender it used to mean grab. Okay, So if I go g, it does the same thing. If I go are even though I mean still movement, you'll still rotate. Good guess, Bob. Still in room, but I could still scale Doesn't really matter, but But, I mean, I can student any word rotate scale biting s protest biting r g by just living like that. And if I want to also locker to the access like we can do over here, you know, to use a shoulder key for that, the first U SE gi to grab or move and then say you wanna do it only on the y axis, just his wife that would not constrain it to the y axis. So maybe I want to watch it only in X axis. So go our ex. That'll Wharton only on the X Axis Mariola scale on the set axis. So guess said will scale on the set axis. So the exact same things are available in better 2.8 as well. Know that there are some useful show cookies for the camera as well. So if I just select the camera and then total into the camera view by many pressing zero Well, Tilda and then in this direction, I want to change the camera that that I'm viewing somewhere like a view and cameras and set the active object as camera. Shobaki for that as well is controlled lump at zero. So we have this camera over here so you can use the Shockey's within this region. as well, so I can go g to pan around my scene are to rotate my scene and s will not do anything so you can't zoom into your scene. Where you can do is I can constrain the access a fellow G and said, That's the height. But Fellegi said said, I can zoom or move into the scene. Okay, cell, move your your camera along the excess G said said, We'll see that it can move in and out. If I go our x x, I can pan up and down our zed pan left and right. You don't have to remember them, but those are the useful and helpful shorter keys that I generally use whenever I animate scenes, and I need to animate the movement off the camera is, Well, okay, so that's the basics off how to manipulate objects in Bender. But there are other manipulation tools that are available for objects. So if I use this toolbar Richard over here, if it's closed for you, you can just drag it out by clicking on dragging this arrow key. Every here change the X location why, location, location and even change the rotation of some of these objects exact same way you would do with the modelling tools. You can also do the same thing with the properties window as well, watching exactly much in scale the X axis and so on get really, really precise. And there are multiple ways to really manipulate your objects in Bennett 2.8. If you have external plug ins and add on, you may have a helpful plug in that can do some other cool and we're effects to your objects. 15. The Edit Mode: So far, we've looked at how to modify our objects at the overall object level, but that's all we can do with it. What if we wanted to take this primitive Cuba over here and turn it into an epic character ? Simply scaling or rotating the object will never, ever help us get there. Unless, of course, your character is going to be just this box. We need to take it a step further and edit our object to edit objects. You just select your object or multiple objects and once and then simply changed in mode of from object mode to edit mode. Ah, handy shortcut Key to remember is the tab key on your keyboard. A lot of better tutorials you watch online will keep mentioning time into edit mode, so this should be a pretty easy shortcut. Key to remember. Once you're in edit mode, you'll be bombarded by even more widgets on the left off the 30 report These are your modelling tools. Think of it like your home tool set. This is what will help turn your simple Cube into an epic character. Master this tool set and you go on to create awesome things well now step through each of the tools in the coming videos in detail, but before we go anywhere, we need to look further into how measures are made. 16. Working With Meshes: meshes. This is the most commonly used object type in vendor and is what you would use if you want to model most kinds of things. You can use missions to make architecture, characters, nature elements, planets almost any kind of thing imaginable. Bender comes inbuilt with a number off primitive objects. Now, Primitive Objects is a three D modeling term. It doesn't only apply to Bender. It applies to almost any kind off. Three D software. Primitive objects are just the basic geometries that you can use as the basis off making any kind off three D object. So here are the most common primitive objects that are available in Bender, and you can add them are going to shift a mesh and find it over here. So you have your cube, you have your sphere, you have a cylinder, you have a tourists have a cone and micro sphere and also a plane. Meshes are made up off. Verte sees edges and faces, so these 30 sees edges and faces. They combine to give your object this shape and form. They help to make your cube looks like a cube. Your sphere look like a sphere in your son along a cylinder and so on. Most three D modelers would start with one of the primitive objects to begin with as the basis off making their final model. They will then modify them, using the available modelling tools or modifiers to mold out the three D object that they're trying to recreate. So they actually started by using one of these objects to model a Ferrari or ship or a character or something like that. 17. Working With Lights: just a quick warning. This is going to sound really obvious, but light objects they used to light up your scene. You need them so that you can see your objects. Without them, your renders would be pitch. Black lighting is a form off art as well. I mean, you don't just throw in a bunch of lies just for the sake of being able to see your objects . Clearly, you can use lighting as a way to create atmosphere and mood. In fact, there are entire courses on this topic alone, not only for three D, but for real life photography and filmmaking as well. There are different types of lights that you can use, which would like you're seen a different way, like we have a light. Here we have a sun lamp. Over here, we have a spotlight. Over here, we have an area like living here, and each of them will like you're seen in a different way. Lights have their own unique properties as well. Look at the object dollar tap, just to name a few. You can change the color of the light where you can change the intensity of the light. That means how bright or how powerful that light sources 18. Working With The Camera: the camera object is used to capture your scene so that you can render out what it sees to a movie file or a still image. It can also be used to act as the viewer for a game that you make in blender. There is only one camera type in vendor. You can select any other camera type, just like we can with a mish or a light. The properties that you set up for the camera can help it to give it a distinct look. I mean, if you play around with the settings or changed like things like that, the field or sensor size or focal length, or allow this kind of stuff over here, you can actually make your camera look anywhere from being a simple mobile phone to an epic red film camera or some some crazy camera like that. If you know how to play with the camera specs that is in vendor, if you want a total between the camera view on the three D report, you can either click this button over here, which totals the camera view so I can go in and out of the camera view. Or you can press the zero key on your lump at I don't the exact same thing as well. You can also manipulate your camera the same way as you do with any object like you can move the camera up and down. At the moment, we don't have any objects as a reference point. So if I was quickly at a simple object over here, let's just say a UV sphere. And then I construct the camera by just like I'm selecting any other object, but this time slept on the border. And then you can use thes widgets like over here just a move or to rotate. You can't scale a camera. That's the only question we can't do on a camera, because the next I sent you. If want to scale a camera, can other use a focal length for Go into the View seven g that that that's a handy show, Cocky, that I remembered Teoh zoom in and out of a camera, so that's pretty much all you need to know about the camera 19. Working With Text: next up text text is also quite straightforward. It's an object type that allows you to create two D or three D text. Perfect. If you want to create a movie, local intro or maybe your own logo for, Let's Say, your YouTube channel again. There is only one type off text in blender. You can't have other types off texts, just like you can have different types of missions or different types of lights. You can do the same with text, but you can change its properties to give it a distinct look. The phone system in Bender It's a little bit weird, a little bit different to what you would find in any any application. Really, the way it works is you have to click this folder icon over here, then navigate to your funds folder so that would usually be undersea windows fonts directly , and they can start to any fund that you like. Maybe you can click this this box over here if you see the front small clearly. So in this case, if I say I want, I want this little fun over here now, the front changes to that front, and I have to pretty much import any foot that I want. This way to change the actual text of the object you tap into edit mode again, and then you can use it like how you would normally use that same Microsoft word. So again, backspace all the text and say my own logo or something like that. And, as you can see with not created a nice to D logo in Bender, so you want to convert this to the text into a treaty text well under geometry. You can pull out this extrude by clicking and dragging, and now you have three D text and make it a thick as you want. You can add in a little bit of a bevel just to smooth out the corners. If you had zero, you'd have very, very sharp and ugly looking corners. But if you added liberal bevel, it looks a little better in three D Modeling. Bevel actually helps your models look a lot better because it does help to catch the light on the corners. Increased resolution. The corners look a little bit more detailed and you can see in about less than one minute. We've created a cool looking three D logo in vendor 20. The Grease Pencil Tool: The grease pencil is a new object type available in blender 2.8 and above. Grease pencil objects allow you to draw two D objects in a three D world. They are perfect for creating two D animations and cartoons. They don't have any depth information. You can draw whatever you like. You can color it in. You can also animated frame by frame. You can add cool effects as well to your drawings like rim lighting or just random wavy animations. In this course, we will not cover the grease pencil tool because that's mostly related to two D drawing or cartoon animation and things like that, not three d modeling. 21. Using Modifiers: Finally, I just want to discuss a little bit about modifiers. Now, modifiers are not object types. You can't find them in this list. Over here, they are simply a tool to non destructively modify your object. So if you go to the modifies tab in the properties window, you'll see a whole list off modifies that are available. And if you add one of these modifiers, this will apply it to the active selected object. They can be used to enhance a model or simplify the modelling process. Like for example, you can smooth on object like this cube by using, let's say, the subdivision surface model file. So now we have a smoother version off our cube doesn't look very smooth at first class, but if I pumped the numbers up over here, it gets even smoother. And I did say that this is nondestructive. What this means is, if I just close out this model file, the original que but still stays intact. So even though it looks like we have a lot of overseas and edges and things that are going on here, the original model still stayed intact. It is just a simple cube with eight courtesies. Not only can you smooth an object, you can do other cool stuff. You can mirror an object. You can add skin to an object. Making objects have been what thickness to solidify and things like that. Another popular one for modeling is the bullion modifier, which is used to cut holes in object. So you have you have a wall object. You would cut a hole for the window or the door. Then you can use that one as well who cover modifies in more detail in the section on modifiers. 22. Recap Break: now, I'm not going to cover any of these other object types in this course, so feel free to explore the other object types in vendor on your own. Maybe play around with a few of them, mess around with the properties and see what you can do with it. So I just want to give a quick recap off what we've learned so far in this section. There are many different object types in vendor. Each are distinct, and each have their own unique, distinct set off properties, which are mostly found in the object data tab off the properties window in Blender, the most popular one for three D modeling is the three D mesh, and that's the one that will mostly be focusing on throughout the rest off this course. 23. How Meshes Work: Let's just step back a little bit and start with the basics off three D modeling and look at what measures are. I've been loosely throwing around the word measures, but I haven't really explained what it is in three D modeling measures are a collection off 30 sees edges and faces arranged in such a way to create a polygonal shape off your three D object. So here's some new jargon. Primitive objects. Primitive objects are the default missions that are built into not just blender but any three D software. When you open up any three D modeling software, you'll get your cube, your sphere, your cone, your tourists, your icons, fear your plane and maybe a few others in blender. You can see the full list off primitive objects when you're about to add it to your scene, so you go to the admin, you and then mesh. You can see all the primitive objects over there. The same thing can be done if you go shift a mission as well. Interestingly enough, the monkey is also a primitive object that is only unique to blender. I guess it's kind of a mess. Quit for blender, her name is Suzanne. Just thought I'd share that with you. Pretty much every epic treaty model, whether it's a character, a skyscraper, a tree, a Ferrari or the leaning tower of pizza starts its life out from one of the primitive objects available in the three D modeling software. So when you add a primitive objects like a cube or a sphere, you're essentially adding a mish into your scene. Dad Miche has vergis ease edges and faces when you create a character. That character, Miche, has vergis ease, edges and faces, all arranged in such a way to appear like your final character. Measures in Blender have two main properties Vertex groups and shape keys. Vertex groups simply helped to group a specific set off notices and have them waited. Shakey's are mostly used for animation and really just allow you to deform your mesh anyway , like so that, if shaky, can have a different deformed pose for that mish. In other words, creating a shaky for any mission allows you to select a different location off the existing courtesies for that object. I mean, if you don't understand what that means, it doesn't matter. We will go through this in the exercises, but I simply shaped. Keys can be used to create things like facial expressions. For instance, you can arrange policies in such a way to make, say a smile, for example. We can name that shape, he called Smile the letter. When you're to animate, you just total that smile on and off. So that's the basics off what missions are. 24. Vertices Edges And Faces: that's now. Dive in and learn exactly one. Courtesies, edges and faces are from wiki books. This is how they define vortices, edges and faces of Vertex is a single point in three D space like this one. An edge is the line that connects to Vergis is so in this case, this one Ah, face is a flat surface that is enclosed by hedges, and Vergis is so in this case, this whole thing of here is the face. A face with three and closed edges is called a triangle, like, for example, this one that's a triangle. A face with four enclosed edges is called a quart, so this is a triangle three enclosed edges, and this is a quad. Foreign clothes edges a face that has more than four enclosed edges or something like to say this one. So in this case, we have more than four in close edges. We have, like 123456 all of this if it's enclosed, that is called an end gun. So just the basics. In three D modeling a triangle is looked down upon. The main reason is due to the weird artifacts that come up during animation and deformation . Generally, three D modeling experts advise you to not use triangles, especially when it comes to organic modeling or any kind of modelling that requires defamation or animation or anything like that. In this case, you can only see the Verdecia edges and faces when you're in edit mode. When you're object mode, you can't see that you can only see it in edit mode. These buttons here tuggle the selection off. Either vergis ease edges or faces in Blender 2.8. You can select more than one mode, so this is called the Vertex Select. In this mode, you can only select Verte sees. This one here is called The Edge Select Mode. So in this mode you can only select edges, and this mode here is called the Face Select Mode. So this more you can only select faces not in better 2.8. You can now select more than one mode. So, for example, I can select Vertex mode. And if I could shift on my keyboard and click another one to say, uh, edge select mood, I can now select both edges all viruses by just hovering the mouse over them and selecting them. So in this case, if one to select this Vertex on this edge, I can do that very easily and selected the entire face for me by default because we have everything selected. Let's just make that example clearer, said this Vertex and this edge so you can see very, very easily. I can sex both Vertex on edge in both modes, something that you never really used to be able to do prior to build a 2.8. The similar show, car keys and functions that you used in the object mode are also applicable in edit mode for selecting, manipulating and deleting. We'll look at them in the next two videos. Another thing that I want to show you is if you have multiple objects that say a UV sphere . And over here you have a tourists, Mary. And over here you have any monkey. Okay. In Bennett 218 you can now go into edit mode off multiple objects and once so I can slick this one and select multiple other objects that they all of them. And now if I tap into edit murder poor, if I go for object more to edit mode manually. Over here, I can no select Verte sees edges and faces across different objects again. This is something that you never really used to be able to do prior versions on Blur to urinate. And that's quite handy when it comes to things like character development. It's now much easier to like, say, if you have the eye eyeball model, which is separate from the character model itself. It's now easy to adjust the characters. Let's say the character's head and the eyes as well, since you can select both objects and go into edit mode in exactly the same way, so those are vortices, edges and faces in better 2.8 in a nutshell. 25. Selecting Mesh Data: Okay, so now I'm going to briefly go through how to select and manipulate Verdecia edges and faces in blender to go on eight. So let's start off with selecting. So first off, I want to go from object mode to edit mode and we can see how our object looks like in edit mode. So in this case, I'm using the primitive object, the monkey you can use. Any object that you like could be a cube sphere, whatever you want. So to select Vergis is you can for our discount today, taking either right click or left, depending on the preferences that you said in edit preferences and came up eso you can slept your virtue sees edges and faces the same way. If you want to select Vertex, you go to Vertex like mood like so if you want to select edges, go to edge slick mode so you can now step all the inches which are just the lines. And then if you want to select faces, you go to face attack mode and now you can select faces. We can also combine the different modes, So if you want to select faces and burgesses you can shift and click the other mode as well . So in this case I can slick, say a face by hovering my mouse over this face. But I can also select a vertex by hovering my mouth around another. But it's like this one to select multiple verses or faces oranges or whatever mode you want rent. So let's start off with text, for instance. Just hold down shift. So first off you slept a vertex as normal and then for any other extroverted sees that you want to select, you hold down the shift key and then select them the same way. So in this case, I'm selecting the vertex of here than ships taking this one and this one and this one this one, this one and this one, for example. Another way you can sent overseas is by using one off the selection tools available here. So if I go to box select, which is enabled by default, I can just click and drag around the areas that honest lectures. In this case, it was selected this group off policies so I can go like that will stop this couple verses and disliked others. I can also use the other tool like circle Select to paint my selections like so. But now that I've talked out, it will remove the selection that I had previously on paint a new set off ver disease. We can also use Shakaki's So, in this case, just like we did with objects we can use, either be for box select, see for circle select. Or you can also try out the letter to as well l lots of tools, just like if used photo shop gimpy, you might know you just paint an area like this and then you can slit those capabilities that are encapsulated within your Lord drawing. Say, for instance, I would expect just the I. I can use the latter total just draw around the eye like so and now I selected the verses that are only related to the I. Okay, so if I use a shock turkey be, I can also box select. I wouldn't use a show car key. It doesn't de select the other verses like you had before, like in box like that, and then go be again. And it's like this one and additionally selected without dissecting the previous fantasies . Same goes with the circus elect. So if I proceed, we now have this mode I can scroll up and down to change sides. So now I can select something like that. And then if I slept somewhere else, it doesn't remove the selection of a here. It still keeps that, and you can still keep painting more areas that you want. That's a difference between using a show cocky and this tool over here not to send all of odysseys off your mesh. You can go to select an old or just use the shortcut key A on your keyboard to deflect all objects. You can go select none. Or we can use this joker key over here as well all today, so eight is like everything. Hold eight. It's like none, uh, this extra selection tool here invert that will just select the opposite off what's already selected the say, for instance, I have the eyes selected, like so, using the simple select. So now, if I want to invert the selection and have everything selected except the ones that are currently selected, I can go to select, invert or use the shocker. Keep control. So now all the other Virtus is are selected the same. For instance, I have the nose selected. Someone used a circle sectoral and select only the viruses off the nodes. I can also use the circle selectable two D set Venice's as well so I can you see and then middle click my mouse and that we're decent. It not going to see and then normal. Select as usual to step all these verses. Whoops. Illustrated again, then right click to get out of circus like murder. Okay, so we have the know selected iPhone to invert that selection. I just got control. I, which will select although vergis is that are not currently selected and decent the ones that are initially selected on that's the basics off selecting and de selecting for disease . 26. Manipulating The Mesh: Now let's look at manipulating the overseas. So, um let's say I'll select some verses of the nose, so select that will see ships like this one This one this one and say this one. Many planning the verities are similar to how you do it from the object mode. So you can either move it, rotated or scale it. So if I go to the move tool, I can move it anywhere I want over here. Have a here. I can also use diesel widgets over here to control which access that it shouldn't everyone . In this case, if I could the green it should Don't move on the y axis, but it should move on any of the debt or X axes except similar fighting this blue one over here. It should not go up or down just side to side. Okay, We can also rotate it by using this widget over here. Look stepped in the same way. You can also scale it by using this widgets. If it's click outside and drag can do the same thing Scales. You can also use the shocker key G to move are to rotate and s to scale exactly the same way as we learned from the object mode. We can also constrain it on the X is like over here for the G X. It only moves on the X axis g y who's on the Y axis and the phone control which access that it shouldn't move one. I can say G, but don't ruin. Is that access The shift fit so even any excess other than visit exes. So those are the shocker keys to manipulate as well as the widgets if you don't want to memorize any other stroke cookies. 27. Deleting Mesh Data: next up. Let's look at how to delete verses, Edges on faces notes that four edges that are connected to each other doesn't necessarily always have to mean a face like I can go to face like mode right now. Select a faith and then to delete underscore X delete faces. So now we have four edges that are connected to each other, but there's no face. So in other words, we can see right through our monkey now, which is not good. Just we've just heard our monkey, but it's all right. Monkey didn't feel any pain, so that's pretty much how you can delete versus edges and faces. It applies to any mode, starting with the Vertex Select mode. I can select one go to see like that X dilate disease. I can even select multiple overseas. So select this one. Shoots like this shit's like that text delete Verdecia. I don't even need to change modes like, for instance, I could be in face like mode. But if I want to delete all these verses over here, I can go X delete Verdecia instead of faces. No delete an even larger area. That's because if you delete this for To see all this area gets cleared out. Same. This one along this area will be cleared out, Uh, like, so big area. But if only delete the face, just this portion will be removed. So that's something to keep in mind. Similarly, if I move the edges, we won't get a bigger area. But it is just if you move the central roof, this face and this face or this edging with this face in this face and someone so that's pretty much it. That's the basics off. Deleting Verdecia edges and faces in Bender. If you don't memorize the show Cocky X on your keyboard You can also do the same thing from here mesh and then go to delete. You can see the show cocky the X But anyways, you can go to measure deletes and do the same thing over here as well. You can also play around saying, since I'm gonna interest elected, I want to hide this edge but keep the face. So right now, if I delete this edge, thes two faces will also be deleted. But say we want to keep this face. So would you make like one big face but no edge. They're working on X and then dissolve edges. So Ruthie Edge, but just keep the same face. And if I got a face like mode that will now become one face, same applies to the other one. You can dissolve overseas faces and things like that with EJ loops and loops and edge collapse will look at that in a later video. 28. Adding Mesh Data: next up adding ver disease. If you want to add a vertex to your three D mesh, disliked everything by hitting old a and let's add a vertex somewhere over here. So to add a vertex, you just simply control Click. Now we've created a single Vertex, so know that over here you can see how many policies your model hasn't total to remove that Vertex. We have 506 viruses in total. Zero of them are selected. So if I just ran in, respect these ones over here, we now have selected 55. That's what this means. But if I add a single vertex now we have 507. Red is is, and by default it will select that critics. Similarly, the same thing with the number of edges, number of faces and how much I selected. If you want to add another Vertex, you can go control click again, and now it will create an edge for us. That's because previously we had one Vertex selected. If nothing was selected in that it's randomly control, click somewhere. It will not join an edge for us. You're just create a blank vertex. Except so if I now slipped something like that. And then control click. We have something like that. If I select multiple vortices and then control click, we create a face. So, for instance, if I now select full three life so and then click up like this I have not created two faces . So that's just one of model. A simple half pipe. Well, I can maybe write him to take somewhere like that. Control. Click and then again, control, click control. Click control. Click Control Click. Well, sorry, Control. Think so. We have some some that some What? Looks like 1/2 pipe. And I select all these ones and then just keep control. Taking on were very, very easily here of some kind off half pipe. Obviously you need to later on. Come in and tweak thes things. You know, by selecting the ship, selecting this one using the widgets or the stroke case to live in. In this case, I'm ships. Nothing but these ones g to move it like that, we can shape our model even better. So that's some of the modelling techniques that will look at in this course. So take some time right now and practise, adding vortices randomly. So I'll add a Vertex of here control. Click the reason that this control it again. Control. Click again Control. Click again Control. Pick me over here. Let's settle these select a lot these policies by box selecting. I'm getting B and they're clicking and dragging all that. And then let's control click suddenly like that. And we've created something that looks like that super basic, super simple doesn't really represent anything useful, really in life, but as long as you get the idea of how to do that. 29. Joining Different Meshes Together: Let's now take it a step further and look at some other operations that we can do without three D modeling scene. You can join to verte cities if it isn't joined already. So for example, I guess like this Vertex and ships like this Vertex and then I can join them by hitting f that will create an edge between those two vortices. If I want to create a face, you need to select at least three verses. So if I should just like that one now and then f create a face. If you want to create a quote, just shift. Select that and then hit that will create a quote. We can fill this up by setting all three of that hitting f and that will fill that up is well, So it's like this one. Ships like this one ships like that one shifts like this one. Ships like this one here, Jeff. And now we've created an end gone one that has 12345 courtesies that are enclosed so very quickly I've created a quad for overseas. A triangle three courtesies Andan end gone five courtesies. Okay, so you need to do to fill it out is really just pressed f. So it's like That's like That's like that. It's like that and then he if and that'll fill it up. So let's look at our destroyed monkey over here that has holes and things in it. So let's go ahead and believe that God, is he just, for example, I can fill it up again. So how do I fill it up? Well, the selected Vertex and I might just control Click somewhere over here. I'm sorry, Control. Stick somewhere over here. Excellent. And now I can feel out this face of here by selecting this one. Then shifts like this one. Ships like this one should respect that one that hit if do the same with this one, select a lot four like so if and then finally just to fill it up. You can do this one as well and hit if it's like these ones, I like it. Okay, When you work with blender scenes, lead run like if you're doing character modeling or reach apology like really bad stuff, you'll find that it can get quite tiresome to keep selecting everything that had effort and stagnating and f there is a shortcut that you can use. So let's say, for example, I go to edge select a select this edge, extreme edges. It's like this edge, extreme edges. But they have something like that, and I just wanna feel everything with a face that follows this kind of topology of here. Well, in vendor, there is a useful shortcut you can use. You can just send one inch that hit GIF that if again, if again, in a tiff again, it's just a very handy shortcut you can use to quickly fill in faces. Sometimes we might have cases like I mean school. You go to face select mode. I was gonna delete Elise faces over here around de the Monkeys. Um, it's a little like so let's just delete all those faces by going exit straight faces. So you're getting very, very close to finishing a character model or whatever, and you need to drawing these two parts. I mean, you won't have among like this. You might have, like a character, the body with the neck and the character's head, something like that. So how would you quickly fill it out? Well, first of all, general wide do is I go to edge select mode. I select this edge and then the corresponding one over here that I hit F. Then I simply select one edge of the here and now keep pressing F until it goes away around . So just keep pressing it and it feels up. Note the F show. Cocky doesn't work on faces like I can't select this face and then say things face over here. But I can't could if to join them but doesn't make sense. I can either join it just together by its setting. This one. Maybe this one, like so, selecting two edges and filling them with the F so cocky will create a face. Or, if you like to overseas F, it'll just create an edge between them. Now again, if you don't like show car keys, there is a way to feel stuff without remembering the show. Cocky if, just as usual, select any to notice is that you want to join, let's say enjoy this one with this one and then go to Vertex and then new edge face from verses. We can also see the so called king of there. So like so and that that does exactly the same thing. So in this case, if I go to inch Select, it's like this edge. And the ships like this edge into the same thing. Vertex New edge, face on disease. We've just created a face from it. 30. Summary: So just to recap, a mish is a collection off Vergis. Ease it just and faces. These voter sees edges and faces helped to shape the overall polygonal shape that you're after, Whether it be a simple cube, a sphere, a character, a car, a tree or even a building, you'll need to go to edit mode in blender circle from object mode to edit mode in order to view the verses, edges and faces and also manipulate them. There are other things you can do, like deleting verses, edges or face is by using the show Cocky X or going to mesh, delete and then selecting what you wanted to leave. But there'll be a vertex edge or face. You can also dissolve versus edges off face to keep everything the same, except the one that you want to remove. So if you dissolve an inch, you only move the edge, but you keep the entire model the same, but you still keep the face intact. You can join to Vergis is to form an edge by using the show cocky F, or if you select at least two edges, you don't create a face if you use the show Cocky F or if you go to Vertex and select New Edge Face from Overseas, so that's pretty much it for this section. 31. EXERCISE - Street - Part 1: for our first exercise. Let's get a little bit ambitious and create a full street scene, So gonna create a street with a road from houses trees, and we're also going to render it out into an image. So when make use off some of the object types that we looked at, and we're also going to lightly introduce you to the material and sky system, we will cover materials in more detail in a later section so that you have an easier time following it in the later videos. So let's get straight into it. Let's start fresh and actually remove all the object that we have in our scene. So I want to that I go to either hitting a on my keyboard or going to select all but of them do the same thing, then just delete them by going to object. Delete. So now we have a fresh, empty scene with nothing in our three TV port. Let's start off by creating a house, so a house it's going to make it a very simple house. It's just gonna be a cube. Let's go add mesh cube, and we'll also add the roof off the house So let's go ahead and duplicate this existing cube by then. Shift D that will duplicate the object that we have over here So you can see over here you've created Cube one. Alternatively, we can also duplicate the object by going to object duplicate objects. So we also see the shot blocking shipped D over there. Now look into the Z key straight away to constrain on the Texas. If you already kicked out, doesn't matter just G to move and then see Okay, Lets knew it up a little bit. So Jesus said, Let's move it until it just just about intersects with this part of the here, Okay, Now I want to go into edit mode. It's a change from object mode to edit mode. Let's change to face select that's selected this face over here. And let's just scale it in on the X axis, this red one over here to click and drag that in words until we get a sort of roof looking shape. Something like that. I might also scale it out on the Y axis as well, So select that face and also that face. Let's skillet out on the Y axis we'll do the same with this one as well. One the roof to go a little out of the house rather than like that, just like the bottom face over here. And then scale it out on the X axis a little bit until you're comfortable with how your house rules. Maybe we can go ahead and add in some windows as well, maybe even a door. So again, we're not gonna really model this just because we will cover the actual proper modelling techniques in later videos. We're just gonna use purely primitive objects. So I'm just gonna go ahead and click somewhere on my door. So someone over there. So that said the three cluster of a day a shift, a mesh cube. Okay. And now I will scale it sucking go to scale mode, order to yes, to scale it down. And then this is position this on. All I wanna do is now is just shape it out to be, like the shape of a door scale, this one like that, Mr. Scale it down on the X axis on this. Just moving out. Okay? So extremely super basic door. I've also been to duplicate this cube to create the windows serviced shifty. Been going to fly to Mr on the waxes and then Gogi Zed to constrain on the set access and then scale it to look like a window. Something like that, Maybe. Okay, so this duplicate that shifty why? And we have a very super basic looking house. Okay, so now let's work with the material for this house. So we haven't looked at the material system yet in this course, so it is gonna lightly have a very basic introduction to it. So to see materials invented 2.8, you need to change this. Not over here. Look definite. To set up the materials, you'll have to select an object. And then in the properties window, you'll see this tab over here called Material Tab. Just click on that one. And he knew. So now we're gonna set up a new material for this window. So I might name this material called window, and I will give them to, like, a basic bluish color so you can see that material coming through right now. Not really blue, but maybe like a darkest blue. Something like that. I tend to see a windows being a sort of darkest blue. That's why I put that one. Okay, so once you set up, you can see them. A tour being reflected in our three d view port. So I wanted this winter to have this exact same material as well. So instead of creating new one and then copying the color, I can just click this drop down over here and choose window material. And that now applies to this window as well. For the door will create a brand new too. Make it about the general color of a door. Reads like an orange color. Yeah, I wouldn't. Wouldn't We're uncle on. Something like that would be good, I suppose. And the roof. I might also create an orange color for that one as well. Something like that. And for the building itself? Uh, yeah. Screen, even by the way, what name? These ones. It's called proof. Let's close one door. It's always good to name things. So this one, not this one building and for the building, I'll just give it a I don't know. Also a brownish color agus that would make a little bit different, making it more white concrete ish kind of color or a fiber top of color. Yes, I'll be like that at the moment. It sort of looks like a cartoony character with two eyes on them. Surprised expression. But anyways, I sort of broke my own rule on this one when it comes to object naming conventions. So let's name these updates popular as well. So let's call this one building that's called this one window. So it is a orange highlight. No one. This one is window to, So I don't like this one was 12 Select this one. It's 100. Sounds like that one door, and this one is the roof stumped on this one. So everything is named nicely. Let's go ahead and save our work just in case something precious. Okay, once that's done, you've pretty much completed the creation of your house. Actually, what I might do is one little thing just for the window. I might add in a little bit of reflectivity, tow it to make it look a bit more like a window. So for that one, I would put the roughness down a little, and I would increase the, um, really done a lot increases speculatively. So, Andi, if you look at the preview against that more clearly, that's what it looks like. So long object like that one has no real reflectivity. But this one has a little bit of reflectivity. I guess the window has to be a little bit see through as well, but we don't do that without that's very simple scene. But if I make a seat to just turn up this transmission, so you sort of see through it, it's not very clear. Maybe if I expand this out a little, if I do zero, there's no no see through this available for tell the transmission, it's just become a lot more see through. So that's just a very basic change to the window. These settings, your most advanced off. We'll look at them in more detail in the section on materials. Okay, so let's now move on and start creating some trees. So for the trees, it's gonna be extremely, extremely basic as well. Um, so for the trees are we wanna do is simply just gonna go shift a and we're just gonna use a cylinder, and we're just going to use this to represent a tree trunk. So scale it down. It's about there. Let's go ahead and go edit mode so that this top face over here on this moving up hopes to move mode That's never up skillet down something like that. Such the base of the tree trunk on this is go shift s with the face of the topless go shift s cursor to selected. So now we have three cups a day. Let's go ahead and add in this issues aim edible this time. So it's just bull. So what metal balls are is that they allow us to create sort of these nice, cloudy type of shape. So what? We just want to represent sort of tree leaves. In this case, some edibles work perfect for us. Okay, So we scaled down to about the shape of one set of branches against on this shifty to duplicate and will create a bunch of other branches here. We scale it down to change the sort of overall shape of it, shifty once more. And you see that stick on to each other quite nicely. Very good for creating sort of blobby, top of bloody top of effects. Okay, so my sex, All of them Jim pptys duplicated scaling up like so we voted them around to create a unique shape. Uh, I think this one is going up. That's like this one without skinning up until we get like that. Okay, so I think that we can keep fiddling around with that, but I think I'll stick with that one for now. So the tree is now done. Let's also make this little smooth of a W shaped smooth on. Yeah, let's give this this tree some materials so he's got a new for the tree trunk. We're just gonna give it a brownish tree trunk, type off textures that will be like a a dark brown. And we don't want any kind of speculatively or anything like that. So remove it. There's no speaking on a tree. Trunk is generally quite rough. We could make it a bit more rough, but enough. Um, let's go ahead and said Thies, Groups of objects over here obsessional credit, too, for this one initially venues with new because this tree branches what relieves from the like that Let's give it a nice, nice looking, green leafy type of texture, so I don't know what a nice me something like that. If you have changed your tree colors, Virginia tree leaves two different colors. Like gonna make a autumn yellowy tubal belief. Then you can choose that one as well. But I'll I'll go with something like that may make it a little darker. Yes, something like that. So we have our basic tree done. Next up. Let's go ahead and start creating the roadways and actually start building up our scene. So for the road where I wanted to sort of be on the center of the scene something, it's like everything that I currently have biting K on my keyboard. Let's just move them aside like so, let's shift s cursor to world origin that'll place it really question right in the middle, about to leave, report and then go shift a mesh plane. So when I use the claim to represent our road, doesn't really matter how. Why'd you when you wrote to be? I think we can make this road about three meters wide. It's got a scale, and then let's keep the control key on your keyboard at the same time, just drag out and just drag out about half way along this one. So so much of it back. Yeah, about half around about halfway, so that you get about three meters. So 1 2/2 half becomes three minutes and also scale out on the Y axis to about how long you want your road to be. In this case, I might use four square's like So I'll create a material for this one road. Andi, I want to give it a sort of grayish material a little darker than that Smells like. So it was like asphalt. Okay, there's no speculative on Royal today. That could be sticking that on the other road. That's possible. So I'll leave it like that, actually. Okay, so the road is done. We'll do it. I'll just duplicated painting. Shifty, moving in on the Y axis, toe around about here. So what? It's orange dot is around this second box over here. The 30 people now let's go are said 19. So why am I doing this? Well, I'm still just creating an intersection for our wrote, so that doesn't for the road. Next time, I'm just gonna go ahead and quickly finish up the scene by adding the grounds for our house and trees. It's only utilize this existing precursor that sent it right on the world origin. This will go ahead and add in a cube. So Adam Mesh Cube and it's going to scale this one down quite considerably. And I want to scale this one out to be similar to the, uh, but the length of the road or about around about, I guess, looks like so Hit shift. If you want very fine grained control while you're cooking and dragging now, also just a click and drag this one to be quite wide. This is move this aside so that we don't cover off our road, so there's something like that. I don't want to make a too high off the ground, so it's gonna go ahead and move. It's been a little bit lower. That's maybe a little bit outside it. Oops, a little bit out so that it doesn't intersect the road too much. Okay, so I think that's looking good. First up, let's start by creating a grassy top of a, um, material. So let's continue. That's cool on making a nice green Grassi type of shape, grassy type of color something like that. Sort of looks like Ross, I guess. But we want a little bit of a walk way for people to walk on that. I want to go off the road and suddenly under grass. So you create a little bit of walkway. What I'll do is I'll move this across to the side, like so I guess I was sort of duplicate onto this side as well. Still on the X axis. Just be cool, like so. So it creates metals like that announcement. Scholars select this one and duplicated a bunch of times just to create the roadway. The shift de live on the X scale it down on the X to start training Our roadway made it to start cleaning out walkway. Live it out on the X, and I think that should be good. It's also live it along the Y axis recovered this area over here. I don't want to use the grass material in the mall, so let's go ahead and remove that. But in that cross is create new material and always one walkway. There will be someone contour the actually, if you want, or you can change the color to another type of colored walkways. So if you want to have that sort of a brick walkway, you can choose something like that Defense. Whatever you like, really might make it, Doctor. Yeah. Okay, so we have something that looks like that Scott shifty Move along. The X might scale this one a bit. I should went from the Grand X intersects with this one thistle along the X as well, It's just that one. And finally, I'll just defer, get this one a couple of times shifty, and then go are said, 90. Do this over here, scaling down on the X. But there, through this one along the y, a little bit more and then to finish it off just go shifty again with it on the X. And this is just right. I mean, this is mostly just positioning and moving stuff, so it looks right. So we've created a very simple looking street. Finally also do the same over here, shifty, and move it out of here. I think scaled on the x axis. Finally discussion T for this one. What did it on the set? Excess are said 19. No, it in place. Like so from the top. You actually do it from the top you. By the way, if you do it a little bit skewed, you'll stop up the access. If I go like that and then move something like that, it changes the height on it. Make sure you talk to you. Okay, so that's it. We've now created the overall ground for our street scene. 32. EXERCISE - Street - Part 2: So now the remaining amount of work left is just a fun part. It's really just filling up out scene with a bunch of houses and treats. So I wanna go ahead now and select all the elements off our house. So the two Windows door building and the roof let's just move it up on that axis. Sergey Zed on positions So that just sits on top of the ground. Same thing without treek. Just like all the animals related to the tree subsidies. A box settle in this case, click and drag there on ships like this one over here up. I actually set in this kind of well shift abstract, once shipped in state again that would dislike that object there, G said on this up. Okay, so now we both should be sitting on top off the ground. So now it's just mostly just a case of duplicating stuff. You can either go shifty to duplicate, but that will make a brand new object and like make a brand new copy off the existing object. But if you want to save a bit of memory, you can create an instance of them. So it's still a shifty. You can go old D or alternatively under object. You just go duplicate linked rather different object. This is a method called instance. ING is generally to save the three artists computer. Ah, lot of memory. So that's generally a secret to mentoring on really epic scene, with tons and millions of trees or large loads and city buildings or things like that. It doesn't really create too much of an impact on your computer's memory. But if you go shifty, you could an actual duplicate copy off the mish. The reason why incensing is ah lot of memory efficient is that it uses the one object as a basis for displaying the other objects. What that means is, if I tap into edit mode and I moved by one vertex or one inch, it affects all the other edges at the same time. Because if these objects are not unique in its own right, it's just an instance off the original object if that makes it complicated. But don't worry about it. Now, select or your tree elements and just keep instance ing them around your treaty scene by using the OT Schulken. So it was randomly placing trees here and there. What I'll do is also do the same with House. But for the house, I'm not going to his instance image. I'm actually going to duplicate them. Okay, so once we have a bunch of these houses, let's go ahead just to make things more easy out. What I won't do is I went to group the objects so that make more sense into collections. So let's create a collection for a house. So this is too messy. What I'll do that create new collection well, just made this one house. So to create a reflection, by the way, distract Constant collection hit new double quick disorder. Name of house. Well, then do that's next D elements of the house for the two windows, the building in the roof. And what I'll do is I'll go shift him and link it to the collection house so that now all the elements off the house are under this collection called House. As to the same of the trees that was the original tree. Let's go with this one. It's like Aly elements related to the tree. Make sure that you got the tree that's created a new collection was one tree, and I'll just go shift em like this one to treat. It's a knife on a suspect, the house collection, right click and select objects. And then you can go shifty and move your objects like so rz 1 18 and just makes selecting and manipulating objects much easier when you have them all under collections. That's one of the strongest benefits of using collections. Okay, so I'm not going to spend a lot of time on this part of this. Duplicated a bunch of times rivet right now at the Dawn raid. Nice. It looks too repetitive because all our house they look the same. So I want to make our houses look a little bit unique so that it looks more realistic and a lot more appealing, so we wouldn't want to break up this repetition by creating a bit of variation to a house. So first is I can create this variation. Let's go to scale. And that's just, um, but the house and the roof and scale it out Production of variation. It might just put this one on one of the Y axis a bit more along the y axis. It might duplicate this one once more. Why? Something like that. Just break up this repetitive look. Just this one very much for this one. I might, uh, I slept, but the roof school's out and then move for this one. Remember the roof up a little bit and I'm going to edit mode and then move this one all the way up over here. Make it a double story house. Um, I just was out on the Y axis making wider windows shifty and has given another another set of windows over here. So enough with a double story house. So it's sort of break up that sort of repetitive look. As you can see, we're putting some variations to our houses, so look more interesting. You can actually create variations in object mode without affecting the other instances. If I do that, it doesn't really affect any of the other instances. It's only when you go into edit mode and make some changes that that affects all the other instances. Keep that. That's something to keep in mind. So once you're happy with all the variations, if you want, you can make some variations to your tree leaves as well, move them around randomly. So let's now call that good. I think just because I'm short on time, you can play around with seen on your own to get more practice. But what? I wanna do something. Look ahead now in injuries to more object types. First of all, when you say camera that this could shift a camera and then there's position our cameras so that we get a nice view. So now we're turning into sort of like a director's. Let's bring out the changes to move mode. How did he hear it out of here? Let's go into camera view by hitting zero numb pad or just go into view camera view. Active camera on this is rotate for our said Mrs Pendant around. Somebody sort of get a nice looking for you for Allah seek. So I might just go behind one of these houses here just to get a bit more interesting. I do. Something like that would be good. I guess we can't really see much variations. I might move the variations over here for his books like this one, but I don't like the grand as well, so let's just shift select this one. Do it again. I didn't know this one back further until we have a bit more coverage. Like service. Bunch it up a bit more closer to each other. Uh, maybe might move this group of houses. Should I move it? Really sort of here. So we cover up this blank space so we have this kind of unseen. Here are street scene is now done. So what will that look like when rendered? So you're gonna see what little second rendered mode. Just change this to rendered mode in the view port display. And you have something that looks like that. So this is where you can start to see the reflectivity and natural material come through. But right now, our scene is quite boring and doesn't have much lighting going on. So we need to fix that. So, festival, let's go ahead and set up the skylight for our scene to set up the skylight is quite simple . You just go to the world tab over here, that properties window. You can give it your seen a simple skylight. Let's turn up this color over here. Let's give it a nice blue sh color for I'll see something that helps us to blue something like that. Yes, something like that would be good. But right now this is an overall bluish color, which is not so realistic, so we need a sunlight as well. To create the sunlight. Just click someone you truly report or shift a Let's add in a light and sun lamp. So now it's time to get some interesting colors and shadows, you know seen, which helps to make it look more realistic. If I move the lighting a little bit in that direction, we can simulate the time of day as well. The shadows are quite light if you have a sunlight. If it is the middle of the day, the shadows here would be a lot more shopper, so we need to make sure that sunlight is much more stronger than skylighted. Escalating is the strength of one. The sunlight is also a strength of one, so we need to have this up to maybe Tim. So now it really looks like sunlight in the shadows. Now look a lot more shopper. The sunlight is also not really white color. It tested a bit more a yellow warmish current color like that so you can see very easily and very quickly created nice looking lighting and I'll see cool. So we're almost done. Maybe I'm not too happy with sky lighting quite yet. That might make it a little more brighter, like so. Yeah, something like that looks a bit Liza and yet are seen is now shining through quite nicely. If you want to get this far, that's pretty amazing. You've managed to create a full scene in three D, using basic primitive object models and a few other object types. If you wanna add in some other 100 times, you can also do it as well. Maybe I might want to go ahead and add in a monkey shift a mesh monkey. Move it out. It's called around. That's making looks. Muenster block. You like that sort of shade smooth. Scale it down. Let's make it sit somewhere. Lastly, on the road. I don't know why Monkey Head would be lying on the world like that, but you can position monkey like so if you want. You can also give it a nice material as well. We can give it a nice Adama metallic material with less speculatively might make it a bit more metallic. You looking? I don't know. It's really up to you, but yeah, that's really that's the overall basics of it. If you want, you can end in some nice text over here. So shift a being a text? Uh, our x 90 ours it 90 on say, like my lips, my three d world or something like that. Tap out of edit mode on the knuckles. Scale it down. I could go to the text. Properties in the object are top of the properties window. I can go to German tree and extruded outs to make more three d Andi. I can also add in a bit of a devil by changing the depth. Okay, let's get it up. Stick it over here, make a stick on to our our scene. So we have a few different object types in our scene. If you want to create some stylistic effects using your camera, you can also do that. You can create something called depth of field. If you come from a photography or videography kind of background, you may know what I'm talking about, but generally this just allows you to blow some elements of the scene while keeping others in focus. So you can do that in the cameras properties. So I'm just going to take your camera and go to the object data properties off blender and we want to do is take depth of field. If I haven't on ticked, you have no blurring going on. But you reject you have some blurring going on. So this is generally used to add a bit more realism to your three D renders. If we turn on limits under the view poor display, particularly its you can see what is currently being focused at the moment. So the one in the Yellow Cross that's the one that have the most shops focus. So if I just moved that a little closer so you can change that distance budget in this vocals distance. So I put it near the monkey on that I turned down the F stops. If you're for me with camera terminology, then you know what stops are. You can see that you make the rest of your seem quite blurry, but just the monkey will be quite shop. Alternatively, you can also move. The focus is nearer to the camera to have a level of focal distance, the elements that are closer to the camera, very rare shop, but everything else in the background as blurry looks. Three someone there about the say that tree, but then turned down the F stop. You just see that the house is in the background, are quite blurry, but this tree is quite shop. If you watch some movies, you'll notice that quite clearly some somebody might have a character in the foreground, which is sharp. But everything else in the background is blurry, very commonly used technique in movie making. So that's there if you need it. Now, of course, we want to rent it out into image, especially this your first time. You definitely want to show this after your friends, or just keep it as memory, just to show that this is the first scene that I've ever created. So to render it, just go render render image, or you can hit F 12 and there you have your rendered image to save it out. As an actual image, you go into image save as, and then you can choose one of a folder. You want to save it to on. Do you also choose the extension type that you want to lose interest? PNG J pig? Or if you're familiar with these other types of image format, you can use that as well. Generally, the most popular one tends to be PNG or JP. In this case, I get saved. The J pig should choose a file name. Choose which folding when safe to hit, safe as image and your render is done, bear in mind. You can also use a different rendering engine to render your scene. So if you go to the render tab, we can change from E V, which is why is Carly said a default in Bennett is 18 If you change it from evey two cycles , you will get a more photo realistic result. But I keep in mind that this will take up mawr rendering time because it will use up more memory as it is based on realistic, physically based lighting. And it's a lot of lighting, dance calculations and things like that. So if you're a little bit more realism, the new cycles, but if you want to speed and efficiency than use E V, I have this turtle has been useful to you. Go ahead and keep practising, creating different types of object types, different scenes, and you just keep trying until you get comfortable.