Blender 2.8 Essentials | Craig Walker | Skillshare

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

7 Lessons (18m)
    • 1. Introduction

    • 2. Moving Around Blender

    • 3. Orthographic Views

    • 4. Move, Rotate and Scale Objects

    • 5. Adding Objects to Scene

    • 6. Faces, Lines & Vertex

    • 7. Wrap Up

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About This Class

In this class I will teach you the essential Blender skills needed to start creating your own 3D models.

These basics include how to

  • Rotate, pan and zoom into and around the objects of a scene
  • Switching between Blenders unique built in views
  • Adding and customizing various shapes to your scene
  • Manipulating the faces, edges and vertices that make up all models inside Blender

For this class you will need to have Blender installed on your computer and it needs to be version 2.8 or greater.

You can download blender at and follow the instruction to install the software for your specific
operating system.

I would also recommend using a mouse with a middle button and not a track-pad or
a stylus.

Meet Your Teacher

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Craig Walker

Programmer and Artist


My name is Craig Walker. I currently live and work in Toronto, Canada.

I have been coding and creating website graphics for the last 20 years and I want to share my passion and expertise with others.

There seems to be a bit of a divide in our world between the programmers and graphic designers. I hope to close that a little by providing easy to follow introductory classes on topics for both sides.

See full profile

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1. Introduction : Welcome to Blender 2.8 Essentials. In this class, I will teach you the essential blender skills needed to start creating your own three D models. These basics include how to rotate pan and zoom into and around the objects of a scene, switching between blenders, unique, built in views, adding and customizing various shapes to your seen manipulating the faces, edges and for dis ease that make up all models inside blender. For this class, you will need to have blender installed on your computer, and it needs to be version 2.8 or greater. You can download blender at blender dot org's. Just follow the instructions to install the software for your specific operating system. I would also recommend using a mouse with a middle but and not a track pad or a stylist. Most lessons in this class are under five minutes in length and focus on only one or two skills at a time. This approach gives you the chance to practice these skills right after learning them, and avoids overwhelming you with too many concepts at once. It also provides a convenient way to reference these concepts again. If you need a refresher welcome to the exciting world of three D graphics and blender 2. Moving Around Blender: in this lesson. I want to show you how to move around and blender. The's icons in the top right are referred to as gizmos. They're the easiest way to move around your scene. If you click and drag here, you can rotate left, right up and down. The magnifying glass gizmo is used to zoom in and out of your scene. Click it and drank up and down to move in and out of hand. Gizmo is used to pan, click and drag on it. Depend up, down, left and right. While the gizmos are the easiest to use, they're not convenient having to move your mouse to the top right. Every time you want to change, your view will become tiresome. A faster way to navigate is by using your middle mouse button. Click and hold the middle mouse button down while moving the mouse and you will rotate the view, do the same thing but pressed and hold the shift button first. This will pan the view instead of holding the shift button. Hold the control key and you will zoom in and out. Moving around the scene and being able to view your objects from different angles is an important skill that will improve with practice 3. Orthographic Views: often when you're working on a model, you'll want to view it in such a way that it looks more like a technical drawing. You want a view it just from the side or just from the front or from the top. For instance, the blender has a number of these views that you can switch to quickly. These views air called Ortho graphic views, and you can access them in a number of different ways. The first way is by using the View port menu in the view Drop down here I am switching to the front right and top views. The second way is with the back tick or back quote key. This key can be located in different spots on different keyboards. Usually it is to the left of the one key on the top rule of numbers. When you hit this key, a pie menu appears. Pyman use our unique interface element in blender. They're convenient because they appear wherever you're most. Pointer is, and this is handy because it eliminates the need to move your most toe. A specific spot in the interface 4. Move, Rotate and Scale Objects: in this lesson, you are going to learn about moving, rotating and scaling objects to change an object. You first need to make sure that it is selected. Objects that have orange outlines around them are selected. Click off of the object and the object will be on selected left. Click the object again to selected. There are a number of ways to move, rotate and scale objects. The first way is by using a set of icons located in the toolbar panel on the left hand side of the screen. The toolbar panel in the sidebar panel, located on the right hand side of the screen, contains some pretty useful tools. Let's focus on them for a moment. Starting with the left hand toolbar, you can click and drag to increase its size. You can change the visibility of the toolbar by going to the view menu and clicking on toolbar. This can all be done on the sidebar to you. Change its visibility in the top menu by clicking sidebar, and its size can be adjusted by clicking and dragging. A quicker way to toggle The visibility of these menus is to use the shortcut key. The tiki will toggle the tool bars visibility on and off, and the N key will toggle the sidebars. Visibility on and off. Hiding these menus can give you some extra screen space to work in. Personally, I often hide the sidebar, but keep the toolbar open. It's just a preference, and it often depends on the size of your monitor. Make sure that your toolbar is visible and click on the move icon. You will see an arrow appear over top of your object. Thes arrows are used to move the objects in different directions. Click and drag the green arrow and the object will move on. Lee in the Y direction. The Red Arrow moves the object in the X direction. The blue arrow moves it in the Z direction. Go back to the toolbar panel and click on the rotate icon. The Aero handles changed circles on the object. You click and drag on these circles to rotate the object in different directions. Read is the X axis Green is the why access and blue is a set access. If you hold down the control key while you click and drag, the rotation of the object will be constrained to five degrees steps. Next icon in the tool panel below the rotate is the scale. Circles have turned toe lines with squares. At the end, Clicking and dragging on these lines will scale the object in different directions. If you click inside the circle but not on one of the lines, the object will be scaled in all directions. Click on the selected box icon in the tool panel. I'll show you another way to do the same. Move. Rotate in scale operations without having to click on the menu items. Movie. An object can be done quickly by pressing the G key. This stands for grab. No need to click the mouse button. Whichever object is selected will now be moved with your mouse. Click the left mouse button to release the grab, and the right mouse button is used to cancel the move and the object will be returned to where it started. Let's move the object again. Press the G key to grab it and then the Y key. This tells blender that you want to move the object, but only in the Y direction. While you are dragging, you can change to another direction. X for the X Direction Z for the Z direction to scale objects you used the S key. This will scale the object in all directions equally and just like the G key, you can tell blender which access to use. For instance, pressing the ESC e followed by the Z key will scale the object, but only in the Z direction. And finally, the R key rotates the object. The R key works just like this scale. In the grab, you can press the X Y or Z key to force the object to rotate about a specific access. 5. Adding Objects to Scene: rotate the view to be a little more front on. You're going to be adding some new objects into the scene, and that will be a good position to see them all. Make sure that the cube is still selected and using either the move icon in the side tool panel where the G key move the cube over to the left, using the top menu, click on add, then mesh and sphere. A sphere should have appeared in the center of the scene, also near the bottom left of the screen. A new menu has appeared. This is the option menu, and it lets you change some basic features of the object you just added to the scene here. I'm just stepping through some of the changes that you can make toe objects when they're first created. Feel free to play around with these different settings to get an idea of what you could do . Here, you use thes options to get the starting shape of the object closer to what you need. For example, if you wanted a shorter shape or a wider shape or you wanted a sphere toe, have less sides, maybe we're looking for like a jewel shape or something. Then you would set that here. When you're done, move the sphere out of the way to make space for the next object, using the same steps as you did with the sphere. Add a cylinder, click on the add menu, then mesh and cylinder. The options menu here has many of the same settings as the sphere did, and a few new ones to playing around with them can generate a wide range of cylinder like shapes. Imagine you wanted to create a car tire or gold coin or maybe ECA a telephone pole. Notice how changing these parameters can get you closer to that basic starting shape. Move the cylinder out of the way so we can add the next object. Instead of using the upper menu press shift A. The menu will appear beside your mouse. You move the most pointer onto the word mesh and then click on comb. I'll quickly show you some of the object properties that you can set on the cone, but feel free to explore them on your own. Move the cone out of the way for the final shape. I'm going to show you the tourists or as the kid, and he always calls it The doughnut used the A key again and move your mouse onto the mesh option and click the tourists here. I'm changing the position and rotation of the object. Now that you have all these objects sitting in your scene, it's a good time to talk about the out Kleiner that is this area located on the right hand side of the application. You can click on the objects listed in the panel to select them. If you right click on them, menu will pop up, allowing you to do various things. For now. Just delete all of them except the cube. You can also use the X key when an object is selected to delete it. Airliners a useful place to find objects When you're dealing with a complex scene with lots of things in it, 6. Faces, Lines & Vertex: objects and blender can be set to different modes. Depending on what mood the object is in, you will be able to perform different types of actions. You change the mood by using a drop down selector at the top left of the screen. If you click and hold, you can see all the different modes that object can be in the two most common modes are object mode and edit mode, with object mode being the default state. When an object is first created, change the Moto edit. Using the drop down selector in this mode, you are able to edit and change the individual pieces of an object When you switch to edit mode, Additional menu items appeared in the left hand toolbar. These are the most common tools to edit and change an object. The object itself also updated when you switched into this mode. All of its edges are outlined, not just its outer shape. Zoom in a little so you can see the detail of the cube. Beside the drop down mode Selector are three icons thes represent the three main parts of any object there. The face line and Vertex. When you are editing These are the different parts of the object that can be changed. Faces are the large, flat areas of the object, like the face of a dice. Lines are the edges of faces. Vertex or virtus ease are the corners of faces, for they could also be thought of as the ends of lines. When you click the face icon, all of the faces of the object are shown as selected. Click off the object to de select everything. Click on the face again to selected. Now, hold down the shift key while clicking on another face to select both faces. Notice. The faces on the back of the Cube have not been selected. You reviewing the object as a solid right now, that means you can't select faces through other faces if you want to select all of the faces. The fastest way to do that is by pressing the A key. All faces front, back top and bottom will be selected when you do this, if you want to de select all of the faces, the quickie to do that is Ault A that will de select everything. When a face is selected or multiple faces, you can change it in various ways with the move, rotate and scale tool. Here, I'm using a few of the various tools to change the face that I had selected. I'm hitting Control Z to undo. Between each change, you can click on the icons in the toolbar, or you can use the quickies. G is for grab. Ours for rotate and S is for scale. The face can be constrained. Toe a direction by pressing the X y or Z keys and go ahead and play with the different tools on your object. If things get messy or out of control, you can always use the control Z key to undo your changes. The same can be done with the edges. Switch to the edge selection by pressing the icon. If you select all four edges of a face, then the face will be selected as well. The face will turn yellow orange to indicate this. The edges can be moved and rotated the same way as the face. The edges can be scaled, but only in the direction of the edge itself. Quick on the Vertex icon to start selecting and editing for disease. If you select to Vergis ease that are attached by a line. Then you will also have selected that line. If you select all the points of a face and all the lines that make up that face as well as the face itself will be selected for disease can be moved just like faces and lines that they can't be rotated or scaled to switch quickly between different selection types. Use the numbers above the keyboard. One is Vertex to his line and three is for face selection. You can add new faces to a shape by using something called the Extrude tool. Make sure that you only have one face selected on your model. Once the faces selected click on this icon. This is the extreme tool. Click on the selected face and drag You are now extruding that face select one of the new faces that was created by the extrude operation. Go ahead and extreme again. Click on the tough icon in the toolbar to get out of the extreme tool mode. As with most things in blender, there are multiple ways of doing things. Select a side face now, press the any key. This stands for extrude when you drag your mouse. You should see the face. Being extruded extrude is great For quickly building up new shapes, these new faces can be moved, rotated or scaled just like all the other faces. 7. Wrap Up: thanks for watching this course. I hope that you found it both helpful and easy to follow. There's a lot that you can do with blender, and having a solid foundation is the key to learning. It's more advanced features and using it to create amazing three D images and animations.