Blender 2.8X Fundamentals: Basic 3D Modeling and Look Development | Widhi Muttaqien | Skillshare

Blender 2.8X Fundamentals: Basic 3D Modeling and Look Development

Widhi Muttaqien, CG expert & entrepreneur

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85 Lessons (11h 10m)
    • 1. Introduction

      4:12
    • 2. UI introduction

      7:02
    • 3. Editor and Area

      11:06
    • 4. UI Size and Workspaces

      7:07
    • 5. Mouse viewport navigation

      4:02
    • 6. Alternative navigation methods

      3:53
    • 7. Axis viewpoints

      10:21
    • 8. Basic object selection

      5:47
    • 9. 3D cursor

      5:17
    • 10. Creating and Deleting objects

      6:36
    • 11. Viewport settings

      5:43
    • 12. Framing and custom shortcut

      5:33
    • 13. Hiding and Local view

      4:22
    • 14. Basic transformation

      5:53
    • 15. Interaction modes

      7:38
    • 16. Mesh sub objects

      7:22
    • 17. Basic mesh editing

      5:48
    • 18. Monkey head challenge

      4:44
    • 19. Monkey head project

      5:33
    • 20. Viewport shading modes : Wireframe

      7:59
    • 21. Vviewport shading modes : Solid

      14:27
    • 22. Viewport shading modes : LookDev

      4:41
    • 23. The rendering engines

      7:00
    • 24. Introduction to material

      7:25
    • 25. Picking colors

      7:38
    • 26. Color models

      8:55
    • 27. Hexadecimal color code

      6:07
    • 28. Basic material properties

      8:14
    • 29. Material assignment

      5:43
    • 30. Introduction to camera

      9:49
    • 31. Camera framing and image resolution

      6:27
    • 32. Rendering basics

      8:25
    • 33. Bit per channel

      8:38
    • 34. Surface smoothing

      6:27
    • 35. Screen space effects

      4:50
    • 36. Monkey head material challenge

      1:18
    • 37. Monkey head material project

      11:58
    • 38. Transformation shortcuts

      5:32
    • 39. Transformation orientation

      4:09
    • 40. Resetting transformation

      5:05
    • 41. Pivot point

      6:42
    • 42. Transformation value input

      8:03
    • 43. Objects dimension

      3:43
    • 44. Selection tools

      10:19
    • 45. Loop and Ring selection

      6:28
    • 46. Inset, Extrude & Bevel

      5:12
    • 47. Knife and Bisect tool

      10:45
    • 48. Loop-cut and connecting vertices

      7:57
    • 49. Delete and Dissolve

      8:17
    • 50. Patching holes

      4:25
    • 51. Subdividing and Duplicating mesh 002

      6:14
    • 52. Bridge

      8:37
    • 53. Joining and Separating objects

      5:11
    • 54. Modifier basics

      6:55
    • 55. Mirror modifier

      6:57
    • 56. Project : Kindergarten chair

      14:45
    • 57. 3D modeling common problems

      6:40
    • 58. Normal direction

      6:34
    • 59. Manifold geometry

      6:37
    • 60. Point to point modeling basics

      11:42
    • 61. Spin and Screw modifier

      10:58
    • 62. Project Roman column

      13:34
    • 63. Vertex snapping

      8:26
    • 64. Using reference image

      12:41
    • 65. Project : Toy train | Part 1

      12:52
    • 66. Project : Toy train | Part 2

      9:28
    • 67. Origin and Local coordinate

      11:16
    • 68. Coffee table challenge

      1:03
    • 69. Coffee table project

      9:24
    • 70. Straightening tilted objects

      12:09
    • 71. What we're going to create

      1:26
    • 72. Volume sketching

      11:22
    • 73. Grease pencil details sketching

      9:00
    • 74. Special movement operations

      6:30
    • 75. The upper torso

      11:06
    • 76. The Lower Torso

      15:12
    • 77. Introduction to curve

      7:57
    • 78. The arm

      8:41
    • 79. The hand

      11:18
    • 80. The thigh

      17:14
    • 81. The calf

      7:51
    • 82. The foot

      13:56
    • 83. Fixing the pose

      6:13
    • 84. Adding the materials

      10:44
    • 85. Lighting and Rendering

      8:53
26 students are watching this class

About This Class

If you want to learn 3D from zero, meaning no prior experience needed at all. Then you’ve come to the right place. This course will teach you the fundamentals of 3D skills using Blender 2.8 or above. The curriculum in this course is carefully designed so that students can learn gradually from the easiest lesson to the more advanced lessons, seamlessly. After completing this course you should be able to model a robot like this, add materials to it, create lights, and then render it using the EEVEE rendering engine.

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== What you will learn from this course ==

You are going to learn so many things in this course. They are just too many to cover in this short introduction article. But just for a quick summary. The course is divided into 4 parts.

Part 1: Blender essentials

  • Blender’s UI
  • Viewport navigation
  • Basic object operations
  • Basic transformation
  • Interaction modes
  • Basic mesh editing
  • Etc.

Part 2: Look development

  • Viewport shading modes
  • Rendering engines
  • Creating and using materials
  • Basic CG concepts
  • Using camera object
  • Surface smooth shading
  • Screen space reflection inside EEVEE
  • Etc.

Part 3: 3D modeling

  • Advanced transformation
  • Pivot point
  • Selection techniques
  • Inset, Extrude and Bevel
  • Knife and Bisect tools
  • Adding loop cuts
  • Patching holes
  • The basics of modifiers
  • Common 3D modeling mistakes
  • Normal direction
  • Manifold geometry
  • Point-to-point modeling techniques
  • Etc.

Part 4: Construction robot project

  • Volume sketching
  • The Basics of grease pencil
  • Special movement operations
  • The basics of the curve objects
  • Basic rigging with FK (forward kinematics)
  • Create global illumination in EEVEE
  • Etc.

== Hands-on projects ==

There are many hands-on projects in course. Such as:

  • Custom monkey head model using basic mesh editing
  • Adding materials to the custom monkey head model
  • Modeling a kindergarten chair
  • Create vases using spin and screw methods
  • Create a roman column
  • Model a toy train by leveraging the vertex snapping feature
  • Model a coffee table
  • Create a robot in the final project section. Covers 3D modeling, material, lighting and rendering with EEVEE

So join now and take your first step into the world of 3D using Blender!

Transcripts

1. Introduction: assalam alaikum. My name is redeem Attack in I am an entrepreneur and also on academy lecturer in computer graphics disciplines. If you want to learn three d from zero, meaning no prior experience needed at all, then you've come to the right place. This course will teach you the fundamentals off really skills using blender 2.8 or above. The curriculum in this course is carefully designed so that students can learn gradually from the easiest lesson to the more advanced lessons seamlessly. After completing this course, you should be able to model a robot like this at material story, create lights and then rendering using the E V rendering engine. You are going to learn so many things in this course they are just too many to cover in this short introduction video. But just for a quick summary, the course is divided into four parts in the first part will cover the essentials, such as understanding how blenders you I works different techniques off Vieux port navigation, learn basic object operations, then basic transformation, different types, off interaction modes and how to do basic mesh editing in the second part will focus on look development techniques will cover in depth each of you poor shedding modes available in blender. Learn about different rendering engines. Learn how to create and use materials. Basic CD concepts such as color models, bit Depp and color codes. Learn how to create and control the camera object. Learn about the surface, smooth shading and how to control it and how to use screen space reflection inside. Evie in 1/3 part, will focus on three D modeling skills. We will cover advanced transformation techniques, then learn about the people point and how to control it. Learn different selection techniques learnt about inset, extrude and bevel. Then we will cover knife and bisect tools. Learn how to add loop cuts. How toe which hosts using different methods, learned the basics off modifiers and how to use the mirror modifier. Learn to come on three D Modeling mistakes and how to avoid them. Understanding normal direction and how to create money for geometry, learn point to point modelling techniques and so much more. There are many hands on projects in this course, such as creating this custom monkey head model, using just the basic mesh editing techniques and then at materials to it. learn to modernise kindergarten chair, create racist like this using different approaches. Create Roman column like this one. Create a toy train model by leveraging the snapping feature in Lender, then model a coffee table like this one. Finally, in a four part off this course, we will do the final hands on Project, which is making this robot. We are going to make use off most off the things that we've learned previously, but also learn new things along the way. Sort IHS how to sketch in three D, You seem to point to point modelling techniques combined with the skin modifier. Then we'll cover the basics off the grease spent so so we can grow sketches directly inside Bender. Then we will cover special movement operations such as fatten and shrinking and also sliding versus or ages. We will also be covering the basics off look off objects in lender and how to use it to create the snake like arm off the robot. Finally, we will cover how to create global illumination in Evie. Using the radiance volume initial law, you'll be able to create robots like this or any three D models at this level of complexity . If you follow the course step by step in order. So doing now and take your first step into the world off. Pretty using blender Hef unlearning wa Sallam alaykum. 2. UI introduction: in this lesson video. We're going toe. Familiarize ourselves with blenders, user interface blenders. U Y is unique compared to other software you have seen before. Unlike other software, the you I consists off multiple areas that can be tiled s. You wish. But before we get into the nitty gritty, let's talk about what the default has to offer. When we first long to vendor, we will see these splash screen. You can close these splash screen simply by clicking outside the splash screen window. No, if you use blender in a public computer such as in classroom or library, you may have different you I layouts from what I have here. If that is the case, you may need to go to the file menu up here, defaults and then click on these load factory settings. This will set everything toe the defaults. This is important. So we have the same starting point and avoid confusion along the way. Okay, up here we have the menu bar. We have file menu in here where we can save an open file. Then we have the edit menu where we can undo and redo. But most importantly, it is where we can access the preferences down here. We also have render menu where we can render image an animation. We have window menu where we can Togo blender toe full screen or to create a new blender window. This is helpful. For example, if you have multi monitors set up okay, after the main use, we can see we have so many types in here. These tabs are used to store workspaces. What workspace means in Lender is you. I layout precept by default lender. Already provide suffer a work spaces such as lee out modeling, sculpting, UV editing and so on. Now human orders. Did I have some off the works by steps, clip or hidden like this? This is because Are you standard 7 20 p HD resolution to record the video? I don't use full HD or 10 80 p resolution because I know that a lot of my students like to watch the lessons in small sized mobile devices. A full SD resolution video will make the mouse cursor and the U I buttons look too small in those devices anyway, if you use Brender in small sized resolution, you may also experience this y clipping now, Don't worry. Toe access the hidden new I simply hover your mouse over the area and then just rotate the mouse scroll wheel. This method also works with other clipped or hit a new high in lender. If you have full HD or larger screen resolution, you really don't need to do this. Okay, let's get back to discussing the workspaces. To switch between these workspaces quickly. We can use keyboard shortcuts to switch to the next work space. We can hold control and then pitch down to go back to the previous work space. We can hold control and then press which up? Okay, Later, we will learn how toe create, customize ed and remove our own workspace. For now, let's use the default workspace, which is layout in here. Okay. At the right side, we have seen pulled on lease and also the fuel earlier pulled on lease. We'll discuss both off this when the time come. The middle area we see in here is the three D few Port Editor. This is where we can see out pretty objects from different angle at the bottom. We have the timeline editor where we can play and pass animation, said the starting and the ending frame etcetera. This timeline editor will be very important later when we are doing animation and the right side, we have two editors. The top one is the outline, er, any terror where all objects in our scene are listed in its editor, we can slack object. We can also hide and show objects by clicking on this ice. Impose less, but not least is the property editor. This is where we set perimeters, whether be global parameters that affect everything or contextual parameters which will affect only the selector for the active object. Okay, when working inside vendor sometime, we want to escape from the U I complexity and focus only on one editor. We can maximize on editor to take up the entire blender window by holding control and then press space bar. But you must remember this shortcut works in conjunction with your mouse cursor position. So, for example, if you're most cursor is over, this pretty few Port Editor Pressing Control Space bar will make their three d few poor editor maximized press control space bar again. We returned the editor to its original area or size notice. If I have are my mouse cursor on its outline er area pressing control and space. Barkey will make that outline er every terror toe fill up the entire window control space bar again to minimize it. So important lesson that I want to explain first here is that all blenders, shortcuts work based on where you're Musker, sir is located. Okay, I repeat again, as this is very, very important. All blenders, shortcuts work on the editor where your mouse cursor currently positioned. So just remember that when you try to execute a certain shortcut, you need to place your mouse cursor in the correct editor that you want to target. Otherwise, the shortcuts one work or it will work. But in another way, meaning it may produce different results, which you are not expecting at all. We will learn a lot of shortcuts in this course, as in my experience. As far as I know, blender is the most short cup oriented software in the world. You may feel a bit discourage. Stolen blender. At first I feel that way to the first time I learned blender. But trust me after knowing how blender works, you will want all software toe work, like blender. So just bear with me now and keep moving forward. 3. Editor and Area: in this video, we're going toe kaffir about editor an area If they look at our default You I lay out we actually have something like this. Each off this color box is called area and in each off these areas, we can define the editors. So essentially we always need an editor to feels up area. Okay, let's discuss about the editor first and then later the area. There are many editors in render. Each is used for a specific task. Now each editor must always have on element called header. It is a horizontal strip with buttons and our menus by default. Most headers are located at the top like this out liner editor in here, for example. So this whole area is an editor called the Outline er and this bar. At the top of it is the out liners. Header the Properties editor, which is this area also has the header placed on top. Now, sometimes the header looks transparent. Like this large three d few port editor we see at the center. This whole area is the editor and this row off buttons is It's header. This editor don't here is called the Timeline and it has the header on top also. Now, if you don't like the header to be placed on top, we can switch its location to the bottom. We can do that by right clicking on the header bar and then just flip the bottom. Now the header is placed at the bottom to place it back to the top. We can right click again on the header bar and then just flip top if you mistakenly right, leak and then click this show header option in here. The header will be hidden to bring it back. You need to click this small character button in here. It is very small in sub toe, but you should be able to see it in your own monitor. Okay for the TV few port header because it is transparent. You need to write three on any off the buttons in there to see headers off menu. Then you can access the header Functions such as flipping it to bottom are flipping it back to top. Now you might be wondering, why are we talking about header so much? Because in a header, there is a special pulled on lease where we can switch the editor toe another type off editor that we want to show on that current area. For example, we want to change this treaty. Few port editor in tow, a youth. The editor. We can do that by clicking on this left most button and noticed that blender provide so many different editors. Click on this UV editor in here, for example. Now, as we can see the center area previously occupied by the three D few Port, any terror is now occupied by new UV editor. If we click again in here and into Out liner, for example, we have something similar with this area to change this back to the three D few port editor . Just click again in a header pull down lease and then just three d few port now out of three D. Few port is back, just like before. So, as you can see in our default you, I lay out. We have all of these editors and on each off these editors, we have headers that we can use for different things. But most importantly, we use them to switch the editor into different types off editor that we want to use. Let's talk about resizing the areas each off. These areas are recyclable. To resize them simply hover our mouths over a border which exists between areas until you see the aero cursor and then just click drag the mouse to resize it. We can do this both on the vertical borders and also on the horizontal borders. Okay, besides switching the editor every sizing it, we can create our own custom layout by splitting and joining areas to split an area for us . We need to move our mouse cursor on the corner off our editor. When we see our mouse cursor change into a plus Imbo there is where we know that we are at the editors corner. If we drag it down like this, we will get a new area by splitting the previous area horizontally. We can then change this editor toe image editor, for example, or to any editor that you like. If we direct the corner to the left instead, the area now spread vertically. OK, Now you need to be very careful in where you place your most cursor. If you just slightly move it to the right crossing the border and then dragged down like this. You split the outline er instead, not the three d few port. Okay, so just watch where your mouse cursor is positioned. Next. Let's discuss how we can join areas to join areas. There are two rules you need to remember. First is on area can only be a rectangular shape. And second to join, you need to drag outside. Not inside. Let's see what the first rule means. If we have something like these, we can do in these two areas together because the resulting area will be a rectangle. Right. But we cannot join this area in this area directly. Why? Well, if you think about it, if this one and this one are joined together, the resulting area will be on our shipped area. And that is just impossible to do in lender. If you want to join this whole areas back to just one area, just like before then what you should do is doing this to areas together first and then later during the resulting area with the area below it. Okay, the second rule off joining area is dragged outside. Not inside. Let me split up the area again. So we have something to work with and changed the right area. Toe UV editor, for example. Okay, now we want we join these two areas to make it easier. Just imagine that these are two different countries Country A and Country B. If you want to join these two countries, you need to determine which country should conquer which country. If, for example, country a invade country, be then country B will not exist anymore. All of this region will be country a right to do that, we need to send armies off country A to country B. So we need to direct the corner off the left editor. We just this one, not this one, and then drag it to the right or direct outside. Not this way, because this way is dragging inside, which will create another split. So hope this corner and drag outside to the right like this. You will see a dark overly with bright Aargh before releasing the mounts. You can actually direct this to the left or right if you need to change your mind. Essentially, the area that has the dark overly will be gone. If we released the mounts at the right area we can see now this whole area become one area using the previous left area as the editor at this stage, if we want to join this area with this area, we can do that now because it will produce a rectangular area, simply direct this corner to this area and then release. Okay, I teach blender for quite some time now in the university in also on offline workshops. And very often my students have problem when spreading in doing areas. Mostly, this problems happen due to mistakenly taking the wrong corner to drag and also some thyme toe, a wrong direction. So they end up with so many needless areas in there. You, I lay out. If you experience this problems, don't worry, because there is another easier method off doing splitting and joining areas, and that will be by using the right mouse button. Now you might be wondering why not? We just learned this easier method and forget the direct corner method then well, easy. It's not always faster Dragging editors Corner is still my favorite method as it is much faster to perform. But using the right click method proves to be less prone to error. This is important, especially for those who are very new to blender. Let's see how we can do this right click method, and later you can decide yourself which method you want to use. For example, we want to split this pretty few port editor. The first question is, Which way do you want this area to split vertically or horizontally? If you want to split it vertically, then you need to move your mouse on the horizontal border off this editor until we see the Aero cursor, then right click and then just split area notice. We get this brief, you line off where the split will happen. We can move these right or left. We can also split the other area off the border. If you want to buy moving the preview line to the area. If you want to confirm, simply left click and we have our split area. If you want to split horizontally, it it's mostly the same process. But you should right click on a vertical border instead. Then, just like before to split area. We will see a preview line again, but now it is horizontal. We can move this to the other side if you want. Oh, and then just left click to confirm OK now tojoin areas, for example. We want tojoin this one with this one simply rightly on the border that separates them and then choose join area. Now, as we can see, we have this a dark between overlay just like before. However, your mouth to the area you want to remove and then left click to confirm we now have a larger area from joining the previous two areas. 4. UI Size and Workspaces: in this lesson video we're going to discuss about how to change the you I size and then how to manage you. I layouts using workspaces blenders default you y size. It's actually easy enough to read and to work with if you have a standard sized monitor. But in some cases, you may need to make the U I size bigger. For example, if you are working on a very dense picks up for each monitor, this happens so some off my students to fix this issue. Blender actually comes with two features that can resize your you. I elements easily. First is the display resolution, skill setting toe access it. We can go to the edit menu and into his Preferences interface tab. You will find the display section, and in here you will see resolution scale slider by default. It is said one If he dragged this value left or right notice. How do you I become bigger or smaller so this slider will affect all off the you I elements in lender globally before render version 2.8 final release. After you make any changes up here, you need to click on this pull down menu. Then you should click this safe preferences button in here. Otherwise, off the settings you have made will get reset back to the default when you close and restart blender. Okay, but since Blender 2.8 final release, you really don't need to click the safe preferences manually again, because there is a new option in here called auto Safe Preferences. If this option is on, which is the default, every time you make changes in the preference window, the settings will be safe automatically another way off. Changing the U I elements. Size is by using shortcuts. But I must warn you guys that this method is not supported uniformly across different editors. Also, the changes happen locally and temporarily to see how we can do this. First, we need to place our mouse cursor over the area that we want to Reese Ice, for example. I want to resize this Properties editor. So however, our mouths on top off the Properties editor and impress the plus key on a number head to make the U I bigger and minus key on the Phnom Penh toe make it smaller. As you can see, the changes happen on Lee on the properties editor and not affecting the rest off the u I. If you want to reset the size back to its the fault, you can press the home key in keyboard. Now, if you try to do this on the outline er editor, it will produce a different result. If we hover our mouths in here and impress the plus numbered button, we actually just expanding objects. Hierarchy pressing minus numbered button will collapse them. If you use this method on a three D few port editor, this will zoom in and out the few instead. But three D few Port has two additional U I panels. The left one you see in here is called the Toolbar, and another one at the right side is called The Sidebar. We cannot see it now because by default it is hidden. If you look closely at this area, you can see a small, corrupt button. If you click on it, it will open the three D few ports Sidebar panel. Now, if we have for the mouse cursor on the sidebar and impressed the plus sign button in the Phnom Penh, it will make the U I elements in the sidebar. Bigger. If you press the minus ember, it will make them smaller. If you breast home, the size will get reset. We can also do this on the toolbar plus to make it bigger minus to make it smaller and home to reset it. Now, if you do this on the timeline, it will zoom in and out instead. Okay, So to recap, the less method behaves locally and it works non uniformly across different you a region. Some may skill the you I some may not. We have talked about workspaces briefly before, but we haven't explored them more in depth, such as how to create our own custom work space. If you want to create your own workspace preset first you can click this plus button up here and then choose duplicate Curren. Or you can pick any off the rocks. Pay step, right click and into duplicated. By doing this, we will have a new workspace tab. If you want to delete a workspace, you can right click on the one you want to remove. And then just the lit in here to rename a workspace, simply double click on the name off it and then type a new name. For example, We d okay, now, I don't really need this layout, so let me just remove it from the earlier lesson. We know that these workspaces up here under the fault workspaces exists in lender now. What if he accidentally removed them? For example? I can right click on the animation work space in here and into the lead. If this ever happened to you, don't panic. Because all of this default workspaces can be called again easily to do that trick again on the plus button and into general category. In here we can see the animation work space in here if you click on it. The animation workspace is no back. Something that you need to be aware, though, when using workspace presets, is that if you create a custom workspace precept, that workspace will only be available in your blender file. Meaning if you save the file and then later re opening, the workspace will still be there. But if you open another file or start a new file that custom works based that you have created before will not be available. If you want to make your custom preset always be available. Whenever you start a new file in render, then you need to say if you're currently in negotiation as the default starting file. To do that, you can go to the file menu defaults, then choose save startup file in here. Okay, Now, I'm not going to do that, because in the scores, I want to make use the defaults as much as I can. By doing this, I hope the course will be easier to follow. Since we all have the same user interface, lay out. 5. Mouse viewport navigation: in this video, we are going to learn how to navigate the three d few port. If you are doing anything that is related to three D such as three D modeling, texture, ring, animation, etcetera then treaty. Few port will be the editor where you do most off your work in Lander. That is why it is the first editor we need to cover before anything else. OK, when we start blender the first time you will have these three objects available inside your scene, we're going to remove these three objects and then create a monkey had object instead. Why? Because we need something in the few port that has percents off direction, toe practice, the navigation to select all off the objects in the scene. Desprez s a letter key. After that To delete them, we can press X letter key and in just delete in here. Now our scene is empty. Next, let's click on this at menu button to smash, then to us Monkey in here. I know we haven't talked about object creation yet, but just bear with me for now, okay To rotate around the treaty, few poor. We can press and hold the middle most button and then just drag around. Now you must remember that we are not actually rotating our object in here. The object in our sin is unchanged. We simply wrote it around on how we see the object. Now. Some off, you might ask. Hey, I don't have a middle button in my mouth. How can I wrote it? My few port then Well, if you use standard mouse with a scroll Leo, you actually have a middle. Most button. Simply click down on the scroll Leo, and that will be a middle most button click. But if you have some kind off fancy touch mouse like the April magic mounts, unfortunately they don't have middle button. So you need to work around this limitation by using additional keyboard shortcuts or use different methods off navigation, which were going toe cover in later lessons. But anyway, if you are planning to learn blender or any three D software in general, you better infest on a good mouse with middle button as blender and also other three D software that I know off such a studious Max Maya, etcetera. They all use Middle mouse button extensively for a few port navigation. Yes, you can use other methods for navigation, but using mouse is by far the fastest way to never get the few poor. So this should be your priority before the other methods. Okay, next to zoom in and out the few port you can use the mouse scroll wheel, scroll up to zoom in and scroll down to zoom out. Now, when zooming with the scroll wheel, we get these stepped motion. If you don't want this step, effect meaning you want to zoom in and out smoothly. Then you can use the other method, and that will be holding the control key and then hold the middle most button and wreck the mouse up and down. As we can see, the zooming motion is now smooth and not stepped as before. The next navigation control that we want to cover is to pen or to drag around the treaty. Few port. We can pan around a few ports by holding the shift key and then press the middle most button and just move the mouse around. Two. Penned a few parts. Okay, guys. So that is how we can never get the treaty. Few port using the mouse. I strongly suggest that you memorize in practice this navigation technique before moving on , as this is very, very important when working with three D in blender. 6. Alternative navigation methods: in this lesson video. We're going to discuss how we can never get the treaty few part using the you I buttons and then using only the keyboard shortcuts, although using amounts is the fastest way and my preferred method off navigating the treaty . Few part. But you may experience situations where you cannot use a three button mouse. Perhaps you need to work mobile, but your mouth is broken or you accidentally left your mouths at home so you are forced to use your laptop strike bed. For example. Let's discuss how to never get using the you I button first and then later using the keyboard shortcuts since Blender for version 2.8, we have you I elements in the treaty few port that we can use for mitigation. Let's start with few port rotation to rotate around a few port. We can move our mouse cursor at this area that has colorful small circles and then just dreck around as we can see. As we dragged around, the mouse cursor becomes hidden and a few port. We wrote it along our mouse movement when we released the mouse. Our mouse cursor is back at the exact location. We start dragging before okay. To zoom in and out the few port we can hover our mouths on top off this magnifying dress, Aiken, and then drag it up and down, drink up to some closer and write down to zoom further away. The less navigation you I told that we can use is spending. We can do this using the next button that looks like a hand symbol. Click dreck on it, and as we can see, we can penned a few port around. Okay, so we have all that we need to navigate the three D few parts. But what about these two buttons? Well, this one is useful to switch the few toe camera few mode we will discuss about this more in depth in later section when we discuss rendering this left most button is useful to switch the treaty. Few port from perspective mode, toe oughta graphic mode back and forth in perspective mode. We just the default. We have a vanishing points. We can see that this grid lines will converge or inter cross into a single point if we switch the few toe oughta graphic mode. All off this greed lines are perfectly parallel to one another. This feeling system is also known as isometric off course. This is not realistic, but we often needed for a certain type off work. Next, we can also use the keyboard only to never get the treaty. Few port. But I wouldn't recommend this method at all, as it is very limited in term. Off the control goodies, we can use the keys number 246 and eight in a numb bed. Number two and eight can be used to rotate the few port vertically like these. This is number two, and this is number eight. And for number four and six, you might already guess it. Number four is for rotating the few port to the left, and number six is for rotating the few port to the right to zoom in and out. The few poor we can use the plus and the minus symbols in a nom pad and finally to pen around a few parts. We can hold control and then press number four and number six. In a number. This will penned a few port horizontally. If we hold the control key and impress number two or number eight in the number had the few port will pen vertically. So it is how you do few port navigation using only the keyboard. 7. Axis viewpoints: in this lesson video, we're going to discuss about access a few points. So what is exactly access a few points? Well, excess few points are special viewing presets where we can see our scene straight from a certain access. But before we start learning how to switch out of you to access a few points, there is something important that we need to discuss first, and that will be orientation convention. When working in three D, It is strongly recommended that you first understand the convention off the orientation relative to the access. This is because different really software or game engines may have different orientation. Convention, for example, what is considered to be up direction in three DS max is different than the up direction in Unity Game engine In Treaty S Max, the up direction is a Z axis. While in unity, the up direction is why access, if you are working with multiple truly saw for this can be a bit daunting. But there is at least one thing that is common in uniform, across all pretty saw for in the world, and that is the colors off the excess, no matter what really software you are using Z axis is always blue. Why? Access is always green. An X axis is always read. Okay, for now let's focus on Lee on the orientation convention inside Lender in render the up direction is Z positive access and the down direction is Z negative access. Okay. The front direction is why Negative axis and the back direction is the Y positive access Leslie, The right direction is the X positive access and the left direction is the Xnegative axis. Now you always need to remember this convention all the time when working inside vendor especially the front direction which is why negative access You should always create object facing negative y axis when modelling You will understand later why this is important If you ever forget this convention, just create a monkey had object The monkey had object or also known as Suzanne will face the front direction correctly by default. So this way is front. We can see this green line in here. This is the Y axis We can sit letter Why in here is also green and aligned with this green line? The one that has letter Why is the positive direction so this way, it's positive and this way is negative. Okay, this red line is the X axis wandered Has Letter X is the positive direction which is this way and one that doesn't have platter X means the negative direction which is this way and for the access. I think it is very obvious. Now positive Z axis is up, which is this way, and negative Z axis is down, which is this way. Okay. When modelling or placing objects in our truly seen, we often need to see objects straight from front or side or top view. We can do this using several methods. Most method you I method and keyboard method. Let's see how we can do this using the you I method first to see object from the top view, we can click on this small zeal, a turkey. If we do this correctly, we can see the world top cartographic in here. It means we actually seeing the treaty. Few port from top and a few is set toe Arte graphic mode. Mostly if you want to see objects from the access if you point you wanted to be in Orta graphic If for some reason you still want to see in perspective mode. We can press this perspective toggle button just as we discussed earlier. Now, while in access few point like this, you can zoom in and out, and you can also penned a few part but notice. If you try to rotate the few, it will go back to custom view and perspective mode. You can see the words user perspective again, like before the user attacks in here means that it is in user preference viewing angle to see from the side view. We can either click on the X positive in here for the xnegative in here to see from the front. We can click on the Y negative in here and to see from the back. We can click on the Y positive in here. I'm sure you get the idea now. Next is accessing access few points using only the keyboard shortcuts. To do this, we need to rely on the number again. First is number one key in a number of bed. This number one button will change our view. Port toe from view Orta graphic. Next is number three, which we'll change our viewing angle to cite a view, Orta graphic unless but not least is number seven, which we will change our view. Port toe top view. Orta graphic. Okay, you might be wondering by now why in the world blender to use those numbers for switching the view. I mean, why number one and three and seven to answer this question? Let's take a look at this graphic first. Remember, when we are in high school, we learned how to draw simple technical drawing on paper, for example. Let's say we want to draw a car. Usually we need to start with the front view. Then we take our ruler and create these guidelines so we can draw the top area precisely like these. Then we create horizontal lines like these to guide us to draw the car from the side view. Okay, so this is the front view. This is the top view, and this is the side view. Now, if you just remember this image, just put this image in your head. You will remember the number 13 and seven shortcuts. Because if we map this to our Nam pit layout, we can see that they have similar positions. Number seven, key position is at the left top corner, just like this. Stop. Few growing number one is for the front view located at the left bottom corner. Dislike this image off our cars from view. And the less one is number three located at the right bottom part off the lump ed. Exactly like the position off our cars side few drawing. Okay, So again, just remember this layout in your head and you should remember the short cuts Much easier. Now, you might be wondering, Can we always see three access views using keyboard shortcuts? What about the back few, but on few and left view. Well, there are two methods to access them First is by holding the control key. So, for example, if we want to see the bottom view because bottom is the opposite rooftop view, we can hold control and then press the number of seven key. Now we have button view to see from the left of you hold control and then impressed number three key. And finally, to see the back few hold control and unimpressed. Number one key. Okay, so those are the first method. The second method is by using the number nine key. This key is actually used to flip the view. So, for example, if we want to see the bottom view, we can press seven firsts which essentially turned the view toe top view and then followed by nine. We are now seeing the bottom view to see from the left of you We can press three and then followed by nine to see the back few. We can press one and then followed by nine. Okay. And the less keyboard shortcut I want to mention here is number five pressing number five in a Phnom Penh. We'll talk about a few port within perspective and oughta Graphic mode. So basically, it is the same as clicking on this small button up here. This is photographic, and this is perspective. Okay, so that is how you use the keyboard shortcuts, toe access, access a few points. The less method we are going to discuss is using the mouse toe access the access viewpoints . If we have a use of a view like this and we want to see this monkey had object from right view, which is this way first, hold the R key and then drag using the middle most button to the left like you normally do view port tradition. As you can see, the View port will step to the nearest access viewpoint and automatically so it toe oughta graphic mode. At this stage, if we hold out again and then drag with the middle most button to the right, we get the front access viewpoint. If we hold out and dragged down like this, we get the top view. I'm sure you get the idea now something that you need to be aware, though, when using the most method is that you need to hold the out first and then drag with the middle mouse button. If you do this the other way around, I mean, if you first direct your middle mouse button and then while dragging you hold the out key, you will also get an Axis viewpoint snapping. But we don't photographic mode or it is still in perspective mode. Mostly, this is not what we want, so just make sure you hold the out key first before dragging with the middle most button. So we get the Orta graphic few automatically 8. Basic object selection: in this lesson video. We're going to discuss how to do basic object selection in lender and a very important concept in render called the active Object. If you used blender prior to version 2.8, you might already accustomed to use the right mouse button just like objects. Since Blender 2.8, the default most input to select objects has changed to left click. Some people may like the exchanges and some people may not. In this course, we are going to stick with the default to make everything easy for all of us. Okay, So to select objects for smack Scher, the stool up here, which is the select mode, is active. We will discuss the rest off these two modes in later lessons. To select this life object, for example, we can left click on it. We can tell that the object is selected by this orange highlight color. This object is actually a camera object. We can click on it also to select it. Notice when we slacken object The previous selected object will be be selected automatically. Okay, so clicking will get you one object selection Now what if we want to select multiple objects in blender. There are many ways to do this. One simple method that we can do is by performing a click drag like this. Every objects that are inside the rectangular bounding box will get selected when we released the mouse. If you need more position, you can use the shift modifier key. For example, we can select this life object again, then press and hold the shift key. Then click on this camera object notice. We just select the object, but the previous selected object is still selected. We can shift click again on this cube object. So now we have a total off three objects selected to clear or to dislike all objects. We can simply left, leak or click direct on any empty area in the view port. But if you prefer shortcut, you can press out a to dislike all. If you forget the shortcut, you can go to the select menu in a three D few port header and then select none in here. Yes, you can see the shortcut is out. A. We can also see that there is a shortcut to select all, and also there is control. I shortcut toe select invert. So let's try these shortcuts now. Press A to select all objects in the scene out a toe on select all. And if we click to select this cube object and impressed control, I now the selection get inverted. Everything is now selected except the cube object. Okay. Another way to clear the selection is by pressing a twice quickly. So again, to dislike all objects in a sin, you can either use out a or you can tap a better key twice quickly When selecting multiple objects. Using the shift key method, you may notice that the less selected object always have different highlight color. It is brighter or more yellowish, while the others are still orange, not only in the view port, but you can also see the colors in the outline. Ever. This one is bright, yellowish orange, while the others are a darker orange. This yellow color indicates that this object is now the active object. Okay, so what is actually active object? We'll just assume that the active object is the current main object or the focus object, because there can only be one active objects in the scene. This active object concept is a very important later when we discuss more advanced topics such as advanced transformation, joining objects, rigging, etcetera. For now, we just need to know that this yellow highlighted selection is the active object. Okay, besides the color, another way to tell which object is the active object is by checking the properties editor from the step and below, the perimeters are all showing the active object which is currently the camera object. You can also tell which object is the active object from the status bar. Don't. Here you can see the world camera. Don't. Here. This is actually the name off the active object. Now, if you don't see the status bar down here, it may have been turned off accidentally. Toe. Turn it back on. You can go to the window menu up here and then make sure this show status bar option is on no notice if we hold chief and click again on another sector object. The active object title is now given to this object. But notice if we hold chief and click again on the active object, that object will get the selected. It is still the active object but not selected anymore. So, yes, you can have an object active but not selected. But most off the time on active object is a selected object. So again, generally speaking, clicking and she's clicking on an object will make that object the active object. But if you shift click on the active object, that object will get the selective even know it is. They are technically the active object. 9. 3D cursor: in this lesson video. We are going to discuss one unique feature in Brender, which is called the Precursor. So what is exactly a treaty? Coarser? Well, if you look closely at the center off the treaty world in Blender, there is a small circle that looks like a sniper scope target. This is the tree dicker, sir. It is basically a pointer in three D space that can be used for a lot of things in lender when you sage off three D cursor is for defining the location off newly created objects. So that is why we need to discuss the three D cards or first, before we can discuss creating objects in lender by default. The treaty cursor is located at the centre off the World. If you want to move it around, there are at least four ways to do this. Using the mouse and keyboard modifier key. Using the treaty cars are too mode using the snap command and finally using the site barter . Let's list us each off this methods one by one for us, we can hold shift and then right click on any location that we want. The precursor will jump to that location lender will detect really surfaces when doing this . So if we hold chief and right click on top off this cube, for example, the three d cursor will be moved to the surface off this cube. The second method to move the three D cursor is by using the three D cursor to mood, which is this button in here. In this two mode, we can simply left click to any location. We like to move the precursor to that location. This method will also retake object surfaces. The third method is by using the snap command. With this method, we can easily line a treaty cursor with any object in a scene. To do this for us, we need to select an object. For example, this like object. Let me activity the select mode first so we can select objects like before. Select this like object by left clicking on it and impress Schiff s toe. Open the snap by menu to score, Sir. Too active in here. We can see now the treaty cursor moved to the light object location. If you forget the shortcut, you can access the snap command via the object. Manu in the TV few port header and then to snap in here, then cursor toe active. The less method off controlling the treaty cursor location is by using the three D View port sidebar panel. We have discussed briefly about the sidebar panel. Besides clicking the small carrot button in here to open the sidebar, we can press end in the keyboard, or we can go to a few menu up here and choose Togo. Sidebar in here in the sidebar panel in the view tab noticed. Don't. Here you will find a precursor section. If you don't see perimeters like these this make sure the carrot symbol or this small triangle Aiken in here is looking down, which means the panel section is expanded. If you click this whole barter, the carrot will be pointing to the right, which means the section is collapsed. Okay, In here we can see the location off. The traffickers are in three co ordinate the X value, the Y value and a Z value. If you want to move the treaty cursor toe a specific coordinate, we can directly type in the values by clicking on any off the sliders and then input the number. Or you can also move the mouse cursor on any off this input fields and then drag left or right like this. Now, this method off input is common inside blender, meaning you will find a lot off this input fields in lender. Most off the time we wondered through the cursor Toby, located at the centre off the world. You will understand, Leader, why we want to do this to reset the precursor location. We can do this in several ways. First, we can use the keyboard shortcut, Chief. See, this method is also useful to reset the view port to the center off the world. So if you have the view port looking on other area or direction pressing shift see not only will center the treaty cursor, but also will center the view port to view the center off the three D world. If you forget the shortcut, you can use the snap command method. We just by going to the object menu, snap and then choose cursor to world origin or by using the snap command also, but via by many a shortcut. And that will be Schiff s and into score, sir. Toward origin. OK. Finally, the less method to reset the treaty cursor is by going to the sidebar panel and in the treaty cursor section, rightly on any off these values and into preset all to default values. This will make all of it according IT access set to zero that's making the treaty cursor positioned back to the center off the three d world. 10. Creating and Deleting objects: in this lesson video. We're going to discuss how to create into the lit objects to create a new object for us. We need to specify where the object will be created. By positioning the treaty cursor, for example, we can hope Schiff and then right click in here next toe at an object we can press shift a notice. There are so many options off object types that we can create in Lender. If you want to create a three D object, then you need to go to the mesh option. And then it's like any off this objects in here. Let's big monkey. For now, you might be wondering, OK, cube, sphere cylinder makes sense. But why Monkey head? Well, this monkey head, which is called Suzanne, is the mascot off blender. We can say its name in your liner in here as we can see that her name is Susan. Having Suzanne as a geometric that we can create off the shelf is a very useful, for example, for a quick testing, lighting or material. Basically, we can use Suzanne every time we need a more complex object than this regular primitive objects. Okay, If you forget the shortcut. Or, if you prefer to use menu, you can use the edit menu in here. But first, let's shift right click on this location so the new object will not overlap with the existing monkey object. Now we can go to add menu to smash, and let's create a new office for your object. So that is how you create new object in blender. I'm pretty sure you get the idea by now. Display around with this for a while. You can experiment with different type off my subjects that blender provides. When our sin is starting to get crowded. It is a good time for us to learn how to delete objects, total it an object simply selected first, then press X platter key in the keyboard and then just delete in here. If you want to delete object right away without blender confirming your action, you can delete also using the delete key in the keyboard. But this method only exists for PC and Lennox users. For those of you who you smack, you need to stick with the ex letter key shortcut because, as most off you probably already known the delete key in my computer's is actually a backspace button in PC, so blender will pick that as a backspace. Also, if you want to delete multiple objects at once, simply select those objects first and then press X and then choose delete when we create a primitive objects such as cube, cylinder sphere, etcetera. We might want to change certain aspect off that object, like the radius or the DEP, or how much segments exists on certain sides. Another three D software, usually after primitive objects, are created. They still hold those parameters so we can always go back and change the parameters. Him lender, however, there is not the case. Brender doesn't have any construction history. What we can do exchange the parameters exactly right after the object is created. So, for example, let's create a cylinder press shift, see first to center the precursor. Then she if a toe open the object floating panel MASH and selling better notice right after we create a Syrian better. We have option down here in the bottom part off the treaty. Few port. We can click on this character button or this whole bar, actually to expand the panel notice. In here we have first assist perimeter. This determines how much sites that cylinder has. Then we have radius to change the circle or size off the cylinder, and then we have depth, which basically controls the height off the cylinder. We also have some other stuffs down here, another way toe open. This creation parameter spinal is by using a keyboard shortcut, which is F nine. But notice when we press F nine blender actually opens up a different panel that is floating and positioned at our mouse cursor location. We can move the spend all around by clicking and dragging the upper part area. However, we can just move our most cursor to any location we like and then pressed F nine again to close the panel. Simply move the Mosque Ursula way and it will close automatically. And although this one and this one are two separate panels, the parameters inside these two panels are exactly the same, which is contextual depending on the less command we performed in lender. Okay, What I really want to point out right now is that these parameters exists only after you created the object. If after this you do something else, such as moving the object or create another object or many other things in render These parameters will be gone forever. For example, I will shift right click in here to move the treaty cursor Schiff A at a monkey had object . We know get size to control the monkey head object if we select the cylinder object again. The parameters that we saw before such as virtuous is in radius and dep. They are not there anymore. Okay, you might be thinking that this behavior is one off the floors or these advantages in using render. I can assure you that this is never been a case. I have used a lot of three D software before, and personally, I like how blender works. If you have been doing three d modeling before in order to the software, you know exactly that 99% off your time when modeling will be tweaking. Verjus is moving ages, extruding faces and many other modeling tasks. We don't spend too much time tweaking primitive objects perimeters, Therefore, for three D modelers, the way blender works is exactly as we expected. As it is more straightforward. We'll be covering more in depth about remodeling later in this course, and you will understand more about this issue as we go along 11. Viewport settings: in this lesson video we are going to discuss suffer a few port settings to make sure we have the best experience. We're navigating the treaty. Few Port. The first thing we are going to discuss is the navigation settings in the preference editor . So let's open the edit menu preferences and opened a navigation category in here. You want to make sure all of these three options are on and also this one option. Zoom to most position. Quick explanation about the settings For us, it's the orbit around selection. When this option is turned on, the few port center off rotation will be at the location off our selected object. This is helpful so that the few port will not go astray and always have our selected object in frame. Second is the older perspective. By default it is on. This is the reason why when we switch from user to any excess, a few points such a stop or right or front view, the few port automatically changed toe oughta graphic vice versa. If we go back from access few points to use their a few, it will automatically change toe perspective. Is the Auto dep basically if this is on blender, will detect the depth off the object surfaces beneath the most coarser and use that for reference. Okay, you might be asking reference to what the answer is the next option, which is zoom to most position. When this option is enabled, the most pointer position becomes the focus point off, zooming instead off the few port center. Now with the auto DEP option turned on a blender will be smart enough to sense the three D surface under our most pointer so that the zooming process become more precise. The next setting we want to look at is the few poor quality. If you already have in the preference of editor open like this, just go to the few poor category. In here you will see quality section. I am setting all of these values to know or none, and finally, I said this edit mode, smooth wires toe off. Also, all off the settings determine how much entirely acing effects will be applied in the few port. If you don't know what anti alias ing is, essentially, it is a rendering technique to make Jega pixels look smoother by adding extra, semi transparent pixels around objects, border or lines. This will make the few port looks better of easily, but at the course off performance. If you have fast, high end GPU and you want to enjoy extra smoothness in the few port, you may want to live. These settings toe the default for me because mostly I don't actually need anti Elia Sing in the few port and also because I have my screen recording running in the background. I prefer toe. Have maximum performance out off blender. There is why I turn off all off these settings if we place our most cursor inside the treaty. Few port and impress end toe open the sidebar we can see in a few section. We have this parameters. Focal length clip, start and clip n. These default values are already good, so for more situation, you don't really need to change them. But you may need to change them later in the future, so let's discuss each off this parameters one by one the focal length value. Determine how wide the fueling angle off our few poor. It works just like how a camera lens works in the real world. That is why it is measured in lands. Millimeter value. If you are not familiar with photography, don't worry. Basically the higher risk focal length value, the narrower, the fueling anger that's killing off the perspective effect the lower this value, the wider the feeling angle. So we get to see more objects in frame. But the perspective distortion will become stronger again. For most cases. This default value, which is 50 millimeter already fine. Next is the clip start in the clip and values. These values are very useful when we have a very complex scene, and we want to reduce few, put workloads and maintain workable performance. Essentially, the scraping values will avoid the few poor to display anything that are further away from the clip and values and anything that are closer than the cliff start value. To see these values in action. If we use a very low value in a clip end like 20 meter, for example, we can see everything beyond this distance will be invisible, even agreed, becomes invisible. If we drag the slider even smaller, we start to see the cube get cut off. We can see the same thing happen if we increase the clip start value in here, The front cube area will get cut off. I'm pretty sure you get the idea to reset this to the default value. Simply right. Click on it and just reset to default value. 12. Framing and custom shortcut: in this lesson video we're going to discuss about framing and how to create custom shortcut in lender framing is a way off, making our few port to focus on certain objects. When working with large sin filled with multiple objects, we often need to zoom in directly to a select the object. Or perhaps we need to see everything in the scene quickly. In this scene, I already have several objects to practice framing. The first method off framing is to see all objects in the scene. We can do this using the home key in the keyboard. So if we have our few port zoomed in like this pressing home key, well framed a few port so that all objects in the scene are visible. The next framing method is to focus on a selected object. To do this, we can use the darky on a number head. But of course, this method will require us to select an object first. So just click on this cube, for example, and then press the darky on a number head toe frame it. As we can see, the few port will automatically move and zoom so that the selected object we have currently is in frame press home again to see the overall objects in the scene. If you ever forget the shortcuts, you can go to the view menu up here in a three d few port header, we can see the frame selected. Shortcut is dot and the frame all shortcut is home. Okay, guys, I really need to stress out that these framing methods are very, very important. Why? Well, if you are working on a complex in, you will often zoom out the few port way back and someti