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

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
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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!

Meet Your Teacher

Teacher Profile Image

Widhi Muttaqien

CG expert & entrepreneur

Teacher

Widhi is an entrepreneur in creative industry. He has master degree in information technology and business management from Bina Nusantara University. Beside doing business he is also a lecturer in computer graphic related disciplines in President University Indonesia and Lasalle College International.

In his more than 20 years of experience in the CG industry he finished hundreds of projects with clients from all over the globe. He has been producing thousands of CG images and animations. His deep passion with computer graphic leads him to dive into 3D visualization, animation, game development, video and motion graphic.

See full profile

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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 method