Blender Modelling series volume one | Joe Baily | Skillshare

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Blender Modelling series volume one

teacher avatar Joe Baily

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

Watch this class and thousands more

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

Lessons in This Class

20 Lessons (1h 32m)
    • 1. Intro

    • 2. What will I learn

    • 3. How the 3D viewport works

    • 4. Viewport modes

    • 5. Terminology one

    • 6. Terminolgy two

    • 7. Naming objects

    • 8. 3D shading

    • 9. Using the outliner panel

    • 10. Numpad emulator

    • 11. Mouse emulator

    • 12. Adding objects

    • 13. Deleting objects

    • 14. Grabbing Objects

    • 15. Rotating objects

    • 16. Scaling objects

    • 17. Hotkeys for grab, rotate and scale

    • 18. Challenge one

    • 19. Challenge two

    • 20. thank you

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About This Class

The first chapter in our blender modelling series where we learn all about how blender works as a 3D modelling software. Learn how to use blenders modelling tools to create different virtual assets for use in video games and animations.

Meet Your Teacher

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Joe Baily


My name is Joe Baily and I am an instructor for 2D and 3D design. I specialise in 3D modelling using software platforms such as blender and 3DS max to create virtual models and assets for video games and animations.

My alternative job involves teaching sport and PE in schools and so I have 1000's of hours teaching experience in multiple various fields. My goal here is that I always find great instructors in websites like youtube who are great but never give out enough content to really satisfy my own hunger for learning. Therefore, my goal on skillshare is to provide comprehensive quality teaching on any subjects that I cover, such as blender 3D.

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1. Intro: Hello, Aunt. Welcome to Volume one off the blend up free D modeling Siri's My Name's Joe Bailey and I'm going to beat Guiding you fruit This volume off the syriza's well, a supper volumes as we go along. So before we begin, what are the requirements for discourse? Well, these are more recommendations than requirements, but it's much better if you have these, so you're quiet. Blend up version 2.77 or later for this Siri's. But you know, again, 2.7 or later would do very nicely. But it's very easy to get the latest version of Blender. You also want a free button mouths now from modeling. In particular, it's highly recommended that we have a free button mouse. That said, We're going to show you how you can emulate a free butter mouse on your keyboard, thanks to blenders. Special interface. Also recommended is a number pad. So if you're using a smaller 11 inch notebook, for example, you might not have a number pad on your keyboard. This is a strong recommendation, but again, not an absolute requirement, as there is a way to work around it. And finally, it would be ideal if you complete volume, suit zero Siri's course or have basic knowledge in the blender interface. So before any off our Siri's courses, whether it being modeling or animation or rigging, we have a volume zero course that's available for free on. If you're brand new to Blender, then I would recommend going through volume. See wrote first before starting this course. However, if you got a little bit of experience with Blender, then you might not need to use Volume zero on with your basic knowledge. You can get started straight away, so thanks, guys, and I'll see you in the next lecture. 2. What will I learn: Okay, guys. So what will you be learning in this volume off the blender? Modeling Siri's While you're going to be learning quite a lot because we want to get you set up so that you can learn from or intensive stuff efficiently. So one by one you're going to be learning about the free de Vieux Port in Blender and how it works, including how you can move about that Freedy space. We're guys began over some of the basic terminology that we use in a more cling. We're going to be looking at the Freedy shading. So the Freedy View Court has different shades that focus on different things, like materials rendering textures, etcetera, Freedy, few port modes, said these almost in which you can perform different functions. We're going to be looking at exactly what a mesh object he's because this is going to be what we're going to be creating. We're going to learn how to select objects, how to name our objects, how she used the outline, a panel, how to creates the number, part and mouse emulators. If you don't have a free button, mouse or number pad, we're also going to add objects the league objects on, then we're going to be looking at the core moves off object modes. The's going to be the core operations. So we're going to be learning about grabbing objects that's changing their position, rotating objects so rotating them on an axis, aunt scaling objects to increase the size or decrease the size of those objects on. Then we'll finish by using Hakkies to grab, rotate aunt scale those objects So we're going to introduce hockey's in Blender as Blender is a very hockey intensive software. Once we've done a with that will finish the course with a little bit of a challenge to see on practice a lot that you have learned in this volume on. Then we can move on to bigger and better things. So best of luck, guys, and I'll see you in the next lecture. 3. How the 3D viewport works: Hello guys, In this lecture, we're going to be talking about how the free de Vieux Port works, said Afridi. Vieux Port is a free D space on a two D screen, so navigating around that space is going to be a little bit unusual. By default, the Freedy View ports will have free objects. These are accused comma Onda, A lamp Blenda is measured in blending units, so the size of our objects by default on, measured in what we call blending units. Also in the free de Vieux port will be the blend. Agreed. This represents the blender units and can be used to help measure the size of your objects . So that's introduced Afridi Vieux Port itself. The three d View port is basically this book, so if you can see my mouse cursor, then what I'll do is I'll just move around the free de Vieux port on its borders, going down across Onda. Apologies on up so that the basic square that there is your freed EU courts included in your Freedia view ports are the info panel at the bottom of reports on this tools tap. Now we can open and close tools tap outside by pressing the letter t on our keyboard so t to close it on t to open it. There's also an additional scene tap on the other side on to open that we press the end key . So we put open it up with the Yankee and we close with the n key So t for the tools Tap on in for the scene tap enough seen We can see that we've got a que in the center. We've got a camera and we got a lamp. So the camera is this Objects here on the lamp is the spot up here. We also have the blend of greed which basically gives us an idea of how bigger objects are in terms of blending units. But how do we move around this Freedy space or to move around Afridi space? If you've got your free button mouse, you should have a scroll will. Now that scroll will, for most mouths it almost mice. That scroll will is going to be your third button. So what you're going to do is you're going to click on hold down that's scroll button, and then you're going to move your mouse around on that will allow you to navigates. You're blend up world in free dimensions so I can move my mouse around it so that I can view to top my objects the bottom the lights order left on dykan. Few it from any angle that I want simply by holding down the scroll button on one house. And it's a simple was that if we move up so that we are above our key, then we can actually get a better idea of what this splendid grip does. So the blend agreed, basically gives us an idea of how big our object is. This cube, for example, is roughly to blend units in length and with how do we know that? Because by default, these squares that you can see haven't area off one blending units squared, which means each line on a particular square on the planned agreed represent one lending units in that direction. On that is basically how the free de Vieux Port works. So we know what objects oven are freed. Easy court. We know what the blender greed is useful. We know how to move around our free e view port on. We also know how to open on close our tour on scene taps. Thanks, guys. And I will see you in the next lecture. 4. Viewport modes: in this lecture, we're going to be talking about Freedy. Few port modes. The free de Vieux Port has different modes that are used for different tasks. These modes are object mode edit mode, sculpt mode, third text pain weight paint on did texture paint. Now to be good at modeling, you only really need to be able to use the first to object mode on edit mode. You don't really need to worry about the ones below as they do very specific tasks. For example, weight painting is used for connecting our models two weeks or skeletons to create animations. But you don't need to worry about something like this while you are modelling. So all you need to worry about ease object mode, which focuses on it. The objects and its surroundings and edit mode, which focuses on actually changing the shape and form off our objects. But of course, you're going to need to know how you can move between a with ease modes. Notice well that thes six modes are not the only six modes in blenders. Freedy view ports, but they are the six modes that are related to mesh objects, for example, reeks or skeletons in the free de Vieux port will have a pose mode which mesh objects do not have. But for now, I'm just going to show you the two ways in which we can move between modes. So in blender, the traditional way is to simply go down. So where it says object mowed down in the info bar off the free de Vieux Port left click, and that gives us a lot of our different modes. So by default were on object mode, we can choose edit mode, which allows us to edit all object sculpt mode, which is where we can begin sculpting our mesh. We have for text pain, White pint, Andi text the point. But of course, the only two that we're going to be worried about for the time being are going to be object mode on edit modes. I strongly recommend getting used to these two modes before using any of the other modes. Finally, we can switch between object mode on edit mode, and this is going to be a very popular hockey that you're going to want to be using a lot. If we press the tab key on a keyboard, then tab allows us to instantly switch between object mode and edit mode. So with an object mode press type and now we're in edit mode, press tab again, and we're back in object, Mode said. Those are ALOF, the different fruity Vieux Port modes that are available in a blender. 5. Terminology one: in this lecture, which is guns go over some of the basic terminology that you might find in a blender or in any Blender Arts course that you might come across, so I'm just gonna go through some of the basic ones. So the first question is what a mesh object is now. If you're new to free D modeling, you might not have heard off mesh objects before In blender, mesh objects are basically any objects that you can edit. That means they're going to her what is known as an edit mode, which allows you to shape and form that object. Through example, I have my cube selected, and if I come down to object mode, I can click and select edit mode. So now I can edit that's objects. However, if I go back to object mode and then once click on more lamp he now my lamp is an object. However, if I try and change to edit mode, we can see that it doesn't have an edit mode. It only has an object mode on. That's because it's not a mesh object, so only mesh objects can be edited. In addition, we can only few mesh objects in rendered scenes. So if I click on this rendered shading, the only objects we can see is the cube on the Freedy cursor. But Afridi curse a won't get rendered. When we render our image permanently, however, we cannot see the blend agreed, because it's no Ameche. We cannot see the lamp because it's not a mesh, and we cannot see the camera because once again, it's not a mesh. So how else will we identify if an object is or is not a mesh? What e. His whites do that he's too? Go over to our outlined a panel on basically any objects that have this triangle shaped icon it next to their name. The's are mesh objects you can see the camera has a camera icon, which means it's classed as a camera object. On the lamp has a lightbulb icon, which means it's classed as a light source object. The cube has a triangle, which means it is classed as a objects mesh sudden. That's basically what an object is. In addition, we have the gizmo. Now the gizmo is basically the set of lines that we have on our keep, so the gizmos basically what we're going to be using for things like rotating, scaling on, moving the location or the objects. Andi Also, we have the origin points, so the origin point is where our gizmo is going to be based form on. The origin point is basically the yellow dots at the center of the gizmo on this is going to be important because where the origin point is can define the effects off many off your tools in blender, including your ability to rotate and scale your objects in the next lecture, we're going to finish off this short section on at the different terminology that we use in blender. 6. Terminolgy two: Okay, guys. In the previous lecture, we introduced some off the common terminology terms that you have in blender. So we looked at mesh objects that gizmo on the origin points. So now what about primitive objects? What's the difference between a primitive objects on a regular object? Well, every single or most objects that your guns be creating in a blender you're going to start form a primitive object so this could be, say, a cube or ball or cone, or even a Turow's of was known as a doughnut. So basically, blender has primitive objects, which you can bring into your scene, and they can provide the foundation for you to edit those primitive objects into your own creations. Next, we have few port shading. So in a blender, different tasks will require you to use different forms of support shading. For example, when you're creating materials for your objects, you want to be using material view port shading so that you can see exactly how your materials look and how they reflect the light sources. Of course, in this modeling section of the course on dis modeling guides, you will want to be focused on a solid view on why I find you. These are YouTube views that you use for modeling your creations. Then we have transformed, which very simply, is the location. So when someone talks about transforming on objects, they are changing its location. They are changing its rotation and they are changing its scale. And finally, we have parents and Children. Now this is slightly more advance, but it's good for you to know what this means now. Basically, objects can have relationships to each other so you can have parents and Children. An example would be, if you had to keeps one keep was apparent on the other was the child. If you have a relationship where you have a parent and a child, what would basically happen is when move, rotate or scale the child. You can move, rotate and scale that shoulder as an individual object. However, when you move, rotate or scale the parents, then the child will also move, rotate or scale based on a that parents. And that's just a short explanation as to how parents and Children can work. A good idea off this in the real world or real universe would be the solar system where you have the sun and it uses its gravitational pull to orbits A with the planets around it. So the sun is the parent and the planets are the Children on. We're gonna end it there for the terminology. There's a lot more terminology to gather in blender, but these are some of the basic ones that are good to know. Thanks, guys. And I'll see you in the next lecture. 7. Naming objects: in this lecture, we're going to be covering naming objects. Naming objects is a very important part of modeling any seen in free D modeling, regardless off the reason for your modeling, even objects that are exactly the same should be given slightly different names as a means off being able to determine where an object goes In a sing Bruce sample, you could have pre chairs. They could look exactly the same. But you might want each chair to go into a different room in a house so you might name that share as a chair. And then you would also say in its name where that share is gonna go. So that's an example of a naming convention that you would use when creating a scene. There are free ways in which we can name our objects. So the task of naming is perhaps so important that blender itself actually gives you multiple opportunities to name your object, the free places in which we can change the name of an object. Arthuis out liner. The scenes have in the free de Vieux port on the objects have in the properties panel, so now we're going to give our Freedy keep a name. So I'm gonna go into blender on The first thing I'm gonna do is I'm going to change the name. Fire my scene tap in the three d view port. So I'm going to do is I'm gonna press the end key to open up my scene tap. And I'm just going to enable screen class keys. And then I'm going to go down to where it says item so you'll find a little subsection called item below where it says Freedy cursor. Andi under I assume we have the name or the Cube now notes that we have this up here, but also the fact that I've extended the outline er so that we can see the cube in the outline er on. We are also in the properties panel on the objects have, which is 12 free for five taps along. What I'm going to do here isn't going to left click, and we're going to name it b o X books. And now you'll notice that box has not only changed in at the scene tap, but it's also changed in the outline er on. It's also changed in the object tab in the properties panel to change it into the outline. Er, we have to right click on the nine Select Re nine on. Now we can we name it from here. So let's call it this time. Cardboard books. And now, once again, we can see that it's changed in all free boxes. Thief Third way off. Changing our name is to do so in the object tab in the properties panel. Once again, we're going to left Click on We'll just rename this as box again. And so and there we go. So now that name has changed. Another thing to note is that whenever you name, some think it will be visible in the bottom corner off the Freedy view ports on. That is how we can change the name off our objects in the blender interface. So we now know how to change using the scene tab in the fruity view ports. The outline a panel on Duthie objects have in the properties panel. Thanks, guys. And I'll see you in the next lecture 8. 3D shading: in this lecture, we're going to be looking at Freedy shading, So there are different shading loads that talk what is visible in our Freedy View Court. He's modes are solid road. Why fine bounding box textures, materials on wended. So I'm just kinds quickly show you what's each of these looks like on what you might use certain modes for. So, first of all, we have the t four, which is the solid few. So the Saudi, if you will basically show you all of your objects A with their corners, edges and faces. But all of your objects will be off they plain ish color, so there will be no special effects, no coloring, nothing like that. It's a lot, just the objects themselves. And this is the one of the bell things to use when modelling, because then you can't model your objects without anything clearly getting in the Waynes. Homes of materials will textures on. Then you can just create. It's an only focus on the geometry on. That's pretty much a solid view, and this this is pretty much what you would be working in. Most of the time you are more than you'll be working. I mean, this morning, so did landscape. If we come down to the infallible, we can see there's a button with a what? This is the bussing in which we access the menu, a few court shading. And here we can see we have our six different shading oceans. So we've already had a look at solid, which is our equal display. Let's have a look at some of the others. Bounding box basically creates a wire like form or Amish. Now bounding box is going to be the one that you'll probably end up using least. But the bound new box is basically the physical dimensions or an object on it. This only really applies when you're creating objects or video games. So you need to have a bounding box, which sort of helps to determine things like collisions, etcetera. Next up, we have wire. Fine. Now on the face. This looks exactly the same, but this is actually more useful in terms of the modeling aspect. Oh, our objects because for a wire frame we will see a little of the third season along the edges. But we will not see any faces no matter what's our object looks like. So we could make this box into a penguin or or an airplane or train or a scene off perhaps a focal stadium, regardless off what we make of our model in West say mode, this is the sort of thing that will see so we'll see that model. But without any of the faces on, this is a really good way or being able to select hard to reach edges and places on vert disease without actually having to pan around our big Now. I just made a little bit from a steak just a few seconds scope because I said that we could select hard to retraces. Actually, we can't really select spaces because in wire frying they know that that's the point. While flying, it actually gets rid of those faces. It doesn't believe him because we go back to Saudi view that they are again. But in one thing, you we can see that's there, aren't any faces, and we can just focus on the seas on the edges. Up next, we have textures, so this few court shading allows us to see a wealthy edges a with the corners and with the faces and also any textures that we have applied to an object. Textures are basically Hatton's that we can place onto our objects now for the modeling Siri's. We won't need to be worried about sexual because we won't be applying tensions. But textures are basically when we apply it. Certain patterns that can help change the appearance and esthetic look or our objects. Materials are slightly different, but also very similar to textures. They impacts how the object looks not. It's not about creating special patterns with materials, but rather creating a material that reflects writes in a certain way. So this is where, where we create materials. This is where we confuse those interior was on our objects and see how they've onto the scene. Finally, we have rendered few core shading. Now watch what happens when we go into rendered pretty much everything disappears except for our object on the Freedy cursor. Now we can still do most off our operations in the render shadings you call. That's it's a lot more difficult. We don't use rendered shading as a means or editing are scenes we use rendered shading as a means or free viewing. What's our scene would look like if we were to render on in each or on animation. So that's basically water score, and you'll know is that only the cubes really visible? That's because anything that is not a mesh object or a lights source will no be visible. Now when I say light source, as we can see the lamps, not hear, what I mean by light source is actually the light coming down and hitting objects. So we'll be able to see that. In fact, we can see that because we can see how our faces are being hit by the lights differently. We can see his face here isn't being hit by the lights at all. However, we can't see, see or reaching off that lights, which is the lamp. We can only see its effect on the scene on. That's because the lamp is not a mesh object. The camera, of course, again is not a mesh object. But you wouldn't need to worry about that anyway, because when we render objects on we we vendor out seeing we actually end up in foodie eyes of that camera so we wouldn't actually see the camera anyway. And finally we can note on the state of blender grid, because that's known. Object it all that well? No, you ended in any scenes, so that's pretty much it. So to summarize, we go solid the basic modeling. Why flying again? Some modeling we called Bounding box, which is a more advanced equal shader that can be used when creating dimensions for video game objects. Textures where we could few patterns on our objects with cereals, where we can see how an object reacts to light sources Onda lended which shows us a preview or our final scene. Thanks, guys, and I will see you in the next lecture. 9. Using the outliner panel: in this in this lecture, we're going to be going over how we used the outline A panel. So the outline a panel allows us to do a series of things in relation to our seen way are able to select and de select objects Way are able to remain name objects way are able to talk off our visibility on selection for those objects Way are able to delete objects on were also able to show parent child relationships. So so that's it. Let's experiment with what the outline a panel it can do So So we've got a basic seen here on We're just going to drag out the outline a panel which is located in this top corner. So we're just going to make it bigger. So it's easier to see on on how the outline a panel is constructed is that is that we start with a scene. So this is everything that's in our scene, and we opened that up. We have a lot of the items in our scene, so so the scene be by default, will have a set of layers. Cities are with the layers that are involved or render lays that are involved in our scene on we also have the world. Now we can't delete live with world waterbender delays because because they are required to make up the base off the scene. However, however, below that we actually have objects in housing. So so by default we have our camera, you cube and lamp way. We can select any objects by left clicking on that objects. Nine. So far. So if I left click on the camera, it's it selects the camera in the free de Vieux port. If I If I select the cube, it selects the Cuban Afridi. If you bought on If I select the lamp, then the land is selected in Afridi View Ports. We can we can also wants click on these names survive White click on Camera Way actually have a series of options. If I If I click select, then it's then it selects the cama. But but it also keeps the lamp select selected as well. And actually unlike in a previous lecture, where with selected objects in the Freedy View ports by holding down the shift key when we did sat through, the last object to be selected would be the active object. It will be the one highlighted in yellow. However, however, way were to select our camera and then hold the white mouse, click and select a cube. The camera in this case remains as the active selected objects on any objects that will select using using this method in the outline. Er, they are not technically classed as the active selection. So that's so That's one thing to keep in mind if you're going to use selection in that way . Because of this stove, we can also be select the object so I can be select my lamp and envy. Select my Cube If I was to say selectable free and then and then he select my camera then then we're in a interesting position where we don't technically have actively selected object. But we do have a passive selected objects, which are highlighted in going through all of it. Dan yellow. At this point, we don't really need to worry too much about passive on active selected objects. It's only once we start looking at the parent child relationship, this becomes the case, so so let's move on. And if we go back to our Cube way have certain options. So we have the select hierarchy. This'll doesn't really do anything at this point, but basically again that relates to a parent child relationship we have. We have the ability to delete our objects. So if I hit the T object is now deleted and it's no longer visible in the outrider. So we've gotten rid of it completely form our scene. I'm just gonna go control and set, and that brings like you back next. Next, we have the ability, ability to toggle visibility, select ability and render ability. So so these can either be told here way We have special icons next to the name of the object. So, for example, the eyes topple the visibility in the free de Vieux port. So if I left click on this, I the queue is not deleted, but it becomes invisible way. Can't select it in the in the free de vieux port we call and we can't do anything with it. In the free de Vieux port, we could weaken still, technically, select that cube in the outline A. But we can't really edit it because it's not visible in the scene. We can. We can left click to bring it back. In addition, we have this mouse cursor. Now this restricts the selection off the off the objects. So So if we were to click on this icon, our cube is no longer able able to be edited, so it's completely frozen in the blender space, even even though the object is selected here, we can speak and see. There's no yellow outline on. Therefore, we can't really do anything with it on. This is useful if you've got a lot of objects in your scene and you don't want to be manipulating any objects that you don't have to buy accidents. So if you've got a load of little objects in your scene, you might accidentally move your mouse over just that little bit. Click on the wrong one and start moving it when you didn't want to thistles a means for preventing that situation from happening. Finally, we have the surrender button, so So we turn that off. When we render and image, we won't be able to see our objects. Now, if now, if I go to rendered Vieux port shading, we can, we can still see the objects. Despite turning this off. That's because that's because it's technically in preview. But But if we were to render and image, so if we click on this render button, we can no longer see anything because we've turned off the visibility for the Cube when it rendered. If I was a turn its back on and then hit the render button again, the key is now visible, so it's been rendered in out. Seeing on this is useful if you want to do some tests scenes where you're testing to see if an object would suit a scene, or whether or not it would be better to leave out etcetera. So so there's a lot taken in terms off our ability. Teoh is the outline, er on. The final thing is in the in the operations to have the ability to rename our objects. But we have really ready looked at that in a previous lecture, so we don't need to go from that again. The last thing that we're going to look at these parent child relationships, so what we what we can do is we is. We can open up a lot of these objects, objects on their classes, objects in the outrider but these but these objects have different difference factors that are involved. So this cube objects has a mesh cube. This'll camera object has a camera. If this lamp object has a light source named Lamp on, we can and we can actually have multiple objects, objects, multiple measures, multiple items in a single object Instance so so would call it by name, off object. Instance. So this cube here, this is an object instance on it has a mesh. Objects inside of it way were too basic. Basically, select our lump, lump shift and cell and select our hue. We're going to parent the lamp to the cube, so in go control P on that brings up a inherent box. So shoot again control on DPI, or command and pee on a Mac and select object. Then what? Then what happens is the lamp becomes an object with with, you know, our keep object Instance. So now we can close the queue on. We can see that we've got a measure object on a light source object under cube. This this means that if we select the Q and then remove it. So I'm going to hold down what click to select. Not Not only do we move the queue, but we also move the lamp that's attached to that keep. And that's and that's one way off being able to organize your work so that you can connect things to each other in blend up, thanks to the use of the outlaw on a panel. Thanks, guys, and I will see you in the next lecture. 10. Numpad emulator: in this lecture, I'm going to show you how to enable the number pad emulator in case you don't have a number part with your keyboard. So we're going to access that number pad emulator on. Then we're going to use that number pad emulator. So what we have to do is we have to go into the user preferences foil and where he says, input. We have to make sure that this emulate numb part button his tics. This will enable our number pad emulator. Then we'll click. Save you two settings on clothes. Now, if you don't have a number pads, you can use the same functions of the number pad by using the numbers on the top of your keyboard above your letters. So, for example, we can, if I turn on screen cast keys, we can use the number pad on top of our keyboard so we can say Number one goes into front perspective. Number free goes into wide perspective. Number seven goes into top perspective on number nine goes into the reverse view. So, for example, if we go free then nine, we go into left perspective. If we press the number five key then we go from perspective. Too awful graphic and then again for the other way around. Three, even numbers 24 six on eight or pan around our view in three dimensions. Given us precise control over where we want to view our objects from and finally the number Ciro will allow us to few our objects through our camera so it works in exactly the same way as a regular numb pat. The only thing about enable lengthy number part emulator is that these buttons at the top of your keyboard were originally used to send objects or to move to different layers. So Blenda has multiple layers, so I'm just gonna come out that for you, and you can put different items on different layers on the numbers on the top fuel keyboard were used originally to move to those layers by enabling the number part you over once that feature. But that's no anything to be too concerned about, because in the info bar you'll know is that you have a set off boxes. You should have about 20 of them in total. Each one of these boxes represents a layer. If I click on this box, here. I moved to the second layer on on the second. Lie out. There are no objects. All of our objects are on the first layer. So if I go to the first layer, which you might be able to see has a little yellow dots in it has objects in it. So when we go to it, we can see a with the objects in the scene. So that's pretty much how we can use the number that emulator. Thanks, guys. And I will see you in the next lecture. 11. Mouse emulator: in this lecture, we're going to be enabling the mousepad emulator, so we're going to be learning how we can access the mouse emulator, and then we're going to learn how we can use it. So a little bit of advice here yes, works quite well to use the mouse Emilia, but for modeling, I do too strongly recommend if you don't have a free button mouse to get one. Um, I strongly recommend that because it's just so much easier. It really is so much easier to just use a regular mouse love a dandy emulator. But if you, for whatever reason, can't get hold of Free Bun Mouse, then this lecture will show you how to usual touchpad and keyboard toe Act as eight mouse would. So let's go into Blender on. We're gonna go file user preferences, and you're going to ensure that this button here is ticks. Emulate free button mouse. Once you've done that flick sale user settings and then close. So now we've got our scene on. Basically, the way the emulator works is to move around your scene. You have to hold the Alz key on your keyboard left mouse button on your touch part and then move around on that allows you to move around your seat. So you're using free fingers here. So me, for example, I'm using my index finger on my left hand's a hole down the okay, my index finger or my right hand toe Hold down the left mouse button and then I'm using another finger on my right hand to move around the touchpad, which moves around Afridi Vieux port. So again you try this and she will probably find it. This is just a little bit well, quit At first you do get used to it. But again, I just strongly recommend using a actual physical three button mouse. Rather, Dan the emulator. However, we also have the ability to pan out of you. So to turn all of you, if we go control on old's, we can pan by assuming so assuming in and out on. We all can also use Shift and Holt and then left it on. That allows this to pan left, avoids up on down. So we have out left click on touch pad to move around. I was seen in three dimensions. We have control Holt, left click on that allows us to see him in and out. Well, the objects on then we have shift bolt on left click which allows us to move by turning up , down, left and right on. That is how we can use the mouse emulator that blender provides if we don't have a free button mouths to use. Thanks, guys. On I will see you in the next to toil. 12. Adding objects: in this lecture, you're going to learn how to add objects to your sing. So there were free main things that were going to be learning. Number one is how the Freedy cursor is used. Number two is how we can add primitive objects to our scene boy A. The shift, a full cup on number free is how we can add primitive objects to our scene. Fire out the ad menu in the info bar. Off are freely view port. So first off the Freedy cursor, the fruity cursor these before I left Tricky. It's this curse that is talking in cursive that's made up or a read and wants circle with black finds coming out of it. This is the freely cursor on the purpose of Afridi. Cursor is toe Act as the strong point for any objects that you are going to bunions. You'll see what that means is when we're I'd say, another cube. I'm going to be adding that you on the origin off the Q is going to be exactly where might Freedy Curse are is positioned. Why the origin? I mean basically the center off the key. So first off, we're going to use a hockey, which is the quick way off adding an object. So I'm going to use the whole Kate if shift on guys, this brings up the admin you on. We can at a very wide range of objects to our scene. For now, let's just worry about mesh objects. So here we've got a Siri's off mesh objects that we can bring into our C. As an example, I'm going to select you ve Sphere. What that has done is that has created a UV sphere at the point of where my Freedy cursor was. So now the positioning of Afridi cursor is the center off that you ve sphere. Now I can left, like, again to a new space, and I'm going to add 1/3 object. So this time I'm gonna go down to my info bar and I'm going to select the at many. This is the exact same menu as the shift I shook up and so I can select mish and then this time, all select cylinder. And now I have a cylinder in my C. So at this point, I've been able to in addition, some white default cube. I have been able to add my UV sphere on my sitting up at the positions where I wanted them to be created, thanks to my Freedy cursor on fans to the ability to add objects. Thanks, guys. And I'll see you in the next lecture. 13. Deleting objects: in the sketcher. I'm going to show you two ways in which we can delete objects for my scenes. Rightfully, there are free right ways. So let's have a look at how we can delete objects. So it's a very simple task, but at the same time, very important. You might want to have the ability to delete an object that you no longer want in your seat , so they're awfully ways to do it. The first way is to select an object on hit the delete key that is located above your backspace button on your keyboard. You didn't get a confirm a confirmation box left click for yes, and now you're objects is gone. The second white used to use the X key on your keyboard, so make sure the object is selected. Crest X on then delete on the third Y is for the outline of a final. So we select an object right click and then select the elite on. There we go. So those are the last free ways in which we can delete objects. Of course, if you ever delete an object or accident, you can always press control and said to undo those actions, pounds guys on. I'll see you in the next lecture 14. Grabbing Objects: in this lecture, we're going to be learning how we congrats on to move objects in Afridi View ports. We're going to be doing this in freeways were going to be using the hockey, which is G. We're going to be using the gizmo on. We're also going to be using the scene tap into free TV port. So let's move our objects in a blender. So I'm gonna start off with this cylinder which is going to be moved for our hockey. Now the hockey to move an object in blender is G. So I'm going to press G or my keyboard. And now I can move my objects wherever I want so I could move it up here and left. Click notes, however, that you are in a sense, when you grab in objects like this, you are, in a sense, moving it in two directions or two dimension soy based on where you are facing it for. So we're looking at it form list for you here on. If we were to say first number free to go into what perspective, then when we grab our objects, we would literally be only moving it in two dimensions So when I pushed she the info bar is replaced by coordinates. If you have look at those coordinates, I can't quite highlight them. But if you can see them just in that corner of the info bar and you're not notice that as I'm moving my cylinder around the X Value, which is titled D X, which stands for Delta X, he's not changing on. That's because since we're fueling our objects for a two dimensional view from the right hand side, we are only able to move it in this view in two dimensions. To that, a little bit of an idea as to how grabbing works using the hockey. The next method is fired the gizmo, So I'm just gonna pound my view of it. On the gizmo is basically the colored arrows that are coming out of the objects. So if we hold left click on the lead, our we can move our UV sphere along the red X axis. If we hold on to the green arrow, we can move along the Y axis on. If we grab onto the sea, how which is to Blue Arrow? We could move it up and down the Z axis. So that's the second way in which we could move our objects around our scene. The third way is to move them, fire new medical values so we can do that for hours. Seen Tup. So I'm going to press the end key to open up the scene. Tub on at the top of the scene. Tab will have the ability to transform our objects, so to change its positioning. And we have numerical values underneath location for X Y and see here we can say we wanted to raise the level off our keep. We could hold down left, click and scroll on that would let us lift up our cube higher and higher as high as we need to go. We can also do the same for the X on Dwight values. We can also left click once on TWI in value. So that's our object jumps to that value. So if I type in the value of two, then it will move to the X location coordinates off 2.0 on those Arthuis free base ways in which we can move our objects around our scene in Blender Vance guys and I will see you in the next lecture in this life 15. Rotating objects: In the last lecture, we looked at grabbing objects and changing their location. In this lecture, we're going to be looking at rotating objects, so we're going to be learning how we can rotate an object. So that is, it becomes facing a different direction. The hockey that would guns be using is the hockey are on a keyboard We're also going to be using the gizmo to rotate on were, of course, going to be using the sink tap into Freedy Vieux Port. So let's try rotating our object in blender. So we're just going to use a basic keep for this on the first means or rotating objects in Blender is to use a hockey. So I'm going to press are on my keyboard on that's what inter rotation mode. So now I can rotate my cube around by moving my mouse cursor. Now in a similar way to the ability to grab objects. Rotating in this manner is determined by the few in which you're viewing the objects form. So, for example, if I was to go to view and then front view and then we're tight, the cube will only rotate in two axes on these are the said on X axes when viewing our objects from the front, because from this view, there is no Y axis with viewing it from two dimensions. So this is one way off. Successfully rotating your model is to select the two D view that she wants and then hit the R Key to rotate your cube around to cancel you, like, tick on it. We rotate again to confirm a rotation. We just used the left click on our mouse, and now that rotation is confirmed. Next, we have the use off the gizmos, so I'm just going to pan my view a little bit. Now with rotation, the gizmo can be a little bit tricky to use that to use it, you have to come down to the info bar and your gets an icon, which actually looks a little bit like our gizmo, and you'll have a few buttons next to it. The one that's currently selected is the translate button, which is another way of saying changing the location. We also have the rotate button on the scale button. Now we're going to click on the Rotates baton, so we're going to click on that instantly changes the look off our gizmo. So now we have late green on blue, almost circles that are sort of overlapping our objects on basically to move and to rotate our object along a certain access, we have to click on the appropriate colored circle. So if I try and left click on my lead lawn, he we can rotate our objects along the X axis, which is the red axis. If we can get the yellow line, we can rotate along the Y axis. And, of course, the blue line is the blue axis. So the zed axis. So that's the second way in which we can rotate our objects in a blender on the third base way is to use the scene tub in the Freedy Newport's. So I'm going to press the end key toe, open up the scene tap, and we can already see under rotation that we've got some very interesting values on. That's because we've already been doing a lot with the rotation with the previous methods, so we can rotate it specifically in any way that we want. The big difference between Moto, a shin and location, is the units used so We have traditional units for location, which is a number points decimal. But for rotation, we used a grease. So, for example, let's turn these all back to zero. So we're gonna go see Oh, Cee Lo and CEO Ahn's Now our cube is back to its default rotation. So now we could say if we wanted it to be 30 degrees expertly degrees y on then 60 degrees said, What we could do is left mouse click Scroll down to that. We accompany both X on Dwyer on release on. Then we can go 30 and enter, and then we'll select said Topping 60 and enza. And now our cube has been rotated exactly the way that we wanted it to on That's it, guys, that those are the free base methods for rotating objects in blender. Thanks. Guys on. I will see you in the next lecture. 16. Scaling objects: in the last two lectures, we looked at how we could grab, handle, rotates our objects in Afridi Vieux Port. In this lecture, we're going to be looking at scaling objects. So by scaling, what we mean is how we can increase on decreased the overall size off on object. So we'll be using the hockey which is S will be using the kiss Mom on will also be using the scenes hap in the free de Vieux port. So let's go into blend out where we're going to do a bit of scaling on before I begin with any of those methods. I would like to point out that there is 1/4 way to grab, rotate and scale, but the reason why we have not covered this score, why is because it's actually a little bit awkward to use on this four way is to actually use the buttons in this tour shelf to this side off Afridi view ports. If we look upto, we can see we have a transformed section which allows us to translate rotate on scale. The problem is, is if I, for example, clicked on the translate button, we can move our Cuba around, but the distance between the Cuba and the mouse remains the same on this could be very awkward to use. It can be very awkward here to get your objects into the correct position when your mouse is so far away from it. The same problem applies for rotation and scale. Perhaps not so much for flotation, but with scale there certainly an issue we have. How far away the mouse cursor is. So my recommendation is Detroit and avoid using these buttons. It's not so bad with rotation on its not too bad with scale, but certainly when you're looking to move your object, I definitely recommend not using the translate button because it's very awkward to use. Anyway. Let's move on to our flu. Humane methods on the first method is to use the hockey, which is the letter s on our keyboard. Now we can scale our objects to make it bigger or smaller, so the further away we move our mouse cursor, the bigger the object. The closer into the sensor, we moved the mouse cursor, the smaller the object to confirm weaken like click and so it to cancel weaken Y click apology such a council with white. Click on then If I do it again to confirm we left IQ, so make sure you don't get your right and lefts mixed up just like I did. So to show you again, scale s right clicks The council left click is Do confirm. So that's one way. The next way is to use the keys mark so we can see that we've got the gizmo icon and we've got the free separate gizmo types. So we're currently on translate. We've also got rotates on this third button is scale. So I'm going to left Click on that changes our gizmo just slightly. So instead of arrows, we've got actual colored dots coming out with the lines. If I grab the blue dots which represents the said access, I can scale my objects along the zed access only he fights, elects the green our then it will scale my objects along the war axis. And finally, if I select this red dots, then we will scale the cube along the X axis. So there we go. At this point, you should now be able to grab, rotate in scale, any object in blender using I have a hot keys. The gizmo on. Finally, if we open up the scenes have with the letter in, you should be able to use the sink tap to used new medical values to create your own scale . So if I, for example, select X, will give it an X value of two a. Y value free aan has said value of four. And now I have very specific dimensions that I can use for my objects. Thanks, guys. Andi, I will see you in the next blend up to toil. 17. Hotkeys for grab, rotate and scale: in this lecture, we're going to be looking at how we can use hockey's more effectively to grab, rotate and scale objects. Why now? We should be able to use the basics g, R and s to grab, rotate and scale that we can go further. We can also use X, y and Zed to lock these actions to a specific axis. So, folks, Uncle, if we wanted to move on objects along the X axis, only we would use G on then X. Alternatively, we can also lock to two out of the free axis, right using the shift key. So, folks, Uncle, if we only wanted to scale along the X and Y axes, but not the zed axis. So let's have a look at how this works in a blender. So, for example, if repressed, geeky to club, we can see that it goes pretty much anywhere We move our mouse cursor to, but it's still doing that in two dimensions. So the easiest thing to do is to lock it to a single dimension so that we can move it along that pathway. So, for example, I'm going to press X on my keyboard and now we can see that it's locked along the X axis notes. This only works for X. If we've already crest either G r on s because we must activate the action before we can look to the axis. So I'm gonna want click to cancel. I'm just going to show you that again. So she to grab first. So that's the action decks to lock it along the X axis. And then we confined our position and left clicks confirmed. And now if we open up the scenes app by pressing the n key, if we look at the location, we conceded the X value has changed but the war and said values of status. The sign Because we only moved it along the X axis again, I'll do examples for rotating and scaling. So keeping on now on the said access the rotation. So I'm going to hit the R key to rotate, which rotates our object the key to lock it to the zed axis on. Now we can just will rotates Teoh whatever value that we want on, then left like to confirm finally, we can scale So what I'm going to do just to make it easier. Actually, no. I'm gonna show it is first, we're going to hear s to scale and then one, but keeping minds that because of the change in angle, he actually does create a different scale in effect for our objects. That's one thing to keep in mind when scaling, because the way thing he is because we've scaled along with their access, the scale is actually being scaled along with the X and y now. So that's one thing that you have to keep in mind when you're using multiple actions such as rotating and scaling. So the best thing for us to do here is to change that said value back to zero. And now, if we hit s, then war, he only scales the objects along the objects war access. So that's one thing to keep in mind, especially if you're going to use rotation. My recommendation is to ensure that the location he's done last because it doesn't have any real effect on rotation scale. But scale should be the first thing that you do between these Free on. Then rotation should come after you have scaled your objects. So that's the number one thing to remember is to make your workflow easiest scale before rotation before location on. That's basically how you can effectively transform your object. Of course, we can go one step further so we can use numerical values once we've locked onto an axis. If we get the geeky to grab on, then Zeki to move it up and down is their access. If I type in a new medical value, for example, the number free, then the location value on the said access becomes number free on If I left, Click confirm, we can see in the scene tap that we now have a set value or free. Finally, we can look to two axes if we need Teoh. We can do this by holding down the shift key on, then pressing the letter that represents the axis that we don't want to be involved. So, for example, I'm just going to turn these values back to zero and say, If I wanted to scale along the X and y but not gazette to do that, I would hit the s key to enter my scaling action and then ah, holding down the shift key. I would then press said and Now it's locked it so that I only scale along the X and y axes . I'm just going to right click that to cancel. Let's just see that in location and rotation as well. So, for example, the geek in To Grab. And then I'm gonna go shift and said, First of all, buttoned Their apologies shift and X There we go on that will allow us to move our object along two axes Thesis ed on Dwyer without moving it board on backwards along the X axis. The X axis value remains Ciro, no matter where we try and move our cue. And finally, we have rotation. So, for example, if I wanted to rotate it along the war on and said all ish, just do this Tinus Du extends it. So I'm going to do X and said, So we're gonna go our to rotate shift on Dwyer because we don't want to rotate it along that axis. Now it rotates, but notice here that it's only rotating along the war, which is interesting. So what's it doing that? So we've hit the r button. We've his shift and why yet it's still rotates along only the Y axis, but it we'd were to go grab shift and why we'd move it along the X and C axes. So, actually, what actually happened here is if we were to rotate again and then hit y. That's what we get. If we rotated Shift war, it's basically the exact same. So the reason being very simple is that Blender is not able to rotate on object in two dimensions. It has to be I of our one access away free. So unfortunately, we can't rotate in both X and said, without rotating in white on, that's pretty much it for using the hockey's to grab, rotate and scale our objects in a blender in this 18. Challenge one: Okay, guys. So we've pretty much completed this volume off the blend up. Modeling Siris on. Now, I have a couple off challenges that I would like you to complete before moving on to any other projects that you might do. The first challenge is to create a table under chair. See, using everything that you have learned in this volume, I'd like you to create a table on the chair in blender. You're gonna want to use the following things that you've learned. You guys want to use deep parents child option so that you can create. For example, you can create a table and then that table was the parent on. Then you have the table legs and they become the Children. That way, you'll be able to move the legs around with the base of the table. You will need to use the grab, rotate and scale functions. You'll need to be able to add primitive objects. You need to use new medical values. Now, this is going to be quite important because you're going to want to make sure that all of your legs are going to be the same dimensions you're going to be naming your objects. Andi, you're going to be doing that with the help off the outline a panel So all of those things are going to be necessary for you to creates your table and chair. The one thing I will say is that this challenge is not designed to show you the quickest and easiest ways created table on a chair. On the contrary, it's actually there are much simpler ways and much more effective ways or creating objects than what this challenge will show you. The purpose of this challenge is to simply practice all of the things that you have learned in this volume so far. So because it's your first challenge in this series, I am going to give you a little bit off a helping hand. So I'm going to show you the start off a table using these methods. So if we go into a blender, this is what I've got on the reason why I'm showing you this is just to give you an idea off. He sort of the mentions that you will be looking at when you're creating your model. So feel free is have a look. So, for example, that location off this table is a said Valuev to Andi. I've got the scale of 1.5 x 44 wire and 440.1 for set on. That's important in particular at the location, because I can select more leg Andi. It has a location, one on its scale. One means that we have a look. The top off the lake is level with the bottom hold our based off our table, so it looks as though the leg is connected to the table, even dough. It's technically a separate object. Once you created all four of your legs and place them in equipped positions, then you would go about parenting all of those legs to your table, making sure that the table itself is the parents and make sure that is the last to be selected. Finally, again with the legs, you want to make sure that they are all in a level position. So, for example, when you create your second leg after the first, you'll see the leg. He has thieves, dimensions, and the only ones your guns want to change really are. However, the X or the Y. So, for example, shift I mesh, keep Let's go into the other cube. So it's got dimensions off. Minus 13.5 and 14 location. So we actually that this one, we want to only move it along the X axis. So for this keep, we're going to give it an X value of one ah y value for 3.5. I said value off one and then we can see that it just cuts heart way in, which is the same as this leg here, which is excellent, which assume in we can see that the lectures cuts in, and that's absolutely fine. And now we can scale it. So we're going to scale on the X and more to 0.1, So select X and Y C 0.1 and enter on. Now we can see that we've got lakes in the perfect position on one side off our table, and then what you did he just creates your other two legs on. You would position them based on the approach with X and Y values. So one little tip before we finish is for both of these legs to create their opposites, you would use a wire value off minus free 0.5 to get them on the other side off the red line. Do that now, guys on. I'll see you in the next lecture. 19. Challenge two: Hi, guys. Welcome to the final off the to challenges. This challenge is going speeds create a solar system in blender. Now, again, this doesn't have to be anything special. You're simply practicing everything that you've learned so far in free D modeling. So you guys be creating a mock solar system using the following tools. You're going to be deleting objects, mainly because you're not going to want to use your cube to create your planet. You're going to be adding objects, so you've East fuse would work best here. You're gonna name each of your objects. So obviously you have to name like this, son Earth, Mars, Jupiter, etcetera On. You've got opposition and scale with those objects. In addition to all this, don't forget to parent all of the planets to the sun on as a bonus. See if you can create moons for the planet and then parents the moon's to each planet. So as a starting point, what we have here is I have my son in the sensor on. We can see that only this son is visible. But if we opened up, we can see two more spears which are my mercury. Andi I believe that's Venus. If memory serves me correctly, venous is the second planet. See, you got mercury and Venus on. Don't forget to name all of your planet's so that you know exactly what each planet is on. Also, don't forget to make sure that you parent alof your planets to the sun. But it's easy to parent them all to the sun individually rather than, say, parenting Venus to mercury. Because obviously it doesn't work like that in a real universe, their parents need to the sun itself on. Once you've done that, you can then do a neat little rotation. So are then said, and then you can rotate the sun and you have the planets orbiting your star. So continue from there, guys. Addie, in a lot of your other planets in the solar system, if you want to at some of the moons get scaling as close to perfect issue wants, it doesn't have to be perfect, obviously, but it would be really awesome to see and it will be a great starting point because from there, what you'd have issued have the basis of your own its solar system model, and eventually, when you've improved enough in blender. You could maybe add some materials to your planets and that you could actually make it look like an actual solar system, which would be really cool. So thanks, guys. Complete that challenge now on. Then you would be finished with this volume off the blend up. Modeling Siri's. Congratulations, guys. See next time. 20. thank you: I got eyes. Thank you. And congratulations on completing this modeling Siri's Volume one. I hope you guys enjoyed the volume on. If you're interested in continuing in your blended development, then a couple of recommendations for you. You could move on to Volume two of the modeling Siri's. If you're interested in learning about materials, for example, you wanted to begin applying materials and coloring toothy planets off the solar system you guys would have completed. Then you can move on to material Siri's Volume one. Or if you want to move away from a syriza bit, you can try out. Learn, Blend Afridi, the asset creation course, which is a course designed solely around the aspect on the theory. Or you learn by doing so in the asset creation course. It's dedicated to creating model after model after model. When every time you're creating these models, you're learning more and more and more about blender. So once again, guys, thank you very much for taking the course. Congratulations on. I'll see you next time