3D Modeling in Blender for Beginners: Create a Toy Train in 45 minutes | Janice Lee | Skillshare
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3D Modeling in Blender for Beginners: Create a Toy Train in 45 minutes

teacher avatar Janice Lee, 3D Artist

Watch this class and thousands more

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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

    • 1.

      Introduction

      1:14

    • 2.

      Downloading Blender

      1:24

    • 3.

      Navigating Blender

      4:20

    • 4.

      Learning Transform Operations

      5:53

    • 5.

      Object vs Edit Mode

      3:44

    • 6.

      Adding & Removing Objects

      1:33

    • 7.

      Duplicating Objects & Using Modifiers

      4:15

    • 8.

      Array Modifier

      2:15

    • 9.

      Common Object Edits

      4:51

    • 10.

      Linking Your Modifiers

      2:30

    • 11.

      Render Modes & Adding Material

      4:19

    • 12.

      Rendering Your Scene

      4:55

    • 13.

      Render Engines, Finishing Touches, Saving your File

      3:17

    • 14.

      Final Thoughts

      0:40

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About This Class

Welcome to "3D Modeling in Blender for Beginners: Create a Toy Train in 45 minutes" This class is designed to take you from zero to confidently creating your own 3D models using Blender. We’ll start with downloading and setting up Blender, navigate its interface, and understand essential Blender operations. You'll learn to switch between object and edit modes, use modifiers, and apply materials to bring your model to life. By the end of the class, you'll have created a fun and colorful 3D toy train, ready to showcase!

This class is perfect for anyone looking to get started with 3D modeling. Whether you're a designer, aspiring 3D artist, game developer, or simply curious about 3D art, the skills you learn here will be invaluable. Learning to navigate and use Blender will open up countless creative opportunities, and this class provides a solid foundation to build upon. No prior knowledge is required, just a willingness to learn and a passion for creativity.

You Will Need:

  • A computer or laptop with Blender installed (must be version 4.1 or newer)
  • A 3-button mouse (recommended)
  • Internet access to download Blender and additional resources
  • The provided .blend files for practice and following along with the lessons

Class Materials (.blend files for Lessons 3 & 4)

Note: to use the files above you must have Blender 4.1 or newer

Meet Your Teacher

Teacher Profile Image

Janice Lee

3D Artist

Teacher

I'm a 3D artist in NYC and have worked with brands such as Lenovo, NVIDIA, Instagram, and more to encourage others to explore their creativity and learn 3D art! I create additional content @janice.journal to un-gatekeep Blender hacks, tutorials, and tips and tricks for those who wish to learn Blender.

When I'm not making videos, I like to play Dead by Daylight, make a cappuccino, and write!

See full profile

Level: Beginner

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Transcripts

1. Introduction : Ever seen those really cool three D animations, scenes or models and wondered how they made it. A good chance is that they've probably used blender, which is an open source and free platform, and that's exactly why you're probably here today. The good news is that it's super easy to use once you learn the fundamentals and the basics. Hey, everyone. My name is Janice, and I'm super excited to be your teacher today to help you get your first steps in blender and even come out of this class with your very own model by the end of it. As an artist, I've used blunder to create 30 art for brands, such as Lenovo, and Vida, and Star bars, and many more. And really excited to bring you along the journey with me and get your first steps. And a lot of my content online focuses on educating learners, such as yourself on other blunder tips, and tric and tutorials. A lot of people find blunder very intimidating in the beginning because it's not like the other softwares that they might be used to. So my biggest piece of advice has always been to go into the software and get used to the keyboard shortcuts and the mass shortcuts to really develop that muscle memory of yours. And that's exactly what I've helped you prepare for in this course in the next upcoming lessons. For the next few lessons, I'll teach you to comfortable with the blender fundamentals and also walk away with your very own toy train model, which I would love to see in the project gallery of this class. I'm really excited to see all of your work and get your first steps in the system. So without further ado, let's get started. 2. Downloading Blender: All right. Now, in order to actually use blender, first, we have a couple of requirements or things that you'll need in order to use the system. You'll need a laptop or a PC that's able to run blunder. The next thing you'll need is a keyboard. Any keyboard will do, and a three button mouse or any mouse with a scroll wheel. And lastly, you'll need the Internet. So go ahead to any of your search engines that you use and just type in, download blender. You should be able to click on the First link and it'll bring you to the blender homepage. If you're using a MC or a different type of OS, go ahead to the drop down menu and select the OS that you're using. I am using a window, so I'm just going to go ahead and click Download Blunder 4.1 0.1, and you should see it pop up in your download history. If you're using the older version of blender, there shouldn't really be much of a problem. Most of the updates are fairly small, and you won't really notice a huge difference as you're using it from a beginner standpoint anyway, so don't worry about that. Once your MSI file has loaded in, go ahead and open it, and you can just accept all of the manual settings, agree to the terms and conditions, and go ahead and finish your installation. Then you can go through your files or go down here to your search and look up blender and you should be able to open up your blender program. Our next lesson, we'll learn how to navigate around blender and learn about the different menu panels. 3. Navigating Blender: All right. Now that you've downloaded blunder. Go ahead to your search tab and type up blender. Create a new general file. Now that you've opened blunder, let's learn how to navigate around and see what each of the menu panels do. This is our main three D viewport. This will be our main workspace where you can add, edit, and move around your objects. We will also primarily use our mouse to move around in this viewport. Scrolling up and down, we'll let you zoom in and out. Holding down the scroll wheel allows you to rotate around your scene, and if you press shift plus your middle scroll wheel button, then you can pan around and actually walk around in the scene. Take a minute or so to get used to the mouse controls. Your first weekend blunder is all about developing your muscle memory with the mouse and the keyboard. In this viewport, you will see the default cube, your camera, and your light. For now, we will keep these. Since we're in a three D modeling software, you'll notice the y and the x axis. The y is the green, and the x axis is the red one. There's also an invisible z axis line going up and down this cube, but you don't see that for now. If you click on any of these three objects, you'll notice that there's an orange outline that appears. This means that it is actively selected. If you look here to the top right, you can see the outliner. Whatever is selected will also be highlighted here. This shows your objects and collections. It allows you to view and organize your objects and rename them as well if you double click on it. You can also right click to create a new collection. To the right of these objects, you will see an eye and camera button. Clicking the eye button makes it disappear from the viewport and clicking the camera button will make it disappear from your render. If you just have the camera button on, that means that you won't see it in your viewport, but you will see it in your render. Contrarily, if you have the eye button on, you'll see it in your viewport, but you will not see it in your render. On the left hand side, you will see our tool bar, and if you press n, you'll bring up the information bar. We'll get into the tool and information bar in a bit, so you can go ahead and hide those if you want. If you look at the top, you'll see all these tabs that are used for different purposes. Blunder is quite a flexible software. There are tabs for sculpting, for texture painting, and shading, but no need to overwhelm yourself with any of these for now. For today, we'll stick only to layout tab throughout the tutorial. On the lower right hand side, you'll see our properties panel. Again, you'll notice a lot of these tiny tabs. Each of these tabs control a different modification or changes that you can make to your object or your scene, like the modifier tab, the particle tab, or the material tab. We'll get into some of these later, but just know that you'll be using them quite frequently in blunder. Also, if you do not have a mouse, you can also use the gizmo here on the top right to rotate around. You can also use the magnifying glass button to press and hold and zoom in and out, as well as his hand button to pan around the scene. This is quite useful if you don't have a mouse and you're on a laptop or something. You can also use the Gizmo to snap into these views. But the easier way to snap around in your viewport is actually by using your keypad. If you press one on your keyboard right now, nothing will happen and that's because we have to edit our preferences. With that, I'd like you to go into your edit tab. Scroll down to where it says preferences, and you should get this pop up window. The first thing is if you come down to this input tab, go ahead and check Emulate numpad. Press save, but it should also auto save your preference. I like to press save just in case. Now when you press number one on your keyboard, it should snap you into the front view. If you press three, it should bring you to the right hand view, and pressing seven will bring you to a bird's eye top down view. These will make your life a bit more comfortable while learning blender. Feel free to move around the view poor and rewatch this lesson to get yourself a little more comfortable. In the next lesson, we will learn how to add an object and learn how to move them around as well. 4. Learning Transform Operations: I Blunder, there's three main ways to transform an object by moving, scaling, and rotating. These are called transform operations, and it's arguably one of the most important fundamentals to learn. We'll begin by learning how to move an object first. For now, let's just focus on transforming our cube by clicking backslash, which we'll just get rid of everything else in our scene. But don't worry, everything's there. It's just hidden. Now, let's say you want to move this cube. The way you can move this cube is by pressing G. If you press G, you'll notice that the cube turns white and now you're free to move it anywhere you want. To let go, you can simply right click, in order to place it, you can left click and that'll place the movement. However, most of the time, you'll probably want to move it and control it in a better direction. Which is why if you press the cube, Go into move. You can also press x, y, or z to move it along that direction. By pressing g and y, we can move it down the y axis, if you press g x, you can move it along the x axis, and g z, to move it up or down. Now to scale an object, the keyboard function is S. By pressing S, you can either scale it big or smaller. Now we can also scale along an axis as well. By pressing S y, you'll see that it actually elongates along the y axis creating a rectangle. We can also do the same for the x axis if we press S and then y. Likewise, if we press S and z, it'll scale it along the z axis. If you just press S, it'll just scale it unilaterally. Now to rotate an object, you can simply press r, which will rotate a free form. You can also press rx to rotate on the x axis, Ry to move it along the y axis, and of course, r z to move it along the z axis. Now there's another way to move scale and rotate, and that is by using our toolbar on the left. Let's say you want to move using these buttons, you can manly move using these arrows. And these arrows are corresponding to their axes, so you can move along the y, x, or z axis. You can do the same thing with the rotate tools, so you can rotate using this gizmo tool and even scale it along the axis. It really depends on what feels most comfortable to you. I would suggest getting familiar with the keyboard functions, G, S, and Z, in order to make your blender work flow faster for the future and long term. Now, if you're a visual or hands on learner like myself, instead of watching, I've prepared a downloadable blend file for you to try it yourself and really start developing that muscle memory for transform operations. Go ahead and open up the lesson for blend file in the resources. I've prepared three separate exercises for us to learn how to move, scale, and rotate and really try them out on separate objects. Let's start with our first exercise. You'll fet to sap into front view. Let's start off with moving our cubes down to their platform. To move this cube, we can either press G, z, L eft click, or alternatively if it's easier for you, you can use the move button on the tool menu and drag it down like so. Now let's move on to the next one. To select multiple objects, all you have to do is simply click and drag and that'll let you select multiple objects. Like before, let's press G, and we can either move them to this platform like so, or if it makes you comfortable to practice G, and then G. But when you actually scroll out, you'll notice that it's not actually on the platform. We'll have to move this down the y axis by pressing G Y and place it on the platform, and now they're on the platform. Now let's move on to scaling. Press the cube and press S to scale until it blocks the cube in the back. Great. Now they're the same size. For our second cube, you'll notice that this cube is a lot smaller. How do we see what's behind it? Well, there's two ways that we can go around this. We can either Alt Z in order to toggle x ray, or up here on top, we can enter wire free mode, which will essentially give us the skeleton of the objects. Either works, I prefer Alt Z, but you can do whatever works for you. Let's S and scale down. These cubes match. Nice. Onto our third exercise, let's rotate the first cube to match the second. I'm going to select this cube and press R and tilt it around to match this diamond shape in the back. For our second cube, you'll see that it's actually rotated twice. The first thing we're going to do is rotate 45 degrees along the z axis. We're going to do that by pressing r z and then 45 and hit Enter. Then we're going to do r x and 45. Now you can see that our cube is rotated along two axes. You can actually rotate it smaller increments if you want. Congrats. Now you've gone in and actually scaled, moved and rotated around a couple of objects. Next s, we'll be learning the difference between edit and object mode. 5. Object vs Edit Mode : Now, the next thing you need to learn is object versus Edit mode. In object mode, this allows you to move around objects, apply modifiers, and effects, and in edit mode, you can actually sculpt or change the shape of that object. You can change the mode by going to the top left and clicking on the dropdown menu and selecting Edit. We have all these other modes, but these are far more complex uses for now. So let's just focus on object mode ver Editde. You can also change between these two modes by pressing tab. So you'll notice when you press tab, it'll change between object and edit mode. Now, there are three ways to edit an object, through its vertex, edge, and faces, and you can select using these three tiny buttons on the top left here. Now, you can apply any of the transform operations that we just learned from moving, scaling, and rotating to either of these elements of your object. So you can move, scale, and rotate all the vertices, edges, and faces, just like we did with the objects in our previous lesson. So go ahead and try it out. Now you can start to see how these very basic and simple operations can be combined to make some major edits to our objects and collectively a scene. Now, to continue building that muscle memory of yours, I've prepared another practice blend file. So go ahead and download it from the resources tab, and let's go in there together and fix our friend Smiley Face. In this practice file, we're going to fix our friend smiley face because there seems to be a couple of malfunctions. First, we're going to adjust the vertices of the eyes, then adjust the edges of the nose, and finally, adjust the faces of the mouth. Let's adjust this right eye first. So click on the right eye. Let's tab into edit mode. First, let's adjust the vertex of this eye, because it is spiking out to the top. Go ahead a front view and G, Z to bring down the vertex. And now it's looking like a perfect eye. Tap back into object mode, and go ahead and click on the left eye now. Let's tap into edit mode again. Press the vertex, that's sticking out over there, Press G and x, and let's bring it into the right. And great. Now both of our eyes are looking normal. And now let's move on to the nose. Go ahead and select the nose. It's sticking out a bit to the right and it's also scaled up, so let's go ahead and fix that. Let's tap into edit mode. Go ahead and select edge. Let's click the edge, that's sticking out. G and x to bring it in. Now you can pan over to adjust the angle of your viewport, and let's scale down the side of the nose to make it a little bit more equal to the rest. Great. We're almost there. Now it's time to adjust the mouth. For the mouth, it looks like it's sticking out a little bit, let's go ahead and bring that in. Click on the mouth and tap into edit mode. Select that one face that's protruding out. Remember to click on the face button. Let's first bring it in by pressing G, then y. And this one face of the lip is a bit bigger compared to the other. Let's go ahead and make it equal. Let's select the face that's protruding and scale it down. Great, now our Smiley face is looking happy. Go ahead and feel free to edit around with the Smiley face and get comfortable with your transform operations and edit mode. Our next lesson, we'll begin modeling our toy train model. 6. Adding & Removing Objects: In this lesson, we'll begin modeling our toy train. Now we'll start to put together a lot of our fundamentals that we've been learning in our previous lesson. The first thing that we want to do is actually delete everything from our scene. It's nice to start from scratch normally, so the way we can do that is by clicking and dragging our mouse to select everything in our scene. The way to simply delete an object is by pressing, and it'll show a pop up. Go ahead and click delete. And now we have nothing over here in our collection, so let's go ahead and add a object. To add an object, it's very simple, it's simply shift A, and that will pull up this menu full of all these objects that you can add to our scene. This includes meshes, curves, text, images, and lights. For beginners, most of the time you can find everything you need in the mesh section, which includes most of your basic three dimensional shapes, like a cube sphere and cylinder. So go ahead and click cube, and you'll see that our cube has spawn in to cine. Now, you'll notice this tiny orange dot. This is called the origin, and this is where your objects are spawned. If you press shift and right click, it actually moves the origin. If you press mesh and cube once again, it'll actually spawn it in the second spot. That's good to know if you ever want to add an object and you don't always want them to spawn into the center. Now that we've learned how to add and remove an object, let's continue building out our toy train and learn how to use modifiers in our next lesson. 7. Duplicating Objects & Using Modifiers: Now that we've spawn in our cube, let's turn it into a rectangle to become the base of our toy train. Let's start off in object mode and skill it down on the z axis. Let's ongate it on the y axis, to turn it into a rectangle and stretch it out a bit on the x axis as well. We'll adjust the dimensions as we go, so don't worry about making it perfect for now. To add in the base of our train, let's go ahead and add in a cylinder mesh. In order to rotate it, let's click the object, press rx and 90 to rotate at 90 degrees. Press S Y to scale it down on the y axis, and now we have a bit more of a coin shape. Let's bring it upwards a bit with G Z, and bring it to the front of the train using G Y. This is going to be like the face of our train. Now instead of copy pasting with your usual control C control V, we actually use duplicate a lot more, which is essentially the same thing. And to do that, select your cylinder body, and what you want to do is press shift D, and that will duplicate our object. Now, you can right click to let it go. It'll still be in the same position, or you could left click to set it in place. These are separate objects. So whatever changes you make to the original cylinder will not apply to your new one. For this cylinder, I'm actually going to shrink it down a little bit and elongate it a bit more on the y axis. Let's bring it down, and I'm going to duplicate this twice more so that we have three sub cylinders in total. Great, now we have the body of our train. Now let's add our side supports by pressing shift A, go back into mesh, and let's add in a cube to our scene. Let's bring it up to the side of our train body and scale it down. Let's elongate it to match the length of our train body. Now, to create a symmetrical side support, we could shift d to duplicate it to the other side. But instead, what we're going to do is something different because if you duplicate it and bring it over, it may not be perfectly symmetrical. That's where I will introduce the Mor modifier. So go ahead and delete this duplicated one if you've already created it, press on your side support. And now come down here to the properties panel where you see this wrench tab, and now we're in our modifier properties panel. If you go to Add modifier, it'll bring up the menu of all these different possible modifiers that you can add. There's lots to explore and many of which you probably won't touch in your first few blender projects, but the Mirror modifier is one of the modifiers you'll probably be using a little more starting out. So go ahead and click on Mirror. You'll notice that nothing's actually been mirrored yet, and that's because it needs an object to mirror to. What we actually want to do is make its metrical to the base of our train. Click on the eye dropper tool next to mirror object and click on our base rectangle. Now you'll notice that it's mirrored to the other side. If you move it around, you'll notice that it follows its mirror counterpart. Additionally, any changes that you make to your original mirror object will also apply to the other one. Congrats, now you've applied your first modifier. Now let's move on to create the cab for our train. So instead of creating a new cube from scratch, sometimes it's just easier to duplicate the objects you already have. So go ahead and select your base. And press shift D to duplicate our object. Now that it's been duplicated, let's scale it down on the y axis and bring it up right on the back of our train. I'm going to scale it down so that it matches the height of our side support. Now I'm going to duplicate it again to create the main body of our cab. Let's G Z to bring it up and scale it on the Z axis with S z. To create the roof or our cab, let's duplicate this rectangle and bring it up, scale it down on the z axis, and scale it up to create our roof. Our train is looking a little bit short, so I'm going to bring back the cab and alongate the body of our train to make it a little bit longer. Go ahead and select everything and scale it on the y axis and bring it back accordingly. Great. Now we can see the body of our train fully coming together. Our next lesson, we'll add the wheels to our train. 8. Array Modifier: Let's go ahead and add our wheels by adding a cylinder to our scene. L et's g x and bring it over to the right side of our train. And R Y 90 to rotate at 90 degrees on the y axis. Let's scale it down to make it more of a wheel shape. And bring it up to the front of our train. Now, we could duplicate twice and move the wheels to create the wheels across the train. But again, we can alternatively use a modifier. In the beginning, you'll notice that it might seem much easier to simply duplicate your objects. But the more blunder projects that you do, your workflow will become easier when you have lots and lots of object to create, and you use modifiers instead of manually duplicating everything. Let's head on over to the modifier t once more. Select our front wheel. It add modifier, click array modifier. This allows us to create an array of our selected object, and it also duplicates however times we want. We can also control the direction that they're duplicated in. Now, because we want our train wheels to go horizontally and not straight down, set the factor x to zero and the y to one. Because we want three wheels, let's increase the count to three, and we can use the arrows on the side to slightly increase the space between the wheels instead of having them stick right up next to each other. You can adjust the spacing depending on how large your train base is. I am setting mine to 1.2. It's worth noting that any changes you make to your original model for the array modifier will automatically apply it to the others. Now, we can actually stack our modifiers, meaning that we can use more than one at a time. To create our wheels on the other side, we can apply the mirror modifier to automatically paste these to the other side of the train as well. Let's repeat the step from before, select the eye dropper tool for a mirror object and select our train base. And now we have six wheels completed on our train. Next step, we'll build the smokestack and learn some of the most common object edits. 9. Common Object Edits: Great, sir. Train's coming together pretty neatly. Now let's add a smokestack on top of our train. Start by adding a cylinder and moving it up. Now, I want to introduce you to some common object edits. It tab to enter Edit mode. If you press T, you will see underneath our transform operations along with all of these other functions. Some of the most common edits include ext, loop cut, inset, and Bevel. Let's try them out while making our smokestack. In Edit mode, let's hit the face button to edit the face of our smokestack, and let's elect the top face of our cylinder. Let's ext this face by pressing E. Extruding basically extrudes a face or a part of an object outwards, and you can control which direction it goes in. Once you've extruded it up a little bit, let's press S to scale our face up, and now extrude it once more to create our smokestack. When you're extruding, it automatically does it in a direction for you, but sometimes it helps to give it a direction by pressing Z. Now to create the divot in our smokestack with their selected face, press I to inset. Basically, this creates a smaller face on your selected face. Now press E once more to extrude it down. Now you can see that we've created almost a pipe for our smokestack, which is the shape that we're going for. I'm slightly adjusting the shape of my smokestack to give it a bit more of a cartoonish effect for a toy train. You'll notice that our objects have pretty sharp edges. In order to smoothen it out a little bit, to give it more of a toy look, we can actually bevel our objects. Now there's two ways to do this. The first way is to do it manually. You can select the entire rim of our model here by holding down ult and selecting the edge. Now, if you hit Control B, it'll do what's called beveling, which means to soften out the edges by subdividing our edge. You can increase or decrease the amount of beveling by scrolling up or down, which will increase or decrease the amount of loop cuts. You can do this to any edge and you'll immediately notice how much softer our model looks. Now, if you don't have a mouse, you can always come here to the left to our tool menu and use the bevel button that it has here, and it'll basically do the same thing. The second way to bevel is by using a bevel modifier. Once again, you can come over to the modifier properties. Click Ad modifier, and you'll see the bevel modifier right underneath the array. And now you'll notice it's actually been applied to all the edges of our smoke stack. And with the modifier, you can actually control how much it's bevelled and how many segments it'll include. Because this is a toy train, I don't want the bevels to be too harsh, so I'm just doing a little bit just to round out the sharp edge. Now the difference between manually beveling and using our modifier is that it keeps the original shape of our object, as you can see here when we tap into edit mode. The original shape of the object is there, but the bevel has been applied and it'll show up in a render as so. Sometimes this is helpful because it saves space on your computer so that you don't have a lot of faces to work with. I'm going to undo this for now and come back to loop cuts. Now another common edit is creating loop cuts. Let's enter edit mode and hit Control R, and that will hover over the loop cuts that it can create for you. You can also come down to the tool panel and hit the loop cut button if you want to use that instead. You can also control where you want to place the loop cut. By default, it'll always loop cut to the center. With this, you can now edit the vertices, edges, and faces with the loop cut that you've added in. For aesthetic purposes, we won't be needing a loop cut for a train model right now, so you can go ahead and undo that. Now let's go ahead and apply some of these common object edits on other parts of our train. I'm instting and extruding the top of our roof to give it a little bit more of that toysh look, and I'm doing the same thing for the face of our train. I'd like the front of the train to extrude out a little bit, so I'm going to create a loop cut in the middle of the body and extrude out some of the edges to create a V shape in the front of our train. In our next lesson, we'll learn how to linker modifiers, which is a very common control and blender. 10. Linking Your Modifiers: Select all of your objects and hit Control A and press rotation and scale. This will usually ensure a more even application for your modifiers and bevels. So go ahead and click rotation and scale. So I'm going to go back in, select our smokestack object and apply the bevel modifier. I'm only doing a slight bevel because I don't want to do anything too exaggerated for a toy train. But if you want a bit more of a cartoonish, you can definitely apply a stronger bevel if you'd like. That we've beveled our smoke stack, I actually want to apply this to the rest of our train so that they all have the toy train, soft aesthetic, and they don't all have the sharp edges. Now, for me to go in and do that to every single object, and the rest of the train would take a lot of time. So there's actually a way to apply this bevel modifier to the rest of our train. The way we're basically going to do this is by copying over the modifier from the smoke stack and applying it to all the other objects in our seed. But if our other objects have different modifiers applied to them, they'll be race, which is why we need to go set and apply those modifiers first before we copy over our bevel modifier. If I don't save the modifiers, you'll notice that we lose our array and mir modifier that we applied on the wheels earlier. So let's click into the wheels, go into their modifier properties, and apply the array and mirror modifier. You can apply it by clicking down on the down arrow and hitting apply. Let's do the same thing for the side support blocks. Now, select all of your objects. Be we've selected all of our objects, you'll notice that all of our objects are outlined in orange. However, we can select one active object by clicking it again, and that will turn it yellow. This is our active object, and this is what all of the rest of our orange outline objects will copy from. Go ahead and click your smokestack last. Now if you hit Control L, it'll bring up a menu and you can scroll down to where it says copy modifiers. Once you've clicked it, you'll notice that all of our other objects now have the Bevel modifier applied to them, and now it all looks a little more cohesively smoother like they could actually be toy blocks. Can actually make this model even more smoother if we select all of our objects in the scene, hit right click and click Shade Auto smooth. You'll notice that all of our jagged faces from our objects are now smoothed out, and it looks a lot more cleaner. Great. Now we're actually done with our toy train. And the next lesson, we'll be adding materials to our train to give it some color. 11. Render Modes & Adding Material: Now that our train is modeled, it's time to give it some color and texture. But we have one small problem. In this viewport, we actually can't see any of the colors, and that's because we're in solid view. There's a total of four different viewport modes. There's wire frame, solid view, material preview, and render view. In wire frame mode, we get an x ray of our object. It's good for when we're initially modeling, or if you want to look into your objects. Solid view just gives you one solid color like a gray scale and it's best for modeling and when you're first starting out in your blender file. Next is material preview where you get to see your materials and textures. And lastly, we have render view where you can actually see what your render is going to look like and calculate some of the light. Here it's all dark because we haven't added any light to our scene, hence, it's just a dark environment. Now, to give our train some texture, let's enter material previews. Right now, it's all white because we haven't given it any texture. To create a new material let's hoad over to our properties panel, and if you select one of your objects and scroll all the way down, you'll see a sphere with the checkered pattern on it. This is our material properties tab. Once you're in here, go ahead and click new, and that'll create a new material for our object. You can rename it if you want. I'm just renaming mine Mateial one. You'll see this pop up a here with lots of different options. I know there's a lot, but we only need to make a few adjustments to add our texture. The first thing we're going to do is change the color by going to base color. Now you can select any color you like by using this color wheel, but you can also use the RGB option or the Hex code. I'm going to give it this reddish color for now. You can also increase the metallic property here if you want to give it a more metal like material to your train. Scroll down a bit until you find roughness. Now, as the name suggests, bring this down, we'll make it shinier, while bringing it up, will make your object more matt and rougher. Now, these are just some of the basics of the materials that we're going to start out with, but feel free to explore some of the other properties as well. For my train, I'm going to increase the roughness to around 0.8 and also increase the clear coat. The clear coat is kind of like a shiny film that goes around your object. So while this object itself is rough, it has a clear coat of plastic around it, which is the vibe that I'm going for for our toy train. If you increase the clear coat roughness, it'll make the clear coat rougher, but I want mine to be a bit shinier, so I'm going to bring down the clear coat roughness. So now let's go ahead and continue adding texture to all of the other objects in our scene. Feel free to play around and experiment with the different colors and set the textures to how you see fit. Feel free to use this time to explore around with the material properties to your liking. So as you're applying the materials to your objects, let's say that you want to copy over one of your colors from one object to the other. In this instance, let's say we want to make the cab in the back of our train the same color as our purple cylinder over here. So in blender, there's a really easy way to link the materials. All you have to do is selecting the cab and then the purple cylinder next. Whatever has the yellow active outline is what's going to be copied from. Once you have both of those selected, press Control L, and that will bring up a menu. Find where it says L link materials and click on it. And now both of our materials are basically linked, and they're one and the same. So any changes that you make to any of them will be applied to the other. Now, when you go to apply texture to your wheels, you'll see that they're still joined together as one big object for when we applied our array and mirror modifier. If we don't separate these, it'll basically apply the same color for each of our wheels. We actually need to go into edit mode and separate them, and thankfully this is really easy. Go into Edit mode, L A to select everything in our object, click P, and scroll down to loose parts. This will automatically separate all of our wheels into their own objects. Now you can apply separate materials to each of the wheels. Now, I'm going to continue adding the materials to the rest of my train. I'm going for a bit of a pastel color, but honestly, you can add whatever colors or materials and add any textures that you want. In our next lesson, we'll add a backdrop and start preparing it for render. 12. Rendering Your Scene: Congrats on making it this far. Now that we've added our colors and material to our toy train, now it's time to add the finishing touches and render out our scene. Before we go ahead and render our scene, let's add a backdrop so that our train is not just floating in air. So go ahead and shift A, go over to Mesh and hit at a plane, and this will act like our ground. Let's scale up our plane using S. Let's tap into edit mode and hit the edge button. Click on the edge that's all the in the back, and we're actually going to extrude this face upwards so that we get a wall in the back and hit easy to extrude the back edge up so that we have a bit of a wall in the back. Now, press that same edge, and we're going to go ahead and bevel it out, so it gives us a smooth backdrop. You can either hit the bevel tool on the side using the menu or you can control B and increase your scroll wheel to increase the amount of bevels that we get in our backdrop. Now we have a much smoother backdrop, and we can also go ahead and right click to Shade Smooth to get rid of those bumpy edges. Now we have a backdrop for our model. Now let's go ahead and enter render view. You'll notice it looks dark because we haven't edit any lights to our scene. Let's go ahead and change that by shifting A and adding in a point light. Let's move the point light forward and up, and you'll notice that it's pretty dim. So we can increase the power on our properties panel, increase the power of the light by increasing it to something around 100 watts. When starting out, a really simple but efficient lighting setup is the three point lighting. Our three points of light are key light, fill light, and our back light, and it basically looks like a triangle setup. I'm going to duplicate one of the lights to add one to the side, and then another one to the back. You can already see how much of difference that's made to our scene, and now we have much better lighting in here. To give it some extra brightness, I'm going to shift A and add in a sun light. This just gives it a better overall ambient lighting that lights up our scene much more. By default, this light is very strong because it is a sun. You only have to increase the strength of the sun by two or three. You can also control which direction the sun is shining in by using that little ray and the yellow dot that comes with the sun. Now let's add in the camera to our scene. Let's shift A and scroll down to where it's a camera. With the camera selected, let's move back our camera so that it's not underneath our train. Let's move it forward and up with G. To look into our camera, we can go here on the right side and hit this little camera button, which will let us see what our final render is going to look like. Now, what does it mean to render? In blender, it's like taking a picture of a scene using our camera and then saving it. But it's a bit more complicated than just that because our rendering edges that we use performs all sorts of calculations to figure out how the light bounces around in our scene. Looking through our camera here shows us exactly what we're going to see when we render our image. And rather than moving our camera around in their viewport, there's a much easier way to control our camera, and that's why pulling out this info menu on the right hand side. Clicking into the view tab and check camera to view. Now when you move around, it'll actually move the camera around and you can see what your final render is going to look like. You can move around in your camera and to exit this camera view, you can just click on the camera icon again and that will leave the camera view. Let's bring the backdrop forward a little bit to get rid of the awkward shadow. I'm just going in and adjusting some of the lights to make the train lighting look a little bit better in our camera view. You can also add a texture to the backdrop and give it a color if you'd like, but I'm going to keep mine white just because we have a lot of colors on our toy train. I'm going to increase the strength of our sunlight to two, and I think that's a good angle for our cama view. Now we can just play around with which angle we want our toy train to be in the vender. Now, if you want to change the resolution of your vendor, you can head over to the properties panel and go to output properties, which looks like the printer icon. In this format section, you can see where it says resolution x and y, and you can enter the format tab and change around the resolutions if you want a different dimension for your vender. I'm going to keep mine at 19:20 pixels by 180 pixels. Just above our output properties tab, I'm going into our camera and I'm hitting ambient occlusion and screen space for fractions. That just makes our final render a teeny bit better. I'm also going into color management and changing the look to high contrast, just to give it a little bit more of a contrasty look in our final render. Now we're super close to being done. All that's left is to actually render out our image, and we'll go over that in our next and final lesson. 13. Render Engines, Finishing Touches, Saving your File: Now all that's left is to go up to the Render tab on the top left and click Render, it render image. And alla, here is our final render. Remember to save your render by going into image, it, save a copy. Name your PNG, select which folder you want to save it in. We actually have more than one render engine. Another one is called Cycles. This one takes a little bit more computing powers. So if you're on a laptop or a PC, make sure that it's okay with rendering at this level. The difference between EV and cycles is the way that they calculate light. EV is a little bit more similar to what you already seen in your viewport, whereas cycles will give you a little bit more of a calculated lighting bouncing around. But this also takes much longer to render. So if you do choose to render in cycles, you can scroll down here to the render, and I'm lowering my MC sample size 1024-500. This will still give me a quality render, but won't take as long to render. I'm also de noising it, which means that it basically won't have a grainy look when I'm rendering out in cycles. I'm going ahead and clicking Render Image. Now compared to EV, which took almost a second to render. This one took us 2 minutes to render out in cycles, but you can definitely notice the difference between the cycles and the EV rendering engine. Whatever you want to render in is completely up to you. With our two render images saved. I'm actually going to hop back into my scene and add in a final touch, which is these little bubbles that I want to add to our toy train. At this point, you're also free to add in other objects for finishing touches to your train if you'd like. I would love to see all the different types of toy trains that you all come up with. So don't be scared to experiment if you'd like. I'm adding these three tiny UV spheres to make it look like there's bubbles coming out of the train. Let's go ahead and give them a little texture. I'm going to give them a little light blue color to make it a little bit more cartoonish. Link the other two bubbles to the original material. And I'm going to make it a light blue color instead of a grayish color. Great. Now I'm going to rent it out in Evie, and this looks super cute. I like to change the names of my files just so I know which is which and that I don't get confused. I'm going to render it out one more time in cycles. This one also took almost 2 minutes to render. I always like to render out my scenes in both EVs and cycles because sometimes one just looks better than the other, depending on what aesthetic I'm going for. Now we really should have done this in the beginning, but another important thing is to save your render. If you closed out now, Blender thankfully has an auto safe option, but it's always a good idea to save. All you have to do to save is hit Control S, and that'll bring up an option to save your blend file in whatever folder you'd like. Go ahead, hit Control S and save your toy train model. Now if you close at this file, you can always re open it and continue where you left off by clicking into your blend file. And finally, give yourself a big pat on the back because you've officially finished your first ever render Mad and blunder. Congrats and be super proud of your toy train model, and congrats for making it this far into the course. It was tons and tons of learning, and you finally made it to the end. 14. Final Thoughts: Congrats on making it this far to the end of the course and completing your first ever render in blender. I would love to see all of your hard work, so please upload it to the project gallery so we can all see our variations of our own toy train models. Now that you know some of the blender fundamentals, my next pieces of advice would just be to go out and learn and soak up as many tutorials as you can. Continue developing that muscle memory of your keyboard shortcuts or rewatch part of this tutorial, if you have to. But blender is always a constant learning journey, and there's always updates being added. So keep your mind open and flexible to anything that might happen. But taking your first step is 50% of the journey, and I'm so proud of you for making it this far. Hope you enjoyed this course, and once again, congrats.