7 Concepts Every Blender Beginner Must Understand | Ken Mbesa | Skillshare

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7 Concepts Every Blender Beginner Must Understand

teacher avatar Ken Mbesa, Web Designer | 3D Artist

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

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

Lessons in This Class

    • 1.

      Intro

      1:38

    • 2.

      3D Navigation

      4:08

    • 3.

      Objects vs Data

      3:30

    • 4.

      Applying Transforms

      2:25

    • 5.

      Modifiers

      2:48

    • 6.

      Modifiers vs Tools

      1:58

    • 7.

      Modes

      2:13

    • 8.

      Parenting

      0:50

    • 9.

      Model a Desk Lamp - Part 1

      12:15

    • 10.

      Model a Desk Lamp - Part 2

      12:01

    • 11.

      Final Thoughts

      1:11

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About This Class

Blender is a powerful 3D tool - but for beginners, it can feel confusing, inconsistent, and overwhelming.
That confusion usually comes from missing a few core concepts that Blender quietly relies on everywhere.

In this class, you’ll learn seven foundational ideas that explain how Blender actually works under the hood - concepts that will make modeling, modifiers, and editing feel logical instead of frustrating.

What you’ll learn:

  • How to navigate and understand the 3D Viewport
  • The difference between Objects and Data
  • When and why to apply transformations
  • How modifiers work - and why order matters
  • The difference between non-destructive modifiers and destructive tools
  • How Blender’s modes affect what you can edit
  • How parenting and collections help organize scenes

This class is theory-focused, but practical.
You won’t just memorize buttons - you’ll build a mental model of Blender that makes future learning easier.

Who this class is for:

  • Complete Blender beginners
  • Self-taught users who feel stuck or confused
  • Anyone who wants to understand why Blender behaves the way it does

What you’ll need:

  • Blender (any recent version)
  • No prior 3D experience needed

At the end of the class, you’ll complete a simple modeling project that brings all these concepts together.

Meet Your Teacher

Teacher Profile Image

Ken Mbesa

Web Designer | 3D Artist

Teacher

My name is Ken.

I'm a web designer, creative educator, and digital entrepreneur with over a decade of experience in visual design (Web Design, Graphic Design, and Video Editing).

Over the years, I've helped thousands of everyday creatives, small business owners, and aspiring freelancers take control of their digital presence by teaching practical, no-fluff web design skills using tools like WordPress, Elementor, Forminator, and WooCommerce, with no coding required.

My goal is to keep things beginner-friendly, practical, and focused on helping you get real-world results. If you're building your first website or launching a fully functional online store, I'll walk you through the process step-by-step with clarity and confidence.

Beyond web design, I'm a... See full profile

Level: Beginner

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Transcripts

1. Intro: Blender can feel a bit overwhelming when you're just starting out, not because it's complicated, but because a few core concepts aren't explained clearly. Most beginners jump straight into tutorials, but without understanding how Blender thinks, things like modifiers, transforms, modes start to feel random. In this class, I'll walk you through seven core Blender concepts that every beginner must understand to start using the software more confidently and avoid common pitfalls and frustrations. Cover how navigation works, what objects and data really are, how and when to apply transforms, how modifiers differ from tools, and how blenders different modes fit together. Now, this class is designed for complete beginners, but if you've been playing around with Blender for some time now and are still learning a few things here and there, you're going to be able to fill the gaps and finally understand how some of the tools you've been playing around with actually work under the hood. The end of this class, you will put everything you will have learned into practice by modeling a three D lamp, a desk lamp, not to make art but to reinforce the theory in a practical way. So if you're ready to stop guessing and get serious and start understanding Blender, let's go. Let's get started. 2. 3D Navigation: Now, before we talk about anything else in Blender, we need to talk about how you move through three D space, because if you can't navigate confidently, everything else feels harder than it needs to be. This area here is called the three D viewport. Think of it as your window into the virtual scene. You're not moving the world. You're moving your point of view in the world. In other words, you are moving through the world. There are three basic navigation actions you'll use constantly. The first one is orbiting, rotating around your scene. Just press the middle mouse button and drag. We also have panning. This is simply if you want to slide the view left, right, up or down. You can hold down Shift and the middle mouse button and start dragging. Then the third navigation action is zooming. You can move closer or farther away from objects. And that's easy. You simply just scroll or control middle mouse button for precise zooming. If these feel awkward at first, that's normal. Give it 10 minutes, play around with it, and your hands will start adapting faster than you think. Now, one of the most important navigation shortcuts in Blender is frame selected. And to do that, you can select the object, then press the num pad period. Blender instantly centers and zooms the view around it. So when you're lost in space, you don't know where you are in the three D scene, select something in the outliner and press period. Blender will teleport you back to that object. If your three D scene has a camera, you can quickly switch to the camera view by pressing the Numpad zero. This shows you exactly what the camera sees. And if you're on a laptop without a numpad, you can go to view cameras active camera. The three D viewport isn't limited to just one way of seeing objects. Blender lets you switch between different viewport shading modes. The first one is the wire frame. This shows you the raw structure, that is the vertices and edges that make up the object. Then we have solid mode, which just shows you the object with a focus on form and shape without visual distractions. Thirdly, we have material preview, which simply previews materials and lighting quickly without a full render. I like using it to quickly apply materials and resize them because it's very fast compared to the fourth mode we're looking at, which is the rendered mode. And this is the mode that shows you the scene as it will appear in the final render. This will show you what the render engine that you're going to use to render your scene sees. And so it's a heavy mode to be in. Everything slows down because you have heavy materials and lighting, and Blender has to calculate all that. So that's why I sometimes switch back to material preview mode. To be able to re size and scale my materials when I apply them, just to make sure there correct size, and then switch back to rendered mode once I have the correct scales. If you try to do that in rendered mode, Blender might crash or restart. You can switch between these modes instantly by pressing Z and choosing from the pie menu that appears or by clicking the shading icons in the top right of the viewport. Once navigation clicks, Blender stops feeling overwhelming. You're no longer fighting the interface. You're exploring a beautiful space, and everything we cover next builds on this. 3. Objects vs Data: Let's talk about objects versus data. In Blender, everything you see in the three D viewport is an object. But every object is really just a container that points to a block of data. The data could be a mesh, a curve, a camera, or a light. And understanding this relationship is a huge step forward. Let's take this sphere. This is an object called sphere. If I want a completely independent copy of it, I press Shift D. Now I have two objects, and each one points to its own mesh data, underlying data. That's why I can scale, edit, or modify one without affecting the other. But here's the catch. When you duplicate objects this way, you're duplicating everything, the object and the underlying mesh data. And I want to illustrate this with an example. So looking at our sphere here, if I shift D and shift D again, as you can see, if I expand the sphere object, it's pointing to this specific data block. Now, if I click this data block icon, this will change immediately to object data properties because it's giving us the options to edit or manage the underlying data of this object, which is this data block. If I expand this, this sphere one is pointing to a data block called sphere one, and sphere two is pointing to a data block called sphere two. That's why if I switch to Edit Mode and switch to face mode and extrude this pace nothing happens to these others because I'm only editing the underlying data of this object, which is this data. If you do this dozens or hundreds of times, it can become very taxing on your machine, and this introduces us to a very important concept in Blender called instancing. If I instead press out D, I get a linked duplicate, which is also called an instance. Now, if we look at the sphere object, it's pointing to a sphere data block. If we expand spear one, it's also pointing to the same underlying data block. So is sphere two. That means I edit, if I go to Edit Mode and extrude this pace, the other objects will also have that face extruded because they are sharing the same underlying data block. This is incredibly powerful. It saves your PC's memory. Your scene stays fast because you're not trying to read from multiple data sources, and you can manage complex scenes much more efficiently. You can still move, rotate, and scale each instant independently, but the underlying geometry is shared. 4. Applying Transforms: Let's talk about applying transforms. In Blender, we can move, rotate, and scale an object. When you do this, we say you're transforming the object. But there's a really important difference between changing a transform and applying it. Here's the simplest way to think about it. When you scale an object, you need to tell Blender this new size is the new real size of this object. This should be the reference size of this object. Every new action from now on should be based on this new scale of this object. If you don't do that, Blender still thinks the object is its original size, even though it looks bigger on screen, and that's what causes those weird beginner problems you keep bumping into. So let me show you. Let's add a cube. Scale it up in Object Mode, X, and let's say there. Now, go into Edit Mode. Switch to edge select and let's select this edge, Control B to apply a bevel. Now, if you look at this bevel, it looks weird. That's because Blender is calculating the bevel based on the original smaller cube we had. It doesn't know we scaled it up. Now, watch this. Let's go back to Object Mode. While the cube is still selected, let's press Control A and apply scale. Let's go back into Edit Mode. Now let's do a bevel again. And Va. Here we go. Now the bevel works exactly as expected. Same bevel settings, completely different results. Nothing changed visually about the cube. The only difference is that now Blender agrees on what the size of the object is. So why does this matter? Well, bevels, modifiers and Edit tools, physics, UVs, and shading all behave more predictably when you apply your transforms. 5. Modifiers: Now, we've already established that everything you add to a Blender scene is an object, and that the object itself is really just a container pointing to a block of data. That data block holds all the information about how the object looks and behaves in the three D scene. Blender reads that data to know what to draw, how to shade it, and how it should react to changes. Modifiers are how we manipulate that underlying data without permanently changing it. Instead of directly editing the mesh, we tell Blender, take this data, run it through these rules, and show me the result. And that's what makes modifiers parametric. You can tweak values and change your mind later or even remove them entirely without destroying your models. And once you're satisfied with how the modifiers are affecting your objects, you can apply them to commit them. Let's quickly look at a few of the most common modifiers you'll use all the time. The subdivision surface. This modifier simply smooths out your mesh and gives you full control using the levels slider. The mirror modifier is perfect for symmetrical modeling like vehicles or characters. You don't want to spend time repeating what you just did on the left side, on the right side. The array modifier repeats an object along a line or a circle. You can also scatter it randomly as you please. Let's look at one more. The Boolean modifier, which adds or subtracts geometry like cutting a shaft hole in your cylinder. Now, one very important thing to understand is the order of modifiers matters. Blender evaluates modifiers from top to bottom. If you put a subdivision after a boolean, the boolean might give messy or unexpected results. If you put it before the cart will be smoothed. So if your mesh is not behaving as you expect, check if your modifiers are stacked in the right order. And when you are finally happy with the results, you can click that little apply button to bake everything into the mesh. Now, this makes the changes permanent. Once you apply the modifier, the changes become permanent and you have no way of tweaking the values without Control Z, without undoing everything. That flexibility is one of Blender's biggest strengths. 6. Modifiers vs Tools: Now let's clear up a very common point of confusion. Modifiers versus tools. We've already seen that modifiers are non-destructive. They sit on top of your mesh and tell Blender how to display or process it while you're working on it. And until you apply them, you can always tweak or remove them and return to the original shape you had. If I press T on the keyboard, I bring up the toolbar. This contains tools like bevel, extrude, knife, and more. These tools work differently from modifiers. Let's do a quick demo. Let's add a cube. Switch to Edit Mode. Let's select a face and now extrude. You see how the mesh changes instantly. That change is written directly into the geometry. It's permanent. It's destructive. Unlike a modifier, this extrusion can't be adjusted later with sliders or settings. The only way to undo it is with Control Z, which also means undoing everything you did after that point. That's why the tools in the T menu are called destructive tools. Now, this doesn't mean tools are bad. I mean, those are the tools I use most of the time. You need them all the time. The key is to know when to use each. Use modifiers when you want flexibility and control, and you know you're building a reusable system that you will be coming back to edit. Some people also prefer working with tools and just simply saving versions of the Blender file. Once you understand these differences, Blender workflows start to make a lot of sense. 7. Modes: Because Blender is both an editing and simulation tool, it gives you a lot of different tools to work with. But sometimes you'll click a tool and nothing happens. Most of the time, that's not a bug. It's because you're in the wrong mode. Remember what we said earlier, every three D model you see is an object that points to an underlying data block. Blender needs to know what you're trying to edit. If you want to move, rotate or scale the object as a whole, you use Object Mode. But if you want to change the actual shape, the vertices, edges, and faces, Blender has to temporarily switch to Edit Mode so it can work directly on the data block, the underlying data. In other words, Object Mode edit the container, the entire cube. Edit Mode edits the contents of the container, the underlying data defining the cube. That's why some tools work only in specific modes. There are tools that will only work in edit mode, others will only work in Object Mode. So Blender isn't just one mode. It's a collection of modes, each designed for a specific type of edit. We have Object Mode. If you want to move objects as a whole, if you want to set parenting, if you want to work with collections, you should be in Object Mode. Then we have Edit Mode, which allows you to edit vertices, edges, faces. This is where modeling really happens. Then we also have sculpt mode. This is for people who are interested in brush based deformation for organic shapes, like if you want to model monsters, dragons, human beings, you can use sculpt mode. So just make sure you do some research and find out what the rest of the modes do. 8. Parenting: Finally, let's talk about parenting. Parenting is Blender's way of saying, This object follows that one. Whatever that object does, this one should also do. So let's see how to do this. So let's add a cube. Let me also add a UV sphere. Select the UV sphere, then the cube. Then let's hit Control P, and I'll say Object. Now, let me select the cube, G, drag it, and watch what happens. The UV sphere follows it because it's parented to the cube. 9. Model a Desk Lamp - Part 1: This lesson, we're going to put everything we've learned into practice by modeling a desk lamp. And along the way, I'm also going to be sharing extra tips and tricks, features that we did not cover in the previous lessons. So let's see how to work on a sample project in Blender. Want to keep things simple, where in the three D viewport, I'm going to hit Shift A, and I'm going to add a cube. Now, you will notice my cube looks a little bit flat. So the way I like to change the way my models look is by clicking this drop down menu, shading, and go to cavity, enable this. You will notice now the edges are more conspicuous, looking good. And on this type field, let's select both to have some illumination on the edges. Just like that. So that's how I like it. And if you want to go an extra mile, you can also go here and switch this to MD cap and object color to random. Now every new object that you add here with Shift A is going to have its own color. So if I add a cylinder, G, it's going to have its own unique color. This is how I like my environment. So that's just a tip and trick. Now, we want to create the base of the desk lamp, so Shift A, mesh, and let's go with a cylinder. We want to reduce the height of this because it's a base. So I'm going to hit while it's still selected, and then Z to constrain it to the Z axis. And there we go. So remember, now we're in Object Mode because we're editing the object itself, not the underlying data. We're just resizing the object, the cylinder. Now, because we've resized it, let's hit Control A to apply the scale. We've not moved it, so Control A, we don't need to apply the location. If we move it G, Z, that's when we will need to apply control A location because if we try to do other things like applying modifiers without applying the location, Blender will be applying those modifiers based on where it was initially before we moved it. So let me just undo that because the base is going to be down there. Now, one thing you need to keep in mind is when you add a primitive or any shape or object into Blender, it will be added exactly where this cursor is. This thing that looks like a target. So the way to move it around is by using this, you can select this and then click anywhere or Shift and right click. So if I now shift A and say add a cube, it will be added there. Now, do that. The reason I'm showing you that is because we want to be able to add different parts of the lamp in different places depending on what that part is. So we will need to move this around. But to return it to the center, we hit Shift S and say cursor to world origin. I will return to the origin of the three D world. Now, Shift A, let's add another cylinder. And this time I'm just going to hit S and then S again for freestyle resize. Then GZ, grab and push it up. In fact, GZ up to maybe there. Then S, Shift Z. If we hold down Z, we're telling Blender, resize this object in all axis except the Z axis. Shift Z like that. And then let's say S and then Z. Now we're telling Blender, let's resize it in the Z axis up to maybe that point. Then let me hit one on the numbered to switch the orthographic front view. Then G Z, up to that spot. All right now, this is still active. That's why we're still moving the cursor around. So let me switch back to select box. Now, in fact, we want this up here now. We want it at the center of this face. So how do we put it there? When I select this, first of all, I need to say control A. Then let me just apply all transforms because I've moved it around and I've scaled it. Now, its origin has gone back down there, but I want to put this cursor up here. So I'm going while it's still selected, I'm going to switch to Edit Mode. Now we're in Edit Mode, and I want to switch to face select mode so that I'm able to select the faces. I'll select this top face, and then I'll zoom out. Shift S, cursor to selected. So the cursor will jump to the selected phase, just like that. Now I can exit Edit Mode into Object Mode, and I want to switch to the front orthographic view with number one. And right here, I want to say shift A. Now, a mesh is an object. At the same time, curves are also objects. We can work with curves, and we want to add a curve here. So I'll select curve, and I want to add a path. So that's the path. I'm going to hit S twice to resize it maybe up to that spot. And it's been added exactly where the cursor is. So I'm going to hit tab to switch to Edit Mode or just switch manually here. So we're in edit mode of this curve. I'm going to switch the front view once again with Numpad one, and I'm going to hit G to carry it and rotate it. Doesn't really matter how far, but I'm going to hit G and try to position that end of the curve maybe at the center right there. Doesn't have to be precise. Then I'm going to select this, click that, and then hit E for Extrude. That will extrude the curve and create an extra point out here. Now, if I exit Edit Mode into Object Mode, we have a curve like that. What we want is to create a frame around this tube that is going to hold the lamp top. I'm going to create an array modifier using the selected curve. Let's go here and let's add a modifier while the curve is selected, Modifier let's go to generate. First of all, let's say curve to tube. We want to turn the curve into a tube, just like that. Now, yours might be large or huge. Just regulate that using this number. So you can hold down shift to move in small increments, and let's just resize it to maybe that spot. Now, while it's still selected, we can add another modifier. Now that it's already a pipe, let's add an array. The array will be added below the curve to tube, and let's change this to circle. And because it was added and we positioned it, if I switch to the front, we positioned it starting from here moving outwards. It's going to rotate around this spot, and now we have that number. We can increase the number or reduce it. Alright, there we go. Now the next step is to add the lamp top or cover. So let's go ahead and say Shift A, mesh, and let's add a cone. It will be added like that. Now, before you move it around, you will see this add cone option, expand it, and it has several options that we want here. For example, the base fill, first of all, let's go to the radius stop and red increase it. Just like that so that it's not sharp and we want to reduce the depth. In fact, let's switch to the front with one on the num pad, and I'll hit Alt Z on the keyboard to make it transparent. Now we can see through Alt Z or this here. Where is it? This here. So with the cone still selected and this still expanded, we want to reduce the depth slightly just like that. And let's remove toggle that X ray. We don't want this cover and this cover. So let's say base field type, nothing like that. And I think we have the cover we want because we want to keep everything simple. So switch to the front view, and I'll just click away to commit that. Now, that menu will not come back again. Now, let me at Z to make it transparent and select this. Then GZ, push it down maybe up to that spot so that the frame is just almost at the top, but not quite at the top. Now, you will notice these are going out of the cover. The good thing about the method we've chosen to work with the modifier system and the curve system is we can go back and edit our underlying data. Because remember, this is a curve. So if I go to Edit Mode, it's still a curve. So if I select this dN GX, pull it inwards, all the other copies of it will follow suit. Think that's a very good reusable system, the importance of working non-destructive. So let me just click away to commit that and switch back to Object Mode, Z, and now our frame is inside. 10. Model a Desk Lamp - Part 2: Now, one more thing we want to create is the bulb. Select this. I'm going to shift D to duplicate it, escape to let it go, but it's still right here. So G Z to push it up. Then S, Shift Z to resize it in all axis except the Z and we want it to get to that spot. Switch to the front view to Z, G Z to push it up, and that's our bulb. You can now apply an emission material to mimic a bulb. Now, let's go ahead and refine things a little bit. For example, the base is too wide, so I'm going to say S and then shift Z. Maybe up to that spot. And then SZ. Yeah, I think that makes more sense. And I think this is also too tall, S's to front. A Z, transparency SZ. Now, this is widening it. I don't know how else to edit this angle. I'll be honest. But GZ, let's place it right there. I'll select this Edit Mode, select that G, G twice, and let's place it right there. Now you will notice right here, the curve is getting curvier as this gets shorter. So this part is actually protruding outside the cover. Now, it looks beautiful, but it doesn't make sense. We need to make sure it's inside. So what we can do is edit this cover right here. If I switch to the front with one on the numpad, switch to Edit Mode. A, to select everything. If nothing is selected, it will look like that. Control A or A, just A. Then Control R. That will bring up the loop cart too, and it will allow us to cut that line. If I click and without moving it, click again to commit. That creates a loop card right there. And if I click aside, as you can see, we have a loop card. Select that edge, then hold down Shift out you're going to select the entire loop all around. And you can now say s twice to increase the width. We can do the same here, Control R to create another loop, then click again, then twice. There we go. Now, if I switch to the front with one on the num pad, now it's carving outwards. Alt Z, I think it's now taking the shape of the frame inside. I can select this Alt Shift and twice to make it smaller, seems too wide right there. Up to that spot. Now that I'm satisfied, first of all, A Z Object Mode. There's our simple lamp without any materials applied to it. I notice this is not touching. So S ZG Z. Now I can switch the front select this Control A, apply all transforms. Control A, apply all transforms. Control A, apply all transforms. And for now, we're just going to leave that frame like that. We're not going to apply the transforms. Now, let's start organizing everything. First of all, we want to make sure this cover is parented to the frame. So select the object you want parented. Or in other words, select the child, then select the intended parent, which is the frame. Then Control P. I'll just say object. And now, if I select the frame and move it around, it will move the cover as well. Now, we want to parent the frame itself to this tube, this stand, select the frame and then the stand, then Control P. And say object. That means if we move this stand, it will move the frame which will move the cover. Let's also select the bulb and parenting it to the stand, Control P object. Let's move it exactly. Then now select this, then the base and Control P Object. Now, if we move the base, we move the entire lamp. Very nice way to stay organized. And in here, as you can see, everything has now been placed under this lamp, which was the original cylinder we added. We can rename it to base. Then this, as you can see, in the hierarchy, the base has its own data block. And then in the hierarchy, we have the stand parented to this. So it's one step inside. So stand. Under that we have its data block and yet another cylinder, which is the bulb. Bulb. Of course, when we expand the bulb, it has its own data block. Then we also have a nerves path, which is this frame. If I expand it, it has some modifiers. Remember, we applied modifiers, and under it, we parented the cover, which is this cone, so it's under the nerves path. So let me just call it the frame, then the cover. Of course, when we expand the cover inside, it has its own data block. And the frame being a curve has its own nerves path data block, this one here. And these are the modifiers we applied. We applied a curved tube and an array modifier. Expanding it gives you more details. So as you can see in Blender, everything is organized into objects, data blocks, and in fact, something else I've not shown you here is collections, but that's just grouping things. Maybe I'll cover that in the next batch of concepts you need to keep in mind because this is a series called Blender theory where we're going to learn about the theory behind some of the tools you use most in Blender. So you can have a deeper understanding of how they work under the hood. Now, what we've been practicing all this time is the manipulation of data, geometry, data. And we've seen how to use these destructive tools on this side, and we've also seen how to use modifiers to create a reusable system that you can go back and edit. For example, we can edit this frame. We can also edit Anything else that has modifiers. Let me see modifiers. Yeah, so modifiers are only applied to this frame. So we can increase the number of bars we have there. We can even leave it at three. Later, we can come back and say we want 12 or 11. So this is a reusable system. We can also come and increase the thickness of each of those tubes. So we're manipulating the vertices that define where the edges and faces will be. Let me just select this Edit. So this is an edge. If I switch to face, this is a face. If I switch to vertices, this is a vertex, single vertex, a single point in three D space. These four vertices here define this face. And these two vertices here define this edge. So this data is what defines the overall cover. This is one system we've just looked at, but we're just getting started. Blender has another amazing modifier that is a whole system on its own, and it's called geometry nodes. Let me just switch back to Object Mode. If we select this and go here to add modifier, as you can see here, we have geometry nodes, and it's placed right here all alone. Add a procedural operation effect to the active object. When we click this, we're going to add what we call a geometry node modifier to this specific tube, this specific cylinder. And there's a whole world of amazing things you can do with this system. Now, we're not going to go deep into this. I just wanted to mention that if you want to learn of an advanced system for manipulating the underlying geometry of the shapes you have and you want to create amazing simulations in Blender, you need to learn geometry nodes. I created a whole introductory class on geometry nodes, and you should check it out right now. Learn how to manipulate data beyond these tools and the simple modifiers we've learned about today. 11. Final Thoughts: And that brings us to the very end of this edition of Blender theory. I hope you found it valuable. If you're new to Blender, these seven concepts are important, and I hope you at least found a few of them useful. And once you're done with your class project, don't forget to upload it right here by clicking the Projects and Resources tab right below this video player. Upload your lamp model, and let's see what you were able to create. You can add materials if you already know how to do that. And if you enjoy this class or learned something from it, I would really like to know what you thought about it. Your review will go a long way in helping other students know what to expect if they choose to join the class. So I would really appreciate it if you took just 1 minute of your time go to the reviews section right below this video player and drop your review right there. And until next time, make sure you model something in Blender. Peace.