Blender 3D Modeling for Beginners - Model a Wooden Coffee Table from Scratch | Ken Mbesa | Skillshare

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Blender 3D Modeling for Beginners - Model a Wooden Coffee Table from Scratch

teacher avatar Ken Mbesa, Web Designer | 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.

      Intro

      2:23

    • 2.

      Project Overview

      1:22

    • 3.

      Prepare Workspace

      3:00

    • 4.

      Set the Dimensions

      3:20

    • 5.

      Orthographic vs Perspective View

      1:05

    • 6.

      Scaling the Top Boards

      1:02

    • 7.

      Apply Transforms

      1:48

    • 8.

      Bevel the Top Boards

      6:46

    • 9.

      Create a Leg

      5:21

    • 10.

      Create More Legs With the Mirror Modifer

      4:26

    • 11.

      Shape the Legs with Loop Cuts

      2:48

    • 12.

      Find a Wooden Texture Online

      1:44

    • 13.

      Add the Texture to the Table

      2:46

    • 14.

      Smart UV Project

      4:47

    • 15.

      Add Texture to the Legs

      3:34

    • 16.

      Create a Backdrop

      1:26

    • 17.

      Lighting and Rendering

      8:50

    • 18.

      Final Thoughts

      1:45

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About This Class

Are you ready to take your Blender 3D modeling skills to the next level (beyond just knowing the User Interface)?

In this class, I’ll show you how to model a simple wooden coffee table as I explain my thought process.

By the end of this class, you'll not only have a realistic 3D wooden coffee table that you can show to your friends or potential clients but also the skills and confidence to tackle more complex 3D modeling tasks going forward. 

Imagine being able to effortlessly model the objects that are around you, like furniture, electronic gadgets, kitchen appliances, etc. 

It all starts with knowing the tools you’re about to use in this class.

Who is this class for?

This class is designed for Blender beginners who love learning new skills by doing. My assumption in class is that you’ve already installed Blender and familiarized yourself with the Blender User Interface.

Throughout this class, the goal is simple: to guide you through a complete 3D modeling project using the most commonly used tools in Blender. The tools that you will be using most in your future modeling tasks. 

From the humble default cube, we'll embark on an exciting journey together, shaping and refining our coffee table until we achieve a stunning, textured final render."

A little background story

Most people know me for teaching about Elementor web design. What they don’t know is that I've been immersed in the world of Blender for the past 1 and a half years, and for 18 months, I've honed my skills by working on numerous 3D modeling projects. 

Today, I'm excited to share all that experience and knowledge with you! I want to show you how to use modeling tools on a real project from start to end.

So, if you're ready to embark on this journey with me, if you're eager to learn how to bring your ideas to life in a three-dimensional space, then join me right away in the first lesson.

See you there…

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: Welcome back to another awesome blender modelling class with me can better. Are you ready to take your 3D modelling skills to the next level? As usual, you come to the right place because I'm about to show you how to do that. By the end of this class, you'll not only have a realistic 3D wooden coffee table that you can show to your friends or potential clients. But you'll also have the skills and confidence to tackle more complex 3D modeling tasks in the future. Imagine being able to effortlessly model the objects that are around you, like furniture, electronic gadgets, kitchen appliances, ETC. It all starts by knowing the tools that are most commonly used in modelling. I'm about to show you that this class is designed for Blender beginners who loves learning new skills by doing. My assumption is that you've already installed blender and familiarize yourself with the blender user interface. Throughout this class, the goal is very simple to guide you through a complete 3D modelling project using the most commonly used tools in Blender, the tools that you will be using most in your future modelling tasks. We'll start with the humble default cube and embark on an exciting journey together, shaping and refining our coffee table until we achieve a stunning textured final render. Now, a little background story about myself. Most of you who have seen me know me for teaching web design to be more specific, elemental web design. But in the last 1.5 years of immersed myself in the world of Blender 3D modelling. And I've been improving and sharpening my skills for the last 18 months by working on several 3D modeling projects. And I want to share everything I've learned during that period with you through this class, I want to show you how to use those tools that I've been using most to create what I've been creating. So if you're ready to embark on this journey with me, if you're eager to learn how to bring your ideas to life in a three-dimensional space. Then join me right away in the first lesson. I look forward to seeing you there. See you shortly. 2. Project Overview: Right before we get started with the task, here is a quick overview of what we're working on. So this is the table. I went ahead and downloaded these images online and I'll provide them below this video player. So just click the projects and resources tab below this video player. And you will download this folder called assets. So once you download them, you'll find these three images. I just want to quickly show you some of my renders. So here are some of the renders that have been able to come up with. So this was, of course, the class thumbnail. You've already seen this. So here's another one, and you'll get to see the rest once we finish modelling and rendering. So just wait for the big reveal to see what we will have created. So once you've finished creating your table and rendering it, remember to go to the Projects and Resources tab and upload your project so you can share it with us. We want to see what you've been able to come up with. So that was a quick overview of what we're working on, at least now you know what to expect. Now, without wasting any more time. Let's jump inside. Lesson number one 3. Prepare Workspace: So here we are inside Blender, and as you can see, this is Blender 3.5. But what I'm about to show you is a universal workflow for modeling 3D objects in Blender. So it doesn't really matter what version of Blender you're using. Blended 2.92, 0.83, 0.03, 0.4, they will all work. So as always, there are a few things I like doing to prepare my workspace before I start modelling. And the first thing I always do is when I zoom in on this, first of all, let me get rid of the light and the camera. Then let's zoom in on this a little bit. And going in the shading options here, I like to enable the cavity. And that just makes the edges more conspicuous and honestly speaking, just more appealing to the eye. The other thing I like doing is changing the lighting from studio to mad cap. So when I change it, notice what happens. So going back in here, mad cap and it adds, it adds that nice shadow on the object as we modelling. And the next thing we're doing is, I want to get rid of this timeline because you're not doing any animation right now. So I'll just hover over this and then drag downwards. And now we only have the modelling workspace. And finally, if I drag this up to that point, we can change this editor into an image editor. So of course, there are many different types of editors. This is one editor, this is the 3D view port. And then of course, as you can see, it's one of the options. Whenever you have any window open, you can change it to any editor you want. So this can be a compositor and this can be the Graph Editor. But that's not what we want. We want to change these into an image editor and this one as well. Because what we want is to bring in the images we're going to use as reference. Images will be looking at them as we model. So I'll just look for that folder very quickly. So here we are. Let me just bring in this. Now we'll leave it right there. And in here let me just say Open. Going back in there once again. As you can see, there we are. So of course, I'm zoomed in. I just want us to be able to see what we have at very close range. So now with these as the reference images, we can now get started with the modelling 4. Set the Dimensions: Let's get started with this lower part right here, this base that is holding the legs and the top. So let's start with this, with this selected. Let me zoom out just a little bit. This looks like it's about one-and-a-half meters long. I could be wrong, but I'm just eyeballing it. So let's make it 1.5 m long. Selecting this, I'll hit N on the keypad and you will notice whatever I press appears here. I forgot to mention that. So if I press N, As you can see, I mean the n letters on the keyboard. And now we can change the length from here to here. We want to use this x-axis from some way here to here. So in the x-axis we want it to be 1.5 m long, 1.5 m, like that. And in the y-axis we want it to be about maybe 1 " from here to here, this height 1 ". So while this is still selected, that's the z-axis. One, I n four inch because as you can see, it's in meters. So if you specify the units, it will convert to those units. All right, so there we go. If we zoom in on it, as you can see, it's now very short in height. Zoom out. Alright, so now the distance from the front to the back here, this distance can be maybe half a meter. So with this selected, we want from the back, Front, back to front to be 0.5. So that's in the y-axis. This is the y-axis, 0.5 m. There we go. So now we have the basic dimensions of this would implant right here. And what I wanna do is while it's still selected, Shift D, to duplicate it, then I'll right-click to drop it in place. It's still in place, then G, to grab it. Now it's grabbed Z to constrain it to the z-axis. It can only move up and down. Now, holding down Shift, I'll make sure I reduced the distance between the two. Before we do that. Let me put it there because we want to change the height from here to here. That is the height of this top two, maybe 1.5 ". So the height should be 1.5 ", the z-axis, let's say 1.8 " 1.8. And now it's slightly taller because as you can see, it's thicker than this one here. 5. Orthographic vs Perspective View: So now with that, let's change the orthographic view. Now we're in perspective view and we can change to orthographic view by using the numpad on the keyboard. Number one switches to the front, or the graphic. Number three switches to the side, or the graphic, the right or the graphic. And number seven switches to the top orthographic. Now, when you press 13 or seven, as I've explained, if you want to view the opposite side of the current orthographic view, hit nine. So right now we've hit seven, we're viewing the top or the graphic. If we hit nine on the numpad, it will switch to the bottom or the graphic the opposite of what we're viewing. So if we hit one, it will switch to the front or the graphic. If I hit nine, it will switch to the back or the graphics. So it's the opposite. Nine is the opposite 6. Scaling the Top Boards: So with that, let me switch the front view. And we want to of course, make this top part longer than the part beneath. Now let's make the lower part shorter. So I'll just eyeball it because you don't have a precise dimensions. So I'll just estimate. So while it's selected, hit S to reduce the size in the x axis. So hit X to constrain it to the x-axis, to maybe somewhere there. And of course now let's switch to the side or the graphic S for scale. And now we're reducing it in the y-axis. So heat, why? Let's say up to that point. There we go. 7. Apply Transforms: So the next thing we want to do is you will notice that this corner right here is rounded. Of course, the top corner is also rounded, but we want to start by rounding off the corners of this lower part. So while it's still selected, let me zoom in on it. And before we start working on em, before we start editing the mesh, It's always, always very important to apply any transformations you've used. So remember we've changed the scale, so we need to apply this transformation. All these are transforms, location, rotation, and scale. So when you change anything right here in the transforms, we need to apply that while it's selected, I'll hit Control a. And now of course, as you can see, we have the option to apply the location rotation scale. We can apply all of them at once if we have all of them used, if we made changes to all of them. So now I want to apply the scale and notice what happens to the scale here when we apply. So control a scale. And now it's been reset. That tells Blender, this is now the scale we're going to work with as the reference. Alright, so let's select these and do the same. Control a, apply the scale. And you will notice we also have, we moved it in the z-axis. So control a, I'll just say Apply all transforms. And now all of them are back to the default 8. Bevel the Top Boards: So now with this selected, I'll hit tab to switch to edit mode. You can see by this, if I hit Tab once again, changes back to object mode, you cannot edit the mesh while in object mode we can only select the object. So if we switch to edit mode, now we can select individual vertices and deform the mesh. You can also select the edges and the faces. So let me switch back to, let me switch back to edge selection mode. Select this edge. Now I can also select this edge. Then holding down Shift, select this edge, holding down Shift, select this edge. Now, I've selected all of them. Another way to select all similar edges is by selecting the first edge, want to select, then hold down, Control out. And select again. Now as you can see, I've highlighted all of them. Now with the edges on the corners selected. Control B for bevel. And now start pulling just slightly. And in fact, let me, let me let go of that. We want to switch it upside down so we can see properly. So remember to view it from the top or the graphic is seven on the numpad. Now we're looking at it from the top. And to view the bottom, just press mind the opposite. Now we're viewing it from the bottom and remember, the edges on the corners are still selected. So now if I hit Control V and pull, now we can see it from a bird's eye view. And if I scroll my mouse wheel upwards, I can increase the number of segments. And I want to bring them to eight. Let's say that point. And there we go. Now, in the real-world, every single edge, no matter how sharp it looks, always has a tiny babble. So we also want to give a bevel to this edge right here, this lower edge. Because as a human being, when you're pulling the table, you don't want to have sharp edges that make you uncomfortable. So selecting this line, I'll hold down, Shift and Alt. Select all the edges around in this loop. Then I'll hit Control B for bevel. And I'll give you just a slight bevel up to there then as k. Alright, so there we go. Very nice. Let's isolate it. So we can have a look at it individually with it selected on the numpad hit slash. Now we've isolated it, we can only see it. Now of course, to stop seeing these segments here, what we can do is auto smooth, shade, auto smooth. So right-click Shade Smooth. And now it looks much better. Before you apply shade auto smooth. Always make sure you first applied all transforms, as I mentioned earlier, control a, apply transforms before you, right-click Shade, Smooth. You can do some more research to find out why. Now let's bring back the top part. So I'll hit the slash on the numpad once again. There we go. So now let's do the same about these corners and make them rounded for the top. And as you can see, the edge is also slanting inwards on the lower side while the top part is flat. So with this selected, and remember we already applied all transforms. I want to right-click and shade auto smooth. And then while it's still selected, I'll hit tab to switch to edit mode. I'll select this corner, hold down Control, and all the others are now selected. I'll go to seven on the numpad for top or the graphic. Then I'll hit 94, the opposite of top, which is bottom. And now Control B to babble because we had already used eight segments. Lastly, it's by default at eight segments. And I think I like it up to that point, I think I like it. Next thing I want to do is round off this bottom area. So selecting this edge, holding down Shift and Alt, then selecting again, select the lower area control B. For bevel. I want to hold down shift for smaller increments. And let's drop it somewhere there. I think I like it like that. Of course, let's bevel the top part as well, the top edge so that it's not too sharp. So I'll select this or any other edge here. Hold down, Shift Alt, selected again. Like that, control B for bevel. I want to be able to just slightly, I'm liking it so far. Now, of course, reference image is much more slanted. This is just me showing you a workflow on how to put together these different parts and how to use the common tools that blender provides is not meant to be a perfect table or replica. Alright, so there we go. 9. Create a Leg: So the next thing we wanna do is create the legs. So as you might have guessed, we want to start by adding something cylindrical shaped, a mesh cylinder. There we go, and it's very big. Remember we resized it by default when you add a new primitive, it's 2 m by 2 m, as you can see right here, the cube was also 2 m by 2 m in all sides. So with this added in before clicking anywhere outside, we have this option here, Add Cylinder. If you click that, you can increase the number of segments or divisions to make it smoother. You can play around with all of these, but I don't really want to play around with them for now. So now clicking outside makes that mainly disappear. Now with this selected, I want to hit S for scale. I'll resize it up to somewhere there. Let me zoom in with my mouse wheel. In fact, let me switch to front view numpad one. So now we're in the front orthographic. I want to hit G on the keyboard and just place the leg somewhere there. Hit a on the keyboard, select everything. G For Grab, then z to constrain it to the z-axis and push them upwards, up to somewhere there. Now, as you can see, this table looks like it's maybe like half a meter tall, maybe even less. So let's make it 40 cm. Half a meter is 50 cm, so 40 cm in height. I'll select it. Z axis, 0.4 m. Alright, let's make it 0.350, 0.35. Then I'll select these two g z to constrain it to the z-axis. Hold down Shift when we get there to move in smaller increments so we can make sure they're very close together. Once again, to grab Z, to constrain it to the z-axis, hold down shift while pulling it downward. That means you're moving in small increments. Alright, That's awesome. Select this top part, G For Grab z, for z axis, and then start dragging it while holding down shift for small increments somewhere. They're awesome. And then of course now hit a G to grab all of them. Z to constrain them to the z-axis and then hold down Shift while you drag. Now I think it looks awesome right there. So Control S weight. We hadn't even saved. If we lost power, we wouldn't be able to recover it. So let's go inside our folder. Let's save it in here. Coffee table. Enter. So with this selected first of all, let me zoom in. Remember, we haven't applied any of these transformations that we changed. So while it's selected, control a, apply all transforms. Then right-click, Shade, Smooth. Just like that, looking awesome. So now let's select this, Zoom Out. And in fact, let me switch to perspective view. Let me zoom in a little bit. In fact, let me change to right-side view because we want to position it right here. So g, y to constrain it to the y-axis. Hold down Shift when you get close to the edge. And I think that's a nice spot. One for the front view. I think it's also looking good from the front. So now this is what we have control S. Now the leg has this shape. It's slimmed at the bottom, or rather its narrow at the bottom. Here it has these rounded angle and we need to see how to do that. But before we do that, why don't we add the other four legs? And one good thing about lender is it provides you with modifiers to make your work easier. 10. Create More Legs With the Mirror Modifer: Now, if you don't know what modifiers are, don't worry. We're going to use a modifier right now. This is just me introducing you to modifiers because you might be using them in the future. You can Google them or Loop for YouTube videos about modifiers. But for now we're going to use a mirror modifier because we want to mirror this Leg in this axis. So Mirror E to the other side. So we have another leg here and Mirror these two Legs to the sides. So we have to More Legs. With this selected. I'll go to this range right here. Modifiers Mirror the moment I do that. Here's the modifier. And by default it's set to axis X. So this is the x-axis. The original is on this side of the x-axis and the reflection is on this other side. Now, if we check why, you will notice nothing happens and that's because the origin is in-between these two Legs. This origin, these yellow dot here me, it's supposed to be in the very middle. So I'll just leave that checked. And while this is still selected, I'll say control a, Apply all Transforms. And when I apply all Transforms, the origin will be reset to the center of the world. So control a, all Transforms and now it's been reset to the center of the world. And that's why now it's reflected to this other side. If I undo that because it was here, we couldn't see the reflection because the origin has to be in the middle of the object and its reflection. So if we push it to the center, now it's in the middle of the reflection and the original Control S to save that. And now you will notice that when I select the original, all the other three are selected. And that's because these are not yet meshes, these are not editable meshes. They are a representation of a mesh. And that also means if I switch to edit mode by hitting tab, whatever I do on this leg will happen on all its reflections. So for example, if I switch to face selection and select this lower face, I can make the lower part narrow like this by hitting S for scale. And now that affects all the other Legs as well. If I switch to the front end or front view, as you can see, the Legs seems to be at an angle. It's not vertical, it's at an angle. So with the bottom part selected, if I switch the front side, I can hit G for Grab, hold down, Shift and drag it up to maybe that point. Click to release. I want it to be right below the end of this. So just like that. If I zoom out, it has affected all the other Legs. If we rotate. Now these Legs seem to be too close together. So if I switch to three, that is side orthographic view and zoom in, we can do the same for this side because the lower side, because the lower face of the leg is selected. If I hit G to grab and why to constrain it to the y-axis? I can push it out words, maybe out to that point. There we go. So now it's starting to take shape. I'm liking it. So from the front, the leg is slanted. From the side. It's also slanted. So I think we're getting somewhere 11. Shape the Legs with Loop Cuts: So now how do we achieve this angle right here? So let me zoom in just slightly up to that point. Then we need to add a loop cut. So Control R. When that yellow line appears, click and then drag out to maybe somewhere there. Let's say somewhere there. Click to let go. Yeah, there we go. And now I want us to isolate the leg a little bit. So if I hit on the numpad, the slash key. So now we're left with the legs. I want to zoom in on this part. I want to switch to Face Selection mode. Up here. Select this face, then S for scale. Let's say up to that point, then hit Slash on the numpad once again to reveal the top part. And I think I like that. Now, as you can see, this is very sharp. Sharp angle while this is rounded. So let's see how to do that. Zooming in on this, I would select that edge. Now we're in face election, so let me switch to edge selection mode. Select that edge. Now I want to hold down Shift Alt to select the entire edge like that. Now he controlled B to babble. And then I'll just pull it until we have almost squared rectangles all through from the start of the loop cut to the top. So as you can see, this rectangle here is almost the same size as the rest. That gives it that gradual angle. Just like that. And of course you can move the legs as you want. If I select the original tab, edit it, control it. If I hit a, I'll select everything and I want to hit G and Y to constrain it to the y-axis and then push it inwards. Just a little bit tough to get out of edit mode. And our table looks cool. I mean, I like it 12. Find a Wooden Texture Online: So now the only thing remaining is to add some nice materials, wouldn't materials like this? You can get them from places like poly haven. Very quickly let me switch over to Google and search for poly haven. Here we go. Let's go inside textures. This is one of the best online platforms to download textures, models, and other important assets for your 3D projects. Now, in here I'm just going to type in wood. Wood. And here we have several wouldn't textures. Let's see which one is better. Let me switch back to our work. So it's a little bit dark in color. So kitchen would, let me take kitchen would select that. And then in here, I'll just download the two K version, but you can download the resolutions. And of course it's a blend file, but you can choose these other types. So I'll just hit download. And here we go. Alright, so let me open up the downloads folder and extract it. Let me just pick these folder and put it inside our elements here. Then let me switch back to this. So now I'll put this texture right inside our project folder where we have the coffee table dot blend file, that's our blender file. So it's in there. 13. Add the Texture to the Table: I'll go back inside Blender. And what we wanna do, because now it's time to start texturing. The model is switch to the shading workspace. We're currently inside the layout workspace. Let's switch to shading. And that will bring up the tools we need to do texturing and adding all materials. So here's our table. I want to go inside the shading options here and change this to this indoors background like that, HDRI. Because that's the kind of light that will hit the table. So we want to optimize it for such an environment. And now with that, we can start texturing the different parts of the table. So now selecting this, as you can see, these objects already has a default principle, the SDF shader applied to it. If we select this other one, it also has that. Let's see the legs. They don't have a default shader, but you can always select a shader by first selecting the object and then going in here and starting to shade it. So let's start with the top, with that selected and with the principal, BSD F already added for us. I'll go ahead and hit Shift a to bring in a texture and to be more specific, an image texture. Let me drop it there. Then I'll connect the color to the base color of the principal, BSD f. So the next thing we're gonna do is click Open and navigate to where we have those textures that we've just downloaded. And of course, I've put them in this folder. So I'll double-click the kitchen would diffusion or diffusion to k image. There we go. So this is material and of course we're going to edit it to make it look more realistic. But first of all, we can change the name of this material here. By default it's called material. And if we click this drop-down menu, we only have one material, which is this. The one that was here by default with the principle be SPF. So I'll just change it to wooden text or texture. Enter. And now if I click this drop-down menu, we have wooden texture. If we have many materials, they will be listed here. And now with that, you will notice this does not look realistic. This does not look like good 14. Smart UV Project: So to customize it, we need to switch to edit mode first. So I'll switch to edit mode. And now we're in edit mode. I'll hit a to select everything. I'll hit U to bring up the context menu for UV mapping. And then I want to smart UV project. Click Okay on this menu. Now, as you can see, the pattern looks more realistic, but we can go further and change this to a UV editor. Zoom out by scrolling down. And now I'll hit a. So what blender has done is it has unwrapped these objects for us in order to apply our image texture. But that's a topic on its own. And I don't want to go deep into that, but it's something you can always google or find out more about and I can cover it in future classes. But essentially, if you'll be working with textures and materials, you will need to learn about UV unwrapping and UV mapping. And when I hit U on the keyboard, you noticed we had several options here. We use smart UV project. Sometimes some 3D artists use unwrap, which gives them more control of how their textures are applied. That was just a quick by the way. So now with this change to UV editor and after heating a to select everything here, we can now use maybe R to rotate it, and that will change the texture on the table in real time. So I'll just leave it where it was. In fact, let me just rotate it slightly after maybe that point. Then you can also hit G to grab it. And then just drag it across to move across the texture and position it where you want the texture. I like it like that. You can also make it smaller to make the patterns bigger by using S. But I just wanted to go all the way to the edges like that. And now, because I'm satisfied with this texture, you can also constrain it to the x-axis. So by hitting X and then X, you can expand or compress it like that. Let me leave it somewhere there. And now because I'm satisfied with this, I'll just go ahead and hit Tab to exit edit mode. And I liked the table so far. And now you will notice the same texture has been applied to the lower board. And of course that's because these two had the same material, default material, remember it was called material and we changed it to wooden texture. These have the wooden texture. We changed from the material texture, and this has the same mood and texture. When we select this, you will notice this will change because it doesn't have that material. So selecting this, we can make the same customization we made to the stop words. So let me just select that. And then hit tab to switch to edit mode a to select everything. U to bring up the UV mapping map and smart UV project. Okay? And as you can see, it's also worked. So now because this is already the UV editor, we can go directly to editing this a to select everything I wanted to, S and X to constrain it to the x-axis. Then G to grab and drag it along the x up to somewhere there. I like it. Hit tab to switch back to object mode. And I like it like that. So now I don't like the way this pattern looks on this edge. So let me select the top switch to edit mode. And then I want to shrink it slightly on the x-axis. So S, x. Just like that, I think now it looks much better 15. Add Texture to the Legs: So let me also select the legs. And now this is how to add that principle be SDF shader you, so by default, just click plus. And then here we are. We have a principle, be SDF. And notice by default it's just called material. Now, this is the material applied to the legs. And if we click this drop-down menu, we have the wooden texture. And now this new material we just created when we hit the plus sign. So now we can change this to maybe would texture B. Then we can go inside poly haven. Let me just go back textures. And let me see which one we like. Select here. I just wanted to show you how to apply different textures to the same artwork. So let me select plywood. This is just for illustration purposes to k Again, let me just make it one K through NB. Download that. So here we are. This is the plywood texture I've just downloaded. Going back to our blender. With this selected. I'll go in here, shift a to add a texture, image texture. Drop it there, connect that to the base color. Open. Go inside where you just saved the downloaded texture. Now here we are, plywood. Now there we go. If I switch to edit mode a to select everything, you smart UV unwrap. Okay, that will change the pattern slightly and you can go ahead and play around with it. But I just wanted to show you that you can apply different textures and you can create as many textures as you want here. But I prefer to have the same wooden texture for this. Let's see how it will look. So escape. And then I just want to hit tab to switch to object mode. And then I'll select the wooden texture for consistency. There we go. So of course now if I switch to edit mode and then smart UV unwrap. Okay? Alright, we had already unwrapped it, by the way, when we had the plywood texture. So this is how it looks with the new let me hit Tab. This is how it looks with the original, consistent texture that we used on these other parts. And there we have it. So we have a nice table. What I wanna do next is switch back to Layout mode. And the texture is still there. It's just that now we're not in the shading mode. That's why we see it as solely solely view. If we switch to shading, if we switch to preview mode. Of course, as you can see, the texture is there. It's just that we need to add some light. And that's what we'll do in the next lesson when we're doing compositing. So I'll see you shortly. 16. Create a Backdrop: So let's go ahead and add a backdrop. So I'll hit Shift a to add a plane. Zoom out. And I want to make it much bigger. So S, to scale it up, up to somewhere there. In fact, let's switch to material preview mode for a second so we can see it with more light. And with the plane selected, I want to hit tab to switch to edit mode. And then of course now it's in edge selection mode. I want to select this edge, zoom out E for Extrude, and then extruded outwards. And to constrain it to the z-axis, I just want to hit Z like that. Select this edge controlled B2, bevel it. And when we get to that point, scroll upwards to increase the number of segments to make it smoother. Let's say after somewhere there. And let me zoom in, hit tab to switch to object mode. Control a to apply the scale. In fact, Control a to apply all transforms. Right-click, Shade Smooth. We're doing all that to this to make it a nice backdrop for the table. Just like this 17. Lighting and Rendering: So now what we wanna do next is add some lighting. So shift. Let's go to light. And we want to add an area light. There we go. While it's still selected, I'll hit G, Z to constrain it to the z-axis. Control S to save. And now this is the point to switch back to the rendered mode. And I want to zoom in. And while the light is still selected, I'll select this light properties here. And I can increase the power of the light here. So let's say 100. That's too much. Let's say maybe 50. Let me zoom out. One to switch to the front view and then Shift D to duplicate these slides. Let me put this there. Then R for rotate, rotate it like that. Shift D once again. I'll put that there, then R to rotate it. Just like that. Now we're starting to create a nice environment, to display, a nice environment to render our table. But we can do more. What if we changed this slide to point spot? No point. Let's switch back to area and then change these two points like that. Points like that. Let me make that 100. And based on 100 as well, like that. Controlled save, control S to save. And we also need to add a camera in here because we're just about to start rendering it. So shift a camera, and here's my camera. So I just wanted to switch to top view by hitting seven on the numpad, zoom out. And while the camera is still selected, I'll hit G to grab it and put it maybe somewhere there. One front view, the camera is still selected so G, to push it upwards, up to maybe that point. Now to look through the camera, hit, hit zero on the numpad. And now we can see the table to the camera. So we're done with these two so we can collapse them. Let me just collapse that like that. That we can have entire screen to ourselves. Alright, so now let's also, let me select this light from this angle, from this, from the right side view. Shift D to duplicate that. And I'll put it here in the front. Shift D, put that in the back. Switch, the front view with one on the numpad. Here they are now g x to constrain it to the x axis and output it in the middle. Select this other one. G, x. Also put it right there. Select the two of them, g, z. Elevate them. Now put them somewhere there. Select these two g, z, push them downwards. I want to select this g x, pushy closer the table. And the same for this. I'm just trying to illuminate the table with the different lamps we've added. This is freestyle, So, so you don't have to do things exactly the way I'm doing them. We're just trying to find g, z. Push this down a little bit like that. Right now, let me switch to camera view zero on the numpad Now you will notice if we try to rotate around with the middle mouse button. We also get out of camera view to stick to camera view, to arrange our view properly. We can go to View and click the lock camera to view like that. And now that means it will be panning and rotating and moving around within the camera view. And that will allow us to properly composite our table. Now let me unlock this and zoom out because I want to select these two lights. I want to bring this light closer, g x, g y. Bring it forward slightly. Up to that point. Zoom out. If I hit S, I can make the light occupy a larger area. Let me make it smaller like that. Hit Enter to hide the end menu. And I think now we can do a test render. So of course, this is something you can keep playing around with until you have the perfect composition before you render. I just wanted to show you how to prepare the environment for rendering with your table textured and your composition ready, it's time to go inside the render engine settings. We can change these two cycles, which is more realistic. And we want to change these two GPU because it's very heavy, so it would be too heavy for your CPU to handle. We can also click the noise here to remove all that noise that you saw a second ago. And I think for the Render Settings, I'm good to go. Next. Let's go inside the output properties. Here we can select what format of imagery want to export. So currently we have it set to PNG. I think I'm good with that, so I won't change that. We can also select where to export to. So I'll select this folder and then I'll go inside the folder where we're working and say accept. So that's the project folder. And now we're ready. All I need to do is now go inside render, rendered image. So let me hit Render Image. And now we're rendering it. So depending on your computer system, your GPU, This might take a few minutes or maybe longer. So for me, I'll just fast-forward this part and show you the results in a few seconds. So see you shortly 18. Final Thoughts: I just wanted to take a moment to say congratulations for making it to the end of the class. That means you are a finisher. And I'm very proud of you for completing this journey with me. By now, you've gained valuable skills and knowledge in 3D modelling in Blender, enabling you to confidently tackle more complex blend of projects. Before you go, I have a quick favor to ask you. Your feedback means everything to me. If you've enjoyed this class and found it valuable, I would greatly appreciate it. If you could take just a moment to leave a review, it will take you less than a minute for your review will not only help other students decide if they want to join this class or if this class is right for them. But it will also provide me with valuable insights to continue improving my classes and creating better classes. Also, if you're interested in expanding your skill set beyond 3D modeling, I have another exciting classes available right here on Skillshare. If you're looking to master Elementor, the leading WordPress website builder from scratch. I can show you all that. Just visit my profile and don't forget to hit the Follow button to be notified whenever I published a brand new class. So every time my new class goes live, you will be notified through e-mail. Finally, I want to express my sincere gratitude for joining me in this class. I hope you'll take the skills you've learned and continue to explore, create, and push the boundaries of your creativity until the next class. Stay safe, stay creative piece. Can