Transcripts
1. Introduction: Welcome to this
Blender basics course. In this course, we're going to learn all the
essential tools and techniques that every
beginner should know before diving
into three D modeling. We'll start from
absolute scratch. So even if you've never used
blender before, don't worry. You'll learn how to navigate
the three D view port, how to resize objects, and how to understand what
meshes are and how they work. We'll explore how to select different parts of a
model like vertices, edges, and faces, and how to manipulate them
to create new shapes. This course will also guide
you through basic tools like extrude, inset, loop cut, knife tool, and many
more step by step, using simple examples
to make sure you understand
everything clearly. And don't forget to check out the PDF resource file
included with this course. It has a list of useful
blender shortcuts that will save you time and make
your workflow smoother. So let's get started. And how fun learning blender.
2. Blender Viewport: In this lesson, we'll take
our first steps in blender by understanding the
three D workspace and learning how to
move around in it. First, open blender. As soon as you open Blender, you'll see a welcome screen
with a stylish image. If you're using Blender
4.4, you might see a cat. This splash screen is just there to welcome you and give
you quick options, but we don't need it right now. Simply click anywhere outside the box and it will
disappear like magic. Now you're inside
Blenders main workspace. At first, it still looks a bit intimidating, but
let's break it down. The large area in the center is called
the three D view port. This is where all your modeling, animation, and creative
work will happen. Inside the viewport, you'll
see three default objects. First, there's the cube
Blenders favorite object. It's always here in
every new project, waiting for you to do
something with it. Then there's the camera, which is used for rendering. Finally, there's the light, which is necessary
because without it, everything would be
completely dark. Before we do anything else, let's talk about how to move around in this three D world. Since Blender is a
three D software, you'll need to navigate
the viewport effectively. Now, I'm assuming you have a three button mouse with a
scroll wheel in the middle. If not, I highly recommend getting one because
it makes blender so much easier to use.
Let's start with Zooming. If you want to zoom in, simply
scroll your mouse wheel forward and down to Zoom out. Next, let's talk about panning. Sometimes you don't
want to zoom in, but you just want to
move the view left right up or down without
changing the angle. To do this, hold Shift and press the middle mouse button while dragging your mouse
in any direction. Now, you might notice
that on my screen, you can see small text
appearing at the bottom whenever I press a key
or use a shortcut. This is called screencast, and it helps you see exactly
what keys are being pressed. But in your blender,
you won't see this. It's something I have
enabled just for demonstration purposes so that shortcuts are clearly
visible to you. Finally, we have
rotating the viewport, which lets you see objects
from different angles. To rotate, simply hold the middle mouse button and move your mouse
in any direction. This is also called
orbiting the view, and it allows you to
explore the scene from all sides, and that's it. You've now mastered the basics of moving around in blender. Take a few minutes to practice zooming, panning, and rotating. Move around the cube, look at it from different
angles, and get compable. In the next lesson, we'll learn how to interact
with objects.
3. Selecting Object in Blender: Welcome. In this lesson, we will learn how to
select objects in blender. We'll go through selecting
a single object, selecting multiple objects, selecting all objects at once, and using the outliner
to select objects. First, open blender.
When you launch it, a welcome image will appear. This is just a splash screen, and you can remove it by clicking anywhere
in the blank space. In the center, you will
see a default cube. There is also a camera
and a like in the scene. Let's see the first method
of selecting an object. To select an object,
left click on it. When an object is selected, an orange outline will
appear around it. You can also check
the selection in outliner panel on the
right side of the screen. The selected object's
name will be highlighted with a blue
strip in the outliner. If you select the cube, the word cube in the
outliner will turn blue. If you select the camera, the word camera will turn blue. Now, let's see the second
method of selecting. To select multiple objects, hold Shift and left click on each object
you want to select. All selected objects will have an orange outline
and their names in the outliner will be
highlighted in blue. To deselect, simply click
anywhere in the viewport. Now let's look at another
way to select an object. To select all objects
in the scene, press A on the keyboard. Every object in the
viewport will be selected and their names in the outliner
will also be highlighted. To deselect everything,
press Alt plus A. Here is one more way
to select an object. You can also select
multiple objects using the box select tool. Left click and drag to
create a selection box, and any object inside the
box will be selected. To deselect, simply click
anywhere in the viewport. If you prefer, you can select objects directly
from the outliner. Click on an object's name in the outliner and it will be
selected in the viewport. Now that you know how to
select objects in blender, you can try selecting
different objects in the scene using
these methods. In the next lesson, we will learn how to move
objects in the viewport.
4. Basic Movement Blender: Today, we will learn how to
move objects in blender. First, open Blender.
When you launch it, you will see a welcome image. Click anywhere in the
blank space to remove it. Now you are inside Blenders
three D Workspace. I don't need the
light and camera, so I will select the
light and delete it by pressing the delete
button on the keyboard. Then I will select the
camera and delete it. If you have used other software like PowerPoint or MS Word, you might be used
to clicking and dragging objects to move them. But in blender, it
doesn't work that way. Here, you can't simply click and drag an
object to move it. Instead, you must first select the object by
left clicking on it. Once selected, press
G on your keyboard. Now, the object is in move mode and you can move it freely
by moving your mouse. However, if you change your mind and don't want
to move the object, right click, and it will immediately snap back to
its original position. If you want to move the object and keep it in the new position, select the object, press G, move it to another location. Then instead of right clicking, move it to the desired place and then left click to
confirm the new position. This finalizes the movement
and the object will stay in the new position.
Let's try once again. By pressing G, I
will grab this cube, move it a little, and left click to finalize its position. Sometimes you may want
to move an object in a straight line instead of
freely in any direction. Blender allows you to do this by restricting movement
along a specific axis. To move the object
along the X axis, press G, then press X. Now, the object will move
only along the X axis, which is represented by
the red color and blender. Move the object to
a new position, then left click to confirm
or right click to cancel. To move an object
along the y axis, press G, then press Y. Now, the object will move
only along the Y axis, which is represented by the
green color and blender. Move the object where you
want and left click to finalize the position or
right click to cancel. To move an object along
the Z axis, press G, then press C. This will restrict
movement to the Z axis, which is represented by the
blue color and blender. Now, the object will
move only up and down. Once you place it in
the right position, left click to confirm or
right click to cancel. Another way to lock movement to a particular axis is by using
the middle mouse button. First, press G to
move the object, then hold the middle mouse
button while moving the mouse. Blender will
automatically detect the direction and restrict
movement to the closest axis. After locking the movement, release the middle mouse button and left click to
confirm the position. If you don't want
to move the object, right click instead, and it will return to its
previous position. Now that you know how to
move objects in blender, try practicing by moving the cube in different
directions. Move it freely. Then try locking movement along
each axis separately. The more you practice, the
easier it will become. The next lesson, we will learn how to rotate
objects in blender.
5. Basic of Rotation: Today, we will
learn how to rotate objects in blender,
first open blender. When you launch it, you
will see a welcome image. If you're using Blender 4.4, you might see a CAT image. Click anywhere in the
blank space to remove it. Now, you inside Blenders
three D Workspace. In the center, you'll
see a default cube. Along with it, there is
also a camera and a light. Right now, we don't need
the light and the camera, so let's select them
and delete them. We'll select the light and press the delete button
on the keyboard. Then I will select the camera and press the
delete button on the keyboard. Before we start,
let's zoom in on the viewport a little so that everything is clearly visible. To zoom in, use the scroll
wheel on your mouse. Adjust the Zoom until the cube is clearly
visible on the screen. Now, only the cube remains. Since we are going
to rotate the cube, we need to make sure
it is selected. Left click on the
cube to select it. Now that we have a good view, let's begin rotating the object. Just like moving objects. Rotating them in blender
is different from regular software like
PowerPoint or MS Word. You can't just click and
drag to rotate an object. Instead, you have to
select the object first. Then press R on your keyboard. Now, you'll see that the object is freely rotating as
you move the mouse. If you want to cancel
the rotation and bring the object back
to its original state, right click and it
will snap back. Right now, I pressed
right click, so the rotation was canceled. Now, I will press
R again to rotate, but this time, I will press left click to
confirm the rotation. Object is now
successfully rotated. If I want to go back to
the previous position, I can press Control plus C, which will undo the last action and restore the cube
to its original state. There are multiple ways to
rotate an object in blender. The first way is free rotation, which we just saw by pressing
R and moving the mouse. But sometimes we need precise control over rotation
along a specific axis. To rotate the object
only along the X axis, press R, then press X. Now, the cube will rotate
only along the X axis, which is represented by
the red color in blender. Move the mouse to
adjust the rotation, then left click to confirm
or right click to cancel. Similarly, to rotate
along the Y axis, press R, then press Y. Now, the rotation is
restricted to the Y axis, which is represented
by the green color. Adjust the rotation and left click to confirm or
right click to cancel. For rotation along
the Z axis, press R, then press C. This will rotate the object
around the Z axis, which is represented by the
blue color and blender. Move the mouse to
rotate the object, then left click to confirm
or right click to cancel. There is another way to rotate
objects more precisely. Instead of using the mouse, you can type an exact
rotation angle. For example, if
you want to rotate the object 45 degrees
along the X axis, press R, then X, then type 45 and press Enter. This will rotate the object exactly 45 degrees
along the X axis. The same works for
the Y and Z axis. Similarly, try it on the Y axis. Press R then Y, then type 45 and press Enter and the cube will tilt 45
degrees along the Y axis. Try pressing R then Z, then typing 45 and
pressing Enter. This will rotate the object exactly 45 degrees
around the Z axis. If I want the cube to return
to its original position, I will hold Control
and press C three times and it will go back
to its original position. You can also rotate an object by using the middle
mouse button. First, press to start rotation, then hold the middle mouse
button and move the mouse. Blender will
automatically detect and lock the rotation
to the closest axis. Release the middle mouse
button to confirm the axis, then left click to
finalize the rotation. Now that you know how to
rotate objects in blender, practice rotating the
cube in different ways freely along each axis and
by entering precise values. The more you experiment,
the easier will become. In the next lesson,
we will learn how to scale objects in blender. I
6. Basic of Scaling: Today, we will learn how to
scale objects in blender. First open blender. When you launch it, you
will see a welcome image. Click anywhere in the
blank space to remove it. Now you are inside Blenders
three D workspace. Right now, we don't need
the light and the camera. Let's select them
and delete them. We'll select the light and press the delete button
on the keyboard. Then I will select the camera and press the
delete button on the keyboard. Since we are going
to scale the cube, we need to make sure
it is selected. Left click on the
cube to select it. Now let's start
scaling the object. Just like moving and
rotating objects, scaling and blender is different
from regular software. You cannot simply drag the edges of an
object to resize it. Instead, you need to
use blender shortcuts. To scale an object, first, make sure it is selected, then
press S on your keyboard. You'll see that as
you move the mouse, the object scales up or down
uniformly in all directions. Move the mouse
outward to increase the size and inward
to decrease it. If you want to
cancel the scaling and return to the original size, right click and it will reset. Right now, I pressed
right click, so the scaling was canceled. Now I will press S again, but this time, I will press Left click to confirm
the new size. The object is now
successfully scaled. If I want to go back
to the original size, I can press Control plus Z
to undo the last action. There are multiple ways to
scale an object in blender. The first way is
uniform scaling, which we just saw by pressing
S and moving the mouse. But sometimes we need to scale only in a
specific direction. To scale the object
only along the X axis, press S, then press X. Now, the cube will stretch or shrink only along the X axis, which is represented by
the red color and blender. Move the mouse to
adjust the scale, then left click to confirm
or right click to cancel. Similarly to scale
along the y axis, press S then press Y. Now, the scaling is
restricted to the Y axis, which is represented
by the green color. Adjust the size and left click to confirm or right
click to cancel. For scaling along the Z axis, press S then press C. This will scale the object
only along the Z axis, which is represented by the
blue color and blender. Move the mouse to
adjust the scale, then left click to confirm
or right click to cancel. You can also type an
exact scaling value. For example, if you want to double the size
of the object, press S, then type
two and press Enter. This will make the object
twice its original size. Similarly, if you want to
make it half its size, press S, then type
0.5 and press Enter. The same works for
individual axis. Try pressing S, then Z, then two and pressing Enter. This will scale the
object only along Z axis, making it twice as tall. If I want to go back to
the previous position, I can press Control plus C, which will undo the last action and restore the cube
to its original state. Another way to quickly
scale an object along an axis is by using the
middle mouse button. First, press S to start scaling, then hold the middle mouse
button and move the mouse. Blender will
automatically detect and lock the scaling
to the closest axis. Release the middle mouse
button to confirm the axis, then left click to
finalize the scaling. Now that you know how to
scale objects in blender, practice scaling the
cube in different ways uniformly along each axis and
by entering precise values. The more you experiment,
the easier it will become.
7. Deleting Objects in Blender: Today, we will learn how to
delete objects in blender. At first, you might think deleting objects is
a very basic task, but along with deleting, we will also learn some
important shortcuts that will help in overall
workflow efficiency. First, open blender. When blender starts, you will see a welcome image. Click anywhere in the
blank space to remove it. In the center, you will
see a default cube, along with a camera and a light. There are multiple ways to
delete objects in blender. First, select the object you want to delete by
left clicking on it. When you select an object, an orange outline
appears around it, and in the outliner
panel on the top right, the object's name gets
highlighted with a blue strip. The first way to
delete an object is by right clicking on it. This opens a menu where you
will find a delete option. Click on Delete and the
object will be removed. This is the most basic
way to delete an object. Now, let's undo this action. Press Control plus C, and the deleted object will reappear in its original place. Undoing is a very
useful shortcut because it allows you to
quickly fix any mistakes. The second way to delete an
object is using the X key. First, select the object, then press X on your keyboard. A small confirmation
box will appear, asking if you are sure you
want to delete the object. Press Enter, and the
object will be deleted. Again, let's press Control
plus C to bring it back. Another way to delete
an object is by simply pressing the delete
key on your keyboard. First, select the object,
then press delete. Unlike the X key method, this will remove the object immediately without
asking for confirmation. Again, press Control plus
C to undo the action. Now, what if you want to redo an action that
you've just undid? Instead of manually
deleting the object again, you can redo the last undone
action by pressing Shift plus Control plus C. Try pressing Shift
plus Control plus C, and the object will
be deleted again. This shortcut helps when
you accidentally press undo too many times and want to bring back
your last change. These are the three main ways to delete objects in blender. Right click and delete
is the most basic. Pressing X gives you
a confirmation box and pressing delete removes
the object instantly. Additionally, Control
plus C is used to undo and Shift plus Control
plus C is used to redo. You can use whichever method
you find most convenient. Now, practice deleting, undoing, and redoing objects so that you get comfortable
with these shortcuts. In the next lesson, we will explore more essential
functions in blender.
8. Basic of Inserting Object in Blender: In Blender, adding
new objects is one of the most fundamental
and essential skills. Today, we will
learn how to insert new objects and understand
what mesh means. Let's start by opening Blender. When you launch it, you
will see a welcome image. Click anywhere in the
blank space to remove it. We'll select the light and press the delete button
on the keyboard. Then I will select the camera and press the
delete button on the keyboard. The default cube is already
present in the viewport. So instead of inserting
another cube, we will add some
different objects to understand how the
insertion process works. Let's start by
adding a new object. To insert a new
object in blender, we use the shortcut
Shift plus A. This brings up the
ad menu where we see different categories
of objects such as mesh, curve, surface, metabll,
text, and more. Since we are working with
basic three D shapes, we will focus on
the mesh category, as it contains fundamental
objects like cubes, spheres, cylinders, and cones. Now, let's add a UV
sphere to our scene. Go to mesh and then select
UV sphere from the list. As soon as you select it, the sphere appears
in the viewport. However, if you look closely, you will notice that the
sphere is inside the cube. This happens because
new objects in blender always appear at the position of
the three Dcursor. The three Dcursor is a reference point
that determines where new objects are inserted. By default, when
we start blender, the three Dcursor is
placed at the origin. Since our default cube
is also at the origin, the newly inserted
sphere overlaps with it. To separate the sphere from
the cube, we need to move it. Do you remember how
we move objects? First, ensure that the
sphere is selected. Then press G to
activate the move tool. Move your mouse to
reposition the sphere, and let's click to
confirm its new position. Now, the sphere is placed
separately from the cube, and we can clearly
see both objects. Next, let's insert another
object, a cylinder. Press Shift plus A, go to mesh and select
cylinder from the list. Press G, move the cylinder and left click to confirm
its new position. Now we have three
objects in our scene, a cube, a UV sphere,
and a cylinder. This is how we insert
objects in blender. Every new object will always be placed where the
three decursor is, which means that if we want to insert an object in
a specific location, we first need to move the three decursor to that position. In the next lesson, we
will learn how to control the three decursors position and how to insert objects
exactly where we want them.
9. Various Viewport Shading: Today, we will learn about
viewport shading and blender, what it is, and how it works. Viewport Shading determines how objects appear in the
three D viewport, helping us see different
details like structure, colors, and lighting effects. First, open blender. When blender opens, you will see a welcome image
in the center of a screen. Just click anywhere
to remove it, and now you are inside
the three D viewport. You'll notice that
a default cube, a light, and a camera are
already present and scene. On the top right corner
of the viewport, you'll see four small sphere
icons placed horizontally. These represent the different
viewport shading modes and each mode provides a
different way to view objects. The four modes are
wireframe mode, solid mode, material preview
mode and rendered mode. We will explore each
mode step by step. First sphere represents
wireframe mode. Click on it and you will
notice that the cube is now transparent showing
only its edges. In this mode, you can
see through the object, making it useful
for working with complex models where you need to view the
internal structure. This mode is especially
helpful when you are in edit mode and want
to adjust vertices, edges, or faces without other parts of the model
blocking your view. Now, click on the second sphere, which represents solid mode. This is the default mode
when you start blender. Here, objects appear
as solid shapes with a basic color but without any material or
lighting effects. This mode is commonly
used for modeling because it provides a clear
and simple view of objects. Next, click on the third sphere, which is material preview mode. You will notice that
nothing changes because our cube does not have any
material assigned yet. Let's assign a color to the
cube and see the difference. On the right side, go to the
material properties tab, a red sphere icon in the properties panel and then change the base color
to any color you like. Now, you'll see the
cube change color, but this color will
not be visible in wireframe mode or solid mode. It only appears in
material preview mode, and the next mode we will see. This is very important
to understand because many new blender
users make a common mistake. They apply a material
color but remain in solid mode where the color does not show up. This
can be confusing. Always switch to
material preview mode if you want to see the color
applied to your object. Now, click on the
fourth and last sphere, which is rendered mode. Here you will notice
a big change. The lighting and shadows
are now visible, giving a realistic
preview of how your object will appear
in a final render. This mode shows
the actual effect of light sources in the scene. Try selecting the light in the viewport and moving it
around using the G key. You will see the shadows on
the cube change in real time, depending on the
lights position. Rendered mode is useful when you want to see
how your scene will look in a final render with lighting and materials applied. However, since this mode
uses real time rendering, it can slow down performance, especially in complex scenes. Now, let's quickly go over the shortcuts for changing
viewport shading modes. If you press C, a
shading tie menu will appear where you can quickly switch between all four modes. To go into wireframe mode, press C, then select wireframe. For solid mode, press
C, then select solid. Switch to material preview mode, press C, then select
material preview. Finally, for rendered mode, press C, then select rendered. Now you know how
to switch between different viewport shading
modes and blender. These modes help you
work efficiently, whether you're modeling, adding materials or setting
up lighting.
10. Editing Vertex, Edge, and Face: Today, we're going to learn
about edit mode and blender. This mode allows us to modify
the structure of an object by editing its vertices,
edges, and faces. First open blender. You'll see a startup
image in the center. Click anywhere to remove this image so we can
view the default scene. By default, Blender
provides a cube, a light, and a camera scene. Since we don't need
the light and camera, let's delete them to keep our workspace clean.
Click OMA Light. Press the delete key on your keyboard and the
light will disappear. Next, click on a camera, press delete to remove. Now, only the cube
remains in our scene, and we are ready to
explore edit mode. To edit an object in blender, we first need to select it. Since the cube is
already in our scene, click on it to select it. It will have an orange outline
confirming its selection. Now, press Tab on
your keyboard to switch from object
mode to edit mode. To get a better
view of the cube, use the scroll wheel on
your mouse to zoom in. This will make all
the details clearer. You'll notice that the cube is now fully
highlighted in orange. This means the entire
cube is selected. Since we want to edit
specific parts of the cube, we first need to
deselect everything. To do this, click anywhere in the empty
space in the viewpoard. The orange highlight
will disappear, meaning nothing is selected now. By default, Blender starts
in vertex select mode, which allows us to select
individual vertices. Click on any vertex, and it will turn orange
indicating that it is selected. Once selected, press G on your keyboard to
move the vertex. Move your mouse
to reposition it. If you are satisfied
with a new position, press left click to confirm. If you want to cancel
the movement and return the vertex to
its original position, press right click instead. If we want to edit edges
instead of vertices, we need to switch to
Edge select mode. Look at the top left
of the viewport where you'll see three icons. Click on the second icon, which represents
Edge select mode. Now, click on any edge the
straight lines of the cube. After selecting an edge, press G to move it. Move your mouse to adjust
its position and press left click to confirm or right click to
cancel the movement. Similarly, if we want
to modify faces, we need to switch to
face select mode. Click on the third
icon at the top left, which represents
face select mode. Click on any face, the flat surface of the cube, and it will turn orange
indicating selection. Just like before, press
G to move the face, adjust it with a
mouse and confirm with left click or
cancel with right click. If you make a mistake and
want to undo your action, press Control plus C to go
back to the previous step. Instead of clicking on
the icons manually, you can also switch between selection modes using shortcuts. Press one to enter Vertex, select mode, where you can select and move
individual vertices. Press two to Enter
Edge select mode, which lets you select
and move edges. Press three to
Enterface select mode, allowing you to select
and move entire faces. These shortcuts will save time and make your
workflow much faster. Now you have learned
how to enter edit mode, deselect everything, select
vertices, edges, and faces, and move them using
G. In future lessons, we will explore more editing
tools such as scaling and rotating these components to
create more complex shapes.
11. Editing Position of Edges: Today, we will learn
how to move edges in specific directions
using axis constraints, just like we did with vertices. We can also move
edges along the X, Y, and Z axis using shortcuts. This will help in reshaping
objects more precisely. First, open blender and remove the startup image
by clicking anywhere. If there are extra objects
like the light and camera, select them one by one and
press delete to remove them. Now, only the cube should
be in the viewport. Before going into Edit mode, let's zoom into the viewport so that everything is
clearly visible. To zoom in, use the scroll
wheel on your mouse. Adjust it so that the cube
appears large and clear. Now, click on the cube to select it and press Tub to
enter Edit Mode. By default, you'll be in Vertex select mode where small dots of here at
the cube's corners. To switch to edge select mode, go to the top left
of the viewport and click the second icon, which looks like
two connected dots. Now, instead of vertices,
you can select edges. Another way to switch is by pressing two
on your keyboard, which is a shortcut
for edge select mode. Now let's move an edge
in different directions. Click on any one edge of
the cube to select it. Now, press G to
activate movement mode. The edge will start moving
freely with a mouse, but we wanted to move
only along the X axis. To do this, press
X after pressing G. Now the edge will
only move left or right. If you press right click, the movement will be canceled. Now, let's move the same
edge along the Y axis. Since it is already
selected, press G again. But this time, press Y. Now the edge will only
move forward and backward. Try moving it slightly and
confirm with left click. Finally, let's move the same
edge along as the axis. Press G once again, then press C. Now, the edge will only
move up and down. Move it slightly and
confirm with left click. By using G plus X, G plus Y or G plus C, you can control edge
movement precisely. If you undo by mistake, press Control plus Shift
plus C to redo it. Try moving the same edge in different directions
multiple times to understand how it works. This technique is useful for modifying objects while
keeping unstructured. In the next lesson,
we will learn how to move faces in
specific directions.
12. Editing position of Points: Today, we'll focus
on moving vertices in specific directions
using axis constraints. In the previous lesson, we learned how to enter
edit mode and move vertices freely by
pressing G. However, sometimes we need to move a
vertex in only one direction, such as along the X, Y, or Z axis to maintain precision. First, open blender and remove the startup image
by clicking anywhere. If there are any extra objects
like the light and camera, select them one by one and
press delete to remove them. Now, only the cube should
be in the viewport. Click on the cube to select it and press Tab to
enter Edit Mode. You will now see
the cube structure with vertices at the corners. Let's start by moving a single vertex in a
specific direction. Click on any vertex of
the cube to select it. You will notice it turns orange indicating
that it is selected. Now, press G to
activate movement mode. The vertex will move
freely with the mouse, but we want it to move
only along the X axis. To do this, press X on your keyboard after
pressing G. Now, the vertex will be
locked to the X axis, and it will only
move left or right. Adjust its position with the mouse and once you are
happy with the placement, press left, click to confirm. Now let's try moving another
vertex along the y axis. Click on a different
vertex to select it. Press G to activate
movement mode. Then press Y to restrict
the movement to the Y axis. Move the vertex forward
or backward with a mouse and press left
click to confirm. Remember that you
can always press Control plus C to
undo the last action. Finally, let's move a
vertex along the Z axis. Press G, then press C to restrict the
movement to the Z axis. Now, the vertex can
only move up or down. You can repeat this process
with different vertices, moving each one in a different
direction using G plus X, G plus Y or G plus C. This way, you can reshape the cube precisely while keeping
control over the movement. Try moving multiple vertices in different directions and see how the shape of
the cube changes. You can play around
with these movements and experiment with
different placements. If you ever want to undo
multiple movements, just keep pressing
Control plus C until you return to
your desired state. By mastering axis constraints, you gain better
control over modeling and ensure accuracy
when modifying shapes. In the next lesson, we will
explore how to move edges and faces in the same way
to further reshape objects.
13. Editing position of Faces: Today, we will learn
how to move faces in specific directions
using axis constraints, just like we did with
vertices and edges. We can also move
faces along the X, Y, and Z axis using shortcuts. First, open blender and remove the startup image
by clicking anywhere. If there are extra objects
like the light and camera, select them one by one and
press delete to remove them. Now, only the cube should
be in the viewport. Before entering Edit Mode, let's zoom into the viewport so that everything is
clearly visible. Use the scroll wheel on
your mouse to zoom in. Now, click on the cube to select it and press Tab to
enter Edit Mode. By default, you'll be in vertex select mode where small dots appear at
the cube's corners. To switch to face select mode, go to the top left
of the viewport and click the third icon, which looks like
a filled square. Now, instead of
vertices or edges, you can select entire faces. Another way to switch is by pressing three
on your keyboard, which is a shortcut
for face select mode. Now let's move a face in
different directions. Click on any one face of
the cube to select it. You will notice it turns orange indicating
it is selected. Now, press G to
activate movement mode. The face will start moving
freely with a mouse, but we want it to move
only along the X axis. To do this, press X. Now the face will only
move left or right. Try dragging it slightly and press left click to
confirm the movement. If you press right, click, the movement will
be canceled and the face will return to
its original position. Now let's move the same
face along the y axis. Since it is already
selected, press G again. But this time, press Y. Now the face will only
move forward and backward. Try moving it slightly and
confirm with left click. If you want to cancel,
press right click again, and the face will return
to its original place. Finally, let's move the
same face along the Z axis. Press G once again, then press C. Now, the face will only
move up and down. Move it slightly and
confirm with left click. If you press right click, the movement will be canceled. By using G plus X, G plus Y or G plus C, you can control face
movement precisely. Is, try moving the same face in different directions
multiple times to understand how it works. This technique is very
useful for shaping objects. In the next lesson, we
will explore more tools in edit mode to modify
objects even further.
14. Scaling Edges and Faces: Today, we will
learn how to scale edges and faces in
blender's edit mode. Scaling is an important tool
that allows us to resize parts of an object without affecting its overall structure. First, open blender and remove the startup image
by clicking anywhere. Since we don't need
the light and camera, let's delete them to keep
our workspace clean. Click on the light, press the delete key on your keyboard, and the light will disappear. Next, click on a camera, press delete to remove it. Now, only the cube should
be in the viewport. Before entering Edit Mode, zoom into the viewport so that the cube is clearly visible. Use the scroll wheel on
your mouse to zoom in. Now, click on the cube to select it and press Tab to
enter Edit Mode. By default, it will be in vertex select mode where small dots appear at the
corners of the cube. First, switch to
edge select mode by clicking the middle icon at the top left
of the viewpoard. Another way to switch is by
pressing two on the keyboard. Now, click on any one edge
of the cube to select it. The selected edge
will turn white, indicating that it is active. Scale the edge, press
S on the keyboard. As soon as you press S, the edge will start expanding and shrinking based on
your mouse movement. Move the mouse slightly
to scale the edge, and once you are
happy with the size, press left click to confirm. You can always press Control plus Z to undo the last action. Now let's scale a face. Switch to face. Select
mode by clicking the third icon at the top
left of the viewport. Another way to switch is by pressing three
on the keyboard. Click on any face of
the cube to select it. The selected face
will turn orange. Now, press S to start scaling. Move the mouse to
resize the face, and press left click to confirm. By using S, you can quickly resize any edge or
face in edit mode. Try experimenting with
different edges and faces to see how scaling affects
the shape of the object. Now that you know how to
scale edges and faces, you can start modifying
objects in more advanced ways. In the next lessons,
we will explore even more ways to edit and
refine three D models.
15. Basic of Making Inset in Blender: Today, we will learn about
the inset tool and blender, which is used to create an additional face
inside an existing face. This is a very useful
tool for adding details to models and modifying
shapes in an efficient way. First, open blender and remove the startup image by clicking anywhere
on the screen. Now, we want proper space in
the viewport to work freely. So first select the
light by left clicking on it and press the delete
key on the keyboard. After that, select the camera and press delete
again to remove it. Now, only the default cube should be visible
in the viewpoort. Before we begin, let's
zoom in a bit using the mouse scroll wheel so that the cube appears
clearly in the center. This helps us see every detail
properly while working. Click on the cube to select it and press Tab to
enter Edit Mode. By default, blender may
be in Vertex select mode, but we need to work with faces. So switch to face select mode by clicking the third icon at
the top left of the viewport. You can also press three on your keyboard to
do this quickly. Now, click on any face of
the cube to select it. The selected face
will turn orange. To apply an inset,
press the eye key. As soon as you press I, a new face will appear inside
the selected face and you can control the size of this new face by simply
moving your mouse. When you're happy
with the inset size, press left click to confirm it. This new inset face behaves
just like a regular face. You can move it exactly how we moved the face in the
previous lessons. In blender, once you select
a face and press the G key, the face will begin
to move freely. You can move your
mouse around and the selected face will
follow in any direction. This is called free transform. If you want to move the face in a specific direction
like along the X, Y, or Z axis, you can do that by pressing the corresponding axis key immediately after
pressing G. For example, if you press X, the face will
only move along the X axis. Similarly, pressing Y will restrict the movement
to the Y axis. Will move the face
only along the Z axis. You'll also notice that as soon as you press one of
these axis keys, a colored line
appears red for X, green for Y, and blue for Z, showing you the
direction of movement. This helps keep things precise and aligned properly
within your model. You can also resize
the NSEtFace. Just press S to start scaling, move your mouse to increase
or decrease the size. If you change your mind, press right click to
cancel the scaling. Just like how we were able
to move and scale vertices, edges, and faces, we can do
the same with the inset. Try making a few insets and move or scale them
in different ways. It's a fun way to start playing around and shaping
your model creatively.
16. Basic of Extruding: In this lesson, we're going to learn how to
extrude and blender. But before we begin, let's understand what extrusion
actually means. Extrusion is a fundamental modeling tool that allows us to extend geometry by pulling out new parts from
an existing mesh. It's like stretching
a piece of clay to create more complex forms. Let's start by opening blender. You'll see a startup
image in the center. Click anywhere to
remove this image. Select the light by
left clicking on it. Then press the delete key. Do the same with the camera, select it and press delete. Now, scroll your mouse
wheel to Zoom in slightly so you can see
everything more clearly. By default, there is already
a cube in the scene, so we'll use this
for demonstration. Left click on the
cube to select it, and then press Tab
to enter Edit mode. Once you're in edit mode, make sure you are in
Face select mode. You can activate it by clicking the small square icon
in the top left of the viewport or simply press the three key
on your keyboard. Now, instead of extruding
the face directly, we'll first create an inset
on one of the cubes faces. This helps in creating
a cleaner extrusion, especially when you're
on a raised platform or a detailed surface. Select the top face of the
cube by left clicking on it. Then press the eye key to
activate the inset tool. Move your mouse
slightly inward and click to confirm when you're happy with the
size of the inset. You'll see a smaller face
appear inside the original one. This is perfect for extrusion. Now with this new face selected, press E on your
keyboard to extrude. As soon as you press E, move your mouse upwards and you'll notice the
face is pulling out, creating new geometry
along the way. Once you're happy with
how far you've extruded, left click to
confirm the action. You can repeat the same steps on other faces to build towers, walls, or any custom shapes. Extrusion is a powerful way to turn basic shapes
into detailed models. Right now, we've learned the most common method of
extrusion using the Ike, but there are other advanced
extrusion methods as well, like extrude along normals
or individual faces. We'll explore those later. For now, just practice extruding different faces and see how creatively you can
reshape your objects.
17. Basics of Loop Cut: In this lesson, we'll
learn about one of the most important
modeling tools in Blender, the loop cut. First
Open Blender. You will see a startup
image in the center. Click anywhere to
remove this image. But before we begin, let's
clean up our viewport. Since we won't
need the light and camera for this lesson,
let's delete them. Click on the light to select
it, then press delete. Do the same with the camera. Select it and press delete. We'll keep the cube as it is. Now you'll be left
with a default cube in the center of your viewport. Zoom in a little so you
can clearly see the cube. Click on the cube to select it and press tab to
go into Edit mode. Now we're ready to use
the loop cut tool. Bring your mouse pointer over the cube and press Control plus R. You will now see a yellow loop line
appear on the cube. This is not confirmed yet. It's just a preview. If you're hovering over the
top or bottom face, the yellow line will be vertical cutting
from front to back. If you hover over the side face, it will be horizontal
cutting from top to bottom. This means the direction of the cut depends on where
your mouse is hovering. Once you find the
face and direction where you want to place
the cut, don't click yet. Try scrolling your
mouse will up and down. You'll see that the number of loop cuts increases
or decreases. Let's say you've
chosen two loop cuts. Now left click once, the loop lines will turn orange. That means the direction and number of loops
are confirmed. But the final placement
is still not confirmed. At this point, if you try scrolling the mouse wheel again, the number of loops
won't change anymore. That part is already fixed. Now, as you move your mouse, the loops will slide
across the face. You can position them wherever you like along the surface. Once you're satisfied
with their placement, left click again to finalize. Now the loop cuts are
fixed into your mesh. Once the loop cuts are added, you can treat the new edges
just like any other edge. Now, make sure you're
in Edge select mode by pressing the number two on your keyboard or selecting the middle icon at the
top of your viewport. Click on one of the new edges, press G to move it and use X. Y or Z if you want to restrict the movement
to a particular axis. Confirm the move
with a left click. You can also scale the
selected edge using the S key, just like we do with
faces or vertices. Loop cuts give you new
edges in your model, and those edges can be edited in the same way
as existing ones. This tool is extremely useful when modeling
anything that needs extra geometry in specific areas like creating window cuts, door frames, folds, and cloth, or structural edges
in mechanical models.
18. Basic Practice 1 Making a Pyramid Structure: In this lesson, we'll create a very simple three D shape using the basic tools
we've already learned. The goal here is not
just to make the shape. It's to train your mind
to visualize and break down complex forms into
simple operations. Take a moment to look at
the shape on the screen. It might remind you of a
pyramid at first glance, but if you observe closely, it's not exactly a pyramid. The top isn't a sharp point. It's just a very small face. Because of that, it
appears pointed, but technically, it's not. Now pause and think, how can we create this
shape using a cube? The answer is
actually very simple. We just need to
select the top face of the cube and make it smaller. That's it. Let's open Blender and start building
this shape together. Click anywhere to remove this image so we can
view the default scene. Since we don't need
the light and camera, let's delete them to keep
our workspace clean. Click on the light.
Press the delete key on your keyboard and the
light will disappear. Next, click on the camera, press delete to remove it. This is the cube we'll be using. First, let's make sure
we can see it clearly. Scroll your mouse wheel to
zoom in a bit if needed. Now, let's enter Edit Mode. Make sure the cube is selected. You'll see the orange
outline around it. Then press Tab on your keyboard. This switches from object
mode to edit mode. Next, we need to make sure
we're in Face select mode. You'll find three
small icons near the top left corner of the three D view port
just under the toolbar. These are for selecting
vertex, edge and face. Click on the last one,
the one that looks like a little square to switch
to face select mode. You can also do this using the shortcut three on your keyboard when
you're in edit mode. Now click on the top face
of the cube to select it. You'll see it
highlighted in orange. Once it's selected, press
S to start scaling. Move your mouse inward
to shrink the face. You'll see the top
slowly getting smaller and the cube starting to
resemble our target shape. Once it looks right,
left click to confirm the scaling,
and there you have it. You've just created the
shape we visualized. Now, you might be thinking
that was really easy. What's the point of
such a simple lesson? But this exercise is
actually very important. What I'm teaching you
here is how to visualize, how to observe a shape, break it down into basic
steps and recreate it using simple tools like
scaling and face selection. This is the foundation
of three D modeling. If you can train your brain to recognize these patterns
and approaches, more complex models will
become easier to create later. So keep practicing.
In the next lessons, we'll look at more shapes
like this and keep building up your modeling
confidence one step at a time.
19. Basic Practice 2 Creating a Random Shape: In this lesson, we
are going to create the shape that you can
already see on the screen. This model may look
a bit different from a regular cube,
but don't worry. We'll be making it
using very basic tools and blender that you've
already started learning. The goal here is to help you understand how to combine
simple operations like scaling and extrusion to create slightly complex looking
shapes from a basic cube. We'll be using Blenders
default cube as the starting point and then slowly transforming
its deck by step. As we go along, I'll be
showing you images in between so you can clearly see how each
part is shaping up. First, open blender. You'll see a startup
image in the center. Click anywhere to
remove this image. Click on the light,
press delete, then select the camera
and press delete again. Now select the cube, zoom in a little
so you can see it better and press Tab
to enter Edit mode. Switch to face, select mode by clicking the
small square icon at the top left of the viewport or by pressing three
on your keyboard. We'll begin by creating the lower flared
part of the shape. Select the top face of the cube and press
to scale it outward. Move your mouse until the
top face becomes whiter than the rest of the cube and
then left click to confirm. At this point, you can imagine the bottom half of our
final shape is complete. Next, we'll build
the upper section. With the same face
still selected, press to extrude it upward. Pull it up just a little, not too much, and then left click to confirm
the extrusion. You'll now see a new section
extending from the top. To finish the shape, we'll
make the top narrower. Keep the top face selected
and press as again. Move your mouse inward to shrink that face and give
it a tapered look. Once it looks right, press
left click to confirm. This will complete the
pointed top effect, and that's how we create this shape using
basic modeling tools. We use scale extrude
and scale again, nothing fancy, but the
result looks great. You can hold the middle
mouse button and rotate around to see how
it looks from all sides. Keep practicing this process and try visualizing more
shapes like this. The more you practice,
the better you'll get at turning ideas
into three D models.
20. Basic Practice 3 Creating Stairs: In this lesson, we'll create a simple three step stair using the basic
tools and blender, specifically, scaling,
loop cut, and extrude. Our goal here is to understand
how we can manipulate a simple cube and convert it into a recognizable
shape like a staircase. Even though Blender has
faster ways to make stairs, this exercise helps build your foundational
modeling skills. First, open blender. You will see a startup
image in the center. Click anywhere to
remove this image. Before we begin, let's clean up the scene a bit
to keep things simple. We don't need the light and camera for this modeling task. So left click on a light in
the Viewport and Press tilt. Do the same for the camera. Now we're left with
only the cube, which we'll use to
model our staircase. Let's first reduce the height
of the cube so that it looks more like a base for stair rather than a tall block. Make sure the cube is selected, then press S to scale. To scale it only on the Z axis, press immediately after S. Now move your mouse slightly to shrink the height of the cube. When you're satisfied
with the height, left click to confirm. This gives us a
flatter block which will act as the base
of our stair steps. Now press tub to
enter Edit mode. Now let's create divisions in the cube using
a loop cut tool. Press Control plus on your keyboard and move
your mouse over the cube. You'll notice a
yellow line appear. This indicates where the
loop cut will be added. Make sure the yellow line wraps vertically from top to bottom. Now scroll your mouse will once to increase the
number of cuts to two. You'll now see two yellow lines, which will divide the front face into three equal
vertical sections. Left click once to confirm
the number of loops. Just click again to keep
them evenly spaced. Now your front face is divided
into three equal parts. Next, we'll use the
extrude tool to pull out these sections
to form the stair shape. In face select mode, click on the middle
face on the front. Press E to extrude. Move your mouse
slightly outward and left click to confirm.
This is your first step. Rotate your view using the middle mouse button so you can clearly see the
front of the cube. Now select the rightmost face, the last face on the front, and again, press E to extrude. This time, extrude it a bit more than the previous one and
left click to confirm. This forms the
second higher step. At this point, your
stair shape is complete, one flat base, and two stepped extrusions
that gradually rise. You can now hold the middle
mouse button and orbit around the model to admire your creation from
different angles. Finally, don't forget
to save your work. Press Control plus
S, choose a folder, and save your file with a name like simple stair modeled blend. You've just created
a three step stair from a single cube by scaling, adding loop cuts, and
using the extrude tool. This method not only gives you hands on practice
with essential tools, but also helps you understand how shapes can be broken down and built up using basic
geometry manipulation. Great work.
21. Basic Practice 4 Creating a Stepped Pyramid: This lesson, we are going
to model a step structure, just like the one you
can see on your screen. You'll also notice a
reference video playing below where the model is
continuously rotating. This will help you
visualize the shape from all angles as we build
it step by step. We'll start from a simple cube and use only the basic tools like inset and extrude to make something
that looks complex, but is actually easy to create once you understand
the logic behind it. First, open blender. You'll see a startup
image in the center. Click anywhere to
remove this image. We don't need the camera or
light for this modeling task, you can just click on them and press the delete
key to remove them. Zoom in a little so you
can clearly see the cube. Before entering Edi mode, we need to shape
the cube a little. Click on the cube to select it. The base of our stepped
model is wide and flat, so we'll flatten the
cube vertically. To do that, press S to scale, then press C to scale
only along the Z axis. Move your mouse downward a bit to reduce the
height of the cube. You'll see the cube turning
into a flatter shape. This is going to be the
bottomost step of our model. If you look at the
reference video below, you'll notice the bottom
layer is broad and short. We're matching that look here. Once you're happy
with the flatness, left click to confirm the scale. Now, press Tab on your keyboard. You'll switch into Edit mode where we can modify the
geometry of the cube. Now we need to select the
top face of the cube. To do that, either click on
the small face select icon on the top left of the viewport or press the three key
on your keyboard. Then click on the top
face to select it. You'll see it
highlighted in orange. With the top face selected, we'll now make the second
level of our structure. First, press I to
use the inset tool. Move your mouse
inward until you see a smaller square forming
on the top face. This smaller face will
become the next step. Once you're satisfied with
the size, click to confirm. Now press E to extrude. Move your mouse upwards to pull this smaller face up and
form the second step. You can see in the
rotating reference video how the second level
is smaller and raised. This is exactly
what you're making here. Click to confirm. Now to create the
third and final level, we'll repeat the same process. With a new top face, the top of the second step, selected, press I
again to inset. Make a smaller face
just like before. Click to confirm and then
press E to extrude it upwards. This creates the third step
on top of the second one. You'll notice how each layer is getting smaller
and stacking up, giving a step to appearance. If you look at the
rotating model below, you can clearly compare
your current shape with a reference and ensure
everything is aligned. Each step was made simply by insetting and extruding
the face above, no complex geometry, just
smart use of basic tools. This method helps you understand how powerful face manipulation can be when shaping
objects in blender. Remember, even though there are easier and faster ways to create stare like
shapes in blender, here we're focusing on
learning concepts and control. Doing it manually gives you a better understanding
of how modeling works. Great job completing
this structure. Keep looking at the
rotating reference video if you want to analyze
the proportions again.
22. Different Ways of Selecting Face in Blender: Phase selection and
blender is one of the most basic yet
powerful tools. There are several
ways to select pass, and each method is useful
depending on the situation. In this lesson, we'll use a UV sphere to learn different phase
selection techniques, including basic selection,
multiple phase selection, loop selection, and
grow selection. Start by opening blender. You will see a startup
image in the center. Click anywhere to remove this image so we can
view the default scene. By default, Blender
provides a cube, a light, and a camera in the
scene. Click on the Light. Press the delete key
on your keyboard, and the light will disappear. Next, click on the camera, press delete to remove it. To delete the cube,
simply select it and press the delete
key on your keyboard. Now, let's add a UV sphere which has more faces and makes
it easier to practice. Press Shift plus a, go to the mesh Menu
and select UVspere. Once it appears in the viewport, zoom in a little using
your mouse scroll wheel or by pressing Nm tat plus. This helps to get a clear
view of the geometry. Now press Tub to
enter Edit Mode. Currently, everything
is selected. Click anywhere in the
viewport to deselect all. You'll see three icons in the top left of the
viewport for Vertex, Edge and face selection. Click the square
icon to Enterface, select mode, or simply press
three on your keyboard. The simplest way to select
is by clicking on any face, and it gets selected. But we won't focus on that since everyone already knows it. We'll first learn how to select faces by dragging the mouse. If you hold down the left
click and drag like this, all the faces that fall within that area
will get selected. You can try dragging
and selecting from different angles and positions
to see how it works. Click anywhere in the
viewport to deselect. To select non connected
faces manually, use multiple face selection. Select one face, then hold Shift and keep clicking on other faces you want to add to
your selection. Holding Shift allows you to
extend your selection freely, which is helpful when you want
to select scattered faces. Click anywhere in the
viewport to deselect. Now let's talk about
loop selection, a more advanced method. Loop selection is
used when you want to select a continuous loop
of faces around a mesh, like a ring around the sphere. To do this, hold down the lp key and click
near the edge of a face. If you click near the
left or right edge, you'll select a horizontal loop. Click anywhere in the
viewport to deselect. If you click near the top
or bottom edge of a face, you'll select a vertical loop. The direction of
your loop selection depends on where on
the face you click. You'll understand this
better when you rotate your model and try selecting
from different sides. Click anywhere in the
viewport to deselect. Another useful technique
is grow selection, which can be done with
Control plus Numpad plus. First, select a single face, then press Control
plus Numpad plus. You'll see that the
neighboring faces around the selected
face also get selected. Press it again and the
selection grows even more. This is great when
you want to gradually expand your selection
outward from one face. While practicing these tools, keep rotating your model using the middle mouse
button to see what you're doing from every angle. By practicing all of
these selection methods, you'll develop a strong
foundation in modeling. Phase selection is one of the
core skills in blender and mastering it will
make the rest of your modeling work much
smoother and faster.
23. Knife Tool in Blender: The knife tool and blender is a powerful feature that
lets you make precise. Custom cuts on your
three D model. It's mainly used to add new edges and divide
existing faces, giving you the flexibility to modify the geometry in
exactly the way you want. This is especially useful when you want to
create new shapes, add detail, or prepare your
model for more complex edits. Let's start with the basics. First, open blender. You'll see a startup
image in the center. Click anywhere to
remove this image. Select the light
and press delete, then do the same for the camera. Now zoom into the cube using the scroll wheel so you
can see it clearly. Press tab to enter Edit Mode. First, let's learn how to make a simple cut between two
edges using the knife tool. Press K to activate
the knife tool. You'll see your
mouse cursor change. Move to one of the faces of the cube and click on one edge, then move across and
click the opposite edge. You'll see a green
preview line as you move. Once you're satisfied, press
Enter to confirm the CAT. This creates a new edge
between the two points, splitting the face into two. Now try selecting each
part of the divided face. Blender has generated a new
edge and two separate faces. Now, let's learn how to create a triangle using the knife tool, not by cutting from
corner to corner, but by manually creating a triangle shape on
the surface of a face. Rotate the view to see a
fresh face of the cube. Press K gun to activate
the knife tool. This time, don't click
on the corners or edges. Instead, click three points
randomly inside the face. Just make sure
you're clicking on the flat surface of the face. As you click each point, you'll see lines
forming between them. After the third point, click on the first point again
to complete the loop. Press Enter to confirm the cut. You should now see a
closed triangular shape. Blender will now
split that face into smaller faces based on
the triangle you drew. You can grab it with
G, scale it with S, or even extrude it using E, just like any other face. This shows how the knife
tool can be used to divide a face and create
completely new geometry. This technique is very
helpful when you want to add specific shapes or design
elements manually to a mesh. Remember, if you make a
mistake or want to start over, you can always press
Control plus C to Undo. As you keep practicing,
you'll find many creative ways to use the knife tool to bring
your models to life.
24. Thank you: A thank you to everyone who
washed my blender course. Your interest, curiosity, and
support mean a lot to me. I hope you learned as much as I enjoyed sharing
my knowledge. Keep creating, exploring and
bringing your ideas to life. See you soon for more
creative adventures.