Blender Basics: A Complete Beginner's Guide to 3D Modeling | Clara_Art.H | Skillshare

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Blender Basics: A Complete Beginner's Guide to 3D Modeling

teacher avatar Clara_Art.H, Artist_Painter

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:07

    • 2.

      Blender Viewport

      3:06

    • 3.

      Selecting Object in Blender

      2:36

    • 4.

      Basic Movement Blender

      3:47

    • 5.

      Basic of Rotation

      5:03

    • 6.

      Basic of Scaling

      4:24

    • 7.

      Deleting Objects in Blender

      2:56

    • 8.

      Basic of Inserting Object in Blender

      3:11

    • 9.

      Various Viewport Shading

      4:23

    • 10.

      Editing Vertex, Edge, and Face

      4:00

    • 11.

      Editing Position of Edges

      2:56

    • 12.

      Editing position of Points

      2:58

    • 13.

      Editing position of Faces

      2:55

    • 14.

      Scaling Edges and Faces

      2:36

    • 15.

      Basic of Making Inset in Blender

      3:15

    • 16.

      Basic of Extruding

      2:40

    • 17.

      Basics of Loop Cut

      3:23

    • 18.

      Basic Practice 1 Making a Pyramid Structure

      3:07

    • 19.

      Basic Practice 2 Creating a Random Shape

      2:33

    • 20.

      Basic Practice 3 Creating Stairs

      3:32

    • 21.

      Basic Practice 4 Creating a Stepped Pyramid

      3:46

    • 22.

      Different Ways of Selecting Face in Blender

      4:29

    • 23.

      Knife Tool in Blender

      2:55

    • 24.

      Thank you

      0:23

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About This Class

Are you curious about 3D but don’t know where to start? This course is made for you!
In Blender Basics, you will learn the foundations of 3D modeling step by step, even with no prior experience.
We will cover how to manipulate meshes, transform objects, understand Object and Edit modes, and navigate the interface efficiently.
Each lesson is simple, clear, and practical.
By the end of the course, you’ll be able to create your own 3D objects, ready for gaming, animation, or creative fun.

Meet Your Teacher

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Clara_Art.H

Artist_Painter

Teacher

Yacim is a visual artist focused on drawing and painting. He trained with both local and international artists, combining classical methods with a personal, expressive style. He shares his passion through online content, helping others build strong foundations in art.

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Level: Beginner

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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.