Transcripts
1. Welcome: Hi, I'm Amit Kumar Dev, a city artist and animator. Over the years, I have worked on many exciting projects in
modeling and animation. Now, I'm here to guide you
through your blender journey. In today's digital era, learning blender is
not just a cool skill. It's a superpower
from gaming and animation to virtual
reality and product design. TD content is everywhere. Blender gives you the tools
to create all of that for free with industries shifting towards
digital experiences, having TD skills open
doors to exciting careers, freelancing opportunities, and even your own
creative projects. Whether you are an artist, a designer or just curious. Now it is the perfect time
to dive into blender. In this beginner
friendly course, we are going to make
blender feel simple, fun, and exciting to use. We'll start from scratch, from downloading and installing blender to getting familiar with the interface and learning how to move confidently
in TD space. You will learn how to navigate, select, manipulate
objects smoothly. Even if you have never
used Trad software before, then we will explore the
essential tools and objects. Play with some cool features
like MC gluing meshes and dip into basic materials to add life and
color to your model. This course is designed
to help you learn fast without skipping
the important stuff. In a short amount of time, you'll have a solid
understanding of blender's core features. And, you would not just watch. You actually get hands on
with what you learned through small practical
exercises designed to build your skill
step by step. So if you have been
waiting to explore the world of thread but
don't know where to begin, this is your perfect
starting point. Let's open blender
and dive right in.
2. Downloading Blender : If you do not have blender
installed on your computer, just learn how to do it. To get blended, typeblender.org
in your browser. You will then be redirected
to the blender website. At the top, click on
the Download Link. Here you can see various
downloadable links for different operating systems. Click on the link labeled
Blender 4.2 0.1 LTS. This is the long term
support release. Click here. You will be able to see
different downloadable links for various operating systems. Here you can see options
for Windows, Mac and Linux. I'm using Windows
operating system. Now, click on all
archive builds. You will be able to see all the different release
of blender here. The Alpha version is
more prone to crash, so I'm looking to download
the blender Beta version. Now here you can see the
most current release of blender, Blender 4.2 0.0. To download Blender,
click the download link. Now you can see it has
started downloading. Once it's downloaded,
open the file. Now, click on the Blender
application and run it. And here you can see the
Blenders plus screen. At the top, you can see the
current version we have. And down here, you can
see quick setup options. This allows you to do
things like changing the language to any
language listed here. You can choose your preferred
language listed here. You can choose between
a dark or light theme. By default, the dark
theme is selected. You can also choose the mouse selection option, left or right. It is asking you which options you are choosing for
selecting objects. You can also choose
the spacebar action. By default, it is
set to play option. Now you can set the preferences. But remember, this screen
will not appear again. If you want to see
the screen again, you will need to download
Blender once more. Continue with the Window. You can see the option to create a new file using any of
the available workspace. Down here, we have the option to search for a file set locally. Here we have another option, which will open the
last closed file. On the right side, you
can see links to manuals, tutorials, support, user communities,
and Blender website. Down here, you can find a
link to donate to Blender. Now, when you click
on a workspace, the spl screen will disappear. You can access the spl screen again by clicking on
the Blender logo. And selecting spl screen. General will be the default
workspace you can see here. If I change it to
two D animation, you will see the enter workspace
change for that purpose. Now I can start drawing into D. I'll change it to
Slepting workspace. It will create a new file and redirect us to the
Slepting workspace. You can see how the enter space is adjusted to that purpose. Similarly, if I select BFX, it will take us to
the BFX workspace. Likewise, if I
select Bedo editing, you will see the bide
editing workspace where you can edit videos. We now have Blender installed. In the next lesson,
we'll explore the different workspaces
in Blender. See you there.
3. Understanding Blender's Essential Workspaces: All right, you just got
blender and congratulations on completing this step to dive into this
creative journey. I know you guys are
super excited to create your first CD
model, but hold on. Before that, I want
to introduce you to different PNLs workspace, tools, and overlays to get you familiar
with the interface. In this lesson, we are going
to talk about workspace. Let me tell you that
Blender is divided into several section
or workspace. By default, Blender stars
in the out workspace. What is workspace? Think
of it as a workstation. Where do you get all
the panels, tools, manipulators to create models
to do clpting or animate. You can find them at
the top of your screen. By default, blender starts
in the layout workspace. But there are others like
modeling, slub ting, UB editing, texture paint, shading, animation, et cetera. Each offering a unique
set of tools and panels. Switching between
these workspaces will optimize your workflow, depending on the tasks
you are working on. Layout workspace is all in one setup where you can view your scene and
access basic tools. The modeling workspace
focus on mesh editing, perfect for when you are
shaping your character. Club tins gives you access to advanced brushes to add fine
details to your models. Hube editing is where you will unwrap your model
surface to apply textures. Shading allow you to work with materials and create
realistic surfaces. We have the animation workspace. This is where the magic happens. You can bring your character to life with key frames
and movements. Up next, we have rendering Waspace where you can
see the final output. We have compositing workspace, where we use nodes to
composite the final scene. We have geometry nodes where you can use nodes to create
dynamic objects. We have scripting
workspace where we can use Python to
modify objects. Here we can see there
are more workspaces. I want you to go to all of
these workspaces one by one. Let's go to layout workspace. Bender is divided into
several sections. If I go here, you can see all of the sections
and the editor times. If I can change it to if
I change it to timeline, you can see this timeline here. If I change it to outliner, you see the outliner
if I change it to if I change it to properties, you can see that we have
the properties panel here. You can switch one editor to
another editor from here. Let me go to TDPot again. I can change these edited
types from here too. If I click it, I have access
to all the editor types. I can go to Tpot
Editor, you can see. If I click it, you can see
the camera and the objects. If I can change it to outliners, you can see the same panel, you can see if I
switch to properties, I can see the property step. I can see the properties editor. You can switch one editor to another editor from here too. Let's go back to timeline. Similarly, we can
change from here. There are options
from each editor. You can change you
can switch editor from going to this icon also. Here we have three
Depot, you can see. You have Properties tab, you have graph editor. There are lots of editors here. You can change editor test
from here to from this icon. This is the properties type. This is the editor type icon. If I change it to three depot, you can see the three depot. If I change it to properties, it changed to properties. Now, if you want to add a section or properties
here, vertically, all you have to do
is just go here on the boundary and when the
double key can appear, just click and you can choose the option like
split horizontally, if I click it, if I choose
the vertical split, and if I select this
barren and enter it, you can see this Bu pot
is splitted into two. I can join them by going
to the boundary and when the 20 icon appears, I just click and
choose the option called join areas
and drag it here. Now it is joined. I can swap
between the editors type, if I go here and if I click it, you can see there is an
option called swap areas. If I select it, you can see
the editor types is swapped. If I again click it, I choose
this option swap areas, you can see it
changed the position. So you can do lots of things. You can take any ita types
and play anywhere you want. Now let's move on to another important edited
type called outliner. You can see the outliners
on the top right corner. The outliners is a
vital tool in blender that help you see and manage
everything in your scene. It's like a list or table of
contents for your projects. The key features
of these outliners are it shows all the
object in your scene, like models, lights,
and cameras. Objects are displayed
in a hierarchy. That means that if one object
is parented to another, it will appear under
visibility control. Next to each object's name, you will see icons that let
you control what is visible. We have the eye icon. It tuggles whether the object
is visible in the Bupot. Next, we have the camera icon. Toggles whether the object is rendered and you hit
the render button. If I click it and
if I disable it in renders and now if I
render this scene, these objects are not going to be visible in the final expo. We have some more options. If we go here, we can enable more options like this is called
the selectable. It is very important option. It allow you to enable
or disable selection for your objects or lights or
cameras or even for collection. If I select this cue
and if I disable it, I cannot select
it in this Bupot. To select it, I have
to enable it again. Similarly, I can do it
for the collections. If I click it and disable it, I cannot select any items
under this collection. To select it, I
have to enable it. Next, we have the
right click menu. If I right click, I can see
there are more options, we can create new collections. If I select this collection
and double click, I can renin the collection. Let's call it mesh. I can put any of these items
under this collection. Like, if I select this cube and I drag it under
the collection, now it is under this
collection called mesh. Now I can select this collection and control
the visibility from it. If I disable it in
renders this scene render the mesh selections is not going to be visible
in the final export. Next, we have the search bar. I can search any
items in this scene. I can search lights. You can see I can search. If I search light,
if I search light, the other items are not
going to be visible. It allows us to search
for individual items. It is very helpful when
you have many items in your scene and you want to
look for a particular items, you will use this search bar. Now, let me give you
some practical tips. Use collection to organize your objects from the start
to keep your scene tidy. Always give your object
meaningful name, so it's easy to find them
later. Use this search bar. When you scene get complex, use the search bar to
quickly locate objects. Use the visibility
toggles to focus on what you need to work
on without distraction. Up next, we have the
property spinel. It is one of the most
important panel in blender. Here you have several taps. First, we have the
active tool panel. It changes dynamically based on the workspace you
are currently on. It provides real time options that affect how
that tool behaves. As I switch to
different workspace, you can see the active tool
panel changes accordingly. Next, we have render
property step. It controls all the settings relative to rendering
you've seen, like which render engine to use sampling quality,
performance, and more. Next is output property step. It is used to control how and where your
renders are saved. Here we had the resolution. It controls the width and height of your final
render in pixels. By default, it's set to 1920 into ten D. You can
adjust this to any size, instead of 1920, I'll
change it to ten ED. Now it is looking square shape. Next, we have the aspect ratio. It defines the
pixel aspect ratio, not the image shape. Next is frame range.
It sets the start and ending frames for
animation rendering. Next, we have the
output for image, we have several
of them like PNG, JPEG, EXR, and more. For animation or video, you can choose FF
MPEG, for MP four. For BDU, you can
choose container. Like PEC four and Do codec h264. In the output quality, you can choose high quality. Next is Bayer tape. It managed visibility of
object in the current Bu Lyer. As I switch to compositing tape, as you notice in nN pass, it appears in the
render scene node. These are useful in compositing. We will explode them
in later lesson. Next is scene property step. It controls scene white
setting such as units, gravity, audio, rigid body
simulations, and more. Next is world property step. It controls the environmental
setting of your scene, mainly how the background looks and how it
affects lighting. Next is collection
property step. It shows setting for the
currently selected collection. It is not an important tap. Now let's move on to
object property step. It many setting specific to the currently selected
object in your scene. It controls object
transformations. Visibility settings in
Buport or in render. Next, we have the modifiers. A modifier is like non
destructive effect or operation you apply to an
object to change its shape, appearance, or behavior without permanently altering
the geometry. For example, the subdivision
modifier here smooth the object by subdividing its
phase into smaller phase. This makes low pol object
look smooth and rounded. Next we have particle
step where you create and control
particle system for your selected object. From here, you can add emitter
particle for effects like dust spark or other
particle based effects or here particles
for here and far. Up next, we have
physics property step. It let you apply realistic
physical behavior to objects so they can
simulate movement, collisions, or interactions
automatically. Next, we had the constant tape. These are rules or
relationship that control an object's behavior
relative to other object. We will look at it
in a letter lesson. Next is object data
property step. It shows and control setting specific to the data
linked to the object, such as mesh, carve
or text data. It mainly deals
with vertex group, shape keys, et cetera. For example, we have
here the vertex group. These are the group of
vertices of your mesh. You can assign vertices to groups to control hire modifier, white painting or armature or armature bones
affect the mesh. For example, here I'll
choose the vertices. And assign them to this group. Now, I'll add a
displaced modifier. Here you can see the
displaced modifiers move vertices of your
mesh based on structure. When you assign a vertice
group to a displace modifier, only the vertices in their
groups are affected. This let you control exactly where the displacement
happens on your mesh. Next, we have the shape keys. These are used to store different deformations of a
mesh and blend between them. They are often used
for facial expression, lip sync, muscle
movement or more. For demonstration, I'll create two shape keys and
switch to edit mode. Now I'll select and rip
the rtex pressing the key, and make an opening. Now, this info will be
stored in the shape key. And when I slide the Vallow, it will show us the
edit we did to it. Next, we have the material step. The material steps let you define how an object
surface looks, including color, shyness,
transparency, and more. It controls the shading
and appearance of the object in the three
D Bupot and render. Next is texture to add
deformation on the mesh. I can add noise or other texture to deform
the surface of a mesh. This conclude this lesson. See you in the next chapter.
4. Chapter 1 Lesson 1 Understanding Overlays: Hello, and welcome back. In this lesson, we
are going to talk about a very handy
features in blender. Obs. Obs let you
control what you see in the three D Bewpot without affecting
the final render. They help you model more effectively by showing or
hiding helpful visual guides. Let's take a look
at how they works. First, let's talk about these colored lines
in the three D view. The red line
represents the X axis. This goes left to right. The green lines is the Y axis. This runs front to back, and the blue lines, there's the Zadexis which
goes ups and down. Now let's take a look at this grid in the center
of the workspace. The grid in blender is the large square pattern you see on the floor of
the three D Bu pot, when you open a new scene. Blender works using the
metric system by default. That means each square on these grids represents 1
meter in the three D world. So if you are
modeling something in real world scale like a
character or a house, you will know exactly
how big it is. This cube right here
sits on the grid. You can see that it occupies exactly two squares
along each side. That means its dimensions
are 2 meters wide, 2 meters deep, and 2 meters
tall. Let's check that out. To view an object's dimension, press N on your keyboard. This reveals the right side
panel in the three D B board. Here you can see the
dimensions, and yep, it says 2 meters in X, Y, and Z. So this cube is exactly
2 meters in size. So these are some Obs that guide us throughout
our modeling journey. You will find the Obese menu at the top right corner of
your three D Bu pot. It's the icon that looks like
two overlapping circles. Click on it and you will see a drop down menu with
a bunch of options. Let's go through the
most important ones. First, we have the floor. These toggles control
the grit floor. You can see in the viewport. While it's enabled, you will see the flat grit that
represents the ground plane. Next, we have axis. This options shows
or hide the X, Y, and Z axis in the viewport. If you turn off axis,
these lines disappear. Next is text info. Wh this in, you will see helpful text at the top
left corner on the Bupot. This includes the name of the selected objects and
some useful quick steps. Next, we have the
statistics options. This shows you detailed info about your
scene in real time. When in world, you
will see vertices, edges, and face counts,
triangle counts. This is really helpful for
keeping your model optimized, especially when working
with complex scenes. Next, we have extras. Extras control the visibility of extra objects in your scenes like camera, lights, et cetera. Next, we have warefames. This overlays the warefame
on top of your solid model. It let you view the
underlying topology without switching to
full warefame mode. Now, let's explore some really helpful tools and tricks to navigate your TD Vwpot and
work comfortably in blender. Let's start with the gizmos, a little widgets,
showing the red, green, and blue arrows. This represents the X, Y, and Z xs, and they help you quickly change
your viewing angle. Next, we have
zooming in and out. This helps you get
closer to your model for detailed work or zoom out
to see the whole scene. Next, the hand icon is
called move the view, also known as pen view. Next is Trogal camera view. The shortcut for this is zero. This shows what the camera sees. You can also log the camera. Under the view log, check
log camera to view. Now when you move the view, while inside camera view, the camera will follow. This is great for framing
shots interactively. Lastly, let's explore
useful shortcuts. Sometimes when you are
working in blender, your object might
seem too far away or maybe you have lost track
of it in the scene. For that, there is a quick fix. Just select the object and then press Period
key on your num pad. This will instantly zoom the view to focus
on that object. It's called frame selected, and it works like magic to bring your object
back into view. There's a quick overview
of overlays in blender. They might seem simple, but once you start
using them smartly, your workflow becomes
much cleaner and faster, and that's conclude this
lesson. Thanks for watching. I'll see you in the next one.
5. Lesson 2 Meshes, Tools & Tricks: Hey, everyone. Welcome back. I'm Amit and in this lesson, we will learn about object mode. We will understand
what a mesh is and explore the basic
manipulation tools and view switching
options in blender. These are the foundations for
any three D modeling work. Let's dive in. Before we explore different
tools in object mode, let's first learn about mesh. In three D, any object that
is comprised of vertices, edges, and faces
is called a mesh. For example, this cube
right here is a mesh. Each point on the corner
of this cube is called a vertex and the lines connecting two vertices
are called edges. The flat surface enclosed
by edges are called faces. A mesh object is made up of many vertices,
edges, and faces. In object mode, we do not have access to its vertices
edges and faces. To see them, switch
to edit mode. In this mode, you can access
vertices, edges, and faces. Edit mode has three submodes. Here we have the
rtex selection mode. It allows you to
select vertices. Next, we have the a selection
mode to select the edges. Lastly, we have the
phase selection mode. It allows you to select phases. We will explore the
more in later lessons. Let's switch back
to object mode. Now, let's explore
the different tools we have in object mode. First, we have the selection
tool for selecting objects. If we keep pressing on the icon, it reveals different
types of selection tools. For example, first, we
have the tweak tool, the tweak tool let you click and drag to move things instantly. In object mode, it
moves whole object, but this tool is more
useful in edit mode. To show that, I'll switch to edit mode and subdivide
the mesh a few times. Now in aval tech select mode. I'll select that tweak tool. Now I can tweak a few
of these vertices. It works great for
shaping your model. Now, let's exclude
the select box tool. Which is the most
common selection tool. The select box tool is used to select multiple objects
or mesh elements like vertices edges or faces by dragging a
rectangular selection area. If you want to deselect
a selected object, just hold the shift key and click on the object,
you want to deselect. Or if you want to
add more objects, just click on that object
while holding the Shift key. Now let's explore
more selection tools. We have circle selection
which allow you to select multiple elements
like vertices edges, faces or objects using a brush
style circular selection. Than dragging a box, its shortcut is the C key. You can control the radius of the circle using
the slider on top. This tool is specially
used in edit mode. Next, we have select eso. It allow you to freely draw a selector shape with your mouth to select
object or mesh elements. Now let's move on to next tool related to
cursor placement. The cursor tool in blender is used to position
the thread cursor, which act as a reference
point in your TD scene. It let you click anywhere in the TD Buport to place
the thread cursor. The T D cursor is not an object, but a reference point
used for many purposes. For example, when we
add a new object, the new object is placed
at the Carsal location. I can place the cursor anywhere. A newly imported object will be placed at
the ersa location. Another use of the cursor
is aligning geometry. To demonstrate if I want to place or align it
on top of the cube, I can use the cursor's heal. For that, first, I'll place the cursor on
top of the cube. Then I'll deselect
the cursor tool. Then I'll select the object. I want to place on top of the cube and press the
shortcut key ship plus S, which brings up pop up options. From the options, choose
selection to cursor. And here you go, the icospere is now placed on
top of the cube. This way, I can place any object anywhere
precisely using the cursor. You can also place the
cursor on a selected object. For that, select the object where you want to
place the cursor, then press ship plus ST time, choose cursor to
select it and it will place the cursor at the
selected objects location. This technique is quite
useful and we use it often. Now let's move on to
different manipulation tools. First, we have the move tool. The mop tool in
blender allow you to change the position
of an object or mesh elements like buttss edges or faces in three D space. It let you drag object
or element along the X, Y, or Z axis. You can grab and move in any direction using
the shortcut GK. Or log the movement
to a specific axis. To do that, press
G to start moving, then press Y to move
only along the y axis, front and back or press X
to move along the X axis. Left or right, or G to move only along
the Z axis up and down. Next, we have the rotate tool, which allow you to spin
or turn objects around X, Y, or Z axis, changing their orientation
in three D space. For that, press R to activate the rotate tool to a specific
axis after pressing R, press G to rotate around the Z axis or press X to
rotate around the X axis. Next, we have the scale tool. The scale tool let you resize
object or mesh elements, making them bigger
or smaller along X, Y, or Z axis or uniformly. Press S to activate
the scale tool, move your mouse to scale
up or down uniformly. To lock scale to a specific
axis, after pressing, then press G to scale only along the Z axis or Y to scale
only along the y axis. Next, we have the
transform tool. It is a combo tool
that lets you move, rotate and scale objects,
all in one place. The transform tool
gives you move, rotate, and scale, all in one, so you can quickly
adjust everything from one spot who want a visual
way to manipulate objects. Next, we have the
invitation tool, which let you draw on a screen directly in
the three debut port, making nodes, markups
or guards for yourself. Each has different modes. We have the line tools. It allow you to draw a straight
line between two points. It is great for precise
nodes or structure guides. We have the Polyline tool. It draws connected
straight lines. For that, keep clicking to add segments and press
Enter to finish. Next, we have the eras tool. It erases your ination strokes. Just click and drag to
remove drawn lines. Next, we have the Mar tool. It let you miser distances, angles and thicknesses
directly in a thread Bupot. It is super handy for
accurate modeling, especially when you need
precise proportions. Lastly, we have the A cube tool. It creates a basic
cube mesh in Tredsin. It's a starting point
for many modeling tasks. F there just drag and
shape it the way you want. Beside cube blender gives you multiple primitive
shapes to choose from. Like cone, it tapers to a point. It is great for
hairs and spikes. You can also make the added cube smooth by increasing the
vertices slider on top. Next, we have the
cylinder, I add cylinder. It is good for pipes, arms, legs, and columns. Again, to make it appear smooth, increase the vertice sliders. Next, we have the UBI spear. Click and wreck to add a
UBI spear to the scene. Again, to smooth it, increase the segments and
ring sliders allow. Now let's explore some
important shortcuts. For selecting all
objects in the scene, we use the A key. It selects all the object
present in the scene. To delete an object, we use the shortcut X and choose delete from
the pop up option. Now, let's learn how to
join multiple objects. To do that, select the
object you want to join. Then press Control plus J to join them into
a single object. Now, these are one objects. Another shortcut
you often use to duplicate object is hip plus DK. It let you duplicate
selected objects. Lastly, let's explore shortcuts for switching different views. Press Numpt one to
switch to front view. Here, this is the front view and the shortcut for
it is numpt one. Now press num ped
three to switch to side view and press nupt
seven to switch to top. Let's wrap up the shortcuts. Press nupt one for front view, plus three for side
view, seven for top. Now, if you want to
switch to B View, which is the opposite
of front view, press Control plus num ped one. Similarly to switch
to left side view, which is the opposite
of side view, press Control plus num pet
three for bottom view, which is the opposite
of top view, press Control plus Num pet seven to switch to bottom view, and there sit for this lesson on object mode and
understanding mesh basics. Practice these
tools and I'll see you in the next lesson. Back up.
6. Lesson 3 Understanding Blender Objects: Hi, there. This me
Amir and welcome back. In this lesson, we are
going to talk about one of the most fundamental things
you will do in blender, adding objects to your scene. Whether you are
building characters, environments or abstract arts, it all starts with adding
your base objects. So let's jump in. First, let's learn how to add
any object into the scene. In blender, everything
starts with an object. Whether it's cube, a sphere, a light, or even a camera. To add something new, make sure you are
in object mode. Then go to Air menu
on the top bar. And click on the ad option. You will see it reveals a menu that lists all the
different types of objects. You can add to your
blender scene. Let's start with the mesh. These are basic three
D building blocks, solid shaves you will use
for most modeling works. It includes plain,
cube, Ubispire, CoSpare, cylinder, cone, Taurus, grit, monkey, and mode. These are all editable
in edit mode, and they are your go to shaves for creating
three D models. We also can add two D and three D curves used to create
smooth flowing shapes. Next, we have surface. It is similar to
curves but used for creating smooth
nerves based surface. It is useful for advanced
modeling techniques. Next, we have metabols. These are blobs like shapes
that merge closer together. They are great for abstract art or creating stylized
liquid forms. We have more on the leash
like grease pencil, armature, which is a bone, light, camera, and so on. We will exclude
them in a moment. Let's start with
the mesh objects. You can also access this menu using the shortcut Shift plus A. Now, let's begin by adding
a plain mesh or object. Now, here is something
really important. Whenever you add in mesh object, Blender pulls up a
small pop up menu in the bottom left
corner of the scene. This is called the adjust
last operation menu and I let you edit the object right after adding it before you move, rotate or start
editing anything. Let's go through the options you get for each common shape. For the plane shape,
we have the options to adjust the overall scale of
the plane in all directions. It's just a flat to D
square, but very helpful, especially for ground
background shadows or starting at terrain. Next, we have the option to
generate UBs W in a world, blender automatically creates basic UB maps for your object. This is useful if you plan
to add textures later. Next, we have align options. It let you decide how the object should
align to the world, to the view, or to three
D cursor orientation. Next, we have location. The location options let
you place the object at a precise spot in three D space by changing
its value for the X, Y, and Z is. The rotation options let you rotate the object right after adding it by changing its
value for X, Y, and Z is. These are some creative options
we have here for plane. Let's move on to another
object. Let's add a cue. For, we have the options to control its size by
dragging the value in or out or by writing the exact number other options are the same as we saw
for the plane object. Let's now add a circle. When you add a circle mesh, it looks like a ring
of connected edge. By default, it does
not have any faces. Here are the options you will see in the bottom left panel. First, we have the vertices. This sets how many points
the circle is made of. More vertices means
smoother circle. Fewer vertices means more angular useful for
styler shapes. We have the radius.
I controls the size of the circle from the
center to the outer edge. The fill type decides whether
the circle should have a phase in the middle or
be just an edge loop. By default, it's set to nothing, meaning only the outer edge, no phase in the middle. Changing it to gon fills the circle with a
single flat phase. Triangle fan fills it with triangular phase
from the center out. Useful for some
modeling techniques. Other options remains
the same as before. Now let's move on to
another object. UB sphere. When you add a UB sphere, it's made up of horizontal
and vertical loops like the lines of latitude
and longitude on a globe. In the bottom left corner, you will see these options. First, we have the segments. It controls the number
of vertical lines. The rings controls the
number of horizontal lines. Next we had the radius. It sets the overall
size of the sphere. Now let's move on to another mesh called
icospere icospere is a sphere made up of triangles instead of
quars or circles. When you add an icospere, the adjust last operation
panel shows the subdivisions that controls how many times it is subdivided to
add more details. Next, we have the radius. It sets the size of the sphere from the center out
to the surface. Now let's move on to
another shape, a cylinder. A cylinder is like
a TD can or tube. When you add a cylinder, these options appear in the
adjust last operation panel. First, we have the vertices, it controls how many sides the cylinder has around
its circular base. The radius sets the size of the cylinder's base
and the depth control the height of the cylinder and other options remains the
same for all objects. Next, let's add a cone. A cone is like a cylinder that tapers to a point on one end. When you add a cone, you will see these options in the adjusted last
operation panel. First, we have the vertices, it controls how many sides
the base of the cone has. Next, we had the radius one. It controls the size of
the base of the cone and the radius two controls the
size of the top of the cone. The depth controls the
height of the cone, means how tall it is
along the Z axis, and other options remains
the same as before. Next, we have tours. A torus is a doughnut
shaped TID object. Options we have
for it are first, we have the major
segments that controls how many segments make up the large ring
around the tours. The minor segments control
how many segments make up the small circular
cross section of the torus means the
thickness of the ring. The major radius sets the
size of the big circle. The minor radius controls the
radius of the tube itself, the thickness of
the doughnut ring. Next, let's move on to
another mesh object. We have here the grid. A grid is a flat two
D plane made up of many small square faces
like a checker wood. It is useful as a
base for landscapes, floors or even slopting. When you add a grid, you
will see these options. We have the X subdivisions. It sets how many cards or divisions are made
along the X axis. Why subdivisions
sets how many cards or divisions are
made along Yxis. Next, we have the monkey. The monkey is Blenders
build in mascot mesh. Her name is Suzanne and she is often used for
testing materials, lighting, and
modeling techniques. Lastly, we have the
landscape mesh as I enable the anti landscape
in the addon tab. The landscape mesh is a
powerful addon in blender, used to create natural
terrains like mountains, hills, valleys, or
even alien planet. It comes with a lot of options to control and
customize your shape, perfect for creating
environment. To use it, make sure the anti landscape addon is
enabled in your preferences. Once you add a landscape mesh, you will see a detailed
panel full of options. Here an overview of
some key settings, we have here the noise
types and noise basis. These options control the style and structure of the terrain. You can experiment with
different noise pattern, which gives a different
loop to terrain. We have here the offset X and Y. It moves or ship the noise
pattern in X or Y direction. Next, we have the size that controls the overall
scale of the landscape. And the noise size adds the scale of the
terrain features, like how large the
hills or valleys are. The depth influence the
level of the noise details, like how many layers or levels of details
the terrain has. The dimension affects how rough or smooth
the terrain looks. Now let's explore a
powerful features in blender, which is curves. A curve in blender is a type of object used to create
smooth flowing shapes, unlike mesh objects which are
built from buttices edges, and faces, curves are made up of control
poins and handles. To view these control points, switch to Edit mode. Now, you will see the control
points and the handles. You can move these
points using the G key or rotate them
for more control. To access settings
related to curves, go to the object
data property step. Here, under the
geometry section, you can control the depth, which gives the curves volume. Although it may now appear
like a mesh object, it's still a carb, not a mesh. I'll enable wareframeode
to show you the topology. As you notice, a curve does not have vertices edges faces. I only has control points and handles to
manipulate the shape. Calves are incredibly
useful for modeling, flowing or organic
shapes such as tails, pipes, and similar forms. You can control the
thickness of the calves and using the shortcut t plus a, hold plus as and drag in or out to adjust the size
of the calves opening. You can also add more
control points by selecting two handles and
choosing subdivide. This gives you finer control to achieve smoother and
more refined shapes. One of the most interesting
features or curve is that you can convert
them into mesh object. To do this, switch
to object mode, then right click the curve
and select convert to mesh. Now when you enter Edit mode, you will see it's composed
of buttics and edges, just like any mesh. Now that we have exploded
the bezier curve, let's take a quick look at some other curves like we
have here, the path curve. It looks similar to
the bezier curve, but when you go into Edit mode, you will see it behaves
a bit differently. There are no visible handles
like in bezier curves. You can still increase the depth under the
geometry section to add thickness by giving it a circular bevel
automatically. Just like before, you can
adjust the shape using control points or change
the thickness at the ends. Now let's move on to
another object type text. A text object allow
you to create and display two D text directly
in the three D Bu pot. Once died, switch to
Edit mode and delete the default text by pressing
Backspace multiple times. Now, type your desired text. Here I'll type blender. Now go to object
data proprieties step and under the
geometry section, you will find the Weble option. This gives you text thickness, making it look tidy. You can also adjust
the extrude value, which gives the text depth along its local Zaxs turning flat
letters into TD solid forms. Now let's move on to
another important category. Lights that's essential for
illuminating your scene. Adding mode, realism,
or artistic flair. Without lights, you render scene will appear
completely black. Lender offers four main types of lights is serving a
specific purpose. But before we add a light, we need an object in the scene to reflect the light.
Let's add a plane. Scale it up by pressing S then type eight to scale
it eight times. Next, I'll add a camera. And position it properly. Right now, the plane still appears small in
the camera view, so I will scale it again to
fill the background nicely. Now, select the camera, then go to the top menu
and click View option. Here from Aline View, Select align active
camera to view. This aligns the camera with
the current view port. You can adjust its position
using G to move it. Now switch to render view mode. As you can see, the scene is dark since there
are no lights yet. Let's add our first
light, a point light. A point light emits
light equally in all direction from a single
point, like a light bulb. It's ideal for general
light sources like candles, fairy lights, or small lamps
with the light selected, go to the object
data property type. Here you can adjust the
power or color, et cetera. You can also change the
light type from the panel. Now let's try a sunlight. A sunlight emits parallel rays from a specific direction,
just like sunlight. It does not lose
intensity or distance, so it lights the
entire scene evenly. It is ideal for outdoor scenes. Control its power and
color in the object at a propriety step to create
warmer or cooler tone. Next, let's add a spotlight. A spotlight emits light
in a cone shaped beam, like a flashlights
or stage spotlights. It's perfect for focusing light on a specific
part of your scene. You can adjust its power, color, and size, making it ideal
for dramatic lighting, like illuminating a
character on stage, you can also duplicate
light by pressing Ship plus D or switch between light types from the
object data property step. Finally, let's look
at the area light. Aera lights emit light
from a flat surface. It is much like a soft
box used in photography. When added, it appears as a rectangular shape
in the T debut port. You can scale it to
change its size. The larger the light, the
softer the shadows it produce. All right, let's
wrap up this lesson. By now, you should have a solid understanding
of blenders object, including curves, text, and lights and how each plays a role in your
creative process. In the next lesson, we'll put
all of these into practice and start building something fun using the techniques
we have just learned. Take a break, maybe a stretch a little and I'll see
you in the next one. Let's keep the
creativity rolling. B.
7. Lesson 4 Helping tools: Hey, dear. Now that
you are getting comfortable with
navigating inplended, let's dive into some
transform tools. That will make your
modeling experience much smoother and more precise. In this lesson, we are talking about transform
orientations, snapping tools, and
proportional editings. Let's break each one down. First, we have
transform orientations. But before that, let's go
to object property step. Under Bupot display, first, I'll enable its axis. From here, you can enable more properties like name
in front visibility, axis, et cetera. Let's enable axis. Now, I'll take the move tool. And try to move the
object along its axis. As this object's direction is
the same as the world axis, we can easily move it
along its own axis. But if I rotate the
object a little, now its direction is changed. Now, if I take the move tool
and try to move this object, it's moving along the
world axis direction. But in modeling, in some cases, we need to move partices, edges, faces or object along
their own luca lexis. For that, we have to switch from default global orientation
to its normal orientation. Now I can move it along
its phase normal. Ocal mode also act
here the same. There are more options like you. It shifts its directions
based on your camera angle. Next, we have cursor. In this case, blender align
the transform tools to match the orientation of the three D cursor,
not the object. These are not so useful. Most commonly, global and
normal mode is often used. Next, we have
transform pivot point. It determines the
reference point used when you move, rotate, or scale objects or mesh elements like vertices,
edges, or faces. For example, you can see the dots in the
center of the queue. It is the pivot
point of this cube. That means when I
rotate the object, blender considers
the pivot point as a reference point
while rotating it. In object mode, you can
change the pivot point of it. Like if I want to place its pivot point at the
location of the cursor, I can go to the object
tab in the top bar. Now from the set origin menu, I can set its pivot point or
origin point at the cursor. Now if I try to
rotate the object, the object will rotate centering the three D cursor where
its pivot point is placed. Or if I try to scale the object, it will scale using
this reference point. Another way to change
the pivot point is by going to edit mode. Here I can take the move
tool and move the cube up. Here you can see the pivot point is not following the object. This way, I can place the
pivot point anywhere I want. Now let's look at the options we have for the pivot point. Here we have several options. Let's learn them one by one. But before that, I'll subdivide the mesh a few times to
demonstrate these options. Now I'll enable phase
selection mode. Now we'll look at
the first option called bounding box center. I'll enable now I'll select three phases and take the rooted tool so you can
see the pivot point location. As I am rotating it, you can see the pbet is
placed at the center of the bounding box surrounding
these three phases. It is useful when working
with multiple elements. Next is thread cursor. Here, the pivot point becomes the location of
the thread cursor. It is great for precise
controls, for example, placing the thread cursor at a joint and rotating
limbs around it. Next, we have individual origin. Here, each selected
object or element like pass transforms
around its own center. It is ideal for scaling or rotating multiple objects
separately at once. Next, we have median point. Here, the
transformation pibot is the average center of
all selected elements. It is good for standard
transformations when working on multiple
vertices or objects. Up next, we have active element. Here, the Pebot point is
set to the active element, which is the last
selected elements. Here you can see this phase
is highlighted brighter. This gives you more
control over how transformations behave relative
to one specific element. Up next, we have Snap. Snapping is super
useful when you want to align objects
or vertices exactly. To turn it on, look
at the magnet icon at the top of the three D B pot and click it to val snapping. Next to it, click the
drop down to choose the snapping type,
closest increment. It snaps object to the grid. It is super helpful when you are working with
architectural models, hard surface objects or anything that requires
clean mezard alignment. Now, when I move the cube, you will notice objects move in steps instead of smoothly. That's because they're
snapping to blenders grid, which is based on
meters by default. Next, we had the grid. That means aligning
your objects, buttics or other elements directly with the
visual grid lines in the three DB ports. Blender grades represent the
foundation of your TD space. Is square by default
is 1 meter in size, so snapping to it means
your objects stick exactly to these divisions,
allowing perfect alignments. Next, we have vertex snapping. This snaps your selection to the vertex points or corner
of other object or geometry. To demonstrate, I'll add a cube. Now, I'll enable
vertex snapping. Now, I'll move the cue. As I move the cube
with snapping in a alt and hover over the vertex, Blender will pull
the selected element right onto that vertex. Same goes for a snapping
with a snapping. Your selection will
snap to the edge or lines objeometry not
just the corner. Next is phase snapping. Phase snapping allow
you to snap objects on mesh elements directly onto the surface of another
objects phase. These are some useful
options related to snapping. Now, let's move on to another important option
called proportional editing. Proportional editing is
a super useful tool. W you want to make
smooth organic changes to your mesh to demonstrate,
I'll delete all. Then I'll add a spear. Now, rotate it a bit. Now, I'll switch to edit mode and enable proportional editing. Now, when you click on the
arrow next to this icon, it reveals various types
of proportional editing. By default, smooth is selected. Now I select the center vertex, then I'll take the move
tool and move it right. As you can see, it is pulling the surrounding vertices
gently with a smooth fall off. You can control the
proportional size using the sliders on the bottom. Next we have spear. It creates stronger
fall off in the middle, softer at the edge. It is good for round shapes. Next, we have the root it creates quick fall
off near the center, very slow towards the edge. Next, we have the sharp. It affects a tight area. It is great for sharper control. Next, we have the linear. In this case, inference drops off in a straight
linear manner. Next, we have the constant. In this case, everything within the radius moves
the same, no fate. So these are some useful ones. Let's set it back to smooth, which is the most preferred one. In proportional editing, there is an option called
connected only. When connected on the inner, proportional editing
will only affect partices that are physically connected to the
selected elements. Ignoring any nearby geometry
that is not directly linked, and that's conclude this lesson. Play around with these tools. They will help you model more
confidently and creatively. See you in the next lesson. B.
8. Lesson 5 Modeling Your First Scene In Blender: Hi, dear. Welcome to the lesson. In this lesson, we will make our first complete
illustrated scene using all the tools
available in object mode. We will use our
creativity to make a simple yet appealing
scene. Let's begin. First, I'll press A to select, then press X and delete all. Now I'll press one for front view and begin
by adding a UB spear. Here we will make a
simple car model, and this spare will be
the head of the cow. Now press Shiplus
D to duplicate it. This is going to be
the body of the cow. Now, select the head and
duplicate it again to create the I and position
it to the I region. Now, with shiplus D, duplicate the sphere
to create the other I. Now add a cylinder and scale it and position it
on the face for the mouth. Now, select the spare
and duplicate it. Now position it at the
end of the cylinder. Now for the ear, duplicate
the sphere and scale along the Z axis and make it thinner by scaling it
down along the Y axis. From the tab, rooted the ear and position it properly at a place where
the ear should be. Now duplicate the ear and
position it to the other side. Now, select the spear on the nose area and duplicate
it and put it on top. Now, import a
cylinder for the leg, scale it and position it nicely. Now press S, then Z, then three to scale it three
times along the Z axis. Now adjust the scale
and duplicate it for the other leg and reposition
them in the side view. Now select both legs
and with Shipless D, duplicate them for
the other two legs. Now for the tail, duplicate
a cylinder and scale it up. Then position it at
the tail region. Now, I'll adjust the position of the nose and rotate
the head a little. Continue fixing the alignment. Once done, select all
and shade it smooth. Now, select both the eyes and duplicate them to
create the eyebrow. Now, scale them down
along the axes to make them flat and position
them behind the eyes. Once our model looks ready, I'll now select all the
parts and move it up. Now I'll place it in
a simple background. Let's add an kospere. Now scale it down
along the Z axis. Now I'll scale it up and
routate it a little. Now place the cow model on it. Now I'll duplicate the icospere and place them at the back. Now import a camera. Once added, go to
the view option. Here in the Align view option, choose Align active
camera to view. Now adjust the camera
by pressing the GKey. Now in the camera settings, adjust the focal
length and shift the camera so that
the chi model is placed one third into
the camera view. Now reshape the icospheres and position them properly so they fit nicely
into the scene. I'll place some of them far away to create depth
into the scene. I'll now duplicate it and scale it and position it in the scene. Once done, put the threat cursor onto the icospere
that are far away. Now I'll add a cylinder. We will create a simple house. Now I'll add a
cone for the roof. Now press period key on
the numpad to zoom in. Now I'll add a cube and scale it down along the
YXs for the window. Now place it on the wall. Now we'll continue with
modeling the wooden barricades. For that, I'll add a
cube and scale it along the Zaxs now I'll keep duplicating them to
create the barricades. Rotate some of them
to create unevenness. Now, I'll align them properly. Once done, select all join them by pressing
Control Pla J. Now place it on the ground. Now, I'll duplicate
it to create more. Now I'll duplicate once more
and now place it in front. I'll put it behind the cow. Now in the camera view,
I'll reposition it. Now we will create
some small plans to make the scene
feel more alive. To start, I'll
import a UBI sphere. Then press period key to zoomin. Then I'll scale it down
along X axis to flatten it, and also scale it along the Y axis to shape
it like a leaf. Next, select the object, then press Shiplus S and
choose cursor to select it. This places the three de cursor at the center of the
selected object. Now, import a cylinder
to serve as a mid rib, the central thicker
vein of the leaf. Scale it along the Xaxis and position it along the
length of the leaf blade. Now select the mid first, then holding the Shift key, select the leaf blade. Then press Control plus P and choose set parent to object. Now, both parts will
act as a single object. Now, let's position
it on the ground and start duplicating it
to create more leaves. I'll vary their scales and arraignment to add some
natural variation. I'll continue duplicating and shaping them to build
a more natural look. Once I have created a bunch, I'll select all of them and duplicate them and place
them behind the barricades. With the scene laid out, let's begin adding materials. First, switch to camera view, then enable material
preview mode. Now, I'll start by adding
colors to the cow. Go to the material step
and apply a basic color. I'll select each
part of the model one by one and assign
colors accordingly. From the material
slot drop down, you can access all previously
created materials. You can reuse them as needed. For the pupil, I'll duplicate the eye object and
place it on top. Then I'll click the
duplicate material icon, so we can change its color without affecting the original. Now I'll set the color to black and repeat the
process for the other eye. Now I'll continue coloring
the rest of the model. To work on the legs
without distraction, I'll temporarily
hide the ground. Then I'll select all four
legs, holding the Shift key, then select the body, then press Control plus L and
choose link materials. It is a useful trick
to transfer material from one object to another,
and it saves time. Now, I'll press plus H
to unhide the icospere. Now, let's add colors
to the ground elements. I'll assign slightly
different shades to each icospere for variations. For the barricades, I'll
use a wooden color. I'll continue coloring
any remaining objects. Now for the leaves, I'll assign slightly varied green tones to keep them visually
interesting. Now, I'll delete all
these unnated leaves and replace them by
duplicating the colored ones. I'll add even more
duplicates to give a grassy loop and align them
properly on the ground. Now, moving to the house, I'll add basic materials
to For the window, I'll duplicate a cue, scale it down and place
it at the center. Then I'll change its
color accordingly. Next, I'll position some leaves behind the cow to enhance
the grassy field. And duplicate them as needed. To add more depth to the scene, I'll place a few leaves
in front of the camera. This is a useful trick to
enhance the sense of depth. Back in camera view, I'll resize and reposition
the front leaves carefully, deleting a few if it
feels too cluttered. Once positioned, I'll switch to render mode to set the lighting. I'll add a sunlight and
rotate it to nicely illuminate the scene and increase its strength
for brightness. Then I'll add an
area light above the cow and raise its power
to highlight the model. Now I'll duplicate
the area light and place it elsewhere for
balanced lighting. Now, I'll select the
front lips and smooth them by right clicking and
choosing shade smooth. I'll do the same for the house. For the sky, I'll import a plane and scale it and
rotate it along the ax axis. Now, in camera view, I'll position and scale it
to fit behind the scene. I'll apply a simple dull
green color for the sky. Now, let's adjust
the camera settings. For that, select the camera, then go to the camera tape and
enable the depth of field. Use the Pia tool to set the focus object and
choose the car model. Now, reduce the focus distance
to around 0.003 meter. This will blur the background and brings focus to
the main subject. Now we are ready to
render the scene. But before that, I'll
routate the camera slightly to create a more
dynamic composition. Now in the render
properties step, I'll keep the render
engine set to AV, and I'll set the
sample count to 250. Then I'll scroll down to color management and choose
RGB as the color mode. We are all set now. Go to Render Menu at the top
and choose Render Image. Rendering may take some time depending on your
computer's performance. And here you go. The final
scene looks beautiful. Now you know how to build
and render a complete scene. I hope this gives you the confidence to create
your own. Try it out. I can't wait to see
what you come up with. See you in the next
lesson. Happy blending.
9. Chapter 2 Lesson 1 Editing Vertices: In this lesson, we will explore edit mode and how to edit mesh. To edit mesh, we have to understand vertices,
edges, and phases. In this unit, we will look at the tools for
editing vertices. To model anything
we need or want, we have to understand
how to edit meshes. In this video, we will look at the option to
edit using buttss. I have added some
objects in this scene. For this example, we will
use Monkey, the Suzanne. To edit anything in blender, you can just hit tab
to go to Edit Mode. Or you can manually
select this option. In edit mode, we can
use buttss edges, and faces that make up a mesh. Within buttex select
in the toolbar, we have a series of
additional tools that we will look at
during this video. From the moment we
go to Edit Mode, we have total control
over our mesh. If I take any of their tices, I can change the
position and modify it. For example, if I take this ptices and if I
take the move tool, now I can move the
vertices just like this. I can select multiple vertices. If I hold the shift key, I can choose multiple ptices. Now I can alter the region. Another important
thing is when you want to select the
object like this, notice that the selection is only limited to
the front sides. It would not select
what's behind. That's because of blender
system for selecting butticsT select
everything with one swap, we have to turn on
the Togol X ray that allow us to see through
it and select entire object. It may seem complicated first, but that's how it works. We can also use a
keyboard shortcut or Plus chat to quickly
access this button. All plug Jet again, and we
will go back to how it works. For example, if I want
to select half of it, press A Plug jet, then go back with A
Plachet select the MPT. And now I can see what
I'm selecting better. One of the operation
we will use most frequently when editing
vertices is MRT. If I take a pair of batices and I will go to
the MRS function, which will mark the Btices. To do that, I will hit the MK, and this menu will pop
up with all the options. First, we have the at center. It will mark the
selected tics as center. Next we have at cursor. It will mark the selected tics wherever the cursor is located. Similarly, we have the collapse, which is similar to the center. Next, we have the at first. At first, we marge them
at first selection. We have at last, it will mark
them at last selected tics. Now, let's take this
option first at center. If I select these two
tics and if I press, I choose this option
called Center. It marks the Btices at center. Control Z to go back. If I choose this
option called cursor, whereb the cursor is
located, it will mask there. If I change the cursor location, if I put the cursor here, and now if I press, I choose
this option called Acursor, it will mask the
berticsEdcursor. Next we have the option
called collapse. Collapse is similar
to Air Center, but it has an
interesting option. Now when I select
these vertices. Now in the marge Option, if I choose collapse, it will look for the closest
point and merge them. Next, we'll look at at fast. At first means all
the selected vertices will be merged into the
first vertex you selected. For that, I'll take the move tool now I'll
select this tex first, then holding the shift, I'll select the second tex. Now in the merge option, I'll choose at first. You'll see that it merges the two vertices into the
first tex you selected. Next, we will look at
the next option at last. At last merges all selected vertices to the last
one you selected, which becomes the active vertex. For example, first,
I'll select the vertex, then holding Shift, I'll
select the second one. Which becomes the active vertex. You can recognize
the active vertex by its slightly
brighter orange color. Now I'll choose at last. You now see that they merges into the last selected
active vertex. Another interesting tool that gets use of N is the knife tool, which basically make you cut. We'll press the letter K and the icon change
to a small knife. That will detect a tex and
start to make you cut. To accept it, I hit Enter. And the cart has been made. Now I can continue the cart. Hit K again. Hit Enter, and the cart has been made. This is very interesting tool, and we often use this
knife tool in modeling. Another function
we can carry out by editing tics is called Twik. You can find the Tweak tool
under the selection tools. We have already gone through it earlier while
discussing object mode. In buttex mode, with the
tweak tool selected, I can simply click and drag a buttex to move it instantly. It's perfect for making quick shape adjustments
during modeling without needing to constantly
switch tools or to use keyboard shortcuts
like G for Grab. Now I'll show you another
interesting merging option. There is a small icon here, that's a O to merge buttss. If I enable it, and now
when you join two vertices, it will automatically
merge them. To make it more precise, I'll enable this option called the snapping option and choose
this option called tex. Now, if I take this tweak tool, and now if I take
these buttices to the closest buttices,
it will march them. This tool is very
helpful and it will make you can merge your buttices very
fast with this tool. If I have otomrg and
sniping option enable, I can merge but this
is very faster. So we have this option when
we are modeling and we want to separate vertices or
if we need to merge them, we can select them with Shift key and choose this
option called at center. It automatically merge
and close the points. Now, let's move on to vertex
separation using V key. When you press V with a vertex selected
and drag your mouse, it reaps or separates
the selected vertex from its corrected
geometry, creating a gap. It is useful for splitting geometry and
creating open edges. Now if I want to fill the hole, I'll select all the
surrounding vertices and plus F to fill it. Another interesting thing
you can do with vertices is duplicating them using
ship plus D. For that, I'll select the vertex
and plus ship plus D. Now I can extrude the
duplicated vertex using the shortcut EK. Then I can join the extruded vertices
with the main shape by selecting multiple vertices from both the parts and pressing
F to fill the phase. This is one of the
most useful operations you can do in
vertex select mode. You now know how
to edit vertices. In the next lesson, we will look at tools for
editing agents.
10. Lesson 2 Editing Edges: In this lesson, we will look at mesh editing
using only edges. Let's go to Edit mode by
pressing Tab on the keyboard. Now go to this mode called
the S selection mode. When we are in a selection mode, we have some tools
to edit our mesh. First, we have this tool
called the Bible tool. The shortcut is Control
V. If I select it, and it gives me this icon, and now if I hold it and
drag it bibbles the edges. And now I get this floating menu where we can change
some of the settings. Like we can increase the segments we can
change the width. We can change the
profile type this way. So this way we can edit our mesh using this tool
called the Babel tool. Next, we have this tool
called the loop cut. If I select this tool, if I select this tool, it creates a preview of
the cut it will make. Now, if I click and hold it, it gives me a
bidirectional arrow. And if we drag it, we can bring this to where we
want our cut to be. Now, if I click it, it gives me a floating menu where I can
change some of the settings. Like I can increase
the number of cards or I can change
the smoothness. I can change some of the
settings like the fall off, so these are the
settings we can do here. Another cool operation
I want to show you is called marging edges. If I have two object and
there is a hole inside, I can merge them together. Let me show you what I mean. If I select this object
with pressing A, I can select this object, and if I duplicate this
object with Shift D, and now if I want to mark them, first, we have to delete
these two phases. Now, let's go to the
phase selection mode and select these phases
holding the Shift, press X to delete the phases. Now we have the hole
inside our shape. Now we can merge these two shape by
selecting these edges. If I select the whole
loop using the Old key, I can select the entire loop, and now press Shift and
Alt and click this edge. You can select this loop also. Now if you have
to press F three, to start a tool called
the Bridge edge loop. And if I click it, now you see it bridges the gap. Now we have some more
option for this tool. I can twist it like this. I can increase the
number of cut. There is a sliding tool. It slide the edges. We can also change the profile
type like this. Now you see these two
objective marched together. If I hit Control
C, I can go back. I can achieve this using the
Butte selection mode also. If I go to this mode, now you see there are
four buttiesselected. Here is also four
buttes selected, five press F three, and such this tool, go
shortcut is Control E. If I click it, you can
see it bridged the gap. Here, I want to point out there, you can achieve this
type of march using the bridge Loop tool only when these two
shapes are joined. And secondly, both the shares should have equal batices
or edges selected. Like here, you can
see that we have these four buttices If I select again with the
Alt pressing the lt key, if I select this group, you
can see there are four tices. Similarly, we have here
to the four buttices. The number of batices or edges for each object
should be the same. If this object has five buttices or this object has
four buttices, this kind of merging with this bridge edge loop
tool is not possible. Now let me introduce you some more tools that you should know. We are in a selection mode. If I select these edges, I can get more option
related to these edges. If I go here, you can see, there are lots of
options for this edge. I can subdivide this
edge using this option. If I click it, I can
make subdivision. If I go to edge mode, you can see, we have
created more subdivision. Now I am in tech selection mode, and I can delete the
Btices if I press X. Instead of selecting the Btices, I will select this option
called Dissolve tics. It will remove the
Btices from here. I can do the same I am
in edge selection mode. If I click these edges and
if I select these edges, I can dissolve these edges. If I press X, I will choose this option
called dissolve edges. If I select it, you can see
this edge is dissolved now. This option is very important. When you're modeling, you will use these tools many times. I can dissolve these edges if I press X, I can
dissolve these edges. I canisolve multiple edges
if I select this edge, if I select this edge with
holding the Shift key, I can dissolve
these edges again. So these are so important
tools that you should know. In the next class,
we'll know how to edit mesh using the pass. See you.
11. Lesson 3 Editing Faces: In this lesson, we will look at tools to edit
mesh using phases. Join me. I have died three
objects in our scene. Select the three object and
hit tab to go to Edit Mode. Now we will enable this option called the
phase selection mode. In this mode, we can take some faces here and do
something different. For example, most
commonly used operation for pass is extrusion. I can select some faces and
I can extrude these faces. To do that, I'll select this option called
the extrude region. The shortcut is E. If I select it,
now I can extrude. I can scale these faces. If I hit S on the
keyboard, I can scale it. I can extrude it
more. I can scale it. If I hit G, I can move
this part anywhere. Another useful tools
that we often use in this phase selection mode
is called the inset faces. It enable you to insert
pass in your mesh. If I select and if I select this phase
and drag it inside, I can insert the faces. If I drag it more,
I can insert more. If I select this, I can insert the faces. And again, I can
do this as well. The shortcut is I. If I take this tool, and if I hit I on the keyboard, I can insert the faces. If I hit I again, I can insert the faces. So these are the
very useful tool that we often do in
phase selection mode. You also can use the Bb tool if I select this and
if I press Control B, I can bevel the edges. You can find the Bb tool here and the shortcut
is Control B. And we got this option, I can increase the segment. I also can use the knife tool. If I hit K, I can use knife
tool to cut the faces. If I select a pass, I can subdivide the faces. If I right click, I
can subdivide it. You can see you can increase or decrease the number
of card from here. We even can
triangulate the faces. If I select the faces, if I go to this
menu call the pace, if I click it and expand it, you can see there
are lots of options. And if I select this option call and I select this option
called triangulate faces. If I click it, the
shortcut is Control T, you can see it
triangulate the faces. I even can delete the
triangulate border. If I choose this option call, trace to quars it will delete
the triangulate edges. These are the most
important tools that we often do in
phase selection mode. You can delete these
faces also if I press X on the keyboard, I can delete these phases. Now if I select these four
edges in S selection mode, if I select these four
edges with Ship key, I can select multiple
edges and if I hit F, I can feel the faces. I can cut the faces as well. If I go to phase Selection
Mode and if I press Control R, I can add a loop cut here. Or if I want cut only
for these faces, I can do it using
the knife tool. If I enable the knife tool, pressing the K option, if I hit K on the keyboard, I can enable the knife and now
I can subdivide the faces. It enter, and it
will make a cut. There are another option
that I want to tell you if I go to object mode, and if you notice the
faces is not smooth. The faces are not smooth and
the edges are very rough. You can smooth it
in object mode. If I click and use this option called
the Shade Smooth option. If I click it, you can see
it make the surface smooth. These are the most
important tools that we can do in phase
selection mode. In the next class, I'll
be going through some of the important modifiers that we will be using in this course. S.
12. Lesson 4 Modifiers: Hi there. Im Amid. In this lesson, we are
going to explore one of the blenders most powerful
tool called modifiers. The modifiers are
operations that automatically affect an object
in a non destructive way. This means you can apply, adjust or remove them at anytime without permanently
changing your mesh. You'll find them in
the modifier step, represented by a wrench icon
in the property spanel. But before we can
add any modifiers, we need an object. Let's begin by adding one. Once added, I'll go to the modifier step and
click the Add button. Here, you will see a list of modifiers organized under
different categories. For example, under the
generate category, we'll find several
useful modifiers. Let's start with the
subdivision surface modifier. It refines a mesh by
subdividing its faces, creating a smoother and
more detailed surface. After adding it, you can control the
subdivision level for both the viewport and render using the arrows
next to each field. By switching to Wireframe view, you can observe the
subdivided mesh more clearly. Now, I'll switch to edit mode. You can see the original
cube surrounding the inner smoothly
subdivided version. By enabling the
edit cage display, you can preview the model
with subdivision applied. Now I'll switch back to object mode and
apply the modifier. At this point, you can see the actual mesh updated
with the changes. This is one of the most
commonly used modifier for creating smooth surface. Next, let's explore
another essential modifier called the mirror modifier. As the name suggests, it mirrors a mesh along its local X Y or Zaxs
across the object origin, making it easy to model
symmetrical shapes. To demonstrate, I'll
enable Xtra mode, then select half of the
sphere and delete it. Then I'll add the
mirror modifier. As you can see, it mirrors
the mesh along the x axis. In the mirror modifier setting, there is an option
called clipping. Enabling it ensures
the mirror mesh connects seamlessly at the axis. Now, if I edit one
side of the object, the other side updates
automatically. This modifier is especially
useful in character modeling. Let's move on to another
important modifier now called the solidify. To demonstrate, I'll delete the current object
and add a new cue. Then in edit mode, I'll delete its top phase. In the modifier step, under the genetic category, you will find the solidify
modifier. Let's add it. The solidify modifiers give any mess surface thickness
by adding depth. You can adjust this using the thickness slider or control the offset using
the offset slider. Now let's take a look at
another interesting modifier, the build modifier
to demonstrate, I'll add a cylinder and set
its gap fill type to nothing. Then I'll apply
the build modifier from the generate category. This modifier causes
the phase of the mesh to appear or disappear
sequentially over time. A great tool for animation. After hitting play, you will see the cylinder being
constructed gradually. It includes two options. One to set the start
frame using a slider, and other to define the length, which control the
animation duration. Now let's explore the Boolean
and remesh modifiers, which allow us to create new shapes by combining
multiple objects. To demonstrate,
I'll import a cube. Then I'll import
another mesh object. I'll join them using Control Pache turning
them into one mesh. However, if we enter Edit mode and enable
the warefame view, you will notice the two objects still are not truly merge. You can select a portion
of one and separate it. By pressing P, then
choose selection. Back in object mode, they will now distinct
objects again. To fully merge them, you can use the
Boolean modifier. Add the modifier and switch to union operation and select the second object using
the dropper tool. Once applied, the two shapes
are joined seamlessly into a single object with
no overlapping geometry. Now let's move on to another modifier called
the reimage modifier. I'll again add two object and merge them with Control Plj. Then I'll apply their scale
and add the image modifier. This modifier regenerates
the mesh topology, converting it into a new
clean quad base mesh while preserving the shape. You can control the boxel size and eruptivity using
their respective sliders. There are four modes, Boxel
sharp, smooth and block. After adjusting these settings, you can apply the modifier. Now in edit mode, you will see a
completely new mesh with clean quad topology. It is ideal for
slopting workflow. Let's continue with another
scupting friendly modifier called the multi
resolution modifier. This allow you to add
details to a mesh by subdividing it
into multiple levels. Add more details, click on subdivide to increase
the mesh density. Once done, switch to slap mode. And begin sloptingFiner details. It is a very powerful tool for high resolution
slopting work. Now let's explore one more
fascinating modifier, the screw modifier. For this, I'll add
a bezier curve. Then I'll enter Edit mode. Then press X and delete
the default segments. Now using the draw tool, I'll sketch the profile
of half a glass shape. The screw modifier generate a hella shape by rotating a profile around
a specific axis. Once the shape is drawn, I'll smooth the handles
of each control point. For that press A to select, then press V and choose
automatic to smooth them. Now, I'll add the
screw modifier. As you can see, it
forms a glass shape. To refine it, you can adjust the position
of control points. With a beat up practice, you can achieve any
shape you want. Just draw the outline
and then tweak the control points after
applying the modifier. Now let's continue learning
about some more modifiers. We'll start with
the array modifier. But before that, I'll model a simple room
to demonstrate it. For that, first,
I'll import a plane. Then I'll switch to edit mode and create multiple
loop cart along the boundaries
using Control plus R. This card will
form the base layout, and we will extrude
them to create valves. Next, I'll enable
phase selection mode and select the phases we
want to extrude into valves. Then I'll press E and drag along the Z axis
to pull the valves up. Now I'll add another loop card on the front face to
prepare for the doorways. Again, I'll switch to face select mode and select the two inner faces
for the doorways. Then I'll press F three
to open the search menu. Now, I'll type and
select Bridge edge loop. As you can see, it connects
the gap perfectly. I'll repeat the same process
for the other doorway valve. To create the roof, I'll add another plane and scale it
to fit the top of the room. Then I'll add a
solidify modifier to give the roof some thickness. After adjusting the
thickness allow, I'll apply the modifier. Now, I'll select
the entire room and roof and press Control plJ to
join them into one object. I'll also change the met cap shading to better
visualize the structure. Now it's time to add
the array modifier. For that, I'll go to the
modifier step and select array. The array modifiers
create a series of duplicates of base object
offset from each other. In the count field, I can control how many
copies are created. You can also adjust
the direction of the duplication using the
factor settings under X, Y, or Z axis. For this demonstration, I'll
reset the X and Y values to zero and set the Z
axis factors to 0.8, which takes the
rooms vertically. The array modifier is
incredibly useful for creating repetitive
elements like buildings, road segment, fences, and more. Now, let's continue
explore another modifier. We'll be looking at
the boolean modifier to create the windows. To make windows in our building, I'll add a cue and position it where one of
the windows should go. Then I'll duplicate
the cube a few times and move them to the
other window positions. Once applied, I'll
select all the cubes and press Control J to
join them into one object. Now, I'll select the building and go to the modifier step. Then I'll add a
Boolean modifier. Now, I'll set the
operation to intersect and use the hydropa tool to
select the joint cube object. Once selected, I'll apply all the modifiers
from top to bottom. After that, if I move or
hide the cube object, you will see the
windows are now cut out exactly where
we place the cubes. To finish up, I'll add
a large ground plane, and I'll scale it up
about six times to act as the environment
floor beneath our building. Now let's explore some
deformed modifiers. I'll start with one of the most common and
visually interesting ones, the displaced modifiers. This modifier deforms
a mesh vertices based on the intensity
of a texture, creating a displacement
or bump effect. To demonstrate, I'll start
with a mesh and subdivide it about 50 times to add enough geometry for
smooth deformation. Next, I'll press C to enable the circle selection
tool and select specific areas where
I want to add bumps. Once the selection is done, I'll add a displace modifier
from the modifier step. Now, I'll go to the
object data property step and create a new vertex group. I'll assign the selected
vertices to this group. Then I'll return to
the modifier step, and in the displaced
modifier settings, I'll select the vertex group
from the artisGroup field. Next, I'll click New under the texture section to add
a new displacement texture. By default, it creates a
texture with high intensity. So let's reduce the strength
for a more subtle effect. To refine the texture, I'll click the
show texture icon, which will take us to the
texture property step. Here you'll find
various texture types. I'll choose the noise
texture to give our selected areas a
natural bumpy fill. Then I'll return to the modifier step and fine
tune the strength value. One important tip is there, hold the shift key while adjusting the sliders
for precise control. To smooth out the surface, I'll add a subdivision
surface modifier. Now let's move on to another powerful tool,
the skin modifier. I'll demonstrate this by
modeling a simple tree. For that, first, I'll add a Q and position
it on the ground. Then I'll press M to
merge all the vertices into a single point and choose collapse in
the merge options. Now we are left with
a single vertex. Next, I'll add a skin modifier, followed by a subdivision
surface modifier and set its Buport label
to two for smoothness. In aval vertex select. I'll press Control plus A to address the thickness
of each vertex. This is how we scale geometry
using skin modifier, not with the SK then press E to extrude upward
and create the trunk. I'll keep pressing E to
extrude and form branches. I can press G to move points. You can continue building the
entire tree shape this way. Once you are happy
with the shape, switch back to solid view
mode and enter object mode. If you are ready, you can
apply the skin modifier. I'll leave the subdivision
modifier applied for now. Switching back to edit mode, you will see the clean topology the skin modifier has created. This mesh is now editable
like any standard model. The skin modifier is
powerful and great for building organic or
character based shapes. Next, let's take a look
at the late modifier, which let you deform
an object using a control cage to demonstrate, I'll hide the previous
object and add a UB sphere. Then I'll add a late object and scale it so it completely
covers the sphere. Now, I'll select
the UB spear first. Then holding the Shift, I'll select the lattice. Then press Control plus P and choose lattice deform to parent the sphere
to the lattice. Then you can check the
modifiers tab on the sphere. You will see the late modifier has been automatically added, referencing the late subject. To deform the mesh, go into edit mode on the lattice and move
its control points. The sphere will
deform along with it. You can get smoother
control by going to the object data property
step and increasing the U, V and W resolution
of the lattice. This gives you more
control points for finite deformation. Let's now explore
the syn Rp modifier. I'll start by importing a UB sphere and
shedding it smooth. Then I'll add a plane. I'll rotate it along
XExis and scale it down. Then I'll move the plane so that it touches the
surface of the sphere. Switching to edit mode, I'll subdivide it several times to give it
enough geometry. Back in object mode, I'll apply the scale
of the plane using Control plus A and
choose apply scale. With the plane selected, I'll go to the modifier stab and add a string crape modifier. In the target field,
I'll select the spear. Then I'll slightly offset the plane to prevent
any overlay. Lastly, I'll shade
the plane smooth. As you can see, the plane now perfectly conforms to the
surface of the sphere. The sringrape modifier
is super useful when attaching one object
to the surface of another. Lastly, let's explode
the wireframe modifier. With the same UB spear selected, I'll add a wireframe modifier. Instantly, the mesh is transformed into a
skeletal wireframe. It replaces the spaces with lines and create a
net like structure. You can control the thickness and offset using the slider. Or you can even subdivide it further for more
complex effects. Optionally, I'll add the build modifier
to the waeframe for a fun effect that makes it animate as if it's
being built over time. That's wrap up this lesson
on blender modifiers. I hope this gives you a much
clearer understanding how to use different modifiers to enhance your modeling workflow. Keep experimenting, and I'll
see you in the next lesson. Happy modeling. B.
13. Lesson 5 Object Constraints : Hi, dear. Welcome
to another lesson. In this video, we are going to learn about
object constraints. So what is object
constraint in blender? A constraint is a control
mechanism that let you restrict or influence an object transformation
like its location, rotation or scale based on another object or
specific conditions. It helps automate behavior, maintain relationship
between object, and is especially useful
in animation and rigging. So what are object
constant, let's find out. To add a constant to an object, first, select the object, then navigate to
the constant tab in the properties panel
and click on ED. Here you'll see that there are lots of constraints we can add. Most of these are
self explanatory. To demonstrate, let's
input another object. Here, I'll add a sphere. Now, select the cube object, and in the constant tape, I'll add a copy
location constraint. In target field, I'll
select the sphere, and you can see the cube copies the location of the sphere. So this is very simple. Now, let's add
another constraint. I'll add a copy rotation. And here in the target, I'll choose the sphere. Now here I rotate the sphere and the cube
object will rotate as well. This way, you can control another object rotation
using these constraints. Likewise, we have
another constraints, called the Copy
scale constraint. For that, select the cube and add a copy scale constraint. In the target field,
I'll choose the sphere. Now if you scale the sphere, the cube will scale as well. Now let's explore another important constraints
called maintained volume. It maintains the volume of
an object when it scales. Like here, when I scale it
without any constraints, you can see the volume is not
maintained while scaling. So if I want to maintain
the volume of this object, while it scales, I'll add a maintained
volume constraints. Now, when I scale the sphere, it will maintain the volume. It is very useful one, especially for animations, like in the case of
animating a bouncing ball. Now let's explore
another important one called the child of constraints. I'll add it to the cube object. Now select the cube and add
a child of constraints. And in the target field,
choose the sphere. Now when I rotate the sphere, the cube will rotate
centering around the sphere. It is the same as parenting. It copies all the
parameters of the parent, like the scale,
rotation, and location. Now, let's explore
some constraints useful for cameras or lights. To demonstrate, I'll
use a path curve. Now, realign it by
pressing R then Z, then 90 to align it
along the Y axis. Now select the camera and reset the location to one
and rotation to zero. Now navigate to the
object constraint tape and select the flow
path constraint. Then select the curve
path as a target. You can select the axis
according to your need. If the camera is not aligned, manually align it and
position it on the curve. You can rotate the
camera towards the target object
according to your need. Now, from the offset parameters, you can animate the
camera's location. You can add a keyframe
to for animation. You also can edit the path. For that, I'll select the
path and go to the edit mode. And here, you can edit the path. You will see the camera
follow the edited path. This way you can animate the camera using the
follow path constraints. Now let's explore another
useful constraint called the track to constraint, called the track to constraint. For that, I'll delete
the path and the camera. I'll add a spotlight. I'll position it
towards the object. You will see it takes time. That's when the tractor
constraint come into play. To do that, select the spotlight and add
a tract to constraint. And in the target
field, select the cube. Now, change the target and
the owner to local space. Now, you will see that
when you move the camera, it will track to
the cube object. This is very useful constraints, especially for
cameras or lights. This is the overview
of object constraints. I hope you got an
idea of what they do. This conclude this lesson, ICU in the next one.
14. Modeling a low poly house practice lesson : Hello and welcome back. In this lesson, we
are going to practice a simple styilized
low poly house using all the techniques
we have learned so far. Let's get started. First, press A to select, then press X to D. Go to
front view by pressing one, press Shift, add a Q, press, then two to
scale it two times. Enable the snapping option, so it snaps to the grid. Take the MO tool and move
it up just like this. Now, scale it along the X
axis by pressing, then X. Do the same for the YXs. Now press TF for the it mode. Now enable the phase
selection mode, and select the top phase. Press equ ext. Now, select the
vertex selection mode and select these two vertex, press and march at center. Do the same for these
two vertex as well. Now select these two phase, press B, and separate
it by selection. Press ta for the
mode. Rename it. I'll call it row. Now press
ta for the Health mode, select these two phase. Go to the phase, tap and choose extra phases long
normal and drag it up. Now select these two phase. Now go to the phase action and
extrude pass along normal. Now switch to object mode. Then select the base house, then switch back to
Edit mode and select the bottom face and
move it just like this. Now press Control
R, at a Loop cut. Select press E to extrude. Now select the selection tool, select the H and move it down. Now select this phase, press P and separate
it by selection. Press select the phase, press step again for the mode, press E to extrude, disable stepping option, and go to the normal
phase orientation. Now, move it slightly. Now select this phase, go to the phase option, extrude phases along
normal. O down. Now, press or Object mode. Select the base house, then
switch back to Edit mode, press Control R, add a loop cut, select all of these phase. Press E, then has to scale. Now press one for
the front view, select this phase,
press E to extrude. Now press t for the
object mode again. Now press one for
the front view, the ship ta, add a Q, scale it up along the Xaxis, press three for the side view, mop it up, move it
along the axis, scale it down along
the axis as well. The press one for
the front view. Now, press Control A,
apply the rotation scale, do the same for the house base. Control A, apply the
rotation and scale. Now select the house, go
to the modifier step, add a Boolean modifier and select the door as a Boolean
object. Then apply it. Select the door. And rename it. I'll call it door. Then
select it press H to hide. Select the house, press
tap for the edit mode, press X, and delete
all the faces. Now, press tab for the obit
mode and unhide the door. Select the house base,
press H to hide. Select the door. Then I'll
delete the blackface, press X, and delete the pace. I'll do the same for
the bottom face, press X and delete the pace. Now select it, press I to inset in the inset
phase, visible boundary. Now press tab for
the object mode, press tech to unhidt. Now select this dot, press tap for the edit mode, press E, and drag it inside. Now, press tap for
the object mode. Now press shift at the cylinder, and in the vertices, choose. S R X 90 to rotate
along the Xxs es tap. Now select the phase, E to extorte has to scale. Eat to extorte, S to scale, Eat to extrude,
and has to scale. Us tap scale down. Position it on the door. Align it inside view, then go to front view
and reposition it again. Now we will model a chimney For that press ship plus
A, then add a Q. Now select it and scale
it along the Z axis. Now switch to edit mode
and select the phase. Then press E, then S,
and scale the pace. Then press E to extrude. Now press I to insert the phase. Then press E to extrude
and move it down. Now back in object mode, scale down the chimney and
position it on the roof. Now let's move on to
Window. Add a cube. Now press one for front view and position it where you
want the cut for the window. Now scale down the cube along YXs and position it so it
intersects the front ar. Now go to front view,
then scale it down. Now press Chip plus D to
duplicate and move the cube to the other side of the house and position it where the
other window will be. Now, let Joan both window
measures together. Select them, then press
Control plJ to Joan. Next, select the base house, then go to the modifier tab
and add a Boolean modifier. In the boolean settings, set the cube as
the target object. Once done, click Apply
to apply the modifier. Now select the cube
and delete it. We don't need it anymore. Now with the base mesh selected, press tap to enter Edit mode. Now select both the pass
where the window was cut out. Then press P and choose selection to separate
them into a new object. Now switch back to object mode, select the newly
separated phase, then go back into edit mode. Now select the phase, then press I to inset. Now in the inset phases menu, eval boundary, so you can
see the inset clearly. Now press Control plus R to add a vertical loop
cart in the middle. Increase the number
of cards to two and scale the loops
down along x axis. Then add a horizontal loop cart. Again, increase the
cards to two as well and scale them
down along Z axis. Now switch to phase select mode and select all the
new faces created. Press E to extrude. Repeat the same process
for the other window. Select the phase, then
insert the phase, add a vertical loop cut,
increase the cut to two, scale the loop
down along Y axis, then add a horizontal loop cut with two cuts and scale
those down along Xaxis. Now select all the faces
in the inset area. Now let's add stars
to the house. Select the base house, then press tab for
the edit mode. Add a loop cut where
you want the stairs, then increase the
number of carts to two. Scale the loop along sexes, then move them slightly
along X to position them. Now, select the face
where the stars will come out and press E to
extrude it outward. Then press K to activate the knife tool and make a
horizontal cut across the face. Then press Enter to confirm. Now select the bottom part and extrude it again to
form a stair step. And that's it, the modeling
phase is complete. Now let's move on to
coloring the house. Since we will cover materials in more details in
a future lesson, we will keep it simple for now. First, I'll switch
to random mode. Then I'll add sunlight. Then rotate it to adjust
the lighting direction. Now, select the light,
then go to the object at a property step and increase
its strength to two. Now, let's start
assigning materials. First, select the roof, then go to the material step
and create a new material. Now I'll pick a bluish
color for the roof. Scroll down to specular. I'll engage the anisotropic below for more
reflective highlights. Then I'll choose
a soft blue tint. Don't worry about
these settings now, we'll exclude them
in detail later. Just follow along. I'll reduce the roughness slightly
to give it more shine. Now to apply the same material
to the other roof part, I'll select the uncolored
roof then holding the shift. I'll select the colored one, then press Control plus L and choose link materials
from the pop up. Now select the base house and assign a simple
materials to it. I'll also assign basic colors
to the other elements. For the window frame,
go to the edit mode. Now holding the Shift, select all the frame phases. Then create a new material and choose a color and
click to assign. Now do the same for
the other window. Now, let's fine
tune the lighting. Lower down the sun
large strength a bit and rotate it to get better
light and shadow angles. Now I'll add a spot light above the roof and set its
strength to 10,000. Then I'll rotate it
for better direction. Now add area light and put it over the
other side of the roof. Then scale it up and increase its
strength to around 2000. Then adjust its position for overall elimination.
There you go. You have just model and colored a simple low
poly housing blinder. I hope this gives
you confidence in working with basic
mesh editing tools. That's conclude this lesson. Thanks for watching. I'll
see you in the next one.
15. Chapter 3 Introduction To Materials in blender: Hi there. Welcome to the lesson
on materials in Blender. Materials are what brings
life and realism to your three D model by defining their surface
properties like color, texture, or how they
interact with light. In this lesson, we
will dive into how blenders material system
works and explore the essential tools
and setting you will use to create stunning
material for your projects. To demonstrate this, I have added several
objects in the sea. The simplest and easiest
way to add any materials to the object is just by going to the
materials property step. But before that, select the object you want
to add a material. Then go to the
materials property step in the properties editor. Click on the materials
properties stare and here, click on New to
add new materials. Now, here you can see the
name of the material. If you double click,
you can change the name like red and
choose a base color. But you can see
the material that you created is not showing here. For that, you have to go to
the materials preview mode. This mode allow you to preview the material
onto the surface. Now, let's look at the
panel and several options. First, we have the plus sign. It allows you to add a
material into the slot. If I create a new material, hit on plus sign and click on new to add a new
material in this slot, and I can choose
any color I want. If you want, you can create
many material from here. And if you want to
remove any material, just click on the minor cycle and the material
will be removed, but it is not
completely removed. You can find the material here. And if you want to replace the material with
the drop down color, select the color, and it will replace the existing material. Now let's see some more
properties of this material. Now we have here the
metallic option. A value of zero makes the material look non metallic
like plastic or wood, while the value of
one makes it look fully metallic like
chrome or aluminium. These properties are not very noticeable in materials
preview mode, especially the
metallic property. Material preview mode is ideal for basic
shading and lighting, but does not fully represent how light interact
with metallics. To better visualize
metallic effect, that's switch to render mode. Here, you can better preview the metallic effect on the
surface of the objects. Now, let's switch back to material premium mode to explore the next property, roughness. Roughness property control how smooth or rough the
surface appears. A value of zero
makes the surface perfectly smooth and
reflective like a mirror. One creates a completely
rough or mas surface like unpolished stone or chok. Take your time to play with both the metallic and
roughness slider to understand how
they work together to define your
materials appearance. There are several properties
in this material, and we will look at
them in a moment. For now, let's explore
a very useful options, how to transfer a material
from one object to another. For that, first, select the object you want to
apply the materials to. Then with holding the Shift key, select the object that already has the material
you want to copy. Now press Control L to
bring up the pop up menu, and from there, choose link
material, and there's it. The material is now transferred
to the second object. I want you to practice
this method as it saves time when working
with multiple objects, sharing the same material. Now, you will notice
something important. Both objects are sharing
the same material. This means if you change the materials color
or other properties, the changes will apply
to both objects. But what if you want
to create variations such as different colors
for each object to do this, you need to duplicate
the material. Select one of the object, go to the materials
properties panel. You will see a small
duplicate icon, click on it, and now it will
duplicate the material. Now you can modify the duplicate materials
color or other properties, and it will only
affect this object, allowing you to add variety while keeping the
workflow efficient. From the property penel, you can adjust basic
material settings. But if you want to create
custom materials or texture, you will need to switch to
the shader editor workspace. To switch to a shader editor, click on the shader
editor tab in the workspace bar at
the top of the blender. But before that,
select the object. And now let's switch to the
shaded editor workspace. The shaded editor is a
crucial workspace in blender, where you can create and edit materials using a
node based workflow. Here is a structural breakdown. Top, we have the three dB port. It allows you to preview materials applied to your
object in real time. At the bottom, we have
the shaded editor. This is the heart of
the material creation, displaying the node based system blender used for its material. Blenders materials
are node based, meaning they consist of interconnected nodes define
how the material looks. Each node performs a specific
function like adding color, texture or effect like
transparency or reflections. The materials that has been
created by default is called the principal BSDF which combine all the properties
into a single node. But previously, we had to add different panels
to get this color. Like if I go to the ad
and here in the sider, you can see we have the
diffuse BSDF which set the color and we need to add a glossy before and one another called
the subsurface scattering. Previously, we had to combine all the three panel
to get this color. But in the resin version, we do not need to combine all of this panel
to get the color. Now, let's explore
the key properties of the principal BHD shader, starting with the base color. The base color defines the overall color
of your material. You can select any
color directly using the color picker in the
base color tab or if you have an image
texture and if you want to use it as color,
you can do it too. To do that, press
Shift plus A in the Shader Editor to
open the Ad menu. Search for image texture
and click to di. With the image texture
node selected, click Open to browse
your computer. Choose the desired Image file and click Open Image to Lodi. Connect the color output of
the image texture node to the base color input of
the principal lat Shader. Here we go. Now you can preview the material
using an image texture as the base color is a
powerful way to create more complex and
visually rich material. It adds realism or
stylization to your model. Next, we had the
metallic property. Increasing the
metallic slider value makes the material
appear metallic. For the metallic effect, it's also recommend to
lower the roughness value. Metallic materials
are best reviewed in render mode to see the
realistic appearance. Here, you can absorb
the object now. It looks like a polished
metallic surface. Next, we have the roughness. The slider starts from zero
and goes all the way to the the value of zero makes the surface completely
reflective like a mirror. A value closer to one result in a mere surface with
minimal reflectivity. Now let's move on
to IR property, which stands for
index of refraction. Ioa define how Lile bends as it passes through
transparent object. To demonstrate its effect, I will use a mirror like object. First, select the object, then assign a bluish
color to its material. Then go to the
transmission option. The transmission property, control the transparency
of the material, perfect for creating
glass or similar effects. For these, increase the
transmission value to one, which will make the
material transparent. Lower down the roughness to make the surface
smooth and glass lie. Now here you can
see the material. Lastly, set the
IR value to 1.45, which is the typical
value for glass. Note that the oR varies
depending on the material. For example, water has the IR of 1.33 and the diamond
has an IR of 2.42. This way, we have created
a glass material. Next, property is Alpha. It controls object visibility. The Alpha parameter
determine the visibility of an object invited to
demonstrate a select an object. Now decrease its Alpha value. Notice how the object
gradually become invisible. A value close to zero makes
the object fully transparent, while a value closer to one
makes it entirely visible. Alpha also support
texture based control using black and white image. For instance, I have prepared a painted
black and white image. By connecting this image node to the base color input of
the principal HDF shader, you can see its structure. Next, I'll connect the
image to the Alpha input. You notice the black area
of the texture rendered the corresponding object part invisible while the white
areas remain visible. This technique enables
creative way to hide or reveal part of an object based
on the texture structure, providing endless possibilities for material customization. Next, we have the normal, the normal input allow you to simulate surface deformation, giving your material a more detailed and
realistic appearance. To demonstrate, I'll
start with the cylinder. Adjust the material's roughness to make the surface
less reflective. Then I'll assign a wooden
color to the material. Next, I'll use a node
called wave texture. I'll also need a bump node. Then connect the wave
texture color output to the height input
of the bump node. Then linking the
normal output to the bump node to
the normal input of the principal LD of sheer. The cylinder surface
shows deformation. You can adjust that
deformation strength using the bump node
strength slider. Additionally, I'll
distort the property of the wave texture to create irregularities and
tweak the scale slider for finer control over
the texture pattern. This method effectively enhance the materials realism by simulating intricate
surface details. Now we will be looking at another property called
subsurface scattering. It is a material
property that simulate the way light penetrates
the surface of an object. This phenomena is
essential for creating realistic organic material
like skin wax and marvel. To showcase subsurface
scattering, I'll use Suzanne, the
monkey model in blender. Press period key to zoom in. Next, click on New in the material tape to
create a new material. For the base color, I'll select a skin tone to better
demonstrate the effect. To enhance the
surface appearance, I'll use subdivision
surface modifier. Navigate to the modifier tab,
select subdivision surface. And increase the
subdivision level, right click the model and select Shade Smooth for
a smoother surface, which will improve
the visualization of subsurface scattering. Now, go to the subsurface
scattering section in the material setting and increase the weight
slided to one. Switch to render mode to
see the effect clearly, reduce the material
roughness to enhance the appearance of light transmission through
the material. At this stage, the skin
like material becomes more apparent with subtle light scattering beneath the surface. Under the subsurface scattering, you will find the radius
slider which control how light scatter
through the material along different color channel. For red color, we have channel. Increasing the slider makes red subsurface
scattering dominate, producing a reddish glow, but the green we have Y channel. Increasing this slider emphasize green
subsurface scattering. Similarly, for blue, we have Z channel adjusting this slider and has a blue
subsurface scattering. Remember, subsurface
scattering is a vital tool for creating
lifelike material, especially for
organic object where light interaction is
a defining feature. Next, we have specular, this control the intensity of reflections on the
surface of object. To demonstrate, I'll
use this cube object. Select it and click New in the Shady editor to
create a new material. Select a base color
for this object. Under the specular, we
have anisotropic property. To better see its effect,
switch to render move. Before adjusting the
anisotropic value, set the metallic value to one, as anisotropic reflections
work based on shiny materials. Lower down the roughness to enhance the
reflective surface. Now, increase the
anisotropic value. You'll notice how the reflection stretches along the surface, creating a brush or directional commonly seen in metal
like aluminum or steel. But what exactly is ansotropy? It defines how reflections
stretch along the surface, simulating materials with uneven or directional
surface patterns. Below the isotropy, we
have anisotropic rotation. This controls the direction
of the reflective stretching. Adjust this value to rotate the reflection pattern
to achieve the desired. To visualize the effect better, adjust the roughness value. Notice how the reflection
stretches directionally. By utating the
anisotropic effect, you can achieve a wide range of realistic materials suitable for shiny objects like metal, plastic, or even
brushed surface. Next, we have
transmission property. We have already seen this
effect while creating the glass material.
But let's recap. Transmission control
how much light passes through a surface, creating a transparent or
glass like appearance. Now, let's move on to
the coat property. Coat add a reflective
glossy layer on top of the base material, simulating a varnish
or clear coat finish. To demonstrate this, I'll
use this cube object. Select the cube, create
a new material for it, and choose a wooden color
for the base color. Increase the metallic value slightly and adjust
the transmission value to add that hint
of transparency. Now, return to the
core property. If I increase the wet value, you will notice a
shiny reflective layer forming on the surface, similar to a painted or
varnished wooden object. Let me remove the notations
for a clear view. To show a better and
after comparison, I'll duplicate the object
using Shift plus D. Now, if I change the wet coat, you'll notice that both object update because they
shared the same material. To create variation, let's
duplicate the material. Now as I increase the coat ware slider on one
of the object, you can see the difference. Its surface now looks like painted wood with
a glossy finish. This is what the
core property does. It airs a reflective
shiny layer, perfect for creating materials
like varnished wood, coated metal or glossy plastic. It's commonly used in
furniture design, car paint, or any object required a
polished high end appearance. Under the coat
property, we have tint. This property allow us to add a tin color to
the coat layer, influencing the final
appearance of the material. If I change the tin
color to orange, the material will reflect an orange tint in areas where
coat effect is applied. Tint is useful for
simulating laquid surfaces, car paints or other layer
reflective materials that have a colored top coat. Next, we have normal. We have already seen this normal property
in prepous lesson. It controls how light
interact with the surface of the material by altering
its surface orientation. The next, we have
the shin property. It simulates the soft
scatter highlights found on fabric such
as velvet or satin. Let's demonstrate this
using a cloth object. Select the cloth object. Create a new material. Here, I'll choose a
sky blue base color. Now, head back to
the shin property. Increase the shinut.
This intensify the soft highlight
on the fabric. Increase the shin roughness, this makes the highlight
more diffuse and scattered. With white selected as the tin, you can see white
highlights on the cloth. If I change the tin to blue, the highlight will
now appear blue. Change it to red, and the highlights will
reflect a red tin. You can choose a
tin color based on the object base color or the surrounding
environments lighting. This creates a more
realistic fabric appearance. Under the shin, we
have the roughness. It controls how sharp or
diffuse the highlights. H. Lower value creates
sharp highlights, while higher value creates
soft scattered reflection. By adjusting the skin
and shin roughness, you can create realistic
cloth material in vendor. Use this setting creativity to add authenticity to
your Trad model. The next property we will
explore is emission. This control the light
data materials emit, making the object
glow to demonstrate, I'll select the spare object. Create a new material. Now, I'll scroll down to the emission property in
the principal BHD of shade. Before adjusting emission,
let's check the base color. You might think the base color would affect the glow,
but it does not. It is because the emission color completely override the
base color when active, making the base color
irrelevant in this context. I'll switch back to
the emission color and I'll choose a bright blue. Notice that nothing has changed yet because we need to adjust
the emission strength. This value determines how
intense the emitted light is. I'll set the strength to 30, and now you can clearly see a glowing effect
on the sphere. The higher the value,
the brighter the glow. Emission is useful when creating glowing objects like neon
sine, Sci Fi effects, magical grows, or
any light source that does not rely
on external next, we will explore the
thin film property. These features simulate
thin transparent layer that create colorful
reflective effects, similar to L slaks
or soap bubbles. To demonstrate, I'll
select the spare object. First, reduce the
roughness value in the material setting to make
the surface more reflective. Then I'll set the
IR value to one ensuring light passes through
the material correctly. Next, I'll increase the
transmission value to one, making the object
fully transparent. Next, switch to the render mode to see the effect ind action. Under the thin film option, I'll increase the
thickness value to 600. Notice how the surface
now has a rainbow like iridescent effect
similar to so bubble. The thin film property
is useful when creating realistic materials
like soap bubbles, oil sleaks or any surface with a layered
reflective appearance. It add a beautiful dynamic
color shifting effect, depending on the viewing
angles and lighting. One important thing
to emphasize is that render has two types of
render engine cycles and EV. Remember that not
all the materials are compatible with
both render engine. Right now, we are using
the cycle render which is considered the premium option for rendering
realistic materials. EV, on the other hand, is faster real time
render engine, but may not support all
materials as cycle does. Keep this in mind while
working on your project. Also remember that EV is
continuously being developed, and so its compatibility and futures might improve
in the future. Now, let's explore
some operation that can be performed
with the base color. To get started, navigate
to the air menu. Select the colored sub
menu here you will find several nodes related
to color manipulation. For instance, if you want to adjust brightness or contrast, you can use the
bright contrast node. Simply place this node between the image texture
and base color by dragging it along the
yellow connected line. When the line turns white, release the node, and it will
be automatically connected. Once connected, you can use the available slider
to precisely control the brightness of your image or maybe the contrast to
achieve your desired effect. Additionally, there is
similar node called Gamma, which also alters the
brightness of the color. To add the node, press shipls
A and search for gamma. Insert it into your node setup, the Gamma node allows for subtle adjustment
to the brightness, providing more control over the final appearance
of your material. Another essential node for color adjustment is the
hue saturation node. To add it, go to the color menu, select the hue saturation node. Connect this node to your setup, and you will gain the
ability to modify the hue saturation and value
of the material's color. These controls are
incredibly useful for fine tuning the
looks of your material. One of the most powerful
color related nodes is the RGB card node. For that, go to the color tab
and choose RGB car nodes. This node allow you to manipulate individual
color channel, red, green, and
blue, throw carves. By adjusting the calves, you can achieve
precise control about the tonal range and color
balance of your material. For example, with the
individual channel, you can manipulate the
color independently, depending on your needs. This makes the
Archiv calves nodes indispensable tool for creating complex and visually
appealing color effect. Another color node that we
often use is called color RAM. You can find it in the
converter sa menu. Plug it to the color note tree. The colorRamp node, create a black and white
gradient by default. It allows you to
remake bells between black and white or any
custom color range. Now, if I click on the small
icon on the white area, I can choose any color. Sliding the black area,
create sharp gradient. This way, you can alter
any existing color. To use the same information to create bums, press Chip plus A, add a bump node and plug the color output of the color M into the strength
input of the bump node. Connect the normal output
of the bump node to the normal input of the
principal HDF shader. This setup generates a
realistic bum texture, making the surface
more detailed. Let's delete all the color
nodes now and we'll be exploring some of the texture
nodes available in Blender. To create a texture, go
to the texture sub menu. Here you can find
all the texture nodes. Let's explore them. Textures create
pattern. For example, we have the Bornoi texture. If you want to
preview the texture, plug it to the base
color input of the principal VT shader
to review the pattern. Next, we will be using
a mixed color node. Pick the color that we will blend according to
the texture pattern. Use the texture information to create a pattern from
the mixed color node. Plug the textures distance or color output into
the factor input of the mixed color node. And connect the miss
color output to the base color of the
principal Betf shader. Now, here you can preview the pattern from
the texture node, tweak the properties like scale, details or roughness
to get desire pattern, increasing the details, enhance
the texture complexity. Additionally, you can use the bum node to generate
surface deformation. Plug the texture information to the strength input
of the bum node and connect the normal output
of the buk node to the normal input of the
principal Betf shader. This combination creates
realistic surface details. Remember, texture
create patterns while bum create deformation. Combining both allow us to craft highly
realistic materials. Another useful texture
node is the noise texture, which generates a
different kind of pattern. Plug the noise
texture output into the factor input of
the scular node. This will display its unique
pattern on the material. Adjust the node
texture properly, such as scale details or distortion to create
various effects. Experiment with this
setting to discover how they impact the final
look of your material. We have more textures like the wave textures which
generate wave like patterns. Similarly, we can use the
mixed color node and plug the wave texture output
into the factor input of the mixed color node to create the
interesting pattern. Choose a wood like
color and adjust the scale and
distortion parameters to achieve the desire low. Here, you can use the bump node also with the wave
texture to add surface deformation
for a realistic now let's explore some of
the procedural textures. We have a brick texture which generate a brick like pattern. This texture is
useful for creating floor materials or
architectural designs. From the big texture node, you can adjust
properties like scale, mortar size, or even color to achieve a
customized appearance. Another similar texture
is the checker texture, which creates a
checker boot pattern. Use this texture to
create checkart surfaces. Adjust parameters
like scale or choose custom colors to
personalize the loop. We have explored
various texture nodes and how to use them effectively. And that's conclude this lesson. Thanks for watching. I'll
see you in the next one.
16. Class project: As your class project, you will be modeling
the same lo poly house we create together in
Blender during the lessons. The project is designed to help you practice everything you have learned from navigation
and object tools to materials and
emissive elements. Don't worry about perfection. Focus on following along, applying the techniques, and heaving fun building you scene. Once you are done, take a
screenshot or render of your final locally house and upload it here in
the project gallery. I'll be personally going
through each project, and we'll give you feedback, suggestions, and a few
words of encouragement. I would love to see
your unique touches. Feel free to customize the
house if you would like. Let's build something
awesome together. I can't wait to see
what you create.