Blender Fundamentals - Learn Blender In 15 Minutes | Yash Kejriwal | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender Fundamentals - Learn Blender In 15 Minutes

teacher avatar Yash Kejriwal

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      1 ) Welcome To The Course!

      0:49

    • 2.

      2 ) Interface And Navigation

      1:51

    • 3.

      3 ) Creating A Basic Scene

      1:34

    • 4.

      4 ) Improving Our Scene With Modifiers

      2:25

    • 5.

      5 ) Edit Mode

      2:15

    • 6.

      6 ) Texturing Our Scene

      1:11

    • 7.

      7 ) Rendering Our Scene

      2:29

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

39

Students

--

Projects

About This Class

In fifteen minutes, release the artist in you by joining this primer to Blender, a powerful 3D modeling tool.
This is a fast-paced, and beginner-friendly course that will help you through the Blender interface, building basic models, adding modifiers to them, exploring poly-modeling among others and finally rendering your designs into beautiful images.

What you will learn in just fifteen minutes of action are:

Master the blender interface: In this regard, learn how the layout looks like as well as navigation tools and any other features that may enhance confidence when working with the software.

Build Your First Model: To lay a basis for future projects, know what it takes to make simple three dimensional models.

Refine with Modifiers: Understand how much details on its look can be added using such modifiers as subdivision surface and displace.

Dive into Poly-Modeling: At this moment one has been introduced to Edit Mode which makes it possible editing models accurately by changing their forms.

Bring it to Life with Textures: These are some of the things that will help you go about making sure there are colors or colorless figures without patterns but textures making your work more live than ever before.

Render and Share: Learn about rendering processes and save your final project in an image format ready for display anywhere in the world.

For individuals who are just starting out.

Meet Your Teacher

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. 1 ) Welcome To The Course!: Hello everyone and welcome to the Blender basic tutorial. My name is Yesh and I've been using and teaching blender for several years. I've designed this course for absolute beginners in mind who have never touched blender or any other three D software before. The purpose of this course is to get you up to speed with the fundamentals of blender within a day so we can go out and start watching other tutorial on Skillshare. We start out by looking at the interface of Blender, then we'll learn about how to navigate the software and create some basic shapes. We'll also look at a little bit of poly modeling using blenders. Edit more, and by the end of this course, we'll have created a simple snowman in blender complete with modifiers, texturing and rendering. What are you waiting for? Let's jump right into it. 2. 2 ) Interface And Navigation: Once you open a blender for the first time, you should be greeted with this interface. But what does this interface do? That's what we'll look at today. I want to give you a quick overview of what we are dealing with before containing the course. This is basically the interface in which all of blenders power resides. On the top left corner is our menu, which you can also find in other programs. It's pretty standard and has the options for saving and loading files, undoing and redoing, among other stuff, which we'll talk about later on. The left hand corner are some of our most common tools like select, move, rotate, and scale. On the right hand side, you can see two panels. The top one is the outliner. As the name suggests, it shows an outline of all the objects present in the scene. Below that is our property spanel. This is one of the most powerful tools and consists of many options, such as world settings, render options, modifiers, and so on. In the center is our viewport, where you can actually see what your scene looks like. To move through the viewport, click and drag with your middle mouse button or scroll wheel. You can also hold shift. While doing this, it will pan the viewport instead. Similarly, control plus middle mouse drag zooms in and out. You can also do the same thing using these gizmos On the right select an object, then press this will enter move mode, and now you can move the object with your mouse. You can also go g plus x, Y or Z to only move along that axis. Of course, you can also do the same with R for rotate and for scale. Click wants to finalize the movement. That's for this lecture. This should provide you with a basic understanding of moving through Blender. From the next lecture, we can actually start creating our models. See you in the next lecture. 3. 3 ) Creating A Basic Scene: Now that we have a basic understanding of blenders environment, it's time to start making an actual model. As you already know, we are trying to create a snowman here. This is our reference image. Think of what we can start with here. I think the lower body is a good starting point. Press Shift A to bring up the Create menu, go to Mesh and UV sphere. This will add a sphere to the center of the scene. Now we need to create another sphere on top of this sphere. To do this, press Shift D to duplicate this sphere. As you can see, I can move the duplicated sphere with my mouse, which also means I can hit Z. To only move it along the z axis. I'm going to place the sphere somewhere around here and scale it down. I'll repeat the same process for the head. Now let's move on to the eyes and nose. Another way to create shapes other than the create menu is to use the interactive creation menu. Select Cone right here. The benefit of this method is that I can directly align my new shape to the face of another existing shape. Drag to create the base of the cone. If you hold Alt, you'll notice that it maintains symmetry on both ends. Release the mouse and drag it up to create the shape of the cone. Now select UV Sphere from the menu. And repeat the same process for the eyeballs. Now we can hit Shift again and add plane scale it up. This will be a ground, and that's it. In the next lecture, we'll improve this model even more. See you there. 4. 4 ) Improving Our Scene With Modifiers: Now that we have the basic shape of the model, we want to start adding some details to make it look better. The first thing you might notice is that this is looking pretty blocky, and the snow should look much smoother. To fix this right click and select Shade Smooth, that looks much better. But you'll notice that even though the surface looks smooth, the corners still look blocky. Because this is not actually increasing the detail in the sphere, but instead just treating two adjacent straight faces as a single curved face. To fix that, we can use a modifier. Modifiers and blender are essentially non destructive ways of changing an object as a whole. Let's say I want to increase the detail in this object so I can go over to the modifier, stab in the property spanel, and select subdivision surface. You can search for it and now select the modifier. As you can see, the corners are starting to look much smoother. Now, you can also change how many subdivisions you want by increasing or decreasing the subdivision level, but I suggest setting that too for now. The next thing you might think is that the snow shouldn't just be a perfect sphere, it should have imperfections. To implement that, we use a displacement modifier. Add the modifier and click on, now click on this icon right here. This lets us choose what type of displacement we want. If I select clouds from the drop down, you can see this deformation. What's essentially happening here is that it is generating a noise map image. And it is using that image to deform the geometry where the darker areas get lowered and the lighter areas get raised up. Now go back to the modifier stab and lower the strength to 0.100 Now you'll notice that if I change the order of the modifier, it changes the shape. This is because, like I said, modifiers are non destructive. Blender is essentially taking the primary object and applying modifiers one after the other on it. If the displacement modifier is used first, it is being applied to the less detailed original version of the sphere, which gives us a less detailed displacement compared to if we apply it after the subdivision surface modifier. We can also repeat the process with other spheres. I'm also going to do the same process for the ground as well. I hope that was clear. In the next lecture we can start texturing our model. See you there. 5. 5 ) Edit Mode: Now that we have a basic snowman ready, it's time to start making a hat for a snowman. Now straightaway, you'll notice that the hat isn't exactly a simple primitive shape. It has a flat base, then it extends upwards. Now this is actually really simple to deal with. The only thing that we need to do is take a primitive shape and modify it into a more complex shape. Think of this as sculpting, where you take a regular rock and then you eventually chip away at it until it turns into art. First of all, think which primitive shape is most similar to this hat. I think a cylinder will be a great choice. Come over to the interactive creation menu and draw a small cylinder on the head of the moment, this forms the base of our heat. Now if you come up here, you'll see that we are currently in object mode, which is for dealing with multiple, whole objects. But in order to deal with the specific geometry of any object, we need to be able to modify its polygons. To do that, expand this drop down and select Edit mode. This will let you modify the geometry of an object. Now, any three D object is made up of polygons. Think of polygons has three D pixels. Just like any image is made up by pixels which are just small squares. A three D model is made of polygons arranged in three D space. Every polygon has three or more vertices, edges and a face. Right now, we only want to deal with the top face of the cylinder. Come up here and select face mode. Now select the top face by clicking. Now press Eye, which stands for Inst, and drag your mouse. As you can see, the face is being moved in. We are inserting the face for the narrow section of the hat. Now press, which means extrude and drag up your mouse. You can see that the face is moving up. Click to confirm your modification. And I'm also going to scale this face up a little bit because I think that just looks better. That's it. We have successfully created the basic model for our character. In the next lectures, we'll be improving our model even further than texturing it and rendering it out. See you there. 6. 6 ) Texturing Our Scene: All right, we have already modeled our snowman. The only thing we have left to do is to texture our model. Now this is going to be a relatively short lecture because we are simply doing some basic texturing, which is pretty simple to explain. To do that, just come down over to the material properties. You should already have a default material added for you here if you don't simply hit New to Add. Now as you can see, the default material type is principled BSDF, which basically means it has most of the options to create basically any kind of texture. You can also choose more specific options like Glass BSDF in other cases, but for now we only need the principled BSDF. Simply come over to the base color right here, which is a bit grazed by default, and slide up this slider to make it completely white. You can also increase other values such as roughness if you want to to see your material supply to your model. Come over to this tab which is called the Viewport Shading type. You can repeat the same process for all the other materials, which I'm going to do right now. That's it. In the next and final lecture, we'll discuss about rendering our model. See you there. 7. 7 ) Rendering Our Scene: With our scene ready, we can finally move on to rendering it. First up, I think the scene is looking a little empty. To fix it, let's add a sky texture. Come over to the World properties right here, then click on Pillar and slit sky texture from the menu. The default sky is named Nishita, which is a bright sky. Other options are pre thum, which is an overcast sky, and sekilki is the evening sky. I'm going to go with prethum for now. Now come over to this tab, which is the render settings. Come over to the Render tab. Now if you look at the options, the most used options are Cycles and V. Now EV is a lightweight render engine, but it's not very realistic because it only calculates direct flight. You could achieve some indirect shadows using ambient occlusion. But it takes a lot of skill to actually get a good render with EV. If I go over to the render tab, which is showing my EV output, you'll notice that it's not very realistic. Cycles. On the other hand is a rate sing engine meaning and can calculate light bounces. As you can see, it takes much longer to actually render something, but it looks much more realistic as well. This is what we are going to use next. We'll be needing a camera to set the angle at which we want to take our image from shift A and select camera. Now as you can see, a camera is in the middle of the screen, which I can see using the wireframe mode through this step. Now let's go over to Viewport Shading. Now I need you to set the angle at which you want to position the camera at once you're looking at the angle. A line view, a line active camera to view. There we go. A camera is now looking at our rendering angle. Now if you accidentally come out of camera view by rotating the viewport, simply go to view viewpoint camera. Now you can also set the output properties and mess with stuff like output resolution and output folder. Once you are done, go to Render Render Image. That's for this course. Now I want you to make your own render and submit it below the course. I really hope you enjoyed and learned something new. So anyways, see you in the next course.