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Blender Mastery: Your Beginner's Guide to 3D Artistry

teacher avatar Nikdox Studio

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.

      Introduction

      0:34

    • 2.

      Basic knowledge

      2:23

    • 3.

      Modes 3

      3:41

    • 4.

      3D Modeling

      24:22

    • 5.

      Bevel

      1:50

    • 6.

      Texturing

      3:41

    • 7.

      Render Settings

      3:38

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About This Class

Welcome to the 'Blender Mastery: Your Beginner's Guide to 3D Artistry' course! This course is designed for those who are just starting their journey in the world of 3D and want to master the skills needed to create stunning 3D models.

What You Will Learn:

  • Blender Basics: We will begin by exploring the Blender interface and essential tools to ensure you feel confident in the program.

  • Creating Simple Objects: You'll learn how to create and manipulate basic 3D objects like cubes, spheres, and more.

  • Modeling Complex Shapes: We'll dive deeper into methods for modeling more intricate objects such as furniture, cars, and even characters.

  • Textures and Materials: Discover how to add textures and create realistic materials for your models.

  • Projects and Practice: Each lesson will be accompanied by practical assignments and projects to apply your skills in real-world scenarios."

Who This Course Is For:

  • Individuals with no prior experience in 3D modeling.

    • Artists and designers looking to expand their skillset with 3D.

    • Students and professionals who aspire to excel in the realm of 3D.

    Our Benefits:

    • Clear Lessons: We will break down each step comprehensively, ensuring you can follow along.

    • Practice: You will work on your own projects to reinforce your acquired knowledge.

    • Support: Feel free to ask questions and receive feedback throughout the course.

      Join us and embark on your exciting journey in the world of 3D modeling with Blender today!

Meet Your Teacher

Level: All Levels

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Transcripts

1. Introduction: Lc. Future free guru to Editorial, where we will learn the basic set of newcomer and the free volt needs to become a psional. Specifically, we'll explore how to create or tad modify, move and scale objects. Additionally, we'll go through all the stages of creating a free model and craft our first model which you can even sell on different three platforms. If approach creatively, let's get started. 2. Basic knowledge: And begin with basic knowledge. Upon opening blender, you will see a center lightning and a camera. The first question that comes to mind is, how do you use the scope from different angles? It's quite simple just hold down the middle mouse pattern and move the mouse to absorb the magic to zone in on the object. Scroll the mouse wheel if you want to inspect a specific angle, for example this left angle of our cube, then press shift plus mouse wheel and move it. You can also use the number pat keys, such as number 139.7 to view from different sides, top or bottom. Let's say congratulations. You now master identification in Blenzer. Let's applaud ourselves and move on. Next, we'll learn how to manipulate our object. Before we begin, it's essential to understand that in blend or magical world, the only three dimensions de weight and lend. Or in axis x and y. To see which axis you're on, look at the top right corner. Now that we know there are only three axis, we can proceed with modifying the object in Blender. Like in any other free modeling program, you can scale, move, and rotate object to scale object, Press the key to rotate, press R key, and to move, press the key. For example, if you want to straight the cube on the Z axis, set the object with the left mouse button, press S and then Z and move the mouse. If you want to do the same, for example with rotation, press the R and then axis in each. You want to rotate while tegrated. You can experiment with all these actions. And axis by rotating, moving and scaling different components of your object or your object itself. Practice will help you master them better. That's it. You learn how to modify your object, but don't relax just yet because it's just the beginning, because you move into the modes. 3. Modes 3: Blender, there are many modes, but as the beginner, you should know only two added mode and object mode. The difference between them is that in added mode, you're allowed to modify your object. In more details, that's why most changes to the mesh happen in this mode. To switch to added mode, press the tap key. In added mode, you can change the angles, verticals, and faces to stop between them. Use the free icons in the top left corner right here. As discussed earlier, you can perform all types of transformation, move and scale with verticals, angles, and faces. In added mode, you can also extrude your object. To do that, you need to choose what you will. Extrude verticals, angles, or faces to show you how it works will extrude phases. To do that, I click at the third icon at the top left corner, our phases, and click to extrude. To summarize the changes in added mode, I will turn our cube into extraordinary work of art, of being displaced. And the lure to choose this, I'll select the cube and switch to the edit mode. By pressing the tab key, I choose the article, the tabond to modify by clicking on them to scale the selected articles I'll press and then access the tabled. For example, X is alters the verticals in that direction. For an additional touch of creativity, I'll rotate the selected verticle slightly press R key and just rotation egle art. Now I switch to phase mode by clicking the corresponding icon. The top left corner is the phase selected. Extrude them to add more depth and complexity to the artwork. Press the E and move the master through the faces in Valla. Our unique and artful creation is ready to be framed and proudly shot cased at the lure. In contrast, object mode allows you to create objects. To create an object, press chap plus A or you can go to the art tab at the top when you can find the shape you need. In this way, you learned the basics of creating and modifying object. We can proudly call it a blinder pekin. Now that we have acquired basic knowledge, we can innovate, astonish, and transform the world with our art. But wait to create something. We need inspiration. Today's source of inspiration will be this image. However, constantly opening on the application to look at the picture can be a little bit inconvenient and might disrupt our creative flow. Let's import our image to the scene. In order to do that, we need to shift plus a move down to the list and select Image, and then preferences. And finally, choose our image. There it is. Can we feel the inspiration? But to ensure that this inspiration doesn't interfere with the creation of our art, let's move it slightly away from the center point. By the way, the center point is where objects are created. It tours at the center of the entire scene. To do this, click on our image with the left mouth button, press G, and move it along the x axis or axis. It depends on which axis you are in. 4. 3D Modeling: Before we begin, make sure that you click non three and we have the same view. We begin with creating a house. To create a house we need to create a lot. Then we will create a wall from locks. To do that, press shift plus a, then click mesh. And then just cylinder. Our cylinder is created. The next thing we need to do is to scale it a little bit. Pressing button, click left Mars button to conform our changes. And again, press S. Then press Z to Scalatelong, the Z axis. Then after we change the height of our cylinder, we need to rotate it. To do that, press R and then 90 rotate our object, and 90 degree it can scalate a little bit also. And now's time to create the wall from our cylinder and the ray modifier will be. Help us with that. Click at Modifier and choose Array. That factor setting allows us to change the distance between the objects on different axis. As you can see, I will choose minus one and Greg axis. The setting is just the courts of our object. You can choose how much you need. In my case, eight or ten will be enough. Now rotate our wall on the axis on 90 degree by pressing and then 90 click. I'm free to make our view better for editing the intellect wall. And click Shift plus D to duplicate our object. Then press Greg to move it on the Greg axis. In my case, I want my house a little bit wider. So I move it a little bit on Greg axis again. Click Shift plus D to duplicate our wall. And rotate it for 90 degree along the Z axis. Then click num seven to make the view from the top. And move it first along the Greg axis and then X axis to make it seems like the house. You can also scale along the rich axis if you need to. Now we need to add another modifier to complete our base. That modifier will be a mirror modifier In mirror object. Choose this wall and choose the right axis. Nicases Z and the base is created. Now it's time to create our roof. Select this object and duplicate it by pressing Shift plus D, and then press to move it on axis. And make sure that you don't have a E hole between these objects. You can lower the counter for locks in this wall. If you need to go to the three view to create a plane again, press Shift plus a mesh and plane. Then use button to position this plane at the top center of our wall, somewhere here. Go to the mode to the edit mode by clicking Tap and stretch it along the x axis. And press control. This combination create a edge loop that will help us to make our roof. With this selected move it on Z axis, our roof wn't be flat anymore. You satisfied with your roof? Press the top again. Go to the object mode and position our roof you think will be better. More slightly an inch axis if you need to oversee axis. As you can see I'm lack of locks here. I just need to increase count in array modifier. And lower a roof a little bit. You can do it if you have the problem. You can do it on edit, mouse, or in object mode. Now we need to add thickness to a roof. Go to the edit mode here in the left side of the screen. Quicken that icon, then hold the mouse and choose along the normals. Then grab that yellow thing and pull it up to add thickness. If your roof is not in the center, you can change it animal. When you're satisfied with it, choose the wall. Apply in modifier and add bullying modifier in object. Choose our roof. If you have the same problem, then in solar change instead of exact too fast, you can ask what bullying modifiers you might notice. Nothing changed. Hold the horses my free student, because to see the difference we need to apply it. You can apply or delete the Or modifier if you want to. Now, it doesn't matter. Apply bullion and hide our roof. And here is the magic. Now click free for comfort editing. Choose Object, click Tab and click Set icon, so we can see through our object. Hit something like Trangent Mode Blender. Then click one to edit the vertices, and see and select everything that we don't need. After that, after we selected all vertices that we don't need, click X and choose Tics. If you look closer, you might have that edge. You can delete it by pressing X and then dissolve edges. Press two to edit edges, then select the edge, click X and dissolve edges. And the same thing on the other side. If you deleted Euro modify, we need to add it again and select the sall as mere modifier. Now we can unhide our roof by pressing Alt or click that I. Here, our roof is created from multiple boards. Again, we need to use an array modifier. But before we do that, we need to scale our roof on the X axis and add an array modifier here in a fire. If you struggle with position, the distance between the objects, you can shift and change the value. It will change the value smoother and add more comments. If you need to position our roof to the center or the position you want. The next object that you'll be creating is that part of the roof created. Press shift A and create a plane. We will be doing almost the same thing that we did with that main part. So position it on center. The yellow point is the center of our plane and it will help us to position our object right in the middle skeleton, Greg axis. Go to the edit mode and scale it on x to the size of the roof. Next, add a loop cut by pressing control, Double click of left mouse to apply it and move it so it would be above the roof. And select another two edges. And move them along the Z axis. Make sure that here we have ex, along normals. And grab the yellow thing here. I make a mistake. I'm not selected all edges, just click A and then grab that yellow thing. Now the chimney simply create a cube scale to the size of the chimney that you want, stretch along the Z axis. Now will be the interesting mode. Go to the edit mode at a loop, cut by pressing control and move it to the top of our chimney. Select Faces Editing by clicking on the icon or pressing three and withholding old. Select these phases and extrude them along normals. Next, select that face in the center press, and extrude it down on the Z axis. Scale it a little bit. Now we need to create a platform on which our house will be standing at the cube to scene. Scale it and position it in the center. As you can see in the reference, the platform is created from ports click number one and scale it on Greg axis to make it look like the part and move it to the beginning of our house. Then add medifier, choose the distance between object and increase the count. I think that 22 will be enough in my case. Create the door again. Create a cube skeleton, e, x axis. It will repeat the shape of the dollar. Play around with this position, the door when you want it, either on the left side or the right side. Now to create a window, you don't have to create a cube again and make the same editing. This cube, just duplicate our door pressing shift plus D and scale it. Scale it to give it a shape of window. And position it when you feel comfortable too. Next, go to the edit mode and add one. Look at here your pressing control R and the second one here. Press three to edit the faces. And choose all four faces and click to insert them. Next step is to press two and select our loop. Cuts, withholding, withholding, and shift. When you're done, press control plus to bovel our edges. Now press three and select these four faces, extrude them. Then if you need to, to create another window which has duplicated window that we just created, simply rotate it on 93 on the axis and position it when you want it to be. For example, on the left side of our house. Make sure that everything is good here. And go to our door here. Go to the edit mode, add a loop cut, then press control plus to bevel it and move the mouse until you get the same result. You can hold shift to make it smoother. Then add another loop cut. Slide that face, extrude it by clicking and move door if you need to. Something like that. And now we will be creating a window in our door. Create a loop cut right here and another one here. Slide the previous one and press control plus B and give our window the size that you want to be the next at. Look cut in the middle of our window. Select that edges that edges is holding Shift Alt and bevel them by pressing control. Plus make sure that you're editing faces and select all these faces. Insert. I want my window smaller so I scale it a little bit. Now I select these four faces and extrude them on the pot. And add a loop cut here and with at like these faces, then extrude the N again. Move your door. If you need to create a door handle, just create U sphere. Scale it and position it when you want it to be is probably the easiest object we're doing today. And to enter how module we need a fence and the locks that's holding our roof. Just create a cube. Scale it and move to our roof. And again scale it along the rich, you can experiment with the size and then you will be satisfied with the result. Duplicate it and rotate it on 90 degree. And again scale it on the axis and position it on the center. To complete our holding locks, duplicate our object. Scale it a little bit and rotate. And place it that way. If your object too long and you already rotate it, don't worry, just double click k and scale it again. Play around with position and scale until you're happy with the result. And to mirror it on the other side of our house, Use mirror modifier and choose the right axis. Now as you can see, that part of the lock doesn't touch in our roof. Go to the edit mode, click ranging mode, click one, set all of these vertices and scale them along the eric axis. You can do the same thing here, only you need to move except scaling again, duplicates are object and 90 degree and position it somewhere here. Scale it a little bit because I changed the object earlier. I need to change it back just like the vertices and scale them along a scale the object. And when you satisfy this position and scale at a mirror modifier as a mirrored object, choose our house. Now, duplicate it again, and delete the mirror modifier and place it somewhere here. And again, duplicate it and move it here, down in the Z axis, and then move it on the Z axis also. Again, duplicate and rotate this object. Then decree and scale it along the z axis and skeleton equal and satisfied with the object. You can also scale along the x axis so it won't be any artifacts. I noted that this board shouldn't be that long. I fix it in edit modes and duplicate and position it on other side. And scale it a little bit and place it where it's supposed to be. The same thing with this side. I duplicate, rotate, and again change our object and place it a little bit agric axis. And here we go. Here I decided to move everything a little bit. As you can guess, we need to add a mirror modifier to this board. To end our fence, we need to create the last thing, duplicate this object, scale it, and position it between the platform and that board. Then add an array, choose distance and the count that you want to. And then duplicate it and position it on the other side of our fence. You can also increase count if you need to. And then add mirror to it. Mirror to it in mirror object, choose platform, and choose the right axis. Now we create the foot on which the whole house is standing. Just create the cube, Scale it and move it when you turn at a mirror modifier, but in the mirror object, choose this wall and duplicates on the other side of the house. Then create a plane and scale it like that. And position it somewhere here. It will be our cross or our background stairs. To create stairs, duplicate our platform. Scale it on bric axis. You can delete or lower the count of our array for now and position it in the place when you feel it will be better. Now, you can just play around with array settings to make our stairs. In my case, I need to change on x and z axis to create the stairs. Then I change the court and other properties to make the best result. The last thing is to create a railing for our stairs. Just duplicate this object, scale it, and move it when you feel it will be the right place for it. Then duplicate it and move it to the lower stair. And add a mere modifier to each of them, can duplicate this object, skelet on z and x axis and rotate it. If you're not happy with height or length, double quick on X or Greg and make yourself happy here. I made a mistake. I made our stairs a little bit short that the so I just move everything here where it's supposed to be and scale our stairs on Greg axis, and our house is created. And now it's time to create environment objects. The first one will be the rock road. I just create a cube. Scale it and make it seems like the reference again. Scale it and move it to the crowd. Click seven on the Numpad duplicate and place it for, I feel be better. The next object is the ladder to create it. We'll be doing the same thing that we did earlier, is all these objects just creating a cube. Scaling it again, skeleton axis, then duplicating by pressing sheet, moving it a little bit to the right side, then again duplicating and rotating on 90 degree and scaling it on until it will remind us the ladder and in the end at the ray. And play around with settings but not too much. Now make sure that you select all do object, scale it if you need to rotate them 90 degree and choose the place where it will stand. The next object will be the fence. Again, create a cube. Change it to the board's shape, induplicated, and move it. Duplicate again. Rotate it and make this one a little bit bigger and longer induplicated. And place it lower then skeleton to make it less thick and move it a little bit. Choose all of our fence object and play them when you fort and duplicate it to make how many you want and where you want it to be. The last object for today will be the box, Create a cube. If you can see or want to change the object individually, then click that pattern again. If you want to come back to the scene here, go to the edit mode and select all the faces. First, cook in three and then A, then press, and all of our faces then click on that icon and extrude along the normals by grabbing this yellow thing. Go back to the scene by pressing this. The last thing I want to show you is that if you don't want to struggle to position this box and the ground, click on that icon on the top, choose face, and then click on that magnet. Now when you're moving your object, it sticks to the ground automatically. It could be done with every object that you move. Just position the boxes where you want and our scene is ready. 5. Bevel: The last thing we need to do before texturing is add one more modifier on every object. To do it quickly, select all objects in our scene except far reference and plan to decide the object. Press control and choose object that you don't want to be selected. Then with all objects selected, withholding shift, choose every object that you wanted. It doesn't really matter. And a Bal modifier, and we can see that the pels, the edges, change the amount value to make it more realistic. Then click on that train will and choose copy to select it. Now our p will modifier is every object that was selected. Now again, select all objects that you selected previously. And again select any object that you want. Don't forget to hold shift and add another modifier to smooth our object. Select weighted normals. As you can see, our roof became smooth and clean. But if you don't see any results, don't worry, tell, because you need to go to this icon and normal, select out to smooth Again, click this triangle. Choose copy to select it. And it should apply to all of our objects. If you don't see any difference, don't forget to check the mark on how to smooth. Now we are ready to texture our objects. 6. Texturing: First texture object in the top right corner. Select this view port icon to see our changes. And select our plane or our background. And then click on that icon of a ball. Click on New to create a new material. Here on Base Color, you can change the color that you want to. I want something green to make, it seems like cress. You can also click on the shading here to change the material. Now select the roof and click New to create the new material for our roof. The color of the wood, something like dark prawn will be good. Then click on our wall. Then add a new material and try to make similar color a singular reference. Or if you want to, you can just pick the color from our reference. Now as you can see, we have our roof and this object the same color. Now you don't have to create a new material and try to pick similar color. We have two options here. The first one is select our object that you want to texture here, slightly the same material that's in our roof. You can change the name of the material to make it more countable. The second option is to select all objects that should be the same material. Don't forget to select them with Shift. When you select all objects that you want, that you need to select the last object with Shift. And that object should be the object with already created material that you want to apply to all of selected objects. Then click control L and choose Link Materials. And you need to do the same thing with that material. Now for our stone, we need to create a new material and give them cray color. Now as you can see on the reference, we have the Emissive Windows first slide, the object in which the material should be. Then click on that ball icon and click the plus here. And click the plus here to add another material to the object in surface. Choose emission and change the color. You probably would not see any result, because you need to go to the edit mode and select the faces that should be emissive. Instead of our light brown material, choose our emissive material and click a sign. You can also change the strength of the light in the window. You should also create a new object, only you need to select our emissive material that we already created. The same thing. Select all the pass you want to apply our material. And click a sign. And the same thing with that window. 7. Render Settings: Now it's time to render our scene first. We need to change our settings so our computer is not exploding. Change the engine to the cycle. This is the toughest one, but I hope your computer can handle it and change to GPU Instead of CPU cling on the render part icon as we can see it, it's completely dark here. This is because we need to add a lightning to our scene. Click at the color and choose the environment texture. Click open and go to your Blender files. Then open the file with your version of Blender as a name. Then data files, then studio lights, world. And choose that one that you like. I'll choose the forest and we have the lights. You can now delete our reference because you didn't need it. It's time to create a camera. Click zero on the Numpad to see the view from the camera. Yeah, choose the view that you want to be in the blender and click control. And zero on the Numpad. If it's still not in the right position, click and select View here. Check this camera to Viewbox. Now you can do the same navigation thing, only two camera view position our camera view where you want it to be. Here in Render Settings in Color Management, click can look and choose the color set that you like. Increase Mark Samples tool, 100 or 1,000 computer will be safe from exploding. Yeah, if you can change here from GPU to a CPU, then go to the Edit Preferences. Click on the system and make sure that your processor and graphics card is both selected, The closes and try again. I can change the scene material, light and camera as you want. And then when you're satisfied with the result, select Render And Render Image, or Us, click 12. Now we need patience. And that is the result of our tutorial. Hope you learned a lot of new information today and you're ready to go to the top with that. If you like my video, click the button or share opinion or ask me a question in the comments. And that's it for now.