Introduction to Blender 3D: Complete beginner’s guide to 3D modeling | Monica Trochez-Hayes | Skillshare

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Introduction to Blender 3D: Complete beginner’s guide to 3D modeling

teacher avatar Monica Trochez-Hayes, CG Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:46

    • 2.

      Downloading Blender

      3:37

    • 3.

      Setting up Blender

      1:58

    • 4.

      Blender's interface

      4:06

    • 5.

      Modularity

      2:08

    • 6.

      Workspaces

      2:42

    • 7.

      Navigating the viewport

      3:05

    • 8.

      Perspective vs. orthographic views

      3:28

    • 9.

      Orthographic views

      3:56

    • 10.

      Selecting objects

      6:22

    • 11.

      Deleting objects

      0:59

    • 12.

      Transformations: Tool bar

      6:47

    • 13.

      Transformations: Handles

      2:47

    • 14.

      Transformations: Shortcuts

      4:38

    • 15.

      Adding objects

      3:59

    • 16.

      3D cursor

      4:16

    • 17.

      Render modes

      3:31

    • 18.

      Outliner

      6:47

    • 19.

      Properties panel

      8:00

    • 20.

      Object modes

      4:03

    • 21.

      Vertices, edges and faces

      5:54

    • 22.

      Modeling tools

      12:45

    • 23.

      Smooth and flat shading

      3:08

    • 24.

      Timeline

      4:16

    • 25.

      Toy train: Locomotive

      7:35

    • 26.

      Toy train: Locomotive pieces

      7:45

    • 27.

      Toy train: Wheels

      3:41

    • 28.

      Toy train: Wagon

      10:16

    • 29.

      Toy train: Materials

      7:57

    • 30.

      Toy train: Lighting

      8:28

    • 31.

      Toy train: Camera

      9:51

    • 32.

      Toy train: Render and final image

      6:15

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About This Class

Want to know how to get started into the world of 3D modeling and animation? Create your first 3D model using the free and open-source software, Blender.

If you’ve ever felt intimidated or overwhelmed about learning a 3D software or if you don’t know how to get started in the world of 3D, this is the right course for you! In less than three hours you will learn all the fundamentals of working with Blender. We’ll go through navigating the interface and moving around the viewport, you’ll learn the essential tools for working in 3D, I’ll show you the shortcuts you can use and some valuable tips I’ve learned through my own experience with the program, and after we’ve covered all the basic tools, we will work on your very first 3D model. Our project will consist of building a toy train with the use of basic shapes, giving it some color, and doing a final render so you can display your work as an image.

This course will cover Blender’s interface, navigating the viewport, doing transformations on objects, basic modeling concepts, a little bit of animation, the creation of simple materials, lighting, and rendering.

What you’ll learn

  • You will be able to navigate Blender’s interface and move around the viewport with ease.
  • You will understand the basics of working in a 3D design environment and know the different basic tools Blender has.
  • You will know how to use primitive shapes and how to manipulate their geometry to create more complex shapes.
  • You will learn how to build any object with the use of simple shapes and a few modifications of the topology.
  • You will learn how to create a material and how to assign it to one and more objects.
  • You will understand how to place a light and a camera in order to establish a shot.
  • You will know what rendering is and what are the necessary properties to keep in mind when you export an image.

You’ll be creating

  • A model in 3D of a toy train which is made of basic shapes, with some simple materials applied to it.
  • A high-resolution image exported from the rendering of the toy train.

Course requirements

  • You need to be able to work with a computer that can run Blender version 2.9 or higher. You can check the hardware requirements that Blender suggests here: Blender requirements.
  • It's recommended to work with a three-button mouse, but it's not mandatory.

Who this course is for

  • Anyone who is curious about the world of 3D modeling and animation and has the desire of learning how to create art with Blender 3D.
  • Anyone who doesn’t know anything about 3D or is a beginner that’s just starting to know some things about the subject.
  • This course is not intended for someone that already knows the fundamentals of Blender or that is proficient with the software.

Meet Your Teacher

Teacher Profile Image

Monica Trochez-Hayes

CG Artist

Teacher

My name is Monica and I am a professional 3D artist. I'm currently working at LAIKA, the acclaimed stop-motion animation studio, as a CG Modeler. I hold a degree in Multimedia Engineering and a Master of Arts in Visual Effects.

I am passionate about art, films, and science. I also love teaching, and that's why I'm here sharing some of my knowledge with the SkillShare community, hoping I can inspire you to get involved into the wonders of the 3D world.

See full profile

Level: Beginner

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Transcripts

1. Introduction: Hello everyone. Welcome to this introductory blended course. My name is Monica and I'm a professional 3D artists. I have been working with lender for more than seven years. I have experienced working on tv productions and I am currently involved in the VFX and animation industry. They scores is intended for anyone who is looking to begin working with 3D and wants to know how to get started. In this case, we're going to be using Blender as our main software, which is a very powerful program that is also free and open-source. He has a great variety of tools made for modelling, animation, shading, lighting, rendering, and so much more. I will be giving you a broad overview of this program by showing you the principles of 3D in covering some of the basic tools is specific to Blender. Then you need to understand in order to start creating your own things. In after we've gone through all of the fundamentals, we will work on a project. You will create your first 3D model, which is going to be a toy train. You're going to build it using all of the concepts learned previously, such as moving around the viewport, understanding the interface using primitive shapes, modifying the geometry, applying some basic materials, and doing a final render of your projects so you can display your work as a resulting image. So if you're a beginner using Blender or you've never worked with 3D before. And once you get started in this world, this is the right course for you. I hope you follow me along this fun journey as you start your process of mastering blender, I look forward to see your final toy train or even some different objects that you might come up with. So without further ado, let's get into it. 2. Downloading Blender: Alright guys, so the first thing we got to do to start off this course is to download Blender if you haven't already. So to do that, let's go to the web browser of your preference and go to plunder that org. Here you will find the main page of Blender will, you will see many things like the latest news while they're developing. Remember that Blender, it's an open source software, which means that it's completely free. So you didn't need any type of licensing to work with it. You will also find different things like the descriptions of the things that lender is able to do. Then there is a very powerful tool. So you will see everything that you will be able to do with this program. You will see the explanations right here. But for now let's just focus on downloading the program. So let's go to the top. And you can click either here in this big blue button that says Download lender. Or you can go to the top menu. On the top that says Download. I'm gonna hit on the blue button. And I'm going to be redirected to this page. Here you will find these big blue button that says download Blender. And the number that you see right after that gonna be the version that we're getting for this course, we're going to start working with a 3.2.1 version. Don't worry, if you have a different version than this, you will be able to work perfectly as long as the version is higher than the 2.9 version. For the purpose of this course you're gonna be okay. So the other thing that you've got to keep in mind is the operating system that you're working with. In my case, I'm working with Windows. So that's why it appears right here. Lender is telling me to download that version. But if you have something different, if you're working with MC or with Linux, you will find other versions down here on this list. You will find different windows versions, versions for macOS and Linux. You can choose whatever works for you. If you're working with Windows, there is a cool feature and it's the windows can download Blender as a portable file. Which means that if you don't have permissions on your computer, like administration permissions to install a program. You can always download it as a seep file. And from there you just uncompress it and you will be able to work with it, which is really cool. So now I'm going to hit that blue button that says Download lender. So once I do that, I will be redirected to this page where you will be able to save your installer wherever you want you and wait till it gets completely downloaded. Once it's done downloading, you will just open the installer. And you will see the setup wizard come up here. You will just follow the steps that the installer is going to tell you to do. So I'm just going to click on next because I have downloaded already blender. I won't follow these steps, but basically you just finish the whole operation. I'm going to hit Cancel and say yes, and then you will see that it's completely installed. You just say Finish. You're ready to go. As soon as you finish installing vendor, you can open up the program. And this is the first thing you're going to see. Basically here. You will see this picture of these sailboats. If you don't have the same picture, it means that you probably got a different version, but don't worry much about it. Now is simply just the version that you are getting. We're gonna leave the settings that we see at first, just like they are. Basically if you click away, you will be able to start working with the program. So we have downloaded winter already. I'll see you guys in the next video. 3. Setting up Blender: Before we begin working with lender itself, we need to change some settings. So go up here and they are the Edit tab and go to Preferences. And you will find these window right here. You gotta go into input. And there are two things that I want you to keep in mind. One is that if you don't have a numpad on your keyboard, you got to check this option up here that says amulet numpad, just because we're going to need it later. The other thing that I want you to keep in mind is that I highly recommend that you use a mouse for these scores. And in any 3D program really you need to have a three button mouse. Just because most of the interfaces for three buttons, if by any chance you don't have one, it's okay. Blender lets us check the assumptions that says, Emily, a three button mouse. If you check on that, you're going to still be able to work. But again, I repeat, I recommend that you use a mouse for the scores. If you don't, it's okay. You can always check this option right here that says Emily three button mouse. The other thing that I do recommend doing, it's going to atoms. Down here. There are so many things you can add two blender that is not installed by default. Just because there are so many tools that people have created for Blender, given that it's an open source software. The one thing that I wanted you to check on, it's an add-on called the extra objects. So just search for extra objects. And you will find two atoms. One that says ATC curve extra objects and the second one, add mesh extra objects. The one that I want you to check is the add extra objects. We're not going to really be needing that for these cores. But in general, I suggest that you always have these activated. So you can just click on these books right here, and you will be able to activate it. And that's it. Those are the settings that we needed to have for the scores. I'll see you in the next lesson. 4. Blender's interface: So let's start by learning about the interface of blender to know where everything is located and we don't get lost while working with a program. So the first thing you will see is the splash screen. Here you'll be able to create a new file, open a different file, or see the recent ones. You can also access the manual, the blender website that we saw in the first video, etc. But usually I just click away and I don't worry much about that window. Now, here in blender that are many places you can go. It might seem overwhelming at first, but we'll try to get into each part of these interface. So you know, with very well. So blenders interface is separated into three main parts. We have the top bar at the very top. Then we have some areas of work in the middle, which is everything that we will care about mostly. In. Lastly, we have a status, a status bar right here at the bottom. Let's begin understanding the top work. Here you will have the main menu of blender, which is in this part right here. Then we will have the workspaces. Each one of them is different depending on what we want to do with wonder. We will get into those later understanding each one of them. And then we will have the scene and layer option. This is mostly for when you're doing animations and you have a couple of scenes, these is where you will be able to control them. Now, the middle area is going to be the most important one is gonna be our main focus of interests because that's where we're going to create everything and the one that we need to understand that better. Right now I'm going to explain that default workspace that lender has, which is called the layout workspace if you see it up here. And that's the workspace that I'm going to be explaining because each one of them has a different layout. So let's see into it. We could divide this area into four main spaces. So the bigger one is going to be the most important one. It's called the viewport is this one right here. And here you will be able to see everything that we are creating. You will be able to see our 3D models, the animations, everything that we're doing, we're gonna be able to see it here. Then on the top right, we're gonna be able to see the outliner. Here. We're going to see everything that we have on our 3D scene. But it's gonna be listed out. Then we have our properties. Space on the bottom right, and it's going to be the space right here. Depending on what we're doing, these properties might change, but in general, all of their properties we'll always be set in these plays. And lastly, we have the timeline, which is this part at the bottom. And here if we're doing animations, That's where you will be able to create keyframes and things that we're gonna be talking about later. The last main part that we have in Blender is the status bar that we see right at the bottom. And this is where Blender displays contextual information, such as keyboard shortcuts messages or statistical information. So we don't really care about these much for now. Now, let's look into the regions that we have for our main space, that it's going to be the viewport. So first we have the header right here. You will find some menus and some tools. It changes depending on what we're doing and what we're creating on the action that we're doing. The parts of our viewport are going to change depending on the action that we're doing. Then we have the toolbar that is going to be on the left side. Here you will find the most important tools for the action that you're particularly doing at the moment. You also have the sidebar that right now you're not able to see it because we have depress n in order to take it out and we press N to bring it back in. But basically here you will have all other types of properties or other type of tools that we're going to see later. And lastly, we'll domain partner is going to be the viewport. That's where everything will be seen and we're gonna be able to create stuff in there. 5. Modularity: So the last thing I want to talk about is one of the most important features blender has made suits modular interface. So basically we are going to be able to modify the interface however we want to. We could scale things up. So for example, I can scale the timeline up so it's bigger and I can see it better. I could also scale my properties and my outliner. Like that. I can change the scaling of my areas, but I could also create new areas. So for example, if I wanted to have two viewports instead of one, I could go to the top right corner. And you will see that my cursor immediately changes to across. That's how I know that I'm going to be creating a new area. So if I click on that and I drag to the left, I will be creating a new space. That's very useful because I can create as many areas as I want. Now, if I don't want to have two viewports, but instead of one, I have a different workspace in here. You're going to be able to change that with the top-left corner. So usually in there you will see an icon every space, every area has a different icon on that button on the top corner. If I click on that, I will see a list of all the workspace I could get. For example, if I want to have another timeline in here, I could. It's the same timeline that I have down here, but now I have it up here as well. There are too many workspaces. We're not gonna get into those yet, but you could change them as you wish. Now, if you want to change and you want to close one of the areas that you just open. You can do that by closing the other way you open it up. So what I mean is basically you go to the same corner where you opened it, but you go to the other way and you will see that a narrow appears. That's how you know that you're closing your area and you just release your click in, that area is going to be closed. So basically that's what you can do with an interface. It's completely modular. You can change it however you want to. 6. Workspaces: Now let's review the workspace that we can find in Blender, although we won't be using them. I want you to understand what you can find in this program and everything that you can do because this program is very, very powerful and there are many editors you can work with. The main one is the layout, that's the default one, and he's the one that we're gonna be using. So let's move on to the other one. The modelling one is going to be for modelling. It's a specified for modelling. It's going to be easier for you to find some tools with these interface. It doesn't mean that we won't be able to modeling the layout. We definitely can. It's just that these workspaces more specified to work modelling. And in general, then we have sculpting. You're going to find all these different tools on the left. And it basically will they use coped like other programs. And it's very, very useful. Then we have UV Editing. This is what will allow us to create textures, to not create textures, but place textures in our objects. This is more advanced so we don't get into it yet. Then we have texture painting. You can create textures in blender, which is also very nice. Nbc's the workspace that will allow you to do that. Then we have shading. Shading is where we create materials and we make things seem like they're alive, they're real. Then we have animation, as its name says. It basically is where you're gonna be able to animate. Again, you're gonna be able to animate on the layout tab. But this is more specified. The layout is more distributed to animating a easier way than we have rendering, which mainly it's just creating all of our images and bringing them out to life. We have compositing. This is also where you will be able to combine certain things when you have your images already rendered. This is another concept that we will be getting into yet. We have Geometry notes. This is one of their most recent features. And basically here you can create geometry and create models with procedural methods. This is also more complex. We won't get into that yet. Then we have scripting and basically you can code and program things in Blender as well. So those are all of the workspaces that we have that we have available to us. I know there are some others that we don't see here, but these are the ones that are displayed for us. For now, let's just focus on the layout because that's the one that we're gonna be using all the time. 7. Navigating the viewport: So now that you've learned about the interface of Blender and you know where everything is located. Let's move on into how to move around our viewport. So there are three different ways you can move around. One is going around our objects. So basically doing a rotation, we can do a pan of our viewport, which is moving the position basically. And then we can do zooming in or zooming out movement, which will allow us to get closer to an object or getting farther away. So I'm going to explain first how to do it with a mouse and then I'm going to explain how to do it if you don't have a mouse by any chance. So let's start with the mouse. If we want to rotate around that object, if we want to go around, we're just going to click our middle mouse button. So basically I'm just hitting my middle mouse and I'm going around. My object. Is that simple. If I want to pan around, I'm going to press Shift and middle mouse button. So with pining, see that different, the difference of the movement. Basically here I'm just painting around my 3D scene instead of going around my object. It's different. So basically I can pan around or go around my object. And the last thing you can do is zoom in or zoom out. If you have a middle mouse button, it probably will allow you to zoom in and zoom out by just scrolling. So this is a movement of zooming in or zooming out. But if you want to get closer or have more accurate movements, you can do it by pressing control. And then with your middle mouse button, you go up and down. You're gonna be able to zoom in or zoom out. So getting closer or getting farther away. Now let's see how you move around without a mouse. So the first thing makes sure that you have checked the option of emulating three button mouse on your preference, like I showed you, once you have that, the movements are going to be the same and it's gonna be pretty simple. So instead of having a middle mouse are going to use Alt and left-click for using like simulating our middle mouse. So basically if I hit Alt and left-click, I will be able to rotate around just as if I were just pressing my middle mouse. So basically Alt and right in the left-click is going to be replacing my middle mouse. If I want to pan around, I have to hit Alt and left-click bandwidth shift. So basically I do Alt Shift and left-click and then I'm able to pan around. So basically the Alt and click is simulating my middle mouse. Then if I want to zoom in or zoom out, guess what he's going to be the same is going to be Alt and click with control as I, as I mentioned, if you have a mouse, so basically Control Alt and left-click, it's going to allow me to go in or out. So basically I can zoom in or zoom out on my scene. So that's how you work. If you don't have middle mouse button. 8. Perspective vs. orthographic views: So now I want to explain to you a concept that I think it's very important when working with 3D. And that is the difference between perspective and orthographic views. So basically, any 3D software will usually have two types of views. The way we visualize things and its width perspective or without perspective, the one that is without perspective, we call it an orthographic view. So let me explain a little bit of how it works. In the real-world. We see everything with perspective. Imagine you are being in a street. You see the people that are far, far away or the cars that are far, far away. You will see them smaller than the people that you see right next to you, that you have right next to you. That's how perspective works. The farther two things are, the smaller they're gonna seem, the closer they are, the bigger they're going to see him. That's how real life works. In real life, we don't have an or geographic view ever. There is not such thing as centered geographic view in real life. Here if we see it on our 3D sulfur, you can fake it. So right now we're looking at the perspective view. We can check that by looking up here where it says user perspective. We know that we're using a perspective view. The other way you can check it out is by looking at the grid that we have right here. So the greatest, these floor fool of squares, if we see the squares that are closer to us, they're much bigger than the ones that are farther away. That's how we know we're using perspective. You can also check it. For example, in this cube, if you see these edge that is in the front, that edge, it's way, way bigger and larger that the ones that we see on the sides. Even though we know a cube has the same measurement on all of their edges. Right now we see that this one looks larger and that's because we're using perspective. But now let's move on into our geographic view. I'm gonna hit F5 to go into energy graphic view. As you can see right now, my cube looks very strange, and that's because we're not used to see things in our Geographic modes. But if you see now, if you want to measure all of my edges have the same size. And that's because we're using under geographic view. Another way you can check it out. Again by checking the grid. If you see the squares on the front, they have mostly the same size as the ones that are on the back. And also you can check here on your left corner where it says user or to graphic. You might be wondering, why do I need an orthographic view? Well, mainly when we're using, when we're modelling, you want to do things in our Geographic modes. Because if I do it with a perspective, I might be modeling things with the wrong scale because if I see things on the back, they might see, they might seem smaller. And I think they have the right size, but when I actually put them as they should be, they will be much, much larger than what I pictured, it would be. So that's why it's important to work with our geographic views. Now, in the next lesson, I'm going to show you the different views that we have AND or geographic mode. We can check the front, the back, and different parts of our model with different orthographic views. So let's go into that. 9. Orthographic views: For the purpose of this video, I have added a new object. It's a monkey head that blender brings by default. She's called Suzanne. It's one of the most famous models by blender. So basically with here I'm going to explain to you the different views that we have with the orthographic mode. Right now, I have her in the perspective view. I can move around and you will see that her face looks like that. I can barely see her ear on the back. We know we're on a perspective mode. If I press F5 again, I'm going to have under geographic view of her, I can still move around. What we're going to have under geographic view. See that now I can see a little bit of her ear a little bit more. Let's see if I put it this way and I press F5 again to bring back the perspective mode, I won't be able to see it. But then if I press F5 again, I'm able to say it a little bit. So basically now, what if I just want to see some parts in some projections of her? That's how our geographic views are meant to be. So we can see the front, the back, the right side, the left side, the bottom, and the top of any model. So to do that, we're going to check into some shortcuts to get into those views. So if you want to see the front of the model or of your scene in general, you're going to press one on your numpad. It's important that you use the numpad. If you don't have a numpad, you got, I can check the button that I showed you before to emulate a numpad. You can do it with the numbers on the top of your keyboard, but use your numpad if you have one, the top, the front view is going to be one. By pressing one, I go to the front view and right now I'm seeing a prediction of the front part. What we see in the front of our monkey. If I want to see this side, I'm going to press three. So that is how I'm seeing the right side of my monkey. It's again a projection of my 3D model. If I want to see the top of my monkey, I'm gonna, I'm gonna hit seven. With seven, I will be able to see just the top of my monkey. Now, what if I want to see the back, the left side, and the bottom? Let's pretty easy to see the back That's like the other way of the front. So I'm going to hit Control one. And I'm going to go to the back of my monkey. Again. If I press Control three, I'm going to hit the side of my monkey. I'm going to see the side of my monkey. If I press Control seven, I'm going to see the bottom of my monkey, basically just the opposite. If I, the back of my monkey, I note that front is one. If I press Control one, I'm going to see the black. If I see the right side, I press three. But if I want to see the left side is going to be controlled three, then if I want to see the top, I press seven. But if I want to see the bottom, I'm going to press Control seven. And that's how I see the bottom part of my monkey. This is very useful. We will get into this later. But it's important that you understand the different views that you can have within our geographic mode. Again, you can also check the left corner on the top. You can check not only that you're using the cartographic mode, but what view are you using? So right now I see I'm used to seeing the bottom of my scene. If I press seven, I'm going to see the top of my scene. One for the front and the wrist as well. You might think, well, that's easy to know right now I have the face of the front. I know it's the front. Sometimes it's not that easy because you might have a large scene and you didn't really have a front that is very recognizable. So checking it up here is very, very useful to know what view you're visualizing at the moment. So basically those are all of the views that you will handle in Blender. 10. Selecting objects: So now that we know how to move around, Let's see how you select some objects. Right now in my scene, I have three objects. I have a cube, I have a camera, and I have a light. The simplest way to select each one of these objects is by just clicking on them. If I click on my cube, I will be selecting it. And I know that because it is highlighted on the edges. If I want to select my camera, it's also going to be highlighted as well as my light. So that's the simplest way to select by just clicking on the object itself. But I could also select things from the outliner, which is this part right here. You see, I will talk about these later by UC that I currently have three objects because that's the amount of objects I have on my scene. I have a camera, I have a cube, and I have a light. And I can also select my objects from here. If I want us to look my cube on the outliner, I just click on it and immediately will see that it turns highlighted in my scene. If I select one of the objects by clicking on the 3D view port. So let's say I want to select the camera. If I click on this, you will see that it also turns highlighted in the outliner. It turns blue. So I know that's the object I am highlighting I am selecting. But what if I don't want to select just one object, but I want to select all of them. The easiest way to select all of my objects in my scene is by pressing a. So I'm going to de-select this object by just clicking away on my grid anywhere that it's not, that is not contained in an object, I can click away and I will be deselected my objects. But now I want to select all of them. So what I do, I press a and by pressing a, now I'm selecting all of my objects. You will see that all of them are highlighted and also they are highlighted on my outliner. So that's how I know that I am selecting all of my objects. Now, if I wanted to select all of my objects at once, there are two ways to do it. One is just to click away, just like we did before. But the other shortcut you can do to de-select all of your objects is by pressing a twice. So if I press a two times, I will be de-selecting all of my objects. But what if I don't want to select all of my objects at once? Maybe I just want to select multiple objects, but not all of them necessarily. That's very simple. You just select on the object that you want. And then you press shift and you click on the other object that you want to add to your selection. So I'm just going to press click and I will be selecting my camera that way. Now I have selected multiple objects without having any to select all of them at once by pressing a. I could also go and select the light in this case. And that way you just keep going and going and selecting more objects by just clicking and pressing shift. The last thing I want to show you are some different methods that you also have available to select things when your scene. If you go to the toolbar on your left, you will see an icon on the top that is highlighted in blue. By default, this is how a blender opens up. This is the selection tool. If you hover your mouse, you will see it says select box and that's how I know this is the selection tool. But now if I click and hold, I will see there are four different options for selecting floats, each one of them. The first one is tweak, and this one we live me, click every single object just like I showed you before. But that's mainly it. That's the only thing this tool can do. I can just select each one of my objects also by pressing shift if I wanted. But it's just like thing like that. Let's see the second one, the select box, which is the default one. And the one that we had previously selected is the one that will allow us to create a box. If I click and drag and everything that's inside that box will be selected. So now that I release my mouse, everything that was inside my box will be selected. Now, if I want to just select these two objects, I can just click and drag and create a box around them and they will be selected. So that's the main difference between those two. Now let's check into the select circle. What this basically does is that everything that will touch my circle will be selected. So let me explain. If I click and I hover over my objects, they will be selected. So as long as the circle hovers over any object, that object will be selected. I'm not releasing my click yet. I'm holding my click. And everything that's touching my circle will be selecting. Now let's check on the last one. The select lasso tool. This one right here is kinda similar to the select box tool. But this time I'm not going to create a square around my objects by I can create any shape that I want. So let's look at it. If I click and drag, I'm gonna be able to create a shape around all of my objects. Any shape I want, everything that's inside my shape will be selected. Once again, I'm not releasing my clinic. I'm just creating a shape around the objects that I want to select. And when I'm done, I just click away. Now click away. I released my clinic and I know that anything that was inside my shape will be selected. So that's useful when you have a lot of objects. And you want to be really careful about what you're selecting. These is the best tool to use. I suggest that you keep the select books as default. I think that's the easier one to handle, but you can use any of them as you want. Another thing I want to explain is that it has a shortcut, which is w. So if I click w, I will jump between each of my selection modes. So you can see that the icon right here is changing whenever I click w. So like I said, I suggest that you keep it on select box, but you can use any other method that you prefer. 11. Deleting objects: Now let's look into some things that we can do to our objects. The first thing is I'm going to teach you how to delete objects. Right now. I only want to work with my cube. So if I want to delete the camera and the light first, I'm going to select the camera. And to delete it, I can just hit delete that delete key and it will be gone. There is another method which is proper to Blender, and it's by clicking, I'm going to click now my light and I'm going to hit X. When I hit x, these menu pops up. And he's asking me if I do want to delete the object by just clicking Delete, I will be deleting it. That's the main key that you need to use when deleting objects. Just because you want to make sure that you want to delete what you are hitting. Sometimes you can delete by mistake and it might be difficult, difficult to recover things later. So I always prefer to use the x key for deleting. 12. Transformations: Tool bar: Alright, so now that I have my cube alone in my scene, I'm going to show you some of the transformations you can do on any object. Right now, if you go to the toolbar, you will see that our planning of icon's going to explain the ones that are right in the middle. We're not going to touch either. These are these ones yet. We're only going to focus on the four ones that we have here. So first I'm going to select my object. And there are three different transformations that we can do on our cube. The first one is the Move tool. We can move it around, we can change its position. We can also rotate it and change the angle or how it is rotated. And then we have the scale tool. That's the one that is going to allow me to change the size of our object. We're going to leave that one for later. Let's see the move tool first. I'm going to click on that. And I will see three arrows going from the center of my object. These arrows represent the direction where I'm going to move my object. So remember that in 3D, we work with three, three-dimensions. We have the x-axis, the y-axis, and the z-axis. So these arrows are representing that. The red one is going to be representing the x axis. So basically when I move my object with the red arrow, just going to click on that. And then I will be able to move my object from side-to-side. So basically from the left to the right, I know because we are in perspective mode, we can't really tell which one is our left and our right. You can see that if I go to the front view, I will see the x-axis is the red line. And that's how I know I'm moving it from the left to the right. Let's go back to perspective view. So that's the first one. The red arrow is gonna be to the left and to the right. Now the green arrow represents the y-axis. So this one will live me bring my object to the front or to the back, to the front or to the back. So that's basically allowing me to move my object in the death of my scene. And lastly, we have the blue arrow that, that is going to allow me to move my object in the z-axis. So basically I can move it up or move it down, move it up or down. So basically the red line and the red arrow is going to be the x-axis. The green arrow is going to be the y-axis, and the C, and the blue area is going to be the C axis. So that's very important to understand. Now let's move on to the rotation tool. To rotate, I'm going to go back to my toolbar and that's going to be the second option, this one right here. So if I click on that, you will see that my handles are different. Now they're not arrows. They are this type of circles around my object. The same concept applies. If I want to rotate my object along the x-axis, I can just click on the red circle and I'm going to be rotating my cube along the x-axis. If I wanted to rotate it along the y-axis, I'm going to hit the green circle. That's going to be rotating along my y-axis. Same for the c-axis. If I click on my blue circle, I'm gonna be able to rotate it along the z-axis. Now you might be wondering, what is this white circle around my object that basically we'll rotate your object along the view that you have at the moment. So if I click on this, I'm going to rotate my object just as I'm looking at it. If I change my view to let say this way, somehow to the front, I'm going to rotate it and it's probably rotate something near the lake around the y-axis. But not really because he has the perspective view. So it's not really doing it on the y-axis, but it's barely getting there. So basically, whenever I move my viewport, these rotation will be applied depending on what I'm viewing at the moment. So that is the rotation tool. Lastly, let's look into the scaling tool. So I'm going to hit the third icon I have right here. And that's going to again change my manipulators on the object. Right now. They look similar to the arrows, but they have these cube ends. So that's how I know this is the scaling tool. The same concept applies. The red. This is not an error, but the red handle is going to allow me to scale my object only on the x-axis. So if I hit on that, this scaling will be only along the x-axis. Same for the y-axis and same for the z-axis. So basically I'm his killing depending on the axes that I'm moving. But what if I want to scale the whole, I can do that. I can scale proportionally. And again, if you see the circle around my object, that's going to allow me to scale things proportionally. So if I hit on the circle and I drag my mouse, I will be able to scale up and down proportionally without the need of scaling with each arrow. I'm going to, for example, if I have these uptick right here and I want to keep the shape, but I want to make it bigger. I can now hit the white circle. And I'm gonna be able to scale it up or scaling down with the same proportion. So let's go back to our cube. So now you might be wondering, well, if there are only three transformations we can do on our object, what does the tool do? So basically I'm going to click on that fourth icon that we see right here on L2 on our toolbar. And this one is going to show me all of the handles at once. So basically I will be able to move my thing, my object, because I have the move tools, they move arrows. But I could also scale it up on the direction that I want. I could also rotate it however I wanted. So I have all of the handles in the same place. Sometimes this is useful if you want, if you don't want to click on each one of them. But sometimes we do need to click on a specific one if we want to do different actions. But basically these will allow you to have all of your handles at once. So that's what the fourth tool do. 13. Transformations: Handles: So now that you understand the transformations that we're able to do in our 3D objects. I'm going to show you another part of the handles that I think it's important to understand. So right now I'm going to select my cube and I'm going to select the move tool. Right now you will see I have these arrows showing up. Well, you will see that there are not only I rose, but I also have these tiny squares in the middle of my arrows. So what are those four? Basically, those are for combining two axes at once. So I'm going to explain it now with the move tool, but actually I'm going to change it to the scale tool. You will see that the scale tool also has those squares in the middle. The rotation tool does not just for the move tool and for the scale tool, these applies. Basically, what it does is that it can allow me to, in this case, scale my object in two axes at once. So for example, if I want to scale it up, so in the z-axis, but I also want to scale it in the y-axis. Then I will choose the color that is not right there. So if I want to select, let's say blue and green, then I'm going to select the red square to move, to scale my object in both directions. So both in the z-axis and on the y-axis. So let's see how it works. Now I'm going to click on that square and I'm going to drag. You will see that now I have a flat like kinda walk kinda thing. And that's because I'm scaling only on the z-axis, but as well as on the y-axis. Like not scaling things on the x-axis. So basically, if I want to do the same, Let's go back. If I want to do the same for the x-axis and the y-axis and the z-axis, then I will choose the green square because that represents the y-axis. And now I'm going to scale it like that. You will see now I have my wool in a different direction. The same applies for if I want to create, let's say a floor. I can just select these one. And it's going to be applying the scaling on both the x-axis and the y-axis. So that is a very handful tool to understand. Same applies for the move tool. If I change this to the Move tool. Now if I want to move my cube upwards, but also to the right, I can do this and then I will be moving it on the, on that axis. And you will see, will, maybe you're moving it around. But not really, I'm not moving it on the y-axis, adult sticking to the middle part in the y-axis. So that's also very useful to understand. 14. Transformations: Shortcuts: The last thing I want you to learn about transformations are the shortcuts we can use so that we don't have to click on the toolbar all the time. So I'm going to select my cube and I'm going to try to move it, but I'm not going to move it with the handles are the toolbar options that we have here. So basically for any transformation, I have a shortcut available for me. So for moving, the shortcut though we need to use is G. So if I hit G on my keyboard, now I'm gonna be able to move my object around. The reason why the letter is G, It's because I'm grabbing my object and I'm moving it around. So that's one thing. You can press G for moving your objects. When you are happy with the position, you just click, and then it's going to stay there for rotation. Guess what is R for rotation? So if I hate, are going to be able to rotate my object on the direction that I'm seeing depending on the viewport. So that's also a cool shirt good that we have available when you're ready and you're good with the rotation that you want, you just click and then it's going to stay like that. Lastly, for scaling, guess what? It's going to be S for scaling. So if I hit S, I'm going to be able to scale things proportionally right now. I can scale them up and down. But what if I don't want to scale things proportionally? Or maybe I want to rotate my object on a specific angle or on a specific axis. Well, we can combine shirt goods until blender exactly what to do. So for example, if I want to rotate my cube right now along the x-axis, I can tell vendor to do that by hitting R and then the axis that I want to rotate. So let's say I want to rotate it along the x-axis. I'm going to hit X before doing the rotation that I want. Now I'm kinda locking my rotation to that a specific axis. So now I will be only able to rotate along the x axis and nothing more. Same for, let's say moving. So if I hit G and I want to move it up and down, I can hit Z right after. And then I'm going to be able to move it just up and down. So that's also very useful. And the same applies for scaling if I want to scale it, Let's say only on the y-axis I can do that. Hate why after hitting us, I'll be able to scale it just on the y-axis. But you could also tell blender how much you want those transformations to be. So I'm gonna go to the front view right now. Maybe I want to move my cube. I don't know, four units to the right. So I can say lender, Hey, you're going to move my cube so G on the x-axis because I want to move it to the right. So I'm gonna hit X. And then I'm going to tell him how much I'm going to tell it how much I want to move. So I'm going to hit F4. And once I do that, blender is going to immediately move my cube four units and then I hit Enter when I'm happy with the result. So I can do very specific transformations with these shortcuts. You could, for example, do our rotation. So let's say I want to rotate my cube on the c-axis, 45 degrees. So let's do that. I can just hit rotate, so heat are then I'm going to hit C. I love the rotation for the z-axis only. And then I'm going to hit 45. There. I just rotated my cube 45 degrees exactly. So those are the awesome transformations you can do with shortcuts. Now, before I forget, I also want to say that you can do these transformations on the properties tool as well. We're going to get into this later. But I just want to show you that because we rotated the cube 45 degrees, I can see now under rotation transformation that eat rotated 45 degrees. So any transformation can be also modified from the Properties panel. I can change the location. I can change the scaling on a different axis. So basically you can do any type of transformation from the properties panel as well. But we're gonna get into that a little bit later. 15. Adding objects: Alright, let's continue by seeing how do we add new objects to our scene. Right now I have three optics on my team, but I actually want to delete all of those and I want to start with a blank scene. So again, I just selected all of them and I hit X to delete them. Now that I have an empty scene, you will see there's nothing here. So how do I add new objects? Well, it's pretty easy. If you go up here to these menu, you will see there is an option that says at, if I click on that, I will see a menu pop up. And this right here is all the things I can add to any scene in Blender. We have meshes, curves, surfaces, metal balls, decks, volume grease, pencil. This is for rigging. We cannot reference images, we can add lights, cameras, we cannot simulations. Anyway, there are so many things that we can add, but for now we're only going to focus on how to add new meshes, which are what we're going to work with with 3D modeling. So the default object that we see on her seeing is usually a cube. So if I go to Add mesh and then I select a cube, I will see the main default cube that we see every time we open up Blender. But I can add more things. So I do it at that and I'm going to add something different. Let's add a new vSphere. Newest fear is basically just a simple sphere. I can see it right here. I just added as fear, I will delete that and then I'm going to add a new object. Let's see if I want to add a torus. This is a special one. There are so many different objects we can start adding. But there is a shortcut to do this. Instead of going up here and choosing whatever I want to add, I can actually press Shift a and the menu will pop up the same menu that I had up here. I will see it. Wherever I have my mouse hovering. I press Shift day, I can add whatever I want. So for example, I can add Suzanne that we have seen before, which is the monkey. Remember the monkey that we use before? So we can add any object that we want on our scene. What's particular about this is that whenever I add a new object, let's say I had a cylinder. So right now you might seem like everything. It might seem like everything is fine. But there's actually a new window that popped up right here under like just above the timeline. It says Add Cylinder. If I expand this with this arrow that I see on the left, I will see these menu. And this menu are actually the properties of the object as soon as I import it as I added. So right now I can say how many vertices it has, how many, how big it is, how long it is, where it is located. There are so many things that I can improve or change as soon as I add a new object. So for example, if I don't want 32 vertices, which means how many vertices I have a long my cylinder. I can change this to probably eight. Then I will have a rough for cylinders, steel cylinder, but I have less vertices. We'll get into this later. But it's important that you know that these menu will pop up whenever you create a new object, a new object. So let's try with a cube. If I add it, I will see the properties change, but I still have some properties of the cube. In this case, I can only change the, how big each edge is. So right now it's two meters. You can change it to probably five and it's going to be much larger. So each object has its own properties that you can change whenever these menu pops up. So that's all about how objects work. 16. 3D cursor: So Rhino, whenever I add a new object is always coming up in the middle of my world. If I delete this and I add a new object, whichever it is, it's always going to come up right in the center of my world. Let's add another one. It's at the monkey for example, and it's going to be right in the center. Let's add a new one, a cube. They're all going to be right in the middle. So if I want to see all of them, I will have to grab them and change the position of each one so I can see them all. But what if I want to add a new object in a different spot that it's not in the middle. Well, that is very easy to do. I'm going to delete all of my objects. I'm going to change the place where I'm going to add new objects. So that's where the new tool called the cursor comes in handy. So you see there is right in the center, there is this little circle around the middle point of my scene. If you see it's very similar to the one we have right here on the left under the selection tool. And that it's called the cursor. The cursor will allow me to change or add new objects. And it's actually also useful for other things in modelling as well that we're not going to talk about right now. But mainly I can change the position of the cursor. So right now it is right in the center. That's when, whatever I add, Whenever add a new object that's going to come right in the middle. But now I'm going to change my tool from selection to the cursor when I click on that. Now whenever I click a different spot, the cursor is going to change its please. It's no longer in the middle, but it's actually going to be anywhere but there whenever I click, wherever I click, it's going to be right there. So now let's say that I have my cursor right there. If I tried to add a new object, it's going to come right where my cursor is at the moment, if I change my cursor up here and I add a new object, it's going to stay right there where I have my cursor. What's important about this? It's that with a cursor, you can not select anything, you're just moving your cursor. So if I want to select my cube in this case, and I have the cursor tool selected. I'm gonna not gonna select my cube. It's only going to change where my cursor is located. Located. So now I have to go back to my selection tool. And that's how I can select things back again. So that's important. And whenever sometimes you try to select things and you see they're not selecting. It's probably because you have the coarser activated and not the Selection tool. So you've got to be careful with it. But what if I want my cursor back to its original place? What if I want to bring things in the center of the world? Again? Well, that's very easy. You have to press Shift S, and you will see these menu come up. Remember that you have to keep pressing Shift S, otherwise the menu is going to disappear. So I'm going to press Shift S again. Here. There are so many options I can do, but the one that I want to focus right now is the one that says cursor to world origin. So if I click on that, I will see that the cursor is again right in the middle of my work world. I can also go back and change it whatever I wanted. But if I press Shift S, I can bring my cursor back to the world origin. There are other options that we have right here. We can put this election that we have right now into our cursor, for example. So the tourists that I have selected, I can bring it to the cursor, see that it moved where the cursor was. There are so many things that we can do with our cursor. We can change our cursor to the selection. So instead of moving my selection to the cursor, I can move my cursor to the selection. If I press on that, I will see that my cursor, cursor went back to where my selection was. There are so many things that we can do with the cursor is very useful. You need to understand it well. For now I will leave it in the world origin. So it stays right in the middle. And then I'm going to click back again to the selection box so I can select my objects and delete them if I wanted to. So that's about it. That's all you need to know about the cursor. 17. Render modes: Now let's talk about rendering modes. Render Mozart, basically how we visualize our 3D models in our viewport. As you can see right now, our sphere, it has a great color to it. That's the default color that blenders shows with every 3D model that we see on our scene. As you can see up here, we have four different spheres. And the one that we have selected right now is the second one. That means that we are visualizing our models with a solid color. So basically all of the models that I add, all of the geometry that I add is going to be shaded with these gray color. But what if I change it to the first one? Let's see, the first one that has some lines in-between making the middle of the sphere. If I click on that, I will see that now my sphere is not solid, but it seems like it was made with wire. I can see everything that's inside. And basically I can see also what's behind of my own, my sphere. What this represents. It's the geometry that is making up my sphere. I will talk about these later, but basically you can see the, that the model is actually composed of connections, of points that create some sort of grid. And that's called a wireframe in 3D modelling. So this is another way to visualize while we're doing. We see everything with wireframe, or we can see everything with a solid color. So it's useful to have the wireframe mode when I want to see what's inside or something that it's behind my model. This is useful, or if you just want to see how the geometry is really, is really looking at the second one is the solid color. Let's see the third one. The third one is a special one. As you can see, it turned white. And why is that? It's because the sphere has by default and material that is white. We haven't applied any materials yet and we haven't really talked about that. But by default, Blender always applies a white material to the objects. So that's what I'm visualizing here. Basically, the third option will show me all of them. The materials that are applied to our optics. We haven't really done any of that. But basically this is the view that you will use when you already have so Material supplied. And lastly, we will have the render option. So basically, if I click on this, I will see that now my sphere has some shadow here. If you can see that in some light. Basically this is how they're rendered. Version will look. Why is there a light? Well, I already have a light on my scene right here. I have a camera. I don't really care about that, but I have a light. And because I have a light, that is how it's affecting my sphere right here. And that's why I'm seeing that my sphere has some shading to it. It has some shadows. He had some highlights. If I move my light around, I will see that that shading changes depending on where the light is. So if my lights where she's coming from here, I can see that it's affecting my sphere. Because now these parties, the one that is lighter than the one that it's under, which is creating some shadow. So basically, those are all the four render options you have on your viewport. You have your iframe, you have your solid color, you have your shading or materials, and then you have your rendered option. 18. Outliner: Now let's talk about the outliner. We have talked about it a little bit previously, but we haven't really gone into the cell. Let's look into it. Right now I have added a bunch of objects on my view port. I have some meshes, I have some lights, I have a camera and I have an image. Those are all the 3D objects I have at the moment. And they might be a little bit disorganized and it might seem like there's a lot going on here. Sometimes it's hard to know exactly what is going on in your viewport, and that's when the outliner comes in handy. So I'm going to open up the space a little bit. Remember that the outliner is located on the top right of your window. Right here. I will see that all of the objects I have on my scene are listed out down here. And there. They all have different names in there under something called the collection. So basically collections are like groups. Or I can keep all of my objects, some folders. So I keep everything organized. Right now. They're under the same folder, under the same collection. And that might be a little bit messy. It might be kinda hard to understand what's going on on your scene. So why can we do, we can add different collections so we keep everything more organized. So for example, right now, I have five meshes. How do I knew that? I could basically just count them. It's not that hard, but sometimes you might get a, a lot and a lot of geometry going on here, different objects. And you might not know how many things you have from your scene, but you can see them right here. So the first thing that I a tip that I would like to give you, so you should know the name of your objects. You should know what is going on here. Right now. They all have the default name. When I added the object, the camera, It's called camera. I have to cube. So the first one is called cube. When I created a new one, it's called cube that 001. That's an odd name. That's not very understandable. We have a cylinder, we have an empty. These empty. It's the image that I have right here, which is also not the right name. You have a lied. We have a sun, but we don't know what type of light these are. We have a sphere and we have Suzanne that I know it's the monkey, but maybe nobody knows that her name is Suzanne. Maybe I want to rename that. We can do that. So let's go ahead and change some names. I wouldn't like to keep cubed, that's 001. So I can change this into something like bucks for example. I know this object right here, it's called box or whatever it is, doesn't necessarily have to be on a specific name, can be whatever you want. I'm going to rename Susannah as well. Her name is not gonna be so sad anymore. I'm just gonna call her monkey so it's easier to understand what I'm referring to. Unless the, I'm gonna grab my image and the image is called empty, I'm going to rename it Blender logo. So it's easier for me to know what is going on here. Now I want to divide all of my objects into different collections. I want to separate them. So how do I do that? First, I will create a new collection by right-clicking on these gray area. I just right-click and I say new collection. So now I created a new collection. Now, the way I want to separate my objects, it's by the type of objects that we have. So right now, we have meshes, lights, images, and cameras. So we should have for collections to separate each one of those objects into different groups. So I'm going to keep the first one as my meshes. I'm going to rename my collection mesh. I know that everything that is under here is going to be a mesh. Then I'm going to say Image. Actually I'm going to say reference just because usually our images are references. So it's just a thing that I prefer to call reference. Then we have lights. Lights. Lastly, we will have cameras. So I just rename it. Now we need to organize our objects into these collections. So how do I know what type of object I'm having? Well, it's very easy. If you see every single object that I have listed out has an icon to the left and orange icon. Each one of them is different. So basically for meshes, It's the down beat down triangle, the one that is looking down. So these represents a mesh for our lights. We have a light bulb, for cameras, we have a camera. And then for images we have the square root. We'd like a triangle and a circle inside. So I can go ahead and reorder my things. I'm going to grab my image and I'm going to bring it out to reference. And that's going to be now under my collection called reference. Now I'm going to grab my camera and I'm going to bring it down to cameras. And then for my life, I can just click on one and then press Control a to select a different one. Or I can simply select them all my viewport width shift. And I'm going to bring both of both of them under delights collection. So now everything is way more organized and it's much easier to understand what is going on in my scene. Lastly, I want to tell you that you can hide elements so you don't see everything at once. Let's say you're just modelling and you just, you only need the meshes. You can go ahead and disable the viewing of the other objects. So how do I do that? I can go here where I see these little eyes on every object that represents the visibility on my viewport. If I only want to see my meshes, I can simply disable the groups that are not meshes. And then I'm going to only see the mesh that I have all my viewport. I can do also individual thing. So let's say I only want to see the monkey. I'm going to disable each of the other objects, and I'm only going to leave the monkey there so I can only work with it. You can bring them back by clicking again. And it's just that simple. So you can disable or ringing the elements that you want. You can also do that by pressing H on the viewport. So for example, if I want to hide my image right now, I click on it. And if I press, I press H, I'm going to disable the visibility of it. You can see it right here and I can simply bring it back by pressing the little eye right there. So that's basically what we need to know about how to organize things on our outliner. 19. Properties panel: So now let's see what we can find under the properties panel. Remember that the properties can be found on your right is gonna be the spinal right here. I'm going to expand it so we can see it a little bit better. Now let's see what happens. Each of my objects will have properties depending on the type of object that it is. So these spinal right here will change depending on the object that I have selected. Right now I have my cube selected, which is a mesh. And the meshes will have different properties than cameras, lights or anything else. So I can see that down here. These will be the properties for my meshes. The ones that are on top. The first, I don't know, seven or eight taps that we have right here are going to remain the same for every single object. They're always gonna be there. But the ones that are below these orange icon, they're going to change depending on the type of object that I'm selecting. So right now we can see the cube has these properties down here. Now, if I select the camera, look what happens. The camera has less properties than my cube. That's because it's a different type of object and it has its own objects. Instead of you has four instead of the cube which has, I don't know, like six or seven properties different, same applies for delight. If I click on the light, the properties might change as well. So let's see a little bit what's inside all of these. I'm not going to really go into depth except for someone's. But yeah, let's see what's inside of each one of these tabs. The first one that we have right here is basically some properties in the options for the type of selection that I'm doing. I really wouldn't mess with it. It's not necessary at all. Now let's look at the second one. The second one is the render properties. So basically here I can change the renderer that I'm using. Remember that we have EV workbench or cycles, the most used or EV, or cycles, EVs real-time rendering and cycles is not the normal rendering that it's the most used under in 3D in general. Here we can change the render properties. So how many samples do we have? If I want to apply machine learning? There's a lot of concepts that we didn't really care about much right now. But this is the Render properties. Then we have the output properties. So right here I can change the resolution where I'm sending my images are my final videos or whatever it is. Here's where I'm gonna be able to change that. Then we have the view layer properties, which is for exporting different images of our renders. This is more for compositing, so I won't get into this at all. Then we have our scene properties. This is to know what type of camera where you'd like what camera is gonna be our main one. We can see the audio if it's using gravity, what type of units right now we're using the metric system. A bunch of things that also, I don't like to mess around with much. Then we have the world properties or to the environment properties. Here we can change how the environment is gonna look right now we have a gray color. We can change that. We can put volume to it, we can add I'm environment lighting. We can do a bunch of things. So I'm gonna we're gonna be able to do that in here. Then we have the collection properties, which is for manipulating our collections up here. But I don't really mess with this at all. So let's look into the object properties. This is the main tab that is always going to look. It's gotta be by default. And here's where we're going to change the location and the main transformations of our objects. We can see the visibility we can see collection is add. So basically the object itself, not the type of object, but like an object itself. So basically this is a mesh, but it's an object, that camera, it's a camera, but it's also an object. And all of these are objects. So the properties will remain the same. I only care about the transformations that that object path. So for example, the camera right now has these location right here, these particular rotation. So you can see the basic transformations under this tab for each object. Now let's look into the mesh property that is only for meshes. And it's going to be this one right here, which is the modifier properties. So basically here you can add modifiers to the cube. We won't get into that yet. But if I drag these menu down, you will see there are a bunch of modifiers we can apply to our objects. These are really useful when modelling, so we're going to look into that maybe later. But yeah, these are important when modeling. Then we have the particle properties. So basically to create particle, particle systems, which is a little bit more advanced, we also have physics. So these are the physics properties we can add rigid bodies, force fields, and so many other things for gradient effects, we won't get into that, um, then we also have constraints. So constraints are also some part of modelling and rigging. It is useful for many, many things. It also has a bunch of constraints we can create to each object on getting to that adult, we have object data properties. So basically he will be able to add groups of vertices. We can add shape keys when we do rigging, this is way more advanced, but I just wanted you to know what's in there. Then we have unimportant tab, which are the material properties here you cannot materials. Remember that I showed you that our meshes have a wide material by default, He's the one that we have here, but we can always change the material, the color, how bright it is, how shiny it is. We can change all of the properties of materials for our objects. So this is a very important tab. And lastly, we have the texture properties. We can paint textures inside Blender. And this is where we will be able to manage all of that. So now let's look into the camera. The camera has basically the same except for these camera tap right here. So if I click on my camera tab, you will see that now I can change properties that are like only for the camera. So I can change the focal length, I can change the type of lens that is two that is being applied. The clipping. If we want to add there fulfilled, we can see the sensor. We can change a lot of things that are appropriate to the camera. Also, we have the light. So if I click on the light, I will see these new tab that is for a specific lights. Here, I can change the type of light up that I'm using, the power, the color, how bright it is. All of the light properties will be changed here. Every single object will have a different property right here. So for example, if I add an image, whatever it is, I have this one right here. And these will also have a new tab that is specific for images. And here I can change the image that I saw that I'm selecting. I can change the size of it. I can change where he's located. So every object we have its own properties and they will always be found under the same panel. So that's all we need to know about properties. We won't really get into much detail of this, but I wanted to know what's there. 20. Object modes: Alright, so now let's talk about modes. If you go in the header up here, you will see there's an option that says Object Mode. If I click on that, you will see that at least pops up basically molds or an object oriented feature, which means that depending on the object that I have selected, these layers may vary the options that I have available. We'll defer. The meshes like the cube are the ones that have the most options for us available. But for example, if I click on the camera, you will see that it only has one type of mode, which is the object mode. Same for the light, you'd only has one type of mode of the objects might have different modes. All of them will have the object mode by default, but they might have different ones as well. So let's talk about the modes that we can find for the meshes. So I'm going to click on my cube and I'm going to go into the list. And I'll try to explain all of these. The first one, which is the optic mode, is the default one. All of the objects might have an optic mode available for you. This is where we will be able to do the basic transformations that we've already seen, like changing the position, the rotation, the size. So we can do that with any object that we have when our scene we will be able to change its position, the rotation, etc. So all of the objects we'll have available the object mode, and this is where we will do the basic transformations. Now let's go into the second one, which is the Edit Mode. If I go into edit mode, this is particular for meshes, but you can also use that for, I believe, curves and maybe even strokes with the grease pencil. There are different objects that have the edit mode available for you. But let's talk about what we can find with a mesh. So basically, here's what we will be able to manipulate the basic elements that compose my object. So in this case, this cube has different elements to it. And here's where we'll be able to manipulate those elements to create different shapes. And that's how we can actually start modelling. I will talk about these in the next lesson. Just because this is a very extensive topic that I would like to go deeper into. But for now, let's move on to the next type of mode. So the next one will be the sculpt mode. So if you're not modelling traditionally, which it's more logical in some way, you have these sculpting mode available for you. And this will allow you to create models and create shapes in a more organic way, just as if you were sculpting in real life. So it works more like having a clay in your computer and you can start shaping it as you want. We won't get into that for now, but this is where you can actually sculpt elements. Then we have the verdict Spain. This is where you can assign different colors to the vertices that compose your mesh. We won't get into these, but this is also very useful if you want to paint by 0 points, then we have the weight paint. This is mostly used when you want to create an object that is gonna be, it's gonna be available for animation. Basically, if you want to create a rig and create a skeleton for your object, here is where you will assign how much each part of your model is going to move. So this is also very, not very buddies mode, more advanced. So we want to touch this yet. Then we have the texture paint, which basically will allow us to paint textures directly into our 3D mesh. So that's also very useful. We can start painting on top of our 3D models, whatever we want. So those are all the types of modes that we have available for 3D meshes in Blender. 21. Vertices, edges and faces: Okay, so now that we've seen most of the Blender interface and we understand it. We're gonna go ahead and start talking about modeling. So what is modeling? Basically, it's a technique for creating digital representations of any object or surface that we can find in the real-world. How do we do that? Well, basically, we use difference or first-line blender to manipulate points in a virtual space. In this case, our virtual spaces, the view port that we have right now. With these points, we are able to create meshes. So basically a mesh, like I've been telling you about, these cube is a mesh and it's basically a collection of points of vertices that form the object. So let's see how that really works. In order to access all of those vertices and other elements that are composing my object, we need to go into edit mode, the one that we just talked about. So to go there, I will just click on my cube and I will go up here and select the edit mode. You can also access the edit mode by pressing Tab. So if I press Tab on my keyboard, I will be going into the edit mode. And I can also go back to the object mode by pressing Tab again. So if I press that, I will be going into and out of the edit mode. So inside the edit mode, here is we will be able to manipulate all of these vertices in all of these elements to start creating more complex shapes and different meshes and create different objects. Instead of having those primitives that we've already seen, like the cube, the sphere, the colon, and all of that. So how is an object made of? So basically here you will notice that we have points that are making up my cube. Those little dots that you see up here and around the cube, those are the points that are making up the shape and the object itself. Those points are called vertices. So each verdicts making up my cube. How is that possible? Well, the basic, the most basic element that we have here are those vertices. But if I connect two vertices, I will be creating a line between them. And that line is called an edge. So those edges are also being Connect, are connecting my dots. That is the second element that we have when we work with 3D. So two vertices makeup on edge. If you go up here, you'll see we have three different options. So if I want to select a point or a verdict, I can just go up here, and that's the option that we have selected here. But if I select the second option, I will be able to select each edge instead of selecting vertices, which is also very useful. So what happens when we connect all of my edges while the fight select all of these four edges. I will see that if they're connected, they're creating that flat surface and that flat surface, it's called a face, which is the surface that you see right here. If you go up these menu again, you will see that the third option, We will allow us to select each face individually. Instead of selecting points, are selecting edges. If I want to go back and select on a specific point, a specific verdicts, I will go up here and then I can select those again. So we have three elements that are basic to any 3D model, which are the vertices, the edges, and the faces. So a phase is usually composed by three or more vertices. And why he's that. So basically, if you think are most basic shape will be a triangle. That is because when we have three points in space, wherever it is, we will be able to create a flat surface. That's the bare minimum. We need to create a face, a flat surface. Here. We're not using three, but instead we're using four points to create a face. Usually in 3D, we have two different modes of working. One is by using a squares like we have here, face, faces that are squares, but we could also use triangles for faces. Those are called tries and those are not recommended for using when you model. It's better to use squares. Those squares are our cold. I'm sorry, are called quads. When we work with squares, those are called quads and it's much easier to understand for us. It's easier to manipulate measures when we're working with gloves. In reality, the sulfur is actually a rating tries just because it's the bare minimum. And if you think about it as square, it's actually two triangles. So if I create an invisible line right here, you will notice that we have two triangles. But it's common that we work with quads. So our faces should always be quads when possible. Doesn't mean that if we have a try, It's gonna be terrible. No, because actually the software is making up its reading tries instead of reading quads. I know this is kind of complex, but in general, we will have vertices, edges, and faces that are the ones that are making up my model. Now, we will be able to edit these things to get more shapes and more different, more complex objects instead of just having a cube. But those are the most important terms and the most important concepts that you need to understand when doing 3D modeling. 22. Modeling tools: Now I'm going to explain to you of the tools that we have available when going into edit mode with our object. So you will see in the toolbar on your left that we have all of these options available to us. Now, I'm going to go one by one explaining what they do and how useful are them. So let's go into the first one, which is the extrude region. Basically, if I click and keep it pressed, I will see that I have a lot of options for extruding, but I'm only going to focus on the extra region. So when I do that, you will see that the tool appears on my object. In order to extrude, we need to select faces because extruding is only well. You could actually do it with edges as well, but it's recommended to extrude on the faces, not vertices, edges in some cases. But usually you will extrude faces. I need to go and select faces instead of vertices. I click on that. And now I'll be able to extrude my faces. So let's say I want to extrude these phase right here with these tool that I have available now, I can click on this plus button and you will see that I'm extruding. So basically what it does is that it creates new geometry out of the object that I already have. This is how we can start creating new shapes because we will be able to add more geometry to our object. So if I wanted to create different things, so let's say I want to extrude right here. I can start creating different shapes with extruding, this is like one of the most basic tools and the most important ones. I can also extrude in a different direction than the one that the face is going. So right now, these face is facing upwards and that's why the face, if I extruded, it's gonna go upwards. But if I just click outside of it, I'm like around the sport, I will be able to extrude in a different direction than the face was going. So this is all of the ways that you can do extrusion. There is a shortcut for this. So if I have my selection tool activate it, I can also extrude by pressing E. So if I want to extrude these phase right here, I can just press E and I'll be able to extrude as well. So now I have a more complex shape. Now I'm going to create a new object. So I'm actually gonna go outside edit mode. I'm going to move this a little bit to my left, and I'm going to create a new cube. So I'm going to add a new cube. Now inside this one, I will show you the next tool, which is the inset faces. So just like extruding, you can actually create faces inside our faces, the ones that we already have. So again, with the Face Selection Tool, activate it, going to hit on these phase right here or maybe this one right here. And I'm going to select the inset faces tool. So you see that this circle appears. What this does is if I click and drag, I will be inserting a face inside that face. Therefore, not just creating one facing side, but I'm also creating for more faces around that face. So although these are not perfect squares, they're still faces because they have four points that are making up a flat surface. What can we do with this? So for example, if I click on this face right here, if I want to create a whole, I can extrude. But instead of extruding outwards, I can actually extrude inwards. So if I hit the extrude region tool, I can actually bring this in. And I will create some sort of like a box sort of thing. So you can actually extrude while having an insert. And I can keep on doing this if I want to insert again. And maybe I want to bring this out, I can extrude and then I will be creating these random shapes. So that's also inserting faces for inciting faces. There's also a shortcut which is I. So if I press, I have my selection tool and if I press I, I can insert my face. So e for extrusion, I for Insert. Now once again I'm going to go back into object mode. I'm going to move this a little bit to my left. And now let's actually move both things to order lift. And now I'm going to add a new object, again, a cube. So I'm going to hit Tab to go into edit mode. And now let's look into the Bevel tool. So bevel is the next tool that we have right here. And what this will do is that it will actually make our edges less sharp. What I mean with that, I'm going to select the edges right here. And I'm actually going to select these edges at the top. I'm going to select the four of them. You have to select edges, not faces and not vertices, edges. With these edges selected, I can actually hit on the Bevel tool. And now these handle appears and I can actually bring it up. You will see that I'm creating these type of looks like a house right now, but I'm just like dividing the edges into two. But I can actually will still dragging without releasing my mouse. I can go up, hit my scroll, going up, and I can add more edges into it. Do you see with more edges I'm creating a more curved edge, if that makes sense, I'm creating more geometry. You have to keep in mind that while doing this, you are creating more faces and more geometry. But now I don't have a sharp edge at the end, but I actually have a more curvier, like a curvier edge at the end. So that's what beveling does. I can also do it by going to do it under it. So I'm actually going to select four of them as well. By pressing Control B, you will be able to create the bevel as well. And I can scroll down if I want less edges or if I want more, I can just scroll up and I'll be able to create my bubble. So that's what beveling does. Once again, I'm gonna go back into object mode, going to move this a little bit. And now let's look into the next tool, which will be the loop cut. So basically we'd look good. I can create cuts around my mesh without affecting the shape that I already have. So for example, if I want to divide this cube and I don't want to have the someone on faces, but I want to have more faces. I can do so with a loop. If I click here, I can actually create a loop around my faces, my cube. So for example, if I want to create this loop that is showing up here, you will see that you will, like a yellow line will appear. If I click, I will be able to create a loop good. So I click and I create a loop good, right now, I've created more faces without affecting the geometry. And the shape that might not the geometry, the shape that my q pass. Ready, it's still looks like a cube if I go into object mode. But if I go inside it, I will see that it has more faces than it used to. And this is useful when, let's say I want to extrude these phase right here. I can select this face at the top and then say Extrude and then I'm going to bring it forward as well. And now I have these type of shape. I can create loop guts with the stool, but there is another way, and it is by doing control R. So if I press Control R, you will be able to create a loop cut. But instead of having it always in the middle, when I click, I can actually drag it. So I can choose where I want. My lip got to be. If I wanted right here, I can just click. And then my loop God is going to be right where I tell it to. You can also create a loop cut in the middle with Control R. So let's say I press Control R and then I click on the, on the option. But what if I moved it and I want it right in the center? If I just right-click, it's going to go right in the middle of my faces. So that's another way to do a little loop cuts. The last thing I want to show you, there's actually add a new cube, mesh cube. I'm going to bring it to the left, to the right. And right now I want to show you the knife tool. So that's the last tool that we're gonna be talking about today. You've gotta be really careful with this tool because it's going to be these ones down here. I'm going to click on knife. And what you will see that these nice appears on my mouse. So what it does is that I can actually cut my faces however I want to. So let's see. I'm going to actually click away. Oops. So I'm going to click away for now. And then I'm going to select the knife tool. I can actually create cuts wherever I want to. So let's say I want to create a cut here. And actually it doesn't have to be on an edge or a verdicts. It could actually be in the center of a face. I can start cut, cutting however I want it. But two ended, it has to end on an edge or a vertex. So I'm going to end it right here. And then when I'm good with it, when I'm done, I'm just going to press Enter. And I just created a random cut is not perfect. It's not linear, it's a random cut. While you had a, gotta be really careful with this tool. It's because these geometry is messed up. It's actually not great for working in. Why is that? It's because now we have faces that have more than four vertices and that's not okay in 3D. If you see, I'm going to actually see the vertices that these faces have. You will see that these first phase has, let's see, 1234567 vertices. And that's just not okay. These can create errors and can create things that are not great when doing renders or certain things, animations and just deforming the geometry is gonna be really messy. So you've got to be careful with the knife tool. This is something that you shouldn't do. Instead, if you really want to use the knife tool, I'm going to go, I'm gonna go back. And if you want to use the knife tool, you could use it for. So for example, if I want to create a cut here, and then one cut here, I'm creating two faces. But you gotta be careful because now the one on the top, we will have five vertices. So if I want to end it, you have to be careful and maybe I could bring it here and create a try a triangle. And that's gonna be okay. So the knife tool is for more specific things. I usually don't use it unless it's completely necessary when doing more advanced topology. But it's also there for you. If you don't want to use the loop cut tool, you can do cuts with the knife as well as I'm going to just hit enter. Now I have two new faces here, one triangle here, and one with four phases here. Now if you look at the one that's in the bottom, is going to have five vertices. So I will have to go and fix that as well with the knife tool. Then I feel is not great. I don't suggest you use it now, but it's available for you. There are more tools down here, but I won't go into those because I just don't think they are really necessary for understanding 3D in general. So those are all of the tools that you have available for you. Bcs, how modelling works, and this is how we can actually start creating more complex shapes. 23. Smooth and flat shading: So before we start working with our project, there are still two concepts that I haven't mentioned that I think are important to understand. The first one is smooth shading. What that means is that if you see I have a sphere right now on my viewport. But when I look at it, I'm able to see all of the phases that are making up my sphere. Doesn't look great for a sphere, especially if I have a cubic doesn't really matter. But for a sphere, this is actually not looking great. So there is an option that we can activate to see a smooth shading on my sphere. If I right-click, I will see the first two options, say Shade smooth or shade flat. Right now the one that I have activated is shaved flat because it's the one that lender has by default. But when I hit Shade Smooth, you will see that now my, my sphere has a more flat surface, is not flat surface, but it looks like more smooth. Item C, all of the faces that are making up my sphere. I'm going to bring another spherical. And just so you see the comparison. Now you see these flat shading and DC smooth shading. I want to bring this back to these original phase. I can do that by saying shade flood. And I will see the sphere with all of these phases. But if I want to have a really nice smooth look, I can just say Shade Smooth and I will have this option. Now, what happens when I do these with our cube? I'm going to say Add Cube. When I bring, is, bring this to the right, right there. So right now this is with the flat shading. But what if I hit Shade Smooth? Now we'll see these dark spots showing up and it doesn't look really great. And that is because I have very sharp edges that are 90 degrees. And that just makes it impossible for blender to shade smoothly because it's just very sharp. The edges are 90 degrees and therefore they are very sharp. We could change this. If I go here, if I go on the green triangle, these are gonna be our object data properties. And if I go into normals, I could activate the outer smooth tool, which will allow me to smooth things. If they are, if they have an angle lower than 30, it's going to be smooth. But if the angle is higher, it's not going to be smooth. So if I hit it smooth on the cube, simply not gonna do anything is going to keep it with a flat shading just because the angles are higher than 30%, I could change the angle that I want. I usually work with 4544 sometimes, which I think are easy enough for shading, for smooth shading. But that's how you can basically say that anything that is higher than this angle will not be smooth it out, but anything lower than that can be smooth it. So that's the first concept that I want you to understand. 24. Timeline: The second concept that I want you to understand that we haven't covered is the timeline. I have shown you where the timeline is, but I haven't really explained to you how to animate things in Blender. Although we won't really cover animation in this course because it's not the purpose of it. I will show you just the basics of how you can move objects in your 3D scene. I'm actually going to bring this window up just so I can see better. This is going to be my timeline. In the timeline we will be able to see some numbers right above. These numbers represent the frames per seconds. Not the frames per second, but the frames that we're using. So remember that each second is usually made of 24 frames. Sometimes it can be 30 or even 60, but Blender by default uses 24 frames per second. So every 24 frames is going to represent 1 second in time. So that's why this is our timeline. Right now we have 2250 frames. And I'm actually going to start at frame one. So I'm going to place my timeline on frame one. And this is where I'm going to start my animation. This is going to be my starting point. So to animate things, I will just select the object. Remember that any object in Blender is animatable. It doesn't have to be a mesh. It can be a light, it can be a camera, right? Can be anything you want to animate things to create a keyframe. We will press I. When I press I on my keyboard, remember that he has to be first on object mode. It cannot be on edit mode, because if I'm on Edit mode, I will probably do an inset. But if I'm on, on object mode, this is where I can create a keyframe. So I press I and when I heat a, you're going to see these menu right here. So you will see there are a bunch of things that we will be able to animate. Mostly are going to be just the transformations, the usual transformations like the location, the scaling, and the rotation. So you will have the ability to choose what properties you want to keyframe right here. Just for the purpose of this video, I'm going to hit all of them which are location, rotation, and scale. So this is the option I'm going to be using. These is going to be my starting point. Now, I will move my timeline a little bit. Let's say to a 100 frames or maybe, maybe less, maybe 70 frames. And now I'm going to do some transformations to my cube. So let's say I want to move it maybe to this position. I want to scale it down. And I want to rotate it. So I just made a whole transformations on my cube. But I haven't actually changed the things yet because I haven't added a new keyframe. In order to keep this position in these rotation and scaling, you need to add a new keyframe. So I'm gonna hit I again. And I'm gonna do the same location, rotation and scale. When I do that, now I have a new keyframe on my timeline. If I go from the beginning, you will see that if I hit play, my cube is going to move. It's gonna do the rotation, the scaling, and the change of position. So you can start doing more keyframes. Let's say if I bring in a 120 and I'm going to move it around here, scale it up and then rotate it a little bit more. I'm just doing randomly changes. And now I'm going to heat Eigen to location, rotation and scale. And now if I, if I go back to the beginning and I hit play, it's gonna go to one side. And then he's gonna go back really fast to the other side. So there are some concept of animations that I won't really get into, like the timing and how the frame should be. The keyframes should be decided. Where should I put them? All of that is more complex, but this is basically how you can do animations on Blender. Just by heating I, you can, you can decide what property you want to transform and change. And then it's going to do the animation for you by pressing I in, choosing that option. So that is basically the animation. Now we're ready to start off with our project. 25. Toy train: Locomotive: Alright, so now that we have covered most of the Blender basics, we are ready to start working with our project. In this case, we will be building a toy train. You will be able to create these model by using mostly primitive shapes and applying a little bit of the modeling tools we've already seen. So let's get into it. The first thing we gotta do is that we got to delete the objects that we don't need in our scene right now. I'm going to select the camera and the light, and I'm going to hit delete. So I don't have those on lysine with these cube. I'm going to start building the locomotive of my train. So this is going to work for our base where everything will be located. So I'm going to click on my cube. And I like to work with the orthographic views just to have a better understanding of the measurements of my model. So here I will just go into the side view by pressing three. And here I want to scale my cube in the y-axis just so it's more flat. So I'm going to hit S and Y to scale it in the y-axis. And a cool thing that you can also do here, remember, is that you can Till blunder how much you want it to scale. So right now, I might hit three to get the exact number. So I'm just going to hit Enter and now I have my cube in its wider on the y-axis. Now I want it to be thinner as well. So I can also do it from here, from the transformations. And I want it to be exactly half. So I'm going to put 0.5 in the c-axis, just so it's going to be thinner. That's going to mainly be my base of the train. Now let's build the cylinder, which is iconic for trains. So I'm just going to add a new object. And I'm going to select the cylinder. One thing that you've got to keep in mind here. Remember that you will always have this menu popup down here. And you can choose how many vertices you want, you want, and you can change the radius to death. And there's one thing that I believe it's important, and it's the cup field types are right now this is an NGO and what that means is that the caps of my cylinder have 32 vertices. Remember that we don't like working with that. We prefer to have faces of four vertices only. So we can change this option to something that says triangle fan. So you can change it to not have caps at all. Having an angle, which is the option that we have right now, or having triangle. So I'm gonna show you exactly how this looks. I'm going to rotate these in the y-axis just so you can see a little bit what I'm referring to right now, these 0s. And then going, and if you go into edit mode, you will see that these phase has exactly 32 vertices. That is something that I personally don't like to have. So I'm just going to delete that. I'm going to add a new cylinder, and instead I'm going to choose the triangle fan. And you will see what these has. Again, want to rotate it in the y-axis so that you can see. Now you see that he has divided my cab into triangles. So having tries is not as bad as having an guns. That's something that I personally like to have. So now, instead of having one phase of 32 vertices, we will have 32 triangles. So this creates more geometry. But I think it's more correct to work like that. Once again, I'm just going to delete this and I'm going to add the right cylinder. Again. I'm going to keep it with a triangle fan and I want to rotate it so it faces forward instead of facing upwards. So what can I do? I can just rotate it in the x-axis. I'm going to rotate it 90 degrees. And now I have my cylinder facing the way supposed to here. I can just move this up wherever I think it's okay. And I'm going to also scale this in the y-axis. Might keep it at maybe 1.9. I think it's okay. Let's see how this is looking. I'm going to this a little bit to the back. Just a tiny bit. So it's not right at the edge of my base. I think this is looking quite okay. I might want the cabin to be maybe a little bit wider. The base, I'm sorry, a little bit wider. So I'm going to maybe put it at 1.2 or so. It's a little bit wider than that. And that's it. We have our cabin and sorry, we have the locomotive and we have the base. So the first thing we gotta do, because we're going to start adding more and more objects that we should rename this. This one right here. I'm going to call it locomotive cylinder. Remember, I like to keep, Do not put spaces but instead putting underscores. If I want to rename my things, here is going to be the locomotive. This is going to be the base. Just so I keep track of all of my objects. Now I'm going to add the main copying of the locomotive. So I'm going to add a new cube. I'm going to bring it up here. I think the measurement is quite a ride. Maybe. Maybe we can make it a little bit wider. Let's see if I put this at 1.1. Yeah, let's do that in this, just move it here. Actually, I'm going to keep this at the front. So it's right, three points. So my measurement of both things is gonna be three, just like my base. Now, these I wanted to scale it up just because it needs to be taller. So I'm going to scale it in the c-axis. Something like, let's see. Let's put it at 1.7. And now I'm going to put it upward. So I'm going to press G and C just to drag it up. And let's leave it somewhere around there. So we have the basic shape of our train. The last thing I want to do before we continue Is that I want to change the shape of my base. I don't like that. It's completely flat at the front. Usually they have a diagonal at the front. So to do that, we need to change the topology and the geometry inside edit mode. I'm going to hit Tab to go into edit mode. And I'm actually going to select the edges up here. So I can select the edge that is going to be moved to the front. So I'm gonna select this edge down here. Again, I'm going to go to the side view and I'm going to move it to the front. I'm going to press G and Y. And now I can move it a little bit like that. So now I changed a little bit of how the shape is looking without affecting the geometry much. In lastly, we need to rename this. So this is gonna be the locomotive. This is gonna be the main cabin. 26. Toy train: Locomotive pieces: So before we continue making up more things, we actually need to save our file. This is very important. So I'm gonna go under File, Save or Save As I referred to. Click on Save as. And this is going to be called train. And I'm going to call it version one, just so I can keep track of all of the progress that I'm doing. I really recommend that you create versions. So the next time you save, you probably want to save a version two. So just if you want to go back to a certain point, you have the access to, I'm just going to say train version one, save as, and I have saved my file. Alright, so let's continue working with our locomotive. So I'm going to create the roof of my main cabin. To do that, I'm gonna go to the side view by pressing three. And I'm actually going to duplicate this object right here just because I want to remain, to keep the position remains the same. So now what I'm gonna do is I'm going to duplicate it by pressing Shift D, and I'm going to move it upward. So without moving my mouse yet, I'm going to press Z to move it up. So I'm going to move it up Somewhere around there. And now I'm actually going to scale it down so it's a way thinner than what it is right now. So I'm going to press S and going to press Z again. Just so I can make it thinner somewhere around there. I think that's quite alright. Now I want it to be wider. In order to do that, I'm actually going to scale it proportionally. So I'm just going to press S and I'm going to scale it up somewhere around there. I think that's quite alright. And I'm going to move it down cypress G and Z again just so I can bring it down just on the top of my main cabin. Now I actually want to make these part at the front a little bit larger. So I'm going to scale AT the y-axis a little bit more. So x and y somewhere around there. And now I'm going to move it to the front. And now I have a roof that it's longer on the front. So now that we have that, let's rename it. So this is going to be the roof. And now let's create the steamer. I don't know if that's the right name, but the thing that's goes up here where the theme is released. So we're going to add a cone to do that. So let's select the cone. And without moving either doing anything to it yet, we're gonna do some changes on the menu that we have on our left. If you don't have it opened up, you might have it like this. So you can just make it bigger with the row on the left. Here, we're going to change a couple of things. So the first one is that we're going to change the cap, should be a triangle fan as well, just like we did with the cylinder. So we don't have that phase with so many vertices. Now let's change the dimensions of it. So right now, our bottom cap has one meter wide and the tub has none. It's in zeros. So that basically means heats up perfect cone. Actually want to have some sort of flat surface on the top. So I'm going to make this one bigger maybe at 0.2. I think that's quite alright. But for the bottom, I actually want it to be less, less wide. So let's put this on maybe 0.7. I think that's okay. Maybe a little bit less 0.65. Okay, I think that's quite alright. Now we gotta inverted. So to do that, we're going to rotate it in the y-axis a 180 degrees, just so it's facing the other way. Now with that done, I can select it and I'm going to bring it upwards just so it's somewhere around here. I'm actually going to scale it down. I think he's way too big. I actually want to keep it around these high so I can just put it here where I want it and then I can move it to it to a friend just so I know he has the same height as my main cabin. Now actually want to create another part on the top that goes flat to the, to the top. So to do that, I'm actually going to go into edit mode because I'm actually going to change it from the cone itself. So I'm gonna go into edit mode, and I got to select the faces that are right at the top. So to do that, I'm actually going to do something that we haven't really talked about, which is the X-ray mode. Remember that we had different render modes up here, but we didn't talk to the one that was right to the left, which is this one right here. This is called the X-ray mode. And basically here I can see the things that are on the back or that might not be visible to me at the moment. So I'm going to press there. And you will see that everything looks transparent right now. And that will allow me to select the faces that I actually need. So first I'm going to select the faces up here. Just isolate faces and edges. And now you will see that we have a couple of points that are right in the middle of each face. So that means that I can actually just drag and select the ones that are on the top. Just because I'm not selecting the faces that are on the middle. And that's how I select the top. Now I'm going to disable the X-ray mode just because I don't need it anymore. I know that I have my top faces selected and now I'm going to do an extrusion. Remember, how do you extrude? You can do it with the tools on the left or we can press E. I'm gonna do that. I'm just going to press E and it's going to extrude upwards. So somewhere around, maybe that's too thick. So something like that. Um, and just because I might want it to be a little bit higher, I can actually, I'm actually going to select these faces right here. So again, I'm going to select the X-ray, X-ray mode. I'm going to select all of these and I'm going to bring them to the top, G and C to change the position. Somewhere around that. I think that's quite alright. Now that's disabled the X-ray mode again. Now I have the steamer that goes up here. I think that looks quite alright. We basically have the main shape done. We are missing our wheels. But one thing that I want to do before we finish this lesson is that we actually need to do this moving of our objects. So right now I can see all of the phases that are making up my cylinder and a cone, and it doesn't look quite alright. So remember, how did we change that? We just right-click on the object and say Shade Smooth. So I'm going to select Shade Smooth for both. But as you can see, we again have those dark spots that we don't like. So remember that to do that, we go up here on the properties panel under the green triangle. And then we select normals and we're going to do and now to smooth. So basically now the edges are going to remain sharp. But the phases that are making the curve, they're gonna be smooth. And the same for the cone I'm going to select on that. Go to Normals, out is smooth and now I have a better shape right there. So that's it. Then the next lesson, let's do the wheels. 27. Toy train: Wheels: Alright, so let's finish the locomotive by making the whales. And maybe I want to add a thing on the front of my cylinder. So let's first add the, the thing that I want to add right here in the front. Actually want to duplicate this cylinder. I'm going to press Shift and I'm going to move it to the front. So I just press Y to bring it to the front. Now from there I just want to scale it down and make it way flatter. So to do that, Just press S and Y. I can flatten it out Somewhere around there. And now I'm going to bring this to the back just so it stays right in the middle of my cylinder. And that's just like a tiny thing that I wanted to add. Now let's do the wheels for the wheels is going to be the same. I'm going to add a new cylinder right here. I actually wanted to face to the right or to the sites. So I go to the front view just like I did by pressing one in here, I'm going to change the rotation of my cylinder, so it's going to be in the y-axis. I'm going to rotate it 90 degrees. And now we're displacing the size. Now from here, I want to scale these down and I want to make it flat as well. So I press S and X just to make it flat, something like that. I'm going to move it to the side. So G and X to bring it to the side. And now let's go to the side view and see if that measurement is okay. I think it's quite alright. Can make it a little bit larger, just a tiny bit. Now I'm going to bring it to where I wanted to place it somewhere around here. Let's see, in the front, it needs to be really close to my to my base. I'm going to move it a little bit more just so it's barely touching it. And now these, I also want to smooth it out before I duplicate it. So let's do that. The outers move on to Properties. And I'm going to say Shade Smooth just so the app orders are smooth it out. Now let's duplicate this because I want to have three wheels. So let's duplicate this shape. The, Now let's move it to the back. Press Y, and I'm going to put it somewhere around here. Now. I want to make the next we'll way bigger. So I'm going to duplicate this again, move it to the side. And here I actually want to scale it up somewhere like that. And just because these is not touching the floor, this is like our invisible floor right here. You can see the grid to kinda see where you want to. We want the floor to be. So I'm going to bring it to the top a little bit, just hire a little bit higher. And I think that's quite alright. So now I have that large wheel. Okay, so now we want to duplicate this just because we have we want to have it on the other side as well. So I'm just going to go to the front view. I'm going to select the objects that are my wheels. So the three of them in now I'm going to press Shift D and I'm going to move them to the side. So somewhere around there. I think that's quite alright. So now I also have my wheels. Okay, I think the locomotive is mostly done. On the next lesson, we're going to build one wagon and that's gonna be our train. That's going to be all of it. So I'll see you then. 28. Toy train: Wagon: Remember that we need to rename all of our optics right now we have a bunch of cylinders and I don't really know which one each. So we need to change that. We need to go and rename all of our objects that we just created for the wheels. This is actually going to be a locomotive. I'm going to say We'll one. And for all of them and I'm going to keep the same naming. So let's do these ones should be wheel to naturally this is going to be on the right side. So I'm gonna say, I'm gonna put an R at the end. Just so I know that this is the ones, these are the ones that are on the right side. Let's do the third one is going to be wheel three and R for, right. Now for the others, we're going to do exactly the same. But he's got to be on the left. I'm sorry. This one right here on the left, and then the last one as well. So underscore L and I forgot to change the numbers. So yeah, we had a mistake here. This is going to be wheel two. And on the left, there we have it. We have left and right, left and right, left and right. Now for the top, I'm going to actually name it. I don't know cylinder front. I don't know how to name these things, but as long as you know what they are, That's the important thing. Now let's build the vegan food for dividing. We're going to go into the side view and we're going to create first the base as well. So let's just add a new cube. I'm going to move it to the back. And this is going to be, this is going to measure your 0.5 on the height. Remember that we did that for the first one. And we can just do it as big as we want. I'm just going to do something like that. It doesn't have to be huge. We get a little bit to the back. Now I want to duplicate these as well. So first, remember that I mentioned. So they need to be, so this is actually 1 too wide, so these should be 1.2 as well. I'm going to do that. Now that we have that list, just duplicate the cube, so I have the vegan, so let's just press shift D, move it to the top. I'm going to scale it here. Somewhere around. There. Actually needs to be smaller than the locomotive. I'm going to place it right on the top. And this doesn't need to be that big, so he's gonna be just one. So he's like ride on the top of the base. And that's about it. Let's just, the vacuum is going to be really simple. That's mainly it. Maybe I want to scale it a little bit less on the y-axis just so the base is popping up a little bit. I think that's okay for debugging. Now let's add a roof to it. So I'm going to duplicate this object once again, bring it to the top. And here I'm going to scale it down. So it's way thinner. I want it to be similar to these roof right here so I can actually measure it. Hold it a bit, it's a little bit tinier, so let's just scale it up somewhere around there. And now let's bring it right at the top. Let's scale it in the y-axis a little bit. And also on the x-axis as an X among the top view right now. It's a little bit wider than the Bagging itself. So that's mainly it. Now let's add the wheels. First. Let's rename all of our objects. So this is gonna be our wagon base. This is gonna be wagon and I'm just going to call it cabin. Is that okay? Yep. And then the roof so wagon roof. There we go. So now that we have this, this is almost done. We only need more. We'll duplicate the ones that we had at the front. I'm going to duplicate this right here. I'm actually going to duplicate both at the same time. Just wait Cesar for me too. I don't have to duplicate it once again. So I'm just going to press shift D, move them to the back somewhere around here. I think that's quite alright. Let's rename those. So this is not a, not gonna be locomotive, But this is gonna be back and we'll one on the right. And then the other one is going to be again, wagon wheel, one on the left. So let's just rename those like that. And now again, let's select both of them. And I'm going to duplicate it once more just to make the second wheel so Shift T, G and Y. And somewhere around there, That's okay. And let's rename those as well. This is gonna be well too. So let's keep those like that. And then the other one will be, will chew. Okay, We're almost done. And I think that we have the main shape of our train. There are a couple of things that we are missing and we're gonna be done with those. So I actually want to have some sort of Windows. So we're going to do a window to the side here and some windows on our vegan as well. So to do that, remember that we have seen some tools that will allow us to manipulate the geometry inside. So the first thing we're gonna do is gonna be the the main cabin. We're gonna go into edit mode. And I'm actually going to select both phases, the phases that are on the side with shift. Remember that we select we shift. And now I'm gonna go to a side view again and I'm going to do an inset. So remember that to do an insert, we press I and I'm going to scale it down. So we create some sort of inset right here. I'm going to focus on how wide I want it to be. The window should be somewhere around there. Now I'm going to click. And because I have both faces selected, selected, I can now do some transformations to those phases. First thing that I'm going to do is I want to bring them up. So I'm going to press G and Z to bring them up. And I want it to be a little bit less tall, so I'm going to scale them in the z-axis again. So I'm going to press S and z to make it somewhere like more squared, so something like that. And I can actually bring it a little bit more to the top. I have some sort of window right there. Now with those faces created, I can actually make a whole. So to do that, I'm going to select this face. And I'm going to do an extrusion, so just press E and I'm going to bring it in. It doesn't matter how much. And I'm gonna do the same for the other window. Select it risky, and I'm going to bring it in. So now I've made some sort of window in my cabin. We're going to do the same for debugging. So because I want to add more windows than just one, doing an inset won't really do the job. So here we're going to use the loop cut tool. So I'm gonna go into edit mode. And To Do loop cuts. Remember that we can press Control R. And that way, if I go near one of the edges, I'm going to see that yellow line up here. I actually want to have more than one cut. So if I just curl up, I can create as many Lipchitz as I want. I want to have three windows. So I think by having these amounts of edges will do because I will have three spaces right there. So I click and now I'm going to hit right-click just so they are in the center, so click and then right-click and they will be placed right in the middle. Now, lastly, we're gonna do the ones that are gonna be across my vegan, so I can actually have windows. So I'm going to create two more loop, gets. One up here. So I just clicked and select it and move it so I can choose where I want to look good to be. Let's do a second one around there. And that's about it. Now, let's create the extrusions that we need. So I'm going to select the faces. So gotta go up here and select faces. You're going to select these three right here. And I'm going to do an extrusion inside. And now let's do the same on the other side, Let's select these three will create an extrusion inside. So now I have some sort of windows on my bag. And lastly, we're going to need something to connect these two pieces. So let's just add one last cube, going to make it really small. And maybe I want it to be something like that. More weight in the y-axis. Maybe that should be a little bit flatter. So let's just scale it in the z-axis. And a little bit, something like that. We're going to need it to be huge. And that's gonna be the piece that is connecting both of my things. So we're done with our first model in Blender. Now in the next lesson, I just wanted to add some materials, so we gave some color to our train. Your model is done. Remember that we need to rename everything, just makes sure that everything is renamed as it should. And that's about it. This is our first model. 29. Toy train: Materials: Alright guys, so now that we have our model ready, we can start adding materials to it. So it looks colorful and it looks prettier than what we have right now. Remember that to add individualized materials, you have to go up here. Right now we are on the solid mode option. We have to go into the materials option, which is this one right here. And right now you will see that our train looks white. It just because he has the base material blender has by default. So we're going to start adding color to our train. And to do that, we have to create new materials. Because these cube was the original one that we had the lender brought by default. The one that is the base. If I go to the materials tab on the properties panel, which is going to be this icon right here, the one that is a red sphere. If I click on that, I will see that it already has a material that it's called material. These e's only applied on this cube right now. If I change it, you will see that it will only affect that cube. And that's because that's the default cube that we had. So I want to keep the base just like a wooden, like a soft wood color under the materials go to the base color in here, you'll be able to change the material however you want, the color of our material. And you can also change the levels of my hue and the brightness of our colors. So I want to go somewhere around here. Like a light brown, somewhere like that. I think that's okay. I also want to apply it to my other base, which is the one on the back. Because I want to add the same material. I can just look into this list. If I go to this list on the left, you will see that now I have a material called material, which was the default one. So if I select that one, that material is going to be applied to my base as well. I also want to apply for the connector, so I'm just going to select the same material. Now I'll rename this. And I'm just going to call it like a light brown. I know that's that color. Now let's start adding new materials to our other objects in the other parts of the train. So for the cylinder, I think I want to go with a reddish color. So I'm going to create a new material because if I select this one, I will just have the same brown color that I have on my base. And I want to have a different color. So I'm going to create a new color by pressing this button right here that says new. I can add a new color and I can change the color itself. So I'm gonna go with a red, pinkish red, something like that. I think that's, that looks quite alright. And I'm just going to call these red. Now, if I wanted to change the color, for example, of the wooden like brown color, I could I could just change it and it would immediately change all of the pieces that have that material assigned. So I'm going to keep it like that. I actually want to change a little bit to something like anything like that. I don't know if something like that, maybe that's that looks a little bit better. Alright, So now let's start adding more materials. So let's create a new material for the steamer. So I'm going to create a new material. This time I want to do something like yellow and I can change the color. So now you might be wondering, what are all of these properties that are down here? Because if you can see, we're only changing the base color, but there are so many different properties that we can manipulate on our materials. This is way more complex that I intend to teach you right now, just because there are so many things you would need to understand. For now, we're only going to focus on changing the color of our materials, the rest of the properties. We're going to leave them as they are, so don't worry about those yet. I just want to create colors, different colors for my train. So now that I created that yellow color, I might want to apply that same color to this piece right here. So I'm just going to select the same yellow material and assign it to the bees right here. And let's continue for the main cabin. Let's create a new material. Let's see, maybe something bluish. Oops. Let's see something like that. I think I like that color. And then for the roof, let's create a new, oh, I forgot to rename these. So this is gonna be allied a blue. Then for this one I want to have a dark blue color. So let's create a new material. Actually want to go towards like the turquoise side, but don't want to make it dark. Let's see. Maybe that's too dark. I think that's quite alright. This is gonna be my dark blue. Then I think we have enough colors. We have four colors and I don't think we should add more to that. So I'm just going to assign the materials that we already have to the rest of the pieces for the wagon. I might do the dark blue for the roof. I could use the pink or yellow. Let's let's use the red one. Now for the wheels, Let's just do it randomly. So maybe light blue here, dark blue here. Maybe I could add some yellow in here. And then let's with the red and then the light blue. Let's see. And we're gonna do the same on the other side. So we're going to choose the light blue, then goes to dark blue, then the yellow than the red. And lastly, a light blue again. That's it. So that's how you create and you add materials to any object in general, there are more things to materials. That's a whole other world. There are so many things you could learn about materials, but these are the basics. You know how to add materials to any object on your scene, how to reuse them, how to change them, how to rename them. And it's pretty basic, so we have a train right now. You could also visualize how VCs looking in with different lighting. So remember that if I have the material selected up here, and if I click on this arrow, I will have these sphere. We'd like an image in this. This is called an HDRI. We won't get into this, but you could click on it and you could change it. So basically this will change the lighting so I can see how my material is reacting to different types of lighting. So if I change it to this, the materials are going to look a little bit brighter. If I put it with like a night scene was going to look like this and you can see how your materials are behaving with different lighting. But for now, I'm only going to keep it with the full one, which is the third sphere. And this is going to be my materials. 30. Toy train: Lighting: The train is basically done, the model is ready. We have added materials to it. And there's not really anything else that we could add to our train for now. But if we want to take an image out, if we want to render this out, we need to follow some extra steps in order to get a final image of final result. Because right now the model is inside Blender, but if I want to show these outside, maybe get an image of it. I wouldn't be able to do it unless I do a render of it. So the first thing I wanna do that I want to name these collection train. Just so I know that inside this collection is going to be all of the meshes that are making up my train and I won't really touch that. I'm going to leave it as it is. But now I need to add some extra optics in order to get these final image. So if I go to the render view up here, remember that we're in the material view. But if I go on the render option, you will notice that it looks very dark, almost as if it was like very flat. There's not really any deaf to it. So the reason why is because arsine doesn't have currently any light and we need to add light in order to see our object. Now, what's illuminating my train is under the Environment tab. Remember that is these were red world. That's the Environment tab. Like the world properties. Right now, what's illuminating lysine is the background color, which is gray. If I change this, this is going to affect how it looks. But before we actually do a render or decide what type of render to do, we got to choose the render engine. So if I go to the first step, actually the second tab, which is like this camera right here, you will see that the render engine that I have at the moment is called EV. These render engine is actually a real-time renderer, which means that everything that I do will be rendered at the exact moment as I do the change. But I actually want to change this for now. There is another option called cycles. And what this does is that it calculates the render. More times like the bouncing lights. There's a whole thing inside rendering, which I won't get into. But if you can see it changes, if I bring it back to EV, look, it looks very different than if I put it with tackles, with cycles. It looks more as the real life as actually real life works. If you have a GPU by any change, you can change it here right now, I'm working with the CPO. I can change it to the GPU. And if you have a good GPU, you probably will be much faster than if you do it with a CPU unless you have a really good computer. But actually, what we're working with doesn't really need much because it's very basic and we don't need many. Like a great computer in order to get this, so don't worry about that. So now that we have that, we need to start adding some lights. So I'm gonna go back into the actual until the solid mode. So now I see just like a gray model and I'm going to add a light. So the light that I'm going to add, I'm going to press Shift a and I'm gonna go to light, and I'm going to select the sunlight. This is gonna be at direct like basically will eliminate everything that's around. It acts as the sun. So basically, if you think about the sun, it illuminates anything without having a range of where the light goes, it will eliminate everything. So we're going to choose the sun. There are other types of lights bark. This is the one that we're gonna be using. And I'm actually going to move it somewhere where I can see it. It doesn't really affect what it is. What it's going to affect is the rotation. So right now, if I look at the shadows of my object right here, are gonna be directly to the floor. And it's gonna be like the light is coming right from above from the top of my train. But I'm actually going to rotate this a little bit in the front view to the side, just so I get a nice shadow to the side. And then also if I go into the side view, I'm going to rotate this into the bag just a tiny bit. Just so it's coming from a 45-degree angle. If you see it from the front, this is almost 45-degree. So actually I might change this a little bit, just about there. So now that I have a light, and if I go into the render view, you will see that now I get some nice shadows and that it looks much better than what I had. Should actually rotate this a little bit more just so that I get some nice looking shadows. Now, the next step that we need to do is that I actually like to use the environment right here as part of my lighting. So right now I have these gray color and that's the look that I'm having like a like some gray shadows. If I bring this up. I'd like to keep it very high. And I'm actually going to change the color to a bluish color. And the string is going to be a little bit less, maybe 0.8. And then the light, I'm gonna change this to be a little bit. So I'm gonna go under the properties of my light, which is this light bulb right here. I'm going to change the color to something more warm. Not too much you. So I have a good contrast of the environment that gives me some cool tones and the light is going to bring me some warm tones. And just like that, I already have a good lighting for my training. Doesn't need much than this. The only thing is that if you want to change the environment, you can do so. There's one way I can keep it like it is, and just keep these white background, which is alright. But I could do two more things. One is that I don't want to have that background. So I'm going to go to the World Environment and I'm going to change the ray visibility. And I'm going to disable the camera option just so that I don't see it. So I still have the lighting from the background from that environment, but I'm not gonna be able to see it. That's the first thing that we're gonna do in. Then we're going to add a four just because right now the seas casting shadows, but I'm not able to see them because I don't have a floor, so I would need to create one. I'm gonna go back to my solid view on the side view and I'm going to add a plane. So I'm gonna go to Mesh and I'm going to add a plane. When I do that, you will see these lines right here and that's going to be my plane. So I'm just going to scale this up. And I'm going to scale it more and I'm going to move it right where I need it. So I will be putting it right under my wheels. So now I have this, this is my plane. If I look into the render view, you will see that now I'm casting some shadows onto my floor, which is quite alright, especially down here. I will see that I have some shadows going on. And you could probably look it up from here and you will see the shadow or you can just see it from here and the shadow is going to be there. So that's about it. That's all the things you need to do. Now the last thing we need that it's not adding any more elements except for a camera. So right now we're able to see the train and we're able to see everything just because we have the viewport. But when I want to render this out, I won't really have a camera. In the next video, I'm going to show you exactly how to put a camera and how to move it around in order to get the right view. And just the framing that you'd want for your picture. And we're also going to see how to maybe expand this floor. Maybe put a wall behind so we can have a better background for our train. So I'll see you guys then. 31. Toy train: Camera: Okay guys, so now we're going to start adding the camera. So we do have an option of rendering this out. I forgot to change the position of my lied and the plane because I don't want them to have to be in the collection. Coltrane, I want to have a different collection and keep my optics there. So I'm actually going to create a new collection and I'm going to name these extra just because I won't have many lights, were many cameras or anything like that. So I'm just going to keep all of the other objects under the extra collection. So now I can select both the plane and the sun, which are my light and the floor. And I'm going to move them down to the extra collection. I just move them and now they're under these collection. I'm going to collapse the train collection. I'm going to rename the plane as a floor in the center. I'm going to keep it like that. I know that's my light. Now let's add a camera. So I'm going to press Shift day and I'm gonna go into camera down here. So I'm not able to see right now, but it's right in the center. So I'm actually going to go into the solid mode just because the render mode takes up a lot of memory from my computer. It's better for me to work like this. I know I have my camera selected. I'm just going to move with, with g. And you will see it right here. This is where my camera is. How do I see what's inside my camera? Because right now I only see an object right there floating. But I don't really know what the camera is looking at. The shortcut to see what's inside the camera, it's going to be 0. If I press 0 on my numpad, I will be able to go inside my camera and I will be able to see what the camera is looking at. So that's very important. Now, how do I move this around? Well, there are two options. The first one is going to be by just having another window. So I'm actually going to add a new window. Remember that you can create as many windows as you wish. So I'm going to add a new window right here. And this is where I'm going to look at the camera. But here I'm gonna go outside the camera, writing the perspective view. And I will be able to move this with a transformation. So I'm just going to bring the transformation handles. And I can move this and I can see how my camera is, where it's looking at. So I'm just going to maybe move this down. Now if I want to rotate it, I can do so a little bit. And then again, I'm going to move this to the ride, maybe push it a little bit to the bag. There are so many ways you can manipulate these camera around just to get a nice framing. So that is one option of framing your camera. Now, the other option that we have is that we can actually manipulate and position our camera from within the camera. So there's a shortcut for it, which is Shift, the accent grave key on your keyboard. I don't have access to that key. And you might find it difficult to find because it's not a very common key to use. So what I like to do is I like to change the shortcut for my camera. If I go to Edit under Preferences and I go to the key map. Down here you will see the chemo option. You will see all of these showing up. You will usually be like this. So here if you go under 3D view, on their 3D view, again, 3D view global, you will be able to change the manipulation for your camera. So I'm going to look for something called, Let's go down very quickly. It's called the view navigation, walk fly. So I like to change my key to shift f. So how do you change that? It's very easy. You will probably be collapsed like this. You just hit on the key right here. So you will see all of the shortcuts are here and you can actually change any shortcut that you wish. But right now I'm going to change the view navigation walk fly. I'm going to click on the Shift F, and it's going to ask me to do a command of my keywords. So I'm going to press Shift F just because there was the previous, the previous circuit that we use the blender on previous versions. So I got used to it and I like to work with Shift F. And that way I just changed the the shortcut to be able to manipulate my my keyboard and my camera. So now that I have that, if I click on my camera and I press Shift F, I will be able to move my mouse. If I move it, it's going to move my camera. So I'm basically doing like we do in the viewport. And there are some ways that you can change the position because with the mouse you can only rotate, as you can see on your right. I'm not really changing the position of the camera. I'm only rotating it. So how do I change the position? Well, if you're a gamer, if you've ever played games, it's pretty much how you move around with your keyboard. You're going to use the WQ a is the E part of your keyboard, which is on your top left. But if you're not familiar with games, don't worry, I'll explain it to you. So basically, you have the first six letters on your keyboard or going to be q WEA is the, if you have an English keyboard and you will be able to move around with these keys. So basically, if I press Q, I'm going to go down. If I press E, I'm gonna go up. Now, if I press a, I'm gonna go to the left. If I press V, I'm going to go to the right. And if I press W, I'm going to go in. And if I press S, I'm going to zoom out. So those are the keys that you have available to frame your camera. I know this might be a little complicated if you prefer to do the other method, eat so right by, you know, you can do it as well with your keyboard. So I'm gonna go maybe a little bit farther away. I'm going to go down a little bit. Maybe that's the framing that I want. I think that's quite alright. So I'm gonna, when you're ready and you are happy with your framing, you just click in, the camera is going to stay there. So those are the two options. You can do it with a two views or you can do it inside your camera. Now that I have my framing, I'm actually going to close this window right here and I'm gonna stay on my camera. And the one thing that I wanna do is I want to rotate this plane a little bit so that it faces like perpendicular to my camera. So I'm going to rotate this Somewhere around that. So you see the floor, the horizon is right behind my camera. Now with that, I want to add more geometry on light plane to create some sort of wall. So to do that, I'm going to go into edit mode. I'm going to select the edge at the end. So that's gonna be the edge I'm going to be selecting. And basically from here, these are the cases where you can do an extrusion out of an edge instead of draining out of a face with these edge selected, I'm going to press E to make an extrusion. And I'm going to bring some sort of wool going up. So that's the thing that I'm gonna do. And lastly, because I don't want to have these sharp edge at the end, I'm going to select the edge and I'm doing, I'm going to do available to it. Remember that we've covered bevel already. So I'm going to press Control V to create a bevel. And I'm going to make it probably with more edges, something like that. So it has a curvier end to my wall. And I like that. I actually want to smooth this out. So I'm going to right-click and say Shade Smooth. And that way I have some sort of infinite background. I'm in here. I can also add any material that's, let's see how this is looking. If I go under the Render View, you will see that now I have some sort of infinite background. If I want to change the color, I can add a new material to it because this is just an object like the ones that we had on the train. So I can create a new material called these background. I can change the color however I wanted. So this is going to change. This is also affecting the lighting on my train. If you don't want these to happen, you could go on your object panel, on your object tab, which is the orange square. If you go to Viewport Display, I actually know VC ability. You will be able to say that it's only visible for the camera. But I don't want any of the other options. So I'm going to disable the volume scattering, the transmission glossy diffused and even the shadow because I don't want it to cast any shadow. And then it's only going to be visible for my camera. That way it won't affect the lighting of my train. So that way you can change the material however you want it with a color that you wish to have. And that's basically it. Once you're done with it, we're gonna go into the rendering part. So let's look into that. 32. Toy train: Render and final image: Alright, so the last part of our course is going to be rendering these out. So now that we have already seen ready to go, the last thing we need to do is to render our image. So how do we do that? The first thing is that we need to choose the right renderer that we'd already done. So under the Render properties, which is these camera icon, you can change to have a weight cycles or with EV. If you do it with EV is gonna be way much faster than if we do it with cycles. If you prefer to do it with EV, it's not going to affect anything or materials are going to remain the same so you don't have to worry about that. It's going to be much quicker, but the result might be less realistic. In a way. I know we haven't really gone deep into materials. So this still looks very 3D CG made. But you can choose to work with cycles or with EB. It's up to you. I will choose cycles just because I want to get that right shadowing in the floor and all of that, that only cycles can get. So now that we have the selected, we're gonna do change our sampling. So the sampling is how many times the computer is going to process each part of my 3D view port and place it into an image. So right now, our viewport has a 1024 samples at maximum. And the render, it's actually 4096, which I think is way too high for the image that we have right here. We don't need that many samples. I'm going to lower these two, maybe 500, which I still think it's a lot. But we're gonna keep it like that. If you want to have less to make it quicker, you can do so. But I think anything above 500 for these cases not really do anything. It's not gonna do much. So we won't really tell the difference. That's it. We're going to need to change the sampling. So I'm going to keep it at 500. And the other thing that we need to do that we're going to go under the printer, right here, the printer icon, which are the output properties. So here we're going to be able to change the resolution. And right now we have it at ten ADP, which means he's 1920 pixels wide and 10,080 pixels in the height. So if you want to change this, you can remember that the proportion and the aspect ratio will change right now, where using us 16 by nine ratio, which is the standard one. So I suggest you didn't change the ratio, but if you want to make these bigger or smaller, you can change the amount of pixels per image. You can also change the percentage. If you want to make you the health, it's going to keep the aspect ratio, but the dimensions are gonna be smaller. I'm going to keep it at a 100 and I think this resolution is okay for us. So I'm going to leave it as it is. The last thing is that you can change the output word. This is going to be located so you can change and put it in a specific folder of your choice. Then you can also change the file format. Right now we're using PNGs, but you can export these as a JPEG or at BNP or target, other different options available for us. I think that a PNG for now it's okay. A PNG or JPEG is going to work okay for our case. And having that done, we're ready to render. So once we have everything settled, we're gonna go on the top menu under the Render tab. And we're going to see the first option says rendered image, the shirt good is going to be F2 if you wanna do it with your keyboard. But you can also find it under domain you. Because this is not animated. We're only going to export an image. But if you had an animation, you could do it with Render Animation and it would explode frame-by-frame. Right now we only need the first one which is rendered image. So when I click on that, I will see that my image starts rendering. Now, if you look with detail, you will see that we see some sort of noise going around. And that's why we need more samples. Because right now if you see my sampling, it's at 22. So every time my computer process the image, it's going to start reducing these type of noise that it's usually made. Ended up peers because of shadowing or lights or the materials that are so many factors that might affect and create more noise. But for now I'm going to just keep it like that. I'm going to wait until these goes up to 500. And that's when I know that my render is going to be complete. Alright, so now that our render is done, I know it because it's gone already to 500. Me tells me how much you took that basically now, I have these image available, so what can I do with it? Well, basically I can go to Image and I could save it. Or I could just copied or create a new image. There are so many things I can do from the render edit editor, but I'm just going to save it and that's about it. This is going to be my final train. You can name it however you wish. And that's about it. You save the image and you're good to go. So that's it, guys. This is the end of the course. I hope you've really learned a lot that you understand the basics of Blender. Now, you're able to start creating your own work with these powerful so far. I'm so proud of you for reaching this point. I'm sure that you will keep on moving forward by learning new things along the way. I know learning 3D might not be easy or quick process. But the important thing is that you keep your enthusiasm for getting to know more and more each time, even if it is with small steps. And also remember to enjoy the journey, which is the most important factor. I'll see you guys.