Transcripts
1. Class Intro: Hi. Welcome to this class. Here, it's going to be all about the absolute basics in Blender. It's perfect for you if you
want to start Blender for the absolute first
time but also if you already did some tutorials and want to tie it all together. In the first part of this class, we're going to play
around for a bit. Try some bits and pieces
and build some stuff without the pressure to actually create
anything specific. In the second part, you're going to create
your very own 3D model. My name is Gesa Pickbrenner. I am a certified goldsmith, autodidact in 3D design
and an online teacher. I've been learning Blender for many years now and
have been using it as a freelancer graphic
designer, artist and teacher. I have specialized
in 3D modeling and 3D printing of
sculptures and jewelry. Regarding these
topics, you will find a lot of extra knowledge
in my classes. But this course is really for anyone who wants to get going with Blender and seeks a
solid foundation to build on. When I started out at first, I wanted to get a
fundamental overview of the basic techniques, I needed to actually create
stuff without any overwhelm, and that is exactly what you
will learn in this class. From first starting Blender, the basic settings,
the navigation, the interface after the modeling
and sculpting functions, which make Blender so awesome. All the functions you learn
here will be very helpful for any Blender project you are
going to do in the future. You will understand how to
simplify complex shapes to their basic building blocks and find their main
characteristics. In the end, you're going to have your very own 3D model right
in front of your eyes, or maybe even in your hand, should you decide to print it. This was one of the very
first 3D models I created. I think it is the perfect
introductory model to get started with Blender and
3D modeling in general. Of course, you may create any other animal you
like, maybe your pet. I am thrilled to be guiding
you through this class. Get comfy in front of
your PC and let's go.
2. Project Details: What are we actually
going to create? It's all about your
first steps in Blender. We're going to start in the first part by
testing things out. We're going to break some stuff and put them back together, we're going to
rearrange it and we're going to just have fun
playing around a little bit. Super for everyone who
really wants to get a good overview and hasn't
touched Blender before. I am going to show you
how to download Blender, the ideal settings
to quickly get started all about the interface. Questions like, how
can I customize the program for my blend style? Which functions
would I even need, and which ones would only
confuse me as a beginner? This course therefore
also acts as a filter to spare you the time to figure it all
out for yourself. Further on, we're going to explore the basic things
you can do in Blender. How to model stuff, what are modifiers, and
why do we need them? How do I sculpt things? For all this, we won't be going very deeply
into the details, but in the end, you will know where to
look for what, and most important, where to click to
get the results you want. Just as with driving a
car, if you're able to, you don't have to know
every single knob in your car and
know how to drive. It's enough to know where
gas breaks and horn are. Just kidding, the steering wheel is also sometimes important. But the point is, it
is enough to drive, and that's exactly what
you're going to learn here. The second part is
all about using our new knowledge and
creating our project. You can also jump
straight ahead into that part if you already have some experience with Blender. The idea is to create a low poly animal with
very basic shapes, utilizing all the concepts
we explored in Part 1. You can afterwards
marvel at your creation, share it on social media, or of course, print it
on your 3D printer, or print it with a print
on demand service. No matter what you are
going to do with it, this introduction
will greatly help you to get a good basic
understanding and feel for the software and for workflows in
Blender in general. Please ask your questions
anytime in the comments, I will do my best to answer them and to give you feedback. If you do leave me a review, please write what you
think could be improved. It is so helpful for me to
give you better content. Last but not least, share your progress in
the Progress Gallery. I hope you are now pumped
for it and ready to go. Let's start with
the first lesson.
3. Materials & Resources: Materials, you're going
to need a keyboard, preferably one with a numpad. Of course, you're
going to need a PC, I hope that goes
without mention. You're going to need a mouse and a scroll wheel is also very
important and helpful, also called the
middle mouse button. You can get away with
not using a numpad, or a scroll wheel, you can substitute it in
the settings of Blender, but it's not recommended
because it's just more fun if you
have both of them. I don't recommend to use a touchpad because a
touchpad and Blender, it's just no, don't do it. Of course, you need
Blender installed. I'm going to show
you where to do this and how to do this in case
you don't have it yet. Of course, it's open source and free for you to download so you don't have to worry about
buying any license or so. Just download it and you're good to go once
you've installed it. Before starting click
on "Resources" and download the
healthful files that accompany in this class. Also I have put a Blender
cheat sheet in there to get you started with the
most important shortcuts, enough with the
materials. Let's go.
4. Interface Elements: A warm welcome to Blender. What should be greeting you
right now is this screen. In the center you can see
the so-called splash screen. This usually pops up
once you start Blender. Here you can open a new file, recover your last session, or open one of your recent
files once you created those. You can make the splash screen disappear by just clicking
anywhere on the screen. The first thing I'm now going to do before
I'm showing you the interface is hitting
F4 on my keyboard, or going to Edit, Preferences, and opening the preferences, which are the
settings of Blender. There I ramp up the
resolution scale, so you can actually
see what I'm doing. Here you can see all
the different options, and adjust them to
your heart's desire. In the next lesson I'm
going to show you which settings you need to change
to quickly get started. For now feel free to just
observe for a moment, because I'm going to show
you how easy it is to customize Blender so that
it exactly fits your needs. I'm going to screencast
my keystrokes. Under Install, I
just navigate to my previously
downloaded zip file of the screencast keys add-on. No need to unpack it, just double-click it and
load it into Blender. After saving my preferences, the screencast keys have now magically appeared
as a new menu find. Up here on the right in
the so-called N menu. Well it's not officially
called like that, but I call it N menu because you open and
close it by hitting N. Here I can tweak some of the settings of
the screencast keys, so I first change
the color to pink, and as they are very small, and on the left side, I just bring them over to the right side, and
scale them up a bit. If you are unsure about
what I'm doing at any time, please take a look down here on the right and maybe it
will become clearer. Now that this is done let's
start with the fundamentals, the different parts of
the interface of Blender. In the center, you can see the most important
one, the 3D viewport. This is the virtual
three-dimensional space inside Blender. In here our action takes place. The objects are there and everything happens
in there basically. I would come back to
the 3D viewport in much more detail a
little bit later. Let's first take tour through
the rest of the interface. The five buttons up
here on the left refer to the whole program or
the whole file in general. The most important
points under File, are opening a new file, opening a different file. You can also revert the file
you're now working with, which is basically going
back to the last save point. Of course you can also
save or save a copy. You can import and export
different file types. You can also create
a new startup file, which then becomes
the default condition of a new file once you open one, and of course you can
also quit Blender. Under Edit, you of course
find the preferences, but also the menu search, which lets you search for many operations in
Blender by their name. Up here you can also
start rendering. Under Window, you can change the window
mode Blender's in, for example, the full screen. You also have a help button, which leads you directly to the online documentation
of Blender. If you click on the
Blender logo on the left, you'll open the
splash screen again. Directly next to the
general options, you find a bar with
many different buttons. The different names are referred
to different workspaces. Their setup is predefined to make certain tasks
in Blender easier. For example, right
now we are in layout. This is a very good basic
starting point to get going. If we wanted to scalp now, we could just click
on sculpting. Blender has now
changed its look, or in the workspace UV editing, which is optimized to put materials and textures
onto objects. For starting out let's just
stay in layout for now. Further to the right
we see that we are currently in the
first and only seen, and also in the first
and only view layer. Both of these options are
right now not important to us. But down below there
is the outliner, and that is a very important
part of the interface. You can think of it as
the Explorer in Windows, or the Finder on Mac. You can see those little
boxes right here. You could think of them as
folders or also layers, and these boxes
contain our objects, and everything in our 3D scene. The first box is the
scene collection, and in it is one new box, which is the collection box, and in there are currently
three objects: the camera, the cube, and the light. By clicking on the
eye on the right you can hide and
show your objects. You can also select things by clicking on them,
in the outliner. Right below the
outliner is one of the most important
parts of Blender. It is called the
Properties panel, and you can basically
change everything here. You can for example tweak
the rendering settings here, the output format of
the renderer picture. Further down you can tweak the adjustments of the
individual object. You see right now we
have selected the cube, so it says cube, and you can for example
see that our cube is right now at the
absolute zero point , the absolute center. Or you can add
different modifiers, which will also be a topic in
a later lesson, of course. Further down you can also
define new materials. To sum it up, there are the general rendering
settings for your scene, the settings for the
3D world itself, the settings for the collection, and also the settings for
the individual objects, materials, textures, and so on. Let's continue. Down below
here is the timeline. If you put your
mouse on the border between these two
viewports it will change into a little
double-sided arrow and you can move this border. This you can do with
all the windows. You can change their size by
moving their borders around, just like people do with
countries in the real world. This is important for animation, and if you click on
the Play button, you can see that it goes to all the frames from start to finish, and then starts again. You can also start the
timeline with Space. To finish our wonderful
overview tour of Blender, let's quickly take look
at the bar at the bottom. Once you play around with
Blender a little bit, you are going to see
that the options which are displayed
down there do change depending
on what you have selected, and what
you are going to do. Honestly I don't look
down there so often, but I can imagine
that it is especially helpful if you're just starting out to find your
way around Blender. That's it for our tour. Next we're going to tweak some basic settings
to get started with Blender as quickly and
easily as possible.
5. Settings: Before getting
started in Blender, let's just quickly head
over to the settings, hit "F4" and preferences are go up to Edit and
choose the preferences. Just a minute ago, I set the resolution
scale to 1.5 in here. To make your start in Blender
as smooth as possible, I will now guide you through the most important settings you should tweak
before starting. Under interface, I have
nothing more to change. I'm not going to change anything
in the themes because I quite like the default theme that Blender comes
with but in theory, you could change anything
you wish for here, from the color of the buttons
to the size of the text. In the Viewport settings you
really don't need to change anything except maybe if Blender is running very slowly
on your machine, you could maybe turn down the Anti-Aliasing a
little bit or the Anisotropic filter,
so that Blender does not have to
calculate as much. For the lights I won't
change anything. Editing, I also won't change anything and the
same for animation. Nothing needs to be changed here to get started
with this course. Under Add-ons, you already saw me adding the
screencast keys Add-on. I'm also going to type in Bool into the little
search box up right. This is going to bring
out the Bool Tool, which is an add-on that is
already shipped with Blender. Just take the little
box to enable it. This will help us make our
Boolean operations quicker. Let's continue to the Input Tab. Here you can find some
very handy settings and the first one
is emulate numpad. If you don't possess a
numpad on your keyboard, I recommend you activate this so that you can emulate
your numpad by hitting the normal number
keys and you don't have to use the
numpad to navigate. The same goes for emulate
three button mouse. You can just substitute by hitting Alt and
left mouse button. Next up is Navigation. Definitely turn on
orbit around selection. This means when you
select an object, you are going to
orbit around it, instead of randomly
orbiting around the spot that you
just happen to be in. You will thank me later. The next setting is
Auto Perspective, I recommend you just
leave this off. The third setting is
Zoom to Mouse Position. I don't really use it, but some people prefer
it because you can very finely tune where you zoom. Just test it out and
see what you like. Under Keymap, you can, of course, change our
key bindings and maybe we're going to do
this later a little bit but for now we don't need to
change anything in here. Next, under System. What I definitely
recommend to do is turn up the Undo
Steps and here, if your calculation
power allows it. I like to have at least 50
Undo Steps in my workflow. What you also should
consider doing even though we're not going to go deep
into rendering in this class, is switch your render settings. Because if you have a
good graphics cards, you can just turn
it on and it will improve your rendering
settings and your output. Next step, we go
to Save and Load. Definitely turn on Auto Save. This has saved my butt multiple times I can't
count it anymore. Definitely turn it on
because then you can recover sessions which have crashed and you can get back
your precious work. Two minutes is absolutely fine. Save Versions is also
very interesting option because for each version
that you manually save, Blender is going to keep another version,
the older version, as a second file, which is then called
a dot blend one file. If you want to have
more of these versions, of course turn it up. But I have found one to
be super sufficient for most projects I did
really handy feature. Under File Paths, you can see the Default Path
where Blender gets stuff from your PC or word outputs
stuff to your PC or Mac, and if there is just
a double slash there, it will just create
a temporary folder in your main hard drive. Right now, I don't need
to change anything here because I really
like the default options. Last but not least,
down here you have the Save Preferences button
and you can also Click on the little burger icon
where you can choose if Blender automatically saves
the preferences you edit, and if you now hit the
Save Preferences button with the little star, it means that these
settings now become the default settings for each new blend file
that you open. This is what we
want and now you're done with the settings
you need for this class. Next up, we're going to
take a closer look at the different interface
elements of Blender.
6. Creating Elements: Since we don't need the
timeline for this class, I would like to
completely get rid of it. Move your mouse into
the corner in-between these two panels until
it becomes a plus. Then while pressing your
mouse button, just pull down. Now, something happened that
I didn't quite want to do. I just created a
second timeline. That's, of course,
also possible. If I want to, I can create a
new viewport here as well. You can create as many new
panels as you want to. In this regard, Blender is
very customizable as well, and you can create your
very own workspace. I can also change this panel, for example, into
a new outliner. With this button in the upper
left corner of each panel, you can switch between
all the different types. Of course, this now looks
a little bit chaotic, and I would like to make some of those panels disappear again. This is done by putting
your mouse into the corner between
the two panels until it becomes a plus, then you hold your
mouse button pressed, and then it will
become a little arrow. If you now release
your mouse button, the panel where the
arrow comes from swallows the panel
which it aims at. You have to be a little careful because it's easy to
instead create new panels. But, of course, you can just as easily
make them disappear again. You can see how I'm doing it with all these
additional panels. As you can see, the interface of Blender is really flexible. In the next lesson,
it's going to be all about Locomotion. How do I actually navigate
through the 3D space?
7. Navigation: With this, we finally come back to the 3D space in the center. If you scroll with the middle mouse button
or the scroll wheel, you will zoom in and out. Press middle mouse button, and shift and you
can pan around. If you keep the middle
mouse button pressed, you can orbit around
stuff, in this case, around the selected object, because if you remember, we have said this in the
preferences earlier. By the way, the small red and
white object in the center that looks like a bulls-eye
is the 3D cursor. You can move this
little guy around by pressing ''Shift''
and right mouse button. The 3D cursor is a helper object and acts
as a reference point, for example, if you want to
rotate objects around it. Let's take a very small detour into the intermediate zone here. Up here, you can choose what the reference point for moving
things around should be, and if I'm choosing
3D cursor here, and I now want to rotate
my cube by hitting ''R'', and I want to rotate it around
the x-axis by hitting X, then it will not rotate
around its center anymore, but around the 3D cursor. Control Z to get the
cube back to the center. If you want to get the 3D cursor back to its original position, then just hit ''Shift C'', and that key combination is also invaluable if you don't
know where you are anymore. Maybe you have zoomed
out a little bit too much or you have just flown all over the place and then
just hit ''Shift C'' and you're going to get back to your original center point. In the beginning, this
happened to me quite a lot. To sum it up, zoom in and out with a scroll wheel,
middle mouse button, orbit, and pan around by holding ''Shift'' combined
with the middle mouse button. Now, what do we
actually see here? Well, for once you see a
coordinate cross here, which is a help to know where
you are in the 3D space. Right now, you can see
the x and the y-axis. If you click on this
button right here, you can also add the z
axis if you want to. Here, you can also toggle
many more viewport overlays. Most of them aren't
actual objects, but helpers which assist you
in navigating the 3D space, or gives you additional info. For example, you can scale
the grid size up or down. Let's now use the
numpad for navigation. Right now, we're in the perspective mode
in the 3D view port. You can see this quite
easily because the lines of the grid converge more
and more in the distance, they become closer together, and that is meant by
our perspective view, and stuff that is
further away will seem smaller than stuff
that is closer to you, just like it is in reality. But who likes reality? If you don't want this, you can just hit ''5'' on your numpad and
everything will be exactly the same
size no matter how distant or near it is to you. Of course, you can also use the other buttons of the numpad. If you use one, you will see your
object from the front. It also says front orthographic in the
upper left corner, and only the x and
z axis is visible. With three, you rotate 90
degrees around the cube. This is the so-called
right view. With seven, you look
at it from the top. With four and six, and eight and two you can take little incremental steps and rotate around the
object like this. In the upper right corner
of the 3D viewport, you have some options
for visualizing your objects before
actually rendering them. The second from the right sphere is the material preview, and right next to it is the
actual live render preview, depending on the render engine that's currently switched on. To see which render engine
is currently activated, just look here and EV is blend as real time
render engine. It's really good for visualizing
materials in real-time, but it can also produce
high-quality final renders. In the render preview, you can also see that the light shines directly onto the cube. If you selected and
move it with G, then you can see that the
light actually changes. Sometimes it's also nice to only see things as a wire frame. It will also make blender
a little bit faster. Next to the wireframe view, there is the normal view
where you can focus on the shape and not the materials
or any other bonuses. On the left side in
the 3D viewport, there is a tool panel
which you can hide and show with T. That's why I
like to call it the T menu. In it you can find the basic transforming
operations like move, scale, rotate, and also some helper tools like the
measurement tool. Many of the movements
are done with shortcuts on blender because
it is just much quicker, and with N, you can hide
and show the other sidebar, which I will call the N menu. On here, there will often appear the options of your add-ons, like with this screencast keys, and you can also see
some info regarding the view and the placement
of the selected object. That was N and T. Wow, you learned so much about
the navigation just now. Let's continue with
the actual objects.
8. The Objects: Let's continue with the
objects themselves. Like I said, you can always
find your objects in the outliner and can
also select them there. The camera is like
a photo camera and what you see through
there will get rendered. It will be your render image
or render animation output. If you hit Control 0, you will go into
the camera and you will see exactly what
would get rendered. If you would now hit
F12 or render image, you'll see that you
exactly see the queue which gets lighted up from
the side by the light. If I now move the light
to the other side with G, you can see that it's
now lit up from there. An important thing
in the outliner. The camera symbol is used for hiding and showing objects
in the render itself. If you toggle it and then
render another image, you can see that you don't
see anything because the cube was hidden and there's nothing the light can be reflected from. Feel free to try this out now. Now, hit N. Go to "View" and
switch on Camera to View. If you now navigate
around like before, you will see that the
camera follows you and you fly through the
room as the camera. In this way, you can quickly and easily change the
render position. If you now turn Camera to
View off again and you move, you will fly out of the
camera and be back in the normal navigational
view while the camera stays where it was. Of course, as before, you can also select the light
with left mouse button. If you use G, you can move it. You have two options once you
start moving things around, you can either affirm the new position by hitting
the left mouse button, or you have the option to
cancel this operation, and send the object back
from where you got it at first by just hitting
the right mouse button. Most of the time, you
can cancel things with right mouse button and confirm
them with the left one. As mentioned, if you
switch on the render view, you see also that
the lighting will change before hitting
the render button. Of course, you can also select
the cube and move it with G. If you want to select
multiple objects at once, you first click on the first one and then Shift-click
on the next one. Now, if you observe carefully, you will realize
that the cube has a slightly brighter orange
outline than the light. This means that the cube
is now our active object. You will also see
it in the outliner. You need to know which one's the active object for many different
operations in Blender. We will come back to this
later in more detail. Of course, you can also move multiple objects together with G once you have
selected them all. If you want to de-select
everything at once, then just hit Alt-A. This is the general shortcut
for de-selecting everything. A selects everything, so A for all and
Alt-A, for none. If you only want to have
the cube in your selection, just click only on the cube, the rest will get
de-selected automatically. As mentioned, you can move
things with G. You can also scale things up and down by hitting S and
moving your mouse. Or you can rotate
them by hitting R, for example, around the z-axis, by just hitting R, and then Z. X is the universal shortcut for deleting most things in Blender. Just as in many other programs, control Z is for
bringing stuff back, or better known as
the undo button. You can also very easily
create new objects. After deleting the cube with X, just hit Shift A, and you will have a gigantic
assortment to choose from with many different
objects and types of objects. Under mesh, you can create
the classical cube, but also curves or different things like
reference images, lights, or a new camera, and many, many more. To move things around, you can also use the
T menu on the side. For example, moving
things around, the shortcut as you know is G, like go or grab, but once you hit this button, you can also move
things by clicking on the little arrows that
now appear on the object. But as mentioned, I
almost never do this, the shortcuts are definitely
the way to go for me. Also, the rotating
or the scaling. It's just much quicker to remember the shortcuts
and do it like this. Some things are
interesting up here. For example, on the
scaling the scale cage. With this, you have
different grabbing points for scaling things into the
corresponding dimension. Well and there you'll also find this little widget that enables you to perform
every operation. Also, on the T menu
is the annotate tool. This is really useful to give you some visual
guidelines for working. But this will be stuff
for another tutorial. Directly below it is
the measurement tool, which is super-helpful if you're doing anything for
the real world, maybe for 3D printing. If you click on the measurement
lines and hit delete, you can, well,
delete them again, or you just choose another
tool from the T menu, and the measurement
lines will be hidden. An interesting function
is the one at the bottom. If you delete the cube, you can now see that you have the option to add
different meshes, which are the basic objects
that you usually start on. If you choose one, your cursor will
highlight the floor below it with a little
additional grid, and now if you pull, you will pull out a rectangle. If you let go of this, you can also pull up the cube. You now basically grew
a cube from the floor. Now, you can grow
more shapes using the faces of the cube
as starting points. The same goes for different
shapes, of course, with the sphere or a cone or anything else
you can choose there. Now, at the top, you can
choose this little tweaker, there are also some
additional options to select multiple things at once. The lasso, for example, you can just click on an object and move it without
letting the mouse go; it's a little bit quicker to move things around like that. If you select
multiple objects by holding shift, you also, again, see the active object
highlighted in orange. These are two ways of
creating geometry, either with the T menu for
some quick mesh shapes, or with Shift A to be able to choose from all the objects. That's it for now with the objects and how
to create them. The next lesson will be about a very central and
important topic, the difference between
object and edit mode.
9. Object & Edit Mode: Well, let's have some fun. This is one of the central
concepts in Blender, the difference between
object and edit mode. Right now, we are
in object mode, which means you can move
the cube, you can scale it or you can delete it, but you cannot change the
shape of the cube itself. This is only possible
in edit mode. Using Tab, you can switch
between the two modes. Now the cube looks
slightly different. Do you see those
little orange dots? Those are the so-called
vertices or verts, which form the whole cube. You can now select
each word individually and you can move them
with G just as before. One vert cannot be rotated or scaled because it is only
a one-dimensional point, but you can select two
vertices by using Shift-click. Then you can scale the
edge between them. You can also hit two, the normal two on the numeral, to switch to edge mode, and then you can directly
select this edge. Just as before, you can
move it around with G, going back to vertice
mode with one. At least three vertices form
a face, or in our case, four because it's a cube. You can also select faces directly by hitting
three on your numeral. In the vert mode, one, you can see that
each individual vert is selectable by itself. In face mode with three, you'll see the single face, which you can also move around. When you move the verts, everything else
changes with them, the edges and the faces. If you now select all four
of them and you hit E, you will pull out four new
vertices and with them, new faces and new edges. By that, you create
new geometry. The same goes for edges, no matter in which mode, or also for single verts. If you select those three
vertices and you hit F, you can create a new
face between them. This is the basic way of creating and building
geometry in Blender. Of course, each of those
different parts can be deleted by selecting them and hitting X and the
corresponding name. Of course, you can also
hit Control Z here, to make everything undone. If you now hit Tab again, you will again be in
object mode and you'll see that the whole cube
has changed its shape. But once in object mode, you cannot edit the shape
of the object anymore, you can only move it as a
whole or rotate or scale it. But what else you
can now do with it? This I'm going to show
you in the next lesson, where we are going to take
a closer look at modifiers. For this, I now hit
again a few times Control Z so that my cube loses some of
its loose geometry. Blender automatically
switches between object and edit mode when you hit Control Z to
undo the changes you've done.
10. Modifier: Switch to object
mode again with Tab. Now in the properties panel, you can click on the
blue wrench symbol. There you can add modifiers. Modifiers change the
object in some way, but in most cases,
they are reversible, unless you apply them. If you click on it, you can
find all the modifiers. One of the most well-known is the subdivision
surface modifier. As the name implies, it subdivides the surface. Who would have thought? You see then once you select it, the whole object has changed. It somehow got more rounded. In slightly technical terms, it is a modifier
which simply divides the faces by the amount of
edges surrounding them. These additional faces
are then used to round off the angles
between the faces. But it is much easier to
see it than to explain it. If you shift up the levels, you see that it gets subdivided more and more, and the
whole object becomes rounder and smoother until it
looks even nicely polished. If you now hit Tab to go
back into the edit mode, you see that the
whole object still only consists of 12 vertices. Just as before, you can select them individually and
move them around. As you can see, the subdivided object
changes with them. You see those buttons at
the top of the modifier, you can select how much you want to see of it
in the edit mode. But you can also turn the modifiers' visibility
off completely in edit mode. If you now switch to object
mode with Tab again, you can also turn off
the visibility and the normal 3D view completely by clicking on the
little screen icon. If you click on the camera icon, you toggle it off
in the render view. That means that geometry
basically hasn't changed. The modifier just
makes it appear so. Until we apply it, it can always be just deleted and the object will change
to its original state. Suppose you are totally
satisfied with the object right now and you want
to apply the modifier, just click on the small arrow at the top of the modifier
and click "Apply". This is only possible
in object mode. To apply modifiers, you
have to be in object mode. Now the modifier is gone. We now switch back to
edit mode with Tab again. Many new vertices have been
created and now you can move every single one of these
individual words to change the shape in
much more detail. For some hands-on,
you can try out some of the other
modifiers but beware, some of them can use a
lot of calculation power. So it's good habit to save before trying out any
you don't know yet. Why not try out the wireframe modifier together with the subdivision
surface modifier? Depending on the order
of the modifiers, you can move them above
and below each other. The result looks
different so you can combine them in different ways and get different geometry. Of course, because
they are reversible, you can always go back
to your original shape. In the next two lessons we will finally come to the
technique of sculpting. Sculpting is so cool because the geometry behaves
like chewing gum, clay, Play-Doh, and certainly
even some other materials. It is a super intuitive
and artistic way of creating sculptures
in Blender.
11. Sculpting: Basics: Now we're going to start with a smart introduction into
the Sculpt Mode of Blender. Just now you learned about
the Object and Edit Mode. The mode where you can influence individual vertices and the one where you work with
the object as a whole. First, let's check out the different possibilities to switch into the Sculpt Mode. You can either click
on ''Sculpting'' up here to change into the
corresponding workspace. There everything is prepared for you to start
sculpting right away. But you can also just switch to the Sculpt Mode in
any other workspace. Just click on the box where it says ''Object Mode''
and switch to the Sculpt Mode or
you can, of course, also use the shortcut, use Control tab then
this radial menu will pop up choose ''Sculpt
Mode'' with your cursor, I simply press too. You see there are many
different paths to choose from. To get going, I prefer to just switch
the workspace to sculpting because everything
is set up and ready to go. Now, what do we see here? On the left, there are many different brushes which are used to alter your shapes. First, let's check out the basic principle of how
these brushes are working. Before in Edit Mode, we were manipulating the verts directly and we do the
same here in Sculpt Mode. But of course, the
different brushes all have very different effects. The little thumbnail of each one already shows a good
preview of what it will do. Let's just start with a standard brush without
changing any settings. Now you can use F to change
the size of the brush. When you now move your
mouse over the cube, you'll see that the circle
flips around on the surface, depending on the direction
the face is pointing it. Once you hover over the corners, you'll see that a little
blue dot is visible. This is a representation of
the vertice underneath it. If you click on this corner, you'll see that it
gets pulled out a bit. The vert changes its position. Now hit ''Shift F'' and move your mouse to make the
blue circle bigger. This means that the
brush will get stronger. The vertices will move
even quicker now. You see that you can influence
the vertices directly with the brush and you can change the whole shape of
the cube with it. If you hit ''Control''
or ''Command'' on Mac, you reverse the direction of the brush like an Eraser Mode. In this way, you can alter
your object, and of course, the other brushes all have their own effect
on the geometry. For example, the Snake Hook will pull out vertices very quickly. If you make it bigger, you influence multiple
verts at once. As you see, just
like in Edit Mode, you can influence the vertices, but each brush has its very own rules and
settings of doing this. The Blob Brush, for example, will do just this,
make a big blob. But most of these effects can be seen really well
on this shape. I just wanted to start with the unset divided
basic cube here. Because here you can observe
very well how brushes just influence individual
or multiple verts to create specific shapes. To see the action of the
brushes in more detail, let's continue with our sub-divided potato
shape we created earlier. Switch the Sculpt Mode. Don't forget to actually
select your object our blender will know which
mode it has to switch to. If we now use the Draw Brush, you see that here the individual verts
get influenced as well. If you look closely, you will spot the little
blue dot that shows us which word is the main
one to get affected. Now the Draw brush
works much better because there are
many more vertices which can be influenced. The same with the Snake Hook. By the way, the shortcut is K. You can see this by hovering
over the brush symbol. With it, you can pull
out verts like snakes. Now you can also do proper
blobs with the Blob Brush. Everything gets inflated
like a balloon. You see the more verts you have, the more possibilities
you have to alter the shape because
all the brushes do basically is changed
the placement of multiple verts at once and
all in their very own way. One very important
and helpful function when sculpting is mirroring. You can change the
mirror settings up here. If you have sculpted for a
certain time without this, but you now want to model
to be symmetric again, just click on
''Symmetrize'' down here. If that was the wrong axis, you can simply change it
above the Symmetrize button. This was the basic way of handling the brushes in Blender. In the next lesson, you'll learn about a
very important ability that every intelligent
being using Blender should know about because it saves calculation power and makes
very fine details possible. Dynamic topology, and
chart, then topo.
12. Sculpting: Dyntopo: Sometimes it can happen that
you have too few vertices. When you sculpt, the ones that are
there gets stretched, which results in an
uneven and ugly shape. This can happen, for example, with the Snake Hook. But Blender has a solution
for this problem. This stands for dynamic
topology and means generating new surface geometry
or topology on the fly. You can dynamically
create or merge vertices, increasing or decreasing
their number. If you turn it on in the upper-right corner
or hit Control D, you'll get a warning that
Dyntopo won't preserve any custom vertex data
like UVs or colors. But in our case, this
doesn't matter yet. Another important point is that Dyntopo won't
recognize modifiers. Once you turn it on, all the effects of the
modifiers will be hidden. If you now sculpt with it and you switch back
to Object Mode, Blender could go crazy by calculating the new shape
plus the modifiers. It's best to play or delete any modifiers before
using Dyntopo in general. It is also important
to note that Dyntopo always generates Tris. Tris are faces which have exactly three words
connected around them, the smallest face possible. This means that sometimes
you need to make a rematch before continuing with the
model because in many cases, it is better to have
"Faces with four verts." For 3D printing, this
actually doesn't matter, and for our purposes we won't worry about
this for now anyway. Dyntopo doesn't affect every
brush but it, for example, affects the Snake Hook and also the basic brush at the
top, the Draw Brush. Let's now go back to our cube. Switch to the Sculpt Mode
and turn on Dyntopo. Now you can see that new
geometry gets created dynamically, and
we are therefore, not as limited as before
in creating new shapes. We don't have to worry about
the amount of verts anymore. In the settings of Dyntopo you can change the granularity, make it finer or coarser. You can also decide
if you want to create new geometry relative to the brush size or if you want to keep it the
same all the time. I like to use relative detail. You can zoom in and out, and Dyntopo creates new geometry according to at what distance
you are from the model. Let's check out what
you can do with Dyntopo by looking at the
example from the last lesson. First, I turned Dyntopo on and set it to 7 pixel details size. Then I built new geometry with a Clay Strip brush
and the Blob brush. With these thin,
snake like shapes, you have to be careful
to not pull the back of the object towards the brush
and make it even flatter. You can avoid this
by making the brush slightly smaller with F and then carefully at new
geometry until you have enough volume so that the backside won't be influenced
by the brush anymore. For the eyes, I'm just
using some flat stripes. I also lower the detail size to 5 pixel, I'm basically using the same scheme
the whole time. I add new course
geometry and then I smooth out the surface by
holding shift, where sculpting. Holding Shift
automatically activates the smooth brush no matter which other brush
you have selected. I'm currently building a very stylized
sheep or ram and I think it needs a nice
look at the forehead. For this, I also
use the Snake Hook. If you only move it a little, then you can curl or
twist the geometry with it and you can shape
a nice squiggle up here. Then I move the back of the
head around a bit with G, which is the Grab Brush. This one isn't affected
by Dyntopo by the way. I think I'll leave it at that. That was the introduction
to the basics of Blender. I hope it helped you
out a bit so far. This was basically the
first part of the class. The second part will
be all about creating something awesome with
all the new knowledge. Let's model something together. Get yourself something to drink, have a breath of
fresh air outside, do a few push-ups, and let's go.
13. Project: Bird: I hope you had fun doing the first part of this class. If you want to jump right into
the bird project, welcome. Let's start with
our low poly model. If at any point in time you get the feeling I'm going
to bit too fast, you can either slow down the course a little
bit by clicking on the video player on the "Speed" button or you can just revisit some
of the earlier lessons. To create such a simple model is very helpful to get
the basics down right. So it is a super
good project for anyone who's just
starting out with 3D. Of course, you can also create any other animal
you want: your pet, the cat, maybe a dog, a horse, a monkey, an elephant, a crocodile, a butterfly, a spider. Whatever your
imagination allows you, try to reduce your animal to basic 3D shapes like a cone, a cube, a square, a
sphere, and so on. It is a similar process
as withdrawing. When you start learning to draw, you starting out by sketching very basic and simple shapes. Everything around you can
be reduced to such shapes, so it is worth learning
how to work with those. Other functions you learn
here will be very helpful for any Blender project you are going to
do in the future. You will understand how to
simplify complex shapes to the basic building blocks and extract their main
characteristic. In the anterior blend and
knowledge and 3D thinking, we will be nicely improved. It will help you with all
your projects in the future. Enough introduction. I hope you're excited to
build something. Let's start.
14. Base: Half Sphere: Let's begin with creating
a new start up file. In this project,
when starting out, we don't really need the
light and the camera. Let's just delete both
either with Delete or X. Then click on "File"
and under Defaults, choose "Save Startup File." In this way, Blender
state right now will get loaded each time we open
a completely new project. After this, also
delete the cube. Now we have a completely
blank canvas to work with. You saw in the
beginning that one of my first models was the
small printed bird. Let's create something cute
and cool, just like that. First, hit "Shift A"
and create a UV sphere. Press "One" for the front view, and "Five" to get out of perspective mode
if you don't see the grid behind the sphere. Now we are in orthogonal mode. Hit "Tab" for edit mode, Alt A to deselect everything, Alt Z to make
everything transparent. Hit "One" again if you
moved out of front view, then "B" for box select. Now, select the lower
half of the sphere. Because we switched
to transparent mode, we also now selected the
backside of the sphere, and just delete it with X. Now our sphere has a hole, which means it is not a
watertight mesh anymore. After pressing Alt Z again, you see the inside of the mesh which you can identify
by the lighting. It seems to come from below. This is not good as meshes, just like living beings, do not like to be cut open. They should always
be watertight. That is where I now
I'll click in between two vertices on the
edge of the sphere. This will select the
whole ring of verts. This also works in edge mode. Just hit "Two" on your keyboard and you will see
the edges selected. You can also select all other edge shrinks
with Alt click. This works with faces
and face mode as well. Hit Three, and you
can try this out. Depending on where on
the face you click, the vertical or horizontally
connected faces will get selected. Back to our open sphere. Alt click again if you
deselect the open edge ring. The easiest thing we could
do now is to hit "F". The whole sphere would just be closed up by one giant face. This is quick, but
a little dirty, and sometimes we don't want just one single face
in-between so many verts. Delete it again with X, and we will go about
it a bit differently. Again, select the vert ring, then hit E. By default, this extrudes out
a connected copy of the initial selection. If you hit Z, this will get pulled
out along the z axis, but now we don't want this, so right-click to undo it. But watch out, the extruded
verts are still there. They're just in the
exact same location as the original selection. This is one of the most common
cause for doubled verts, which can make problems
with Booleans. If you want to make sure
that there are no doubles, just select all with A,
then click on "Mesh", Merge, By Distance. Here you now see
that blender removed 32 vertices by merging the
new ones with the old. The other way is to just hit "Control Z" until
you see the edge between the lowest
selected verts and the ones above
glowing again, meaning that they have
a direct connection. To show you how it
looks otherwise, hitting Control Shift Z, the edge between those
does not glow anymore, meaning that there's no
direct connection and there must be verts in between
this lower and upper ones. Again, Control Z, and we have only a single ring
of verts there. Well, and if you are not
sure that you only have one ring of verts, hit "E" again and directly
afterwards hit "S". Now the new verts gets scaled exactly at the height
of the original ones. With one, you can see
it in front view, E, S, and you can see that
it is perfectly level. Now, I can do that again. Finally, I close
up the ring with F. Even one face
would have been okay. But most often it
is helpful to have a few more faces to work with. An example would be
if I wanted to change the shape below the
dome like this, but also when subdividing. These were the most
basic means to close and open spherical mesh. In the next lesson, we will continue with the body. We will change the
geometry a bit more than with a sphere.
See you there.
15. Body: Cube: Next, it will get even easier. In this lesson,
we want to create the body of our little bird. We could, of course, create it directly
at the center, like our base sphere. But in this case, let's create the body further
up at the pole of the base. For this, we will
use the 3D cursor. As a rule, every new object gets created where the 3D
cursor is located. But how to move the 3D
cursor exactly there? Of course, we could just
use Shift, Right-click, and move it somewhere, but this is not very precise. So what to do? First, select the
dome we created, switch to edit mode, and select the central vert, then hit Shift S. A new menu pops up
with a lot of options, but the ones I use
most are these two. Down here it says
Cursor to Selected. Let's click on it or press two, and the cursor should
fly to the pole. Maybe you saw it here, the cursor sprung
from here to there, and now it is exactly in the
same spot as the vertice. Back to object mode, front view, de-select everything with Alt A. Hit Shift A to add new. One thing, if you don't want to create new objects
with a shortcut, you can always click
on "Add", up here. This opens the same menu, but to be honest, I never do it like this. Shift A is pretty much ingrained
into my muscle memory, so it just feels totally
weird not to use it. So Shift A and let's
create a cube. This cube now gets created with its origin exactly
at the 3D cursor. The origin is the small
orange dot in the center. Blender uses it
to precisely know the actual location
of any object. Blender doesn't look
at the whole cube, but always at the
origin because it needs one specific coordinate
to locate a thing. The origin can also be
placed outside of the mesh. Scale it down with S, then G, Z, and move it up a bit. How do we achieve
our bird shape now? Of course, in Blender, there are a thousand
ways to Rome. What I like to do here is. Checking if I'm really
recording, Yes, I do. Am I filming this as well? Yes, I am filming. Nice. Well, what I like to
do is adding a new modifier, this means clicking on the blue wrench and adding a subdivision
surface modifier. Leave it at two subdivisions. Don't forget to save so that your hard work isn't lost
in case of an emergency. If you turned on auto-save, like I showed you in
the settings lesson, this shouldn't be
such a big issue. I will call this file Bird_1. Now, let's switch
back to edit mode. Go to edge mode width tool
and select the front edge, hit Numpad 1 for front view. Now, use G to move the edge
a bit and shape the body. Just a moment, what
if you don't see the subdivision in edit
mode and at the same time, the cage, the edges themselves? Then check out these upper
buttons of the modifier. If you turn on the leftmost
one with a triangle, you will only see the sub-divided mesh
without the base shape. If you don't have a square
shapes button turned on, then you will just see the basic mesh without
the subdivisions. Of course, in our case, this is impractical
because you don't see the changes made directly, so let's turn on both of them. One thing you
should take care of here is that you are
really in front view. You see this because the grid is visible
in the background, and it also says front orthographic in the
upper right corner. If you don't see it, try hitting Numpad 5 to get
out of perspective mode. Why should you take care of it? Because in the
orthographic views, the ones you can
access with a numpad, all changes you make will automatically be only
in two dimensions, in this case, along
the z and x-axis. If you hit three, you will only move
it along y and z. In this step, you shouldn't
be in any free view. Here, it is called the user orthographic because
then the selection will just go anywhere, and in that way, you
will lose your symmetry. Of course, you could use the mirror modifier
for symmetry, but sometimes you
just want things to go along with the axis. Of course, even in user
orthographic view, you could hit G
for grab and move, then Shift and Y. Now, you see because of the
two glowing active axes, that you can move the
selection along the Y-axis. You will see it better
from the front. G, Shift Y, and then Y is excluded
from the movement range. Now, I flew into the void. I actually moved the
selection a lot, but it's still was
only along x and z. You see in user orthographic
view or user view, these huge movements can
happen quickly, therefore, it is much more comfortable
to just get things done in the numpad
views sometimes. Hit Alt Z to make
everything transparent. In this view, you
can also select multiple vertices
in vertice mode. If they are directly
connected to each other, you will see the whole
connecting edge glow. But sometimes you
forget to select both, and because of that, I will
use edge mode with two. Long story short, I will move my edges in
front view with Shift, and by this, I will shape
the body of my bird. Of course, it is very helpful
to take a look at birds on Google to get to know the
outline of your favorite. In this case, the elongated
shape is the bird's body, including the folded winks, a sphere will make its head. The dome at the base is an
abstraction of a perch, I do not model any legs. In this way, I slowly approach the abstract shape of my design. Of course, you can also hit A in edit mode to select
the whole shape. By moving the shape
like this in edit mode, the origin does
not move with it. If you change to
the object mode and move the shape,
the origin moves. Remember, the origin is the point that marks the
coordinates of an object, the actual location
in the 3D space; you will also see that in
the End menu, under item, if you change the
number in the z-axis under location,
the object moves. If you switch to edit
mode and do the same, you will see that
the median location of the mesh changes. If you now, after moving it, go back to object mode, you see that the number in
the z-axis did not change. It was also at 1.3854 before. In object mode, you see
the origin location, and in edit mode, you see the median location of the mesh. Just a little side note, if you want to know
where your objects are and how to alter their location. Now, let's get back
to object mode. Let's continue modeling. If we orbit around our model, we see that it is bean-shaped, a little slim for a
chubby, fluffy bird. To make it a bit
more voluminous, hit three in the numpad. [inaudible] here, everything is already selected, if not, you can first select
everything with A and then scale it with S and Y and make the whole
bird a little bit thicker. Often with birds,
the upper part is a little thicker because
of the folded wings. Because of this, I will select the opposite edges and
scale them with S and Y. While doing this, the
upper part will change a little bit as well
because of the subdivision. Maybe you want to bulge out your animal in the center a bit, but like this, it will only make the shape
broader at the top. What to do? Just
create more edges. Hit Control R and then a new
yellow edge will appear. If you move the
mouse a little bit, it will jump between the
vertical and horizontal. If you scroll a bit, more lines will appear. If you now left-click, the new edge gets created. Notice how the whole subdivided shape has now changed a bit. Move the mouse, and the edge
will move along the mesh. If you left-click now, the edge will stay
where it last was. If you right-click,
the edge will stay in the exact half of the mesh. This actually now looks
a bit too edgy for me. I like my bird nice and round. It is a good thing, in general, to use as little edges as
possible to model your shapes. Just as many as you need to
create the desired shape. I'll just scale it
outwards at the top of it more and then finito. Nice, so much for the body. Next, let's continue
with the head.
16. Head: Sphere: [MUSIC] What's missing now? Of course, the head. First, use Alt-Z to go
out of transparency mode. You can also hit that
button-up top to toggle it. Close the N menu, we don't need it right right. I move the body up
just another bit. Watch out that you choose the correct axis when
moving the objects, so that it doesn't just
end up somewhere random. If it happens, and you want
to move it back to center, you can use Shift C so that the 3D cursor is in the center, and then Shift S. This time
not cursor to select it, but selection to cursor. What's missing? A head would be nice. This select,
everything. Shift A, mesh, and UV sphere. Again, I move this
in front view, one to the top. Now my bird has a head. It is a bit big
though, and therefore, I scale it down a bit with
S and moving the mouse. For this, you can again, look at photos or drawings
for reference of scale. I find well done drawings, often very good
references as well. It is important to get
the proportions right, the ratio between
the different parts, to get a convincing abstraction. Of course, you can also
play with this if you want a more comical
or stylized look. Also note the individual
placement of each body part. At this stage, I like
to take a look from all sides with the
middle mouse button. Zoom a bit in and out to just get a better
look at my project. Similar to how a painter
steps back from his painting. To have the body look a bit more smoothly, increase
the subdivisions. You can of course
keep it up like that. But this could also
make blender slower, and this is not recommended
in the modeling phase. Also, I like the edgy
look on this one, it is part of the design. In the next lesson, we'll continue with a beak, or the snout, or the trunk. Think about which
geometric shape could make the most
sense in your design.
17. Beak: Cone: Now we have the head. What else do we need to do? First, save. It is always good to save
incremental versions. That means for me, Bird_1_2. Or under File, Save Copy. What are we going
to create next? The beak. Shift A, Mesh, and Cone. This is really big. I move it up a bit
with G and Z. I just realized that my keystrokes don't show up once I hit "G", so the axis are not visible. Hope you can still follow me. I tried to mention
which ones I use. By the way, while
moving something, you can always undo the
movement by right-clicking. Small hint, if you did
not see that until now. Almost any change to values or locations can be undone by
right-clicking while doing it. This way, you can
very easily try out how something would look
without committing to it. A neat little info
for you there. Here's my conus. It is a bit too
big for my taste. I scale it down
with S, of course. Now I want to put the
conus on my bird. I could do this in
front of you by just rotating it and placing it here. But I could also
turn on snapping, so the object snaps
to something. By default, objects are
snapping to the grid, then it stutters when
you move it around. You can also make
the grid bigger or smaller under this button. You can't undo the grid scaling with Control
Z, by the way. Why do we need snapping? Because you can also
snap to other things. For example, to volume, or to singular faces. Let's choose this one. Now, you should see a small orange dot where
corner lines to the faces. But this is not optimal. I don't want to place
a head on my bird. Maybe you do, of course. But I only need the beak. I again right-click, and it will fly back
to its former place. Snapping allows for
some other neat tricks. You could turn on a line
rotation to target. Maybe this will rotate
our cone the right way. Now, this makes more sense. The line shows you exactly in which direction
the rotation goes. Another thing you could turn
on is snap with Center, then it would use
the origin point of the cone for snapping. Now it will sink a little
deeper into the bird. Maybe I want it like that, so I will put it at the
outermost edge of the sphere. Now, let's check
it out with three, how it looks, or
maybe with seven. Now you might also
see what I'm seeing, that the cone is not
exactly centered. Since this makes the
artist inside me scream, I want it perfectly
in the center. Therefore, Control Z and back. Why was it not
perfectly centered? Because the front
rows of faces on the sphere are not
aligned with the front. You can see it in Edit
Mode, and under Overlays. Now you can click under
Normals on Display Normals, and in this way, you
can show the direction of where all the
faces are looking. Now you have the
slightly hairy ball, and you can see that
the lines are not perfectly on the x-axis either. What can we do? Back
to Object Mode, select your cone again, and check, Snap To, Vertex. Now the beak of the bird should land exactly on the center line. No matter from where
we are looking, it is perfectly aligned. I can relax again. Awesome. Front view with one G, X, and let's pull it
out a little bit more. Now we can turn
off snapping again because sometimes this
can really be annoying. We can also stretch the
beak and make it longer. Let's do that in Edit Mode. We can turn off the
Normals Overlay as well. Let's stretch along the x-axis, S, X, and pull it a little bit. But on second thought, I quite like it like that. Let's keep it short and sweet. Nice. Let's refine
the cone a bit more. For many modeling
projects in Blender, you should avoid such poles, meaning a singular point where
many edges come together. This can be annoying
while sculpting, and also for textures, even with 3D printing, such as SharePoint, can be
a little bit problematic. The poll on the beak is a little bit extreme compared
to the one on the sphere. Therefore, let's
do this one a bit. In Edit Mode, you can see that this is
just a single vert. We should put a few
more verts here to give us more geometry
to work with. Control R doesn't
work here very well. Remember, this is the
shortcut which creates these yellow lines which
will then become new edges. This is because Control R
always subdivides quads, a face with four vertices. But on this cone, there are only trees. This is a tree, and this is a tree. These are all faces
with only three verts. These can be subdivided with Control R. The easiest solution is actually to delete this vert. Maybe that's a bit
counter-intuitive because we just place
it here a moment ago. But sometimes you go forward and blend out by going
back a few steps. It is useful to care about these details to
get better models. X deleted, I'd click on the circle
and selected "E", extrude a new ring of
verts, small detail. You can see the z-axis
when extruding, because a moment ago
we rotated the cone, and this has now
become the new up and down for the cone,
the local z-axis. Quick tip. You can
change it up here. If you switch this to Local, and you move the
selection and hit "Z", you will move it automatically along the local
z-axis of the object. If you select "Global" up
here, and then hit "G, Z", you will move along
the global z-axis again. By default, when you extrude, it moves along the local. Back to the topic. We wanted to recreate
the corners. Let's just hit "S"
and scale this down. Now we don't have
a pole anymore, but a very tiny face, and it looks nearly identical. No printer lies infinitely
sharp points and edges, better to bevel this a bit. Another advantage is
that you could now subdivide the quads
on the beak further. Awesome. Well done. What's next? Of course, the tail.
18. Tail: Copy Paste: If the part with the axis has confused you a
little bit just now, don't worry about it. Just remember that there
is the possibility to show the local
axis of the objects, which is very helpful if
you need to keep symmetry while an object is already
rotated in some way. Note that once you hit "Control
A" and apply rotation, the global axis will
become the local axis. Another example is in edit mode, if you want to extrude a phase, it will get extruded along its local z axis, its
normal direction. But this was just
a short excursion. This knowledge is already
a bit intermediate. Usually we have global
transformation turned on, so you can orient yourself by the three big axis
in the center. Let's take a little moment
to rename our objects. This is a good
habit to get into. Here, it is not as important. But imagine you have
a giant cityscape, naming your things can save
you from a lot of confusion. Let's save another
copy, Bird 1_3. What's missing? The tail feathers of course. Again, we have thousands
of possibilities here. One of the easiest
methods would be to just use ''Shift
D'' to make a copy, and just move it over here. Use R to rotate it a bit and scale it with S. If
your had set twice, you will automatically
scale along the local z axis without
having to switch the option. Now you see how useful
this is once you rotated stuff to keep
their appearance. Let's scale it a bit more
until we have a shape we like. Now that was easy. To fine tune the shape, first hit ''Alt Z'' so
you can see something. If you want to select them
all at once without zooming in hit "C" and just
paint select them. If you use the middle mouse
button, you can de-select. To get out of C
mode, hit "Escape". Now we can scale the
bottom of the cone. Wow, now the tail
is already done. But what if we want to change
a bit more on our model, something that might not be
easily done in edit mode? Maybe we want to draw our
scalp directly onto the model. Let's save once more. This time, I again use 1_3 because nothing
irreversible has changed. Let's engrave our
signature on our model. In the next three lessons, I will show you
different methods to bring your model
to the next level. Depending on what style
you want to achieve, you have lots of options. I will show you three of them, and explain the advantages
and disadvantages.
19. Sculpting with Multires: How cool it would be to inscribe our name into the
base of our model. Let's do exactly that. However, let's sub-divide our
base a bit more for that. Of course, we will use
a modifier for that. We could use a subdivision
surface modifier, but now I want to show
you a different way, the multi-resolution
modifier. Choose it. First, nothing is happening. Here it also says sub-divide. Click on it, and it
does as it says, the base subdivides itself. The whole bird has
low poly look. I really like that because
it is fitting for the style. But for demonstration purposes, I want to show it
to you like this. Because you can now switch to the sculpt mode and
draw your name on it, just use the first brush. This is a bit pixelated because we didn't
sub-divide very strongly. Let's do this now and go to the wrench symbol and click
on Subdivide once again. The whole podium is now
really finely subdivided. As you can see, the drawing
appears more smoothly now. Back to object mode. You can click on Layout or just switch to object mode
in this workspace. Now the signature is again a bit more pixelated
because in the object mode, only three subdivisions
are currently active. This is the cool thing about
the motorist modifier. You can also downshift the levels without losing
the sculpting information. If I turn the modifier off by clicking on the
small screen some more, it is still totally
un-subdivided. This wouldn't be possible
with a subdivision modifier. You can't use it in sculp mode. Save a copy if you want to, because we will delete
the modifier now. If you do that, all the sculpting
information is lost again. Of course you could have
applied the modifier, going to edit mode, you will see that now you have a lot more vertices which were created by the modifier and
moved by the sculpting. Let's check out the
difference between the multi-face modifier and the subdivision
surface modifier a bit more closely in
the next lesson.
20. Sculpting with Subdiv: Now, how else could we prep our podium for sculpting? Again, use a
modifier, this time, use the classic subdivision
surface modifier. Let's ramp up the
subdivisions to four. By the way, if this edge is
too rounded for your taste, there are some
neat little trick. Tap to edit mode. Select the lowest edge with art click if it isn't already. Open the end menu
and go to item. Here is a section
called edges data. What you need is
the mean crease. The amount of creasing or folding that is happening
in the selected geometry. The higher the amount, the less surface
will be rounded, and the more the edge will keep its unserved divided look. You can also see the
creases by how much the edge is glowing, pinkish. Back to the object mode. Switch to sculpt mode without applying the mode
and try sculpting. Only the actual
verts are affected, not the subdivided ones. If you turn off the mode, you will see that the
vertices have moved, but not in a meaningful way. Therefore, we need to
apply the modifier first. If we apply the modifier
in object mode of course, we can sculpt on it just like before with a multi-rays mode. But this subdivision is
now irreversible and we can just go back to the
Ancef divided version. Let's save again
for the third way of inscribing your
name by sculpting. Maybe you already guessed it. We will use the top
for our signature. This way you can keep the low poly look and
sculpt really fine details.
21. Sculpting with Dyntopo: On to the third case. What if we want to keep
the low poly look, but this sculpt the really
nice signature onto our bird? Let's go back a few steps. Delete the sub-div mod. What if we want to
keep it like that? Again, back to the
sculpting workspace. Click on "Dyntopo" and "Okay". Let's lower the details size. Maybe to run six pixels. Use the first drawing brush. This setter size is
a bit too rough, maybe around three pixels. This way, we can just start sculpting on the exact
shape of the model. New birds are created
for us on the fly. Let's go back a bit and give ourselves a flat surface first. Let's try the flattened brush, make it a bit bigger. In this way, we can just
create a little plaque. Again, now we can use the first drawer
brush and draw on it. This font is a bit too
fat and a bit too blurry. Let's change the fall off a bit so that the brush has
some more sharp profile. This looks already different. You can experiment a bit with this and write your initials. You can also, if you want to flatten the surface a bit more, use the clay strips. One of my favorite brushes. You can hold "Control" while sculpting to invert the brush, then hold "Shift" to
flatten the surface. With shift, you automatically
turn on the smooth brush. Maybe add a little bit of material again to
flatten it out. To write down the initials, I will change the fall of
again, maybe two root. Again, I will get another look. In this way, you can sculpt
your initials under the bird. Of course, you could
also engrave them or manipulate your shape in
any other meaningful way. The closer you get to the bird, the finer the detail that
Dyntopo will give you. This is because Dyntopo has
the relative details setting. In this setting,
the brush diameter will stay the same all the time, but the object relative
to the brush will seem bigger or smaller
underneath it. Therefore the brush
will draw bigger or smaller depending on how
far out or in you zoom. Now we have our signature, or of course, any other detail that you
wanted to add to your object. Now you have seen how to
keep the low pulley look and at the same time create
finely sculpted details. One of the reasons for showing
you this was to give you a general understanding on how the modeling can be used
together with the sculpting. First, you can quickly
create general shapes, and afterwards you
can sculpt them organically to get finer
details and personality in. Next, let's check out a way to repair one of the most
common errors and blender, which are inverted normals. These are a hindrance
if you want to combine geometry or when rendering, and should be
avoided in general.
22. Correcting frequent Errors: I noticed the small
error. Look closely. The head, the body, and the podium are all
lit up from above. The shadow is located on
the bottom of the geometry. At the beak it is
the other way round. Why? This happens most often when creating new
geometry in Edit mode. Remember that we deleted
the single vert on the cone and then extruded new faces from the
remaining circle. Sometimes inverted
faces can happen. If we turn Overlays on, we don't see these
little strokes that show the direction
of the normals. Once we press, All set, we see that they
are turned inwards. This is now the confirmation that the geometry is inside out. The quickest way of changing this is to select all with A, then press Shift N. This is the shortcut for
re-calculate the outside. As you can see, the strokes are now
on the outside again. Going back to object mode
and audit transparency mode, by hitting All set, you can see the shadow on
the bottom of the object, which is where we want it. As a beginner, it can be hard to see this
error sometimes, if you forget the shortcut, you can also search
for this command here. Edit, Menu Search or F3,
and recalculate outside. Any command can be found there. Remember that you can search for commands and blender with F3 or under Edit, Menu Search. Because we copied the
tail from the beak, I think this one has
the same problem. Yes. These normals are
inside out as well. Just notice the small error
on the bottom of my podium. When I sculpt it, it
seems to accidentally influence that
down here as well. Oh, in Edit mode,
all the strokes make it look like a hedgehog. Let's turn this off for now. You can see the result
of Dyntopo as well, that there are now numerous
new faces, small triangles. Dyntopo was influenced
the bottom a bit as well. We can easily repair this, just delete this one word
that got shifted upwards, select the hole with Alt click, and then just use
F to close it up. With F, we can always
create new faces. Why did we do this? Of course, no bird would like the inside
out continuously, and more importantly, a blender, we need good geometry for
a multitude of operations. Because otherwise, at some
point there will be problems. For example, when bullying stuff together and this is what
we're going to do next. In this way, your object will become nicely for interval
for any 3D printer.
23. Assemble and Export: [MUSIC] If you build something and there are many
different pieces, it may be that you
want to move it around but so far, these are all different objects
and you would need to select them all individually. So sometimes it can be useful to combine all the different
objects into one. At the moment, the
objects are touching each other but they are
not a single mesh. One method to combine
things is to join them. Control J is the shortcut. When you join objects, all the modifiers
except the ones of the active object get deleted so there can
be such results. Everything I had selected
before is now part of the last active object
podest, the podium. As you can see, if I
go back a few steps, the podium was the
active object. If I also select the schnabel, the beak, now this becomes
the active object. If I hit "Control J," now all these different objects
have become part of schnabel. To see what actually
happened here, we need to switch to edit mode. With all set, we can see that these are still
individual meshes. They have become part
of one object, schnabel but there's the separate meshes. You can also see that they intersect each
other, they overlap. Another method to make
objects follow each other without combining
them is parenting. For this, you first
select all children, the objects that shall follow. Lastly you select the parent and the parent should be active. Then you can press "Control P," a small menu appears and
you can select parent, keep transform so that the objects stay
in their position. Now, if you move
the parent object, all the children will follow. Neat. Also in the outliner, you can now see that all
the other objects have been joined to the kopf,
the head object. If you want to clear the parent
and separate the family, go to object, parent and clear parent. Now the children have
finally finished puberty and go out of the house to
start their own families. To conclude, you can join the
objects with Control J into one object and you can parent
the objects to each other. With both methods, they
move around together but what if we want them to be actually only one single mesh? For this, we need Boolean and the Boolean modifier is the last modifier I want
to show you in this class. By the way, kudos for
staying with me all the way. This is a really good modifier that you can use on 3D printing. You are learning so much. We need it to combine
meshes, watertight, as if your whole mesh was
made of rubber and filled with air and there shouldn't
be a leak anywhere. For this, let's
select the podium and then choose the
Boolean modifier. Again, you have different
options to choose from. Most important are
the ones at the top, intersect, union and difference. Union means you unite shapes, difference subtracts
shapes from each other and intersect leaves only the parts where objects will intersect. Down below, you see that the operand type is an
object and with this, we can just click on the
pipette and choose the koerper, the body as target. Now you see the outline changed. It now includes the
podium and the body. Sadly, I can't add the other objects into
this one modifier. For this, we would need
to create more modifiers but if I do it like this, the outline doesn't change. This is because for now
the podium is of course, still just the podium and the first Boolean mode
isn't yet applied. The tail and the
head do not touch the podium and can
be combined with it. We first need to apply
the first modifier before we can combine the
second object with it. It is a good idea to save before applying any Boolean modifier. Now, apply each
one of the modes. Here I deleted the
others but you can of course just apply
one after the other. What has happened now? Tap to edit mode to
make it clearer. With odset, you can see it. The whole object has now
gotten sews at the places where the meshes touched as if someone sewed them together. Now it just really like
a big rubber figure. The other objects
haven't been deleted. They are still there. You can hide them
or delete them. Now, only the bird is
left over which is now both one mesh and one object. To check if there are no
errors after Boolean, tap into edit mode, deselect everything with od a, select one vert and
then hit "Control L." This means you select
everything that is directly linked to this vert. If everything was selected, you can see that all
parts are combined. Time to save another
incremental safe. I will now open the bird before the Boolean process
to show you the difference. Again, use Control J to join the objects into one
object but not one mesh. Hit "Odset" to see everything and just
randomly select a vert. Press "Control L"
or go to select. This menu is very
helpful if you need to select by different traits, select linked and you will see that only one mesh is selected. This means these are
all separate meshes. Awesome. Let's go
back to our bird, I would ever awesomeness
you may have created. My bird is finished. If you want to print it, all you need to do is select it, go to file, export STL. This file can then be printed by almost any 3D printer and of course also by a print
on demand service. Look in the description for a discount code at my
favorite one, Shapeways. Tick selection only to make sure you only export
your selected object, not any hidden ones
or additional ones from the scene and then
click on "Export." If you have your own 3D printer, there are lots of
different slices just as there are multitude
of printer types. The slice is as a program that
helps prepare your STL for printing where you can set all the options
of your printer, like speed, layer
size, and so on. It is called slicer because
it slices your model into layers which then get
printed one after the other. I have used [inaudible] but
I recently fell in love with the ease of use and swiftness
of the free PrusaSlicer. I have a Prusa M cat 2.5 and they work
perfectly together. Prusa is an awesome company and I can really
recommend their products. In the PrusaSlicer, you just import your STL and select the settings
you want to use. The default settings for Prusa printers are
already really good. For other printers, you might need to
search online for a good profile or maybe PrusaSlicer already includes
your printer as well. Important for this model are the automatically generated
support structures. If you don't own a printer, I have added a few
hints way confront your model down below in the
description of the course or just leave me a
comment if you'd like a more detailed description
on how to print it yourself.
24. Final Thoughts & Thank You!: Hey, there. Thank you so much for learning
together with me. Have you worked through
the whole course or did you just
take a peek here? Regardless, please let me thank you for being part
of this class. I am very happy and humbled to be able to share my
knowledge with you. If there's anything you
think could be improved, please leave me a review
with your opinion. I love reading your
thoughts and comments and it really helps to make
better content for you. Also, please share your project
in the project gallery. It is awesome to see
your projects and ideas. Don't forget that I also have some more courses on 3D design. How to create your own
jewelry and in general, how to make your
ideas a reality. I would love to see you there. I also have some free
tutorials on YouTube. I'm wishing you a blessed day, See you next time. Bye-bye.