Transcripts
1. Learn Blender In 3.5 Hours - Introduction: Hey, and welcome to learn
blender in 3.5 hours. Thank you so much for
considering this course. You will not be
sorry. I promised. My name is Ruan
and I'm a 3D generalist and VFX artists from Cape Town. I specialize in 3D tracking, and I have over 17
years of experience. I currently work in the
advertising industry and I use Blender on a daily basis to create photorealistic renders
for different brands, mostly for TV adverts. All with the use of an amazing free application
called Blender. I've designed this course in such a way so that anyone interested in Blender can start learning everything you need to
know for right now. No 3D experience
required at all. But this course is also not
just for complete beginners. I'm sure you will find a chapter where you might just
learn something new. This course covers everything from the Blender interface to your final render using either the Eevee or
Cycles render engines, you, we'll even learn how to
model your own creations. Uv unwrap them, apply
custom textures and materials and animate them
using basic keyframes. You will learn all this and
much more in just 3.5 hours. So buckle up. During the next 3.5 hours, you will learn
everything you need to know to start creating your own amazing 3D
art and 3D animations. Go to blender.org and
download your free copy of Blender and become the 3D artist you've always
dreamed of becoming. Let's create some
amazing 3D art. See you in the first lesson.
2. Lesson 1 - The Blender Interface: Hey, and welcome back. In this lesson, we
are going to look at the interface of Blender. So as you can see, I am using Blender version 3.2, but you should be able
to follow along in any other version that's pretty similar or close
to this version. So first of all, when you open up Blender, you will see the 3D viewport. This is this big
window right here. And this is basically where most of the work in
Blender will happen. This is where you will do the modelling and the animation. And basically most of
the work will happen in this 3D viewport. As you can see, we've got this red line
and then we've got this green line going
across this grid. So these are the axes. So the red axis, you can see in the corner, we've got a red X there, so that's the x-axis. And then you've got the green, which is the y-axis. Then there's also a z-axis. But that's currently
even as we don't really need to see that in
the 3D view port, you can actually enable
it here at the top. If you click on this
little drop-down here for the viewport overlays, you can enable the
z axes as well, but we're not going to
worry about that for now. Just know that this
is the 3D view port where basically most of the things in
Blender will happen. Now, if we look to
the left hand side, these are the tools available in this layout or in
this 3D viewport. And then on the right-hand
side you've got the axes. And you've got some icons here that we will look
at later as well. Then right at the
top of the interface you've got these
different workspaces. Layout, modeling,
sculpting, UV Editing, texture painting,
shading, animation, rendering, compositing,
geometry nodes, scripting, and
then you even have a few extras if you click
on this little plus. So these are basically just
different workspaces that are customized for specific
workflows inside of Blender. We're going to look at
them a little bit later. So then if we move over
to the right-hand side, you'll see this box here
in the right top corner. This is the outliner. The Outliner basically
shows everything that's going on in your
scene or all the objects and cameras and lights, et cetera, that's in your scene. So you can quickly
just use the outliner to see everything in your
scene really easily. The outliner is also used
to organize your scene. So you can go in
here and I can say, double-click on this cube. And I can rename it to maybe say box one or anything that you want to rename
that object to. And as you see if I
click on this box, it will actually select that object in the 3D
view port as well. The same if I click
on the camera, it's going to select the camera, or if I click on the light, it's going to select the light. You can also click these objects in the 3D view port directly. So if I just click on the box or click on the camera,
or click on a light. It's basically doing
the same thing. So you can also
rename your lights in the outliner so I can
double-click and I can call this my light number one or anything you like
and same with the camera. So I can call this
maybe camera 01. So just know that
the outliner is basically the place where
you can organize your scene. And later on we will look at, at a few different
things that you can do to organize your
scene a little better. One thing about the
outliner that's very important is try and rename your objects to keep everything
nice and organized. Because if you're going to have a lot of objects
in your scene, maybe I have a couple of
cubes and different objects. It's going to get
very confusing if you don't rename them
correctly in this outline, I'm just going to make your life easier if you actually
rename those items. And then it will just make everything easier if you come back to that project later on. And you have to figure
out what is what. So that's the outliner. So right below the outliner, we've got the Properties window. Now the properties
window consists of all these different tabs
that you can click on. And we're gonna go
through all of these, are most of these
in a later lesson. But just know for now that
this is the properties area. And this way we can
change things like the render settings or
your scene settings or the world settings
or object properties you can find the
different things that we're going to
look at later on. So just know that this area
is the Properties window. Next, if you look at the
bottom of the interface, you'll see the timeline. Now I can click and drag to make this timeline a
little bit bigger. This is basically
where you can see the frame range or the
frames of your animation. You will basically
use the timeline when doing any types of animation. So I can click and
drag this playhead to change what frame
I'm currently seeing. And you can see the number of the specific frame that we on. Let's say if I put
this on frame 100, you can see that this
number will update as well. This is the current
frame we are on. I can click here
and I can type in and say one, press Enter. And that's going to jump to the first frame
in our animation. You can also set your
duration or the frames, the number of frames here. So I can set the
start and the end. So let's say I want my animation
to only be a 100 frames. I can set the end to 100 frames. And I can see that it will
update this area here at the bottom to only
have 100 frames. You will also find
your play buttons. So you've got your play
forward or Play Animation, and then you also have your
Play Animation backwards. So I can click on this Play
button and you can see that the plate will play
through that animation. And it's going to
loop when it gets to our end frame, which is 100. I can also stop that
and go backwards. And that's going to play
the animation in reverse. So that's basically
all you have to know about the timeline for now. So we're going to
get back to that in a later lesson as well. So you can resize all
of these windows. You can just click and drag
and resize them as you want. You can also very easily customize the
interface in Blender. But for now we're just
going to leave it on this default configuration. Then right at the top of the interface you've
got your normal file, edit, render window and help. So under file, you will find your Save or Save As so this is where it
can save your project. If you click on Save as you can specify a new project name. And once you have set a
file name for the project, you can just click file
and save and that's going to save your project. Or you can just use
the shortcut on a Mac, it's Command S or Control
S if you're on a PC. So this is where we'll
find all of those. You can also use. This file may need to
create a new project, or you can open an existing
project, things like that. You can also do the import
and export from Anja. But we're not gonna
go into that for now. Then we've got our edit menu. This is where you find
the blender preferences that we will probably look
at in a later lesson. And you've got your random
menu right here, window. And also the help where
you can find tutorials, the blender manual, and just some support websites
that you can use. So let's have a look at this top area in
the 3D view port. So we've talked about
these two icons. So the first one is your Gizmo, so I can switch that off or on, and this will actually hide all these little
gizmos on the side. You can also click
this drop-down menu to specify which gizmos
you want to see. But yeah, don't worry too
much about that for now. Next to that, we've got the overlays or
the show overlays. Now if I click on this, it will disable all the
overlays like the grid and all the little overlays that
you see in the 3D view port. Let's click that
again to enable it. And then click on the little
drop-down next to it. And you can customize
the view port exactly as you want
it. As you can see it. We've got our x-axis and y-axis. These are the green and red
lines in the 3D view port. And as I said before, you can also enable the z-axis. That's this blue
line right here. But usually we don't need to see the z-axis because we
know that's up and down. Then you can also enable or disable things
like statistics, which is nice if I enable this, you'll see a little statistics here on the side which will give you an overview of
the Mount of objects, vertices, edges, and faces and triangles
and so on in the scene. So we'll probably use
this a little bit later. So you can switch
this off for now. And you can enable
different things here. You can change the geometry to be wireframe or to show
wireframe on top of your mesh. But let's leave
that off for now. So let's have a look at these icons right
here at the top. These are the different
shading views or render previews you can choose
for the viewport. So the first little sway
if I click on this, this will give you a wireframe view of all
the objects in the scene. As you can see, the cube
now turned to a wireframe. And that's if you want to use
wireframe for some reason. If you wanna do editing
and you want to see the vertices and the
edges behind the object, you can use that. You can also enable
this little icon, which is the x-ray view. So if I disable this, you'll see that we still see
the object as a wireframe, but we can't see
the vertices and the edges behind our object. But if I enable X-ray, you can actually see
through the object. Okay, the next shading view is solid mode or the
solid shading mode. So as you can see, we
get a solid render view. And this is probably the
render mode that you will use, mostly inside of Blender
when you're doing any 3D modeling or
any animation work, you will be in
this shading mode. This mode is very fast, so it will not slow down your viewport because
it's just giving you a very rough shaded
view of your objects. Next, we have the
material preview mode, this little sphere right there. Now this one will show
you your materials. So in a later lesson, we will look at the
materials applying different textures and
materials to your objects. And this random mode
will give you all show you how those materials will
look inside of the viewport. And the last one is
the render preview. Now they're in the
preview will show your lights and your materials and everything that
you've set up. And you can also change between two render engines
inside of Blender, there's a EV render, which is a real-time renderer. And then there's also
the cycles renderer, which is an unbiased, realistic, or photorealistic renderer, which is a lot slower than EV, but it's gonna give you
much better results. So there is a lesson later on in this course that
we're going to talk about the different
renderers and other works. I don't worry too much
about that for now. Just know that you have
your different I'm a render modes for the 3D
view port right up here. So for now I'm going to
switch to solid mode. That's probably the one
that you want to be on for most of the time. And then there's one more
thing I want to show you before we end this lesson. If you hover your mouse in this 3D view port area and
you press N for November. On the keyboard. You can
toggle this side menu. Now, more on this also later, but just know that you've got this n side menu right here. And if I let say if
I click on my tube, you can see that it will show all those details that
corresponds to this object. So I've got the location, I've got a rotation the scale, and you can also toggle between
some of these other tabs. Now, you might not see like a 3D print one day or maybe some of these other ones
cause I've added some or installed some add-ons. But for now, just know
that you can press N to open this side menu. Alright, so that is basically the interface inside of Blender. I will see you in
the next lesson.
3. Lesson 2 - Basic Navigation: Hey, and welcome back. In this lesson, we're
going to look at the basic navigation
inside of Blender. Now, this is very important that you get very familiar with these shortcuts because you
will use them constantly. So the first one is orbiting around your scene
in the 3D view port. Really simple to do. You simply hold in the
middle mouse button on your mouse and then
just move around. And as you can see,
that will orbit around your scene inside of
the 3D view port. Next, if you hold Shift while holding the
middle mouse button, you will pan around so you can pan left to right
and up and down. So that's just an easy way to kinda pan around your scene. Next is control. You hold in control while still holding middle
mouse button. And that's going to
give you a zoom. So either zooming
in or zooming out. So let's recap that quickly. Just holding middle
mouse button and moving around as orbiting
around your scene. Holding Shift. And middle mouse
button will pan. Holding Control. Middle mouse button
will zoom in and out. So practice, practice, practice
until you are comfortable to pan around and orbit
around and zoom around your scene and just
get comfortable with that will take you a couple of hours maybe or
maybe a day or two. While I'm just
playing around inside the 3D view port and just get comfortable
with these controls. Once you're comfortable,
you're going to really move quickly
around your scene. And it's just going
to make everything so much easier once you are very comfortable with these
three shortcut combinations. Another thing that you can
do is you can click on one of these objects in
a scene to select them. And let's say I want to
focus in on this cube. I can simply click on it. And then on the keyboard, press the full stop. That is on the numpad. So if you look at the
numpad on your keyboard, on the right-hand side
of your keyboard, there's a full stop. And if you press that button, it's going to zoom
into that or close to that specific object that you add selected
in the viewport. And if you orbit now it will
orbit around that object. So let's zoom out. And this time I'm going
to click the camera. You can click the camera
or you can actually just, I'm drag a box around. An object is selected as well. I'm going to select the camera and then
I'm going to press the full stop on the
numpad on my keyboard. And that's going to zoom
in towards the camera. And now if I orbit, orbiting around this camera, Let's do the same with a light. So I'm going to select the
light in the 3D view port. And I'm going to
press Full stop. And that's going to focus in
on that light and it's just going to zoom or orbit
around that object. You can also select
multiple objects. So I can drag a box around
the light and the cube. And then I'm going to press Full stop and it's gonna kinda zoom into those or closer
to those two objects. You can even do it with
all three objects. I can drag a box to select all three objects in the scene. Press Full stop. And it's gonna kinda
zoom to around. Just going to zoom closer
to those three objects. So that's how you
can navigate around the 3D view port
inside of Blender. I will see you in
the next lesson.
4. Lesson 3 - Adding Objects To Your Scene: Hey, and welcome back. In this lesson, we're
going to look at how to create new objects
in your scene. So first of all, let's delete all these objects that's currently in the scene. To do that, just select them all so you can drag a box
to select them all. And then on the keyboard press X and then just click Delete. X is basically the shortcut to delete anything
inside of Blender. So to create a primitive object now primitive can be anything from a sphere to a cube to
a cone, things like that. So to create a primitive, press Shift or hold Shift on
the keyboard and press a. And that's going to
bring up the Add menu. Here you can see you've
got different menus. You've got mesh, curve, surface, metabolic, text volume,
grease, pencil, etc. So we're going to look at the
first one that says mesh. So these are your
mesh primitives. So I can say click on cube and that's going to
create a cube for me. Let's delete the cube and I'm going to create
something else. So Shift a on the
keyboard, go to Mesh, and let's create a cylinder so that you can see we've
created a cylinder. I can zoom in closer so we can see it a
little bit better. Once you've added a primitive, you'll see a little menu
that pops up here in the bottom corner of
the 3D view port. Now if I click to expand this, this will give me all
of the information or the parameters for
this specific primitive. So you can see we've got the vertices 32 and
I can click and drag to make adjustments to the amount of
vertices that I want. So I can create maybe like a eight-sided
cylinder like that. Or I can make
something a bit more smoother if I
increase that number. You can also adjust
the radius here. So if I click and drag, you can adjust the radius. Another thing that you
can do is you can hold Shift while dragging
these numbers, and this will just move
a little bit slower. So giving you a bit more
accurate or more control to change some of
these parameters. Next we have the depth. I can change the depth, which is basically the
height of the cylinder. So just note that you
have this side menu. Once you're happy with
these parameters, I can simply click in the 3D
view port and it's going to save those settings
into this primitive. Now I can go back
and change them. So be sure that you create the set those
parameters correctly. And then once you click it,
it's basically set like that. So I'm going to delete this one. So click on it, press
X and click Delete. And let's create a new
primitive objects. So press Shift a mesh and x. Let's do a UV sphere. Now this is basically just like a sphere object like that. And you'll also see
this menu pop-up. If you don't see it,
that will be minimized. So just click on this little
arrow to expand this. And you will get
similar parameters. So I can increase or decrease
the amount of segments. I can also increase or decrease the amount of rings
as you can see there. And also the radius. Remember if you hold Shift, it will give you a bit of a slower, more accurate control. Alright, let's delete that one. Let's see what else
we can create. So we have things like a
torus or a cone I ecosphere, circle, cube or plane. So let's click on plane
and see how that works. So the plane is basically
just a flat face like that. And I can increase the
size here on this, on this ad plane menu, I can also type in a value. I can set this to
maybe ten meters. Press Enter. And that's going to give me a ten meter by ten meter plane. And you can also change
things like the location. Drag it around here. But I usually don't
change this year. Because we can, we can modify that the position and the
rotation and the scale, all of that later as well. So just know that you can set these parameters year and
in once you've clicked, that's gonna be kinda the, that's gonna be saved
into that object. So let's delete this one. Let's see what
else we have here. You can also add lights. So if we go down on this
Add menu, go to light. You can choose between
a point light, a son spotlight,
and an area light. So let's create a point light. You can see we've created a light in the
center of our scene. Let's delete that light. Let's see what else
we can create, maybe a spotlight so they can see we've created a spotlight. Let's delete the
spotlight and let's see what else we can
create an area light. So let's click on area light. And then you can see we have an area light which is basically like a plane or a yeah, it's like a plane with a
light on the one side. So it will give you the direction
where it's pointing to. But don't worry too much
about that for now. So let's delete that and let's see what else
we can create. We can also create a camera. So if you press Shift a and go down to camera, I
can click on that. And that's going to create
a camera for us so that we can use this camera in our
scene when we want to render. Because every time you
render something in blender, you will need a camera in your scene so that that camera can actually render the scene. So basically it works
like a normal film set. You need your objects, then you need your lights, and then you also need
a camera to kinda see what you are forming. So just think of it that way. So I'm going to
delete the camera by pressing X and then delete. And let's see what other
objects we have. Shift a. You can also create
some force fields, but we're not gonna
go into that for now. That's a bit more
advanced for now. You can also create some texts. And they can see we've
created some text. Yeah, so you can also change
the radius of the text. So we're not gonna
go into details about using the text
object for now, but just know that
you can create some text objects as well. One thing to keep in mind
is you'll see that there's a little cross right here
in the center of your wool, which is a little
circle and across here. Now that's the 3D cursor. Now we're going to look at the 3D cursor in a later lesson. But for now, all you need to
know is any new object you create doesn't matter if it's a light or a camera or a mesh, that object will
be created where the 3D object easing
the scene On Cube. It's going to create a cube on that location where
the 3D cursor is because you can actually
move the 3D cursor around. You can place it may
be there at the back. And then if you create a cube, that cube will be created
wherever that 3D cursor is. But don't worry too much
about the 3D cursor for now, there is a lesson that's dedicated to the 3D cursor
later on in this course. So just know that the
new objects will be created wherever
that 3D cursor is. So let's delete that. Let's see what else there is. Shift a mesh and let's
create a monkey. So this is the blender monkey. It's name is Suzanne. So now you can also set the size here on the
little menu that pops up. And it's just a little nice
little taste object kind of thing that you can create and play around with
inside of Blender. So that's basically how
easy it is to create new objects like primitive
objects like your cubes, your planes, or a cylinder, etc. Or you can use the
same shortcut, shift a to create a light
or a camera in your scene. I will see you in
the next lesson.
5. Lesson 4 - Move / Scale / Rotate & Duplicate: Hey and welcome back. In this lesson, we're
going to look at move, scale, rotate, and duplicate. Now, these four functions are
very important and you will probably use them on a daily basis when you
are using Blender. So you're going to
move objects around, you're going to
rotate your objects, scale them, and also
duplicate things. And yeah, it's just
going to add one of those things that you're
going to use quite a lot. So let's delete
everything in the scene. So I'm going to select
everything like this. Another shortcut that you can use to select
everything in the scene is simply pressing a on
the keyboard a for all. As you can see, it will select
everything in the scene. Now I can press X to
delete and then just click Delete to delete
all those objects. Now let's create something
simple, like a cube. So I'm going to press Shift a, and then it's going to
bring up the Add menu, then point to mesh, and then select cube
from the drop-down. So that's going to create
a new cube object for us. So make sure you have
your cube selected. So as you can see,
if I click on it, it will have a little outline that way you know
that it's selected. And to move something around, we're going to use the
shortcut G. G For Grab. So press G just once. And now if you move
your mouse around, you'll see that you are
moving that cube around. So you are grabbing it
and moving it around. And then if you click somewhere, you have now moved that
cubed to a new location. As you can see, it's
moving freely in the 3D space so I can move
it down or wherever R12. And that's basically
to just move an object around to rotate. You will use our shortcut R for rotate with the
cube selected press R. And as you can see, we
can now rotate our cube. Very, very simple. Another thing that
you can do is you can scale your object. And the shortcut for
that is S, S for scale. So make sure you have your
cube selected, press s1's. And now you can move the mouse
and you can see that you can make the cubes
smaller or bigger. Something to note is where your cursor is when you
press the shortcut. So if I'm a really, really close to the object
and I press S for scale. You can see that I only have this little movement here
to scale this object. If I press escape, it's
going to cancel that action. And if I move my cursor
further away from the object and then
press S to scale. I have much more control to move my cursor around
to scale the object. The same goes for
rotate and move. So if I'm really,
really close to the object with my
cursor and I press R, you'll see that it's going
to just move like that. But if I move my cursor
further away and then press R, it's gonna give me
that much more control or more accurate control. Next, let's see how we
can duplicate our object. To duplicate an object, makes sure that you
select that object. And then the shortcut is
Shift D. D for duplicates. So hold Shift press D once. I can just move your mouse and you can see
that we've created a duplicate object or a
duplicate copy of that object. I can also select both
of these objects now and press Shift D to
duplicate both of them. Now we've got four cubes. You can also select all
of them and press G to grab them all and move
them all at the same time. Can click to reposition them. And you can also do
the same with rotate. So with all of the
objects selected, press R, and then I can
rotate them all like this. Or we can press S and we
can scale them like this. Okay, Let's delete
all these objects. So press a to
select all of them. Press X and then click on Delete to delete all the
objects in the scene. Now let's create a new cube. So press Shift a mesh cube
to create a new cube. Now let's say you want
to move this cube, but you only want to
move it on the x-axis, which is the red line. You can look at the
axes here and you can see x is the red line. So let's say I just
want to move this cube, but only on the x-axis. Now, to do that,
select your cube, then press G to grab it, and then press X to specify that you only want
to grab it on the x-axis. Now if I move my mouse, you can see that that cube is
only moving on the x-axis. I can move it up and down. I can move it on the
green line or the y-axis. It's only moving on that x-axis. Let's press Escape
to cancel that. And let's try it
with the y-axis, with the cube selected, press G to grab and then y. And that's then going
to specify that you only want to grab
it on the y-axis. You can obviously just
click and that will save or place the location. Or you can just press
Escape to cancel that. I'm going to undo that. So I'm going to press Control Z. And let's try and grab
it in the z-axis. Now the z axes is up and
down with the cube selected. Press G to grab, and then z to move it up
and down on the z axes. Now if we want to go a
little bit more advanced, you can also specify two
axes at a given time. So let's say, I
want to grab this, I want to move this box around, but I only want to move
it on the x and y, but not on the z. I want to move it basically left and right, forward
and backwards. But I don't want to
move it up and down. So to do that, we
press G to move it. And then you want
to press shift, and then the axes that
you want to exclude. So in this instance we want
to exclude the z-axis. So I'm going to press Shift Z. Now, it's only going to move
on the x and the y axes. So let's try that again
with two different axes. Maybe we want to move
it on the y and the z, but we want to
exclude the x-axis. I'm going to press
G and then shift x because we want to
exclude the x-axis. Now you can see
it's moving up and down and also on the y-axis. But it's not moving
on the x-axis. So don't worry if that's a
little bit confusing for now, but just know that you
can either just press G and X to move
it in the x-axis, g, y to move in the y-axis, or G to move it in the z-axis. Or you can exclude a one axes by holding Shift and then
pressing that axes. Now we can do the
same with the rotate. So I'm going to
press R to rotate, and then I'm going to press X. Now you can see it's rotating
only around the x-axis. I'm going to press
Escape to cancel that. Let's try that with
a Z or the y-axis. So I'm going to press
R to rotate and then y to rotate around the y-axis. Now we can do the
same with the z axes. So I'm going to press
R to rotate and then z to rotate around the z-axis. Now let's look at scale. So select the object, press S to scale, and then I'm going to press X, and now it's going to
scale only on the x-axis. Let's try the same
for the y-axis. So press S to scale and then y. And now it's going to
scale on the y-axis. Let's press Escape and let's
try the same for the z-axis. So I'm going to press
S to scale and then z to only scale in the
z-axis, as you can see there. Let's press Escape
to cancel that. We've looked at duplicate
already so you can do Shift D and then I can press X and it's
going to only move, or it's going to move
that duplicated copy only on the x-axis. You can also just press Y
to move around the y-axis, or Z to move around the z-axis. And then I can click and
it's going to position it, or it's going to
lock its position. Wherever I clicked, you can
obviously move it again. You can click on
it and press G and maybe X to move
around the x-axis. Maybe let's duplicate
this one again and press Y and then move
around the y-axis. That's easy way to move things around just by using
these different axes. Now let's delete
these two cubes. And I quickly want
to talk about Scale. Click on your cube object
and then press N for November to bring up this side menu that
we looked at earlier. Now as you can see,
we've got our location, our rotation, and our scale. Now, the scale is
currently set to 111. So it's a one scale
on the x-axis, one scale on the y-axis, and one scale on the z-axis. Now, if I scale this object, Let's just press S and scale it. You can see that the scale value is now
increased to 1.508. If I scale it smaller, you will see that we can go
below one, so it's 0.491. And if we scale in one axis, like if I press S and X, you'll see that it
will only affect one of these axes over here. So the x-axis is now 1.196, and y and z has got
a different number. You can obviously click
here and drag as well to adjust the scale
from this parameter, from these parameters,
you can do that as well, but just something that I
want to note when doing any scale adjustments
inside of Blender. But it's always good practice to reset the scale
value back to one. So these scale values here, XYZ, they should always be 111. Now obviously, if you change your object and you
scale it on the x, you're going to have
different parameters here. Now, there's a
really easy way to reset these numbers back to one. Now let's quickly talk
about wireless is important to have
a scale of 111. The problem comes in every time. You will now do some 3D modelling on this object with a scale that's
not set to 111, that can cause issues when
doing things like an insect or a bevel or different edit
parameters on this object. That's going to try and use the scale values for the
different axes of this object. I know that sounds a little bit complicated or a bit confusing, but it's always just
good practice to try and keep the scale
of an object to one. Now let me show you
quickly how easy it is to reset this object scale to 111, because obviously
we've scaled now. But you don't want these funny
values here on the side. So very easy to do that. Select your object and
then press Control a. Control a is going to bring up the menu and you
simply click on Scale. And that basically
means it's going to apply the scale transformations. So let's click on Scale. And I can see the scale values
have reset back to one. So now I can go and I can start 3D modeling or start
editing this object. And I won't have any problems
with insects or bevels, extrusions or anything
that we're going to look at in a later lesson. So just keep in
mind every time you scale an object you
want to apply at scale by pressing Control a and then just selecting
scale from the menu. You can also apply the
scale by using menus. There's always different ways to do things inside of Blender. So I can also
select this object, go to the Object menu year
above the 3D view port, then go to apply and
then click on scale. So you can either do it
that way or you can just use the shortcut Control a, and then click on Scale and make sure that
it's set to one. So those are basically
the how you move an object or you scale an
object and how you rotate an object and also how you
can duplicate an object. And then how to apply the scale. If you change the
scale of an object. I'll see you in the next lesson.
6. Lesson 5 - Edit Mode Part 1 - Vertices / Edges / Faces: Hey, and welcome back. In this lesson, we're going
to look at edit mode. Edit mode is basically when
you want to manipulate or change a certain
object or if I want to start 3D modelling basically. So in this example, let's delete the
camera from the scene, and let's also delete the light. And then let's zoom
in closer so we can see our cube a bit better. So to enter edit mode, you have to select a certain
object that you want to edit and then simply press Tab on your keyboard to
enter edit mode. You will see this drop-down
here at the top of the 3D view port will
change to edit mode. This is usually object mode. So if I press Tab again, we're gonna go out of edit
mode and back to object mode. You can also use this little
drop-down menu year to change between object
mode and edit mode. But I find it's pretty easy
just to use the tab shortcut. So click the object, press Tab to enter edit mode. And you are now in edit mode. So very importantly, here at the top next to the edit
mode drop-down menu, you will see three little
icons or three buttons. Now the first one is vertices, second one is edges, and the third one Is faces. Now, every single 3D object consists of vertices,
edges, and faces. Let's see what they are. So if I select the
first one vertices, we can select these
points on our object. You'll see there's a point
on every corner of our cube. I can orbit around to see the other side, all
these vertices, vertices or basically the points between all the
lines are the edges. So if I click on the second one, we are going to
look at the edges. And now you can
select these lines or they're called edges in 3D. Alright, so those are the edges. And if we click a third one, this is Face Select. So now I can select the faces. These are the flat
surfaces between edges. And with the edges connect, you'll see the vertices. Now there are three shortcuts
that you need to remember, and it's very, very easy. Number one on your keyboard
will jump to vertices. So now I can select
the vertices. If I press two, we can select the edges. And if I press three, I can select the faces. So one vertices, two
edges, three phases. Now let's jump back to vertex or vertices select which has one. Let's select one
of these vertices. Just, you can either click on them or drag a box around them. And now we can use the
same shortcuts to move, rotate, and scale basically. So I can press G to grab, and I can move this point around and I can place it
wherever I want to. And you can see that the
cube shape is now changing. We can do the same with one
of these other vertices. Selected vertices, press
G, move it around. You can also press G, x, and then it will only move that vertices or
vertex on the X axes. You can also press G and Z, and that will move that
vertex on the z-axis. You can do the same with y gy
and move around the y-axis. You can also select two
vertices at the same time, and you can move them
around by pressing G. Or I can press R to
rotate them like that. Or I can press S to
scale between those two. Alright, let's go
to edge select. So press E on the keyboard
to change to edge select. Now we can select these edges
and the same thing again. So I can click on an
edge and I can press G, and I can move that edge around. Click on another edge, press G, mood around. You can also click on an edge, press R for rotate, and you can rotate that edge whichever way
you want to rotate it. Same with scale. So I
can click on an edge, press S to scale, and that will scale
that edge like that. As you can see, this
will give you a lot of control to manipulate these objects or this cube to create something that's
not a cube anymore. So you can basically
create new objects by just using these
three shortcuts, 123, and moving and rotating
and scaling things. Now let's look at
face select mode. So press three on the keyboard to jump
to face select mode. And now we can select
these flat faces. So same thing again, I
can select the face, I can press G, move it around. Or I can press R to
rotate that face. Or I can press S to
scale that face. And you can also use the
same shortcuts for the axes. So I can press G x, and it will move that
face on the x-axis only. Or I can press G or G z. You can also select
multiple faces. So I can click on this
face and I can shift, click on another phase. And it's going to select
both those phases, as you can see. Now, I can scale them, I can move them, or I can rotate them. Same with edges. So if you press too
to go to edge select, I can select this edge, hold Shift, select that edge. And I can move them around. I can rotate them, or I can scale them. Same with vertices. If we press one to go to vertex select mode, I can select that
vertex and shift. Click that one to select
both those vertices. And now I can scale or
rotate or G to grab. So in blender you use the same shortcuts but
in different areas, which makes it so
much easier to just remember those base shortcuts. And then you can do
so much with that. So it takes some time to
practice this switch between 123 to select vertices,
edges and faces. Move, rotate and scale
them around until you have something that's
looking interesting. And then once you're
happy with the shape, simply press Tab to exit out of edit mode and then
go back to object mode. As you can see on the top, we've got object
mode selected now. Now you can see we've created a completely new
object from our cubed. So we've moved the
points around, we've moved the edges around, and we've moved some
of the faces around to create something
completely different. So this is the basis of 3D
modelling inside of Blender. I will see you in
the next lesson.
7. Lesson 6 - Edit Mode Part 2 - Subdivide Edges & Faces: Hey, and welcome back. In this lesson, we're
going to continue on worth edit mode. So I've created a new scene. As you can see, let's delete our light and let's
delete the camera. So let's select our
queue by clicking on it, zooming in slightly and then pressing Tab to go
into edit mode. So what I want to show you
is how you can sub-divide or split edges into two edges
and do the same with faces. You can sub-divide faces
into smaller faces so that you have more
geometry to work with. Let me show you,
which will be much simpler to understand
this concept. Let's press two to go
into edge select mode. So now we can
select these edges. And let's say we want to split
this edge into two edges. You can simply right-click
and click on sub-divide. Now, this will bring up a little sub-divide
menu at the bottom, so you can select
the number of cats, but for now let's leave
it as default, just one. And just click in the
3D view port just to accept that
sub-divide operation. So now if I press one to go
into vertex select mode, you will see that
we now have extra vertex right here in the center. Which means if I press two
to go into edge select mode, I can select this
edge and this edge. So it basically split this one edge into
two smaller edges. So I can click on
this edge and I can press G to move it around. And you can see
that it's actually, it's got a cut
inside of that edge. I can press one, and now I can move this vertex
around like that. Let's try the same
with the bottom edge. So I can switch back
to edge select mode by pressing to or clicking this little button
here at the top. Let's select this bottom edge. Right-click, sub-divide, and then just click
to accept that. And it looks like one. But if I click on this edge, you can see that
we only selecting the half of it and then we
can select the other office. Well, if I press one
to show the vertices, I can see that it's created a new vertex right
here in the center. Now let's see how we can connect these two new vertices
that we have created. Because currently, this
is still one phase. If you press three or click
on the face select mode, you can click on this face. And you can see this is
still just one big face. So let's go back to vertex select mode by
pressing one on the keyboard. And now I want to connect
this vertex with this vertex. So to do that, select
the first one, shift click to select
the second one. And then on the keyboard, press the J button, J for join. Now you can see
that it's created an edge between
those two vertices. So now if I press
two on the keyboard, I can select this new edge. I can move it around, I can scale it, or I can rotate it. If I press three on the keyboard to go into face select mode, I can now select two phases, or can see that it
basically split this one big face into
two smaller faces. So now I can go and I
can scale one of these, or I can rotate one
of these phases, or I can just grab it
and move it around. Let's look at another way to
sub-divide an actual phase. So let's say you want to create more geometry
on this face. I select the face,
right-click and you'll see that we've got the same
sub-divide option right here. So let's click on sub-divide. Now you can see that it's split our face into four phases. You can use this
menu at the bottom, the sub-divide minute to
increase the number of cuts. You can see as it's
increasing those faces. But let's keep it
on one for now. And then just click in the
viewport to accept that. Now you can see if we
change over to face select mode by pressing
three on the keyboard. I've got 1234 phases. I can scale them. I can rotate them, or I can move them around. So you can now go ahead
and you can maybe subdivide this phase
into smaller pieces. So I can right-click sub-divide. And let's increase the number
of cuts to maybe three. Now you can see you've got all this geometry to work with. So now I can select maybe this face and I can
maybe move it out, can maybe take this
face scalar down. And if we're going to vertex
select mode by pressing one, you can see that we've created all these new
vertices because we have subdivided this one
phase into smaller faces. Let's do the same
with edge again. So let's switch over to edge select by pressing
too on the keyboard. And you can see here at the
top we've got one edge. So I can right-click sub-divide. And now let's increase the
number of cuts to around four. And then just click
to accept that. Now this still looks exactly the same, but
if you click here, you can see that
it's actually split that one edge into
smaller edges. So if I press one on the
keyboard to go into vertex mode, you can see that we've
created 1234 new vertices on that one edge because we did a full gut sub-divide
on that one edge. So let's do the same
with the bottom edge. So I'm going to go to, to change to edge select, select this bottom edge,
right-click sub-divide. Let's cut it into four. So I'm going to set this to four and just click to accept that. Press one to see the vertices. And I can see we've
got 1234 vertices. So now what we can
do is I can select one of these vertices
is the top Shift. Click one at the bottom
one's press J to join them. And I can see we've created that edge between
those two vertices. So let's do the same
with these two j. Let's do the same
with these two j. And let's do the same
with these two j. Now you can see we've created all these new edges that
we can move around. We can scale them, we can rotate them. We can move the vertices around, whatever you wanna do. So this will just give you
more geometry to work with and to create more
complex objects. Once you're happy
with your object, press Tab to go
out of edit mode. And then you can see
we've created something that's a little bit more complex
than just a normal cube. But just know that
you can go into edit mode and you can
sub-divide certain areas of your mesh to create extra geometry so that you
can create extra details. I will see you in
the next lesson.
8. Lesson 7 - Edit Mode Part 3 - Loop Cut / Extrude / Inset / Bevel: Hey, and welcome back. In this lesson we're going
to continue with edit mode, but we're going to
look at for operations that you will probably
use on a daily basis. And that's extrude loop
cut, inset and Bevel. Let's see, I can use
these operations. So first of all, I'm going
to delete the light, and I'm going to
delete the camera, select the cube and just zoom in slightly
so we can see it better with the cube selected press Tab to enter edit mode. And let's start with loop cut. So loop cut, simply press Control R for Romeo and then just hover your mouse
pointer over the object. And as you can see,
it's going to give you a preview where it's going
to create that loop cut. So let's create one that's going around the object like this. Some simply pointing
to this edge where I'm doing the loop cut
and then you click once. And now you can
actually adjust where exactly you want to
create that cut. If you want to leave
it in the center, you can just press Escape and it's going to
snap to the center. And then just click anywhere
in the 3D view port. Apply that. Now you can see we've
created this edge that goes all around our object. Basically it's
created a loop cut around the object and
that's what you do, or that's why you
will use loop cut. Let's create another loop cuts. I'm going to press Control R again with my mouse
pointer over the object. And let's create a loop cut
around this side of the cube. So just click once
and now we can adjust where exactly
we want that. And remember, if you want to keep it in the middle,
just press Escape. So I'm going to create one,
maybe more towards this side, just click once and
then just click the 3D view port to apply that. Now you can see we've created these extra vertices and extra
edges around our object. Let's do one more control are, and maybe let's create one on this side and maybe let slide it towards this side and then just click in the
viewport to accept that. And I can see we've created
all these new geometry, all these new faces and edges. And that will just give
you extra geometry to work with to create more
complex objects. Now the second thing we're
gonna look at is extrude. Now, extrude is your friend
and you will probably use it quite a lot when doing
any kinds of 3D modeling. So Extrude will
basically extrude a certain face,
outwards or inwards. So let me show you
how that works. So make sure you are
in face select mode. So three on the keyboard. And then I'm going to
select one of these phases, maybe just this middle
bottom face right there. And then the shortcut for
Extrude is E for extrude. So press E on the keyboard once. And now if I move my mouse, you can see that I'm
extruding that one phase, either inwards or outwards. Once you're happy
with the location, just click once to save that
or to accept that change. And I can see we've changed
the model completely. I can now maybe click on this face and I can
do another extrusion. Press E again on the keyboard, move that out and click. Now I can select this face, press E, move it up and click. As you can see,
this is extremely powerful to create new models. So I can click on this face, press E, extrude
it out this way. I can maybe now press S to scale this face to create
something like that. I can also click on
this top face extruded. And now it's going to extrude according to that phase angle. We can also extrude two
phases at the same time. So I can click on
this phase, shift, click on this face, and then press E to extrude. So go ahead and practice, play around and see
what you can create by just using loop cut and extrude. Next we're going
to look at inset. Now, insert is also
extremely powerful. Let me show you how that works. So we're going to still be in face select mode number three
shortcut on the keyboard. And I'm going to select
this top face right here. Now, with this face selected, I want to do an inset. And the shortcut for inset
is simply i for inset. So press I on the keyboard. And now if I move the mouse, you'll see that we are creating an inset inside of that face. So I can select or choose the size that I want and then just click once to apply it. Now you can see it's
created this new phase inside of this bigger face. So I can do that with two
phases at the same time. So let's select
this phase shift. Click on this face, and now press I to
create an inset. So now you can see it's creating one inset between
these two phases. If I press I again, that's going to create individual insets in
each of the main phases. So click to apply that. You can also now
go, you can select these two faces and we
can insert them again. So you can press I again
and create a new inset. Now you can press E to extrude and you can create
something like that. So insert and extrude
and loop cut can be extremely powerful to
create interesting objects. So let's say we want
to create a loop cut around this side of the model. So I'm going to press Control
R to create a loop cut. Hover my mouse pointer
over the model, click. And then I'm going to drag
maybe towards this area. So now I've created
these extra faces. So now I can maybe click on
this face and this face. And let's insert them. I to insert. And remember if
you press I again, it will toggle
between one inset for both phases or individual
insets for each of the phases. Now we can obviously
press E to extrude, and that's going to
extrude those two phases. Next, let's look at bevel. Now, bevel is also
super handy when you want to create a bevel
on a sharp edge. Let's go to edge select. So press two on the keyboard
to, toggle edge select. I'm going to select this edge and also this small
edge on the side. So we've got that edge selected from the one
corner to the other corner. Now to bevel something, you're going to press the
shortcut Control B for bevel. Now, simply move your mouse slowly and you can
see that we are creating a bevel
around that one edge. So if we look at
this from the side, you can see now we don't
have a sharp edge anymore. We've got this
nice beveled edge. This will also bring
up the bevel menu here in the bottom
corner of the viewport. You can increase the segments. So currently this is set to one. I can increase this to 234. And as you can see, it's
creating a nice smooth corner. So we can increase
this even more maybe to about eight or nine. And you can see
now we've created this nice smooth corner. So if I click to accept that
and I can see we've got this nice soft rounded corner. We can do the same with multiple
edges at the same time. So I'm going to select
this edge Shift, click on this edge, Shift, click on this one, shift click on this one. So we've got those
four edges selected. Now I'm going to press
Control B for bevel. Slowly move the mouse. And as you can
see, it's creating these nice rounded edges for us. Now this will remember the previous settings or parameters that
you've used here. So you can see it's
creating nine segments. So we can obviously go in
here and we can adjust this to maybe let's
bring it down to five. And now if I click, we've got this very
nice soft round edges. Let's bevel one more. So let's take this bottom edge, select this edge, Shift, click, select that edge. So we've got the whole edge from one corner to the
other one selected. Now press Control B and simply drag and
create your bevel. Let's create a bevel on
these front-facing edges. So I'm going to
click, Shift-click, Shift-click, Shift-click. And then I'm going
to go Control B and just move the mouse. And now we create these soft edges around
all those edges. So as you can see, inset,
loop cut, Extrude, and Bevel can be
extremely powerful to create more complex
looking models. There's one thing
I want to show you when using the extrude command. So obviously, if we switch
over to Face Select, we can click on a
face and we can extrude it by pressing
E on the keyboard. We can maybe select this face and this face and
extruded like that. But let's say you want to do something a little
bit more complex, I'm going to undo that. Let's say you want to extrude this face and this
face at the same time. So the one phase is pointing in one direction and this phase is pointing in
another direction. Now the problem is
if we just press E, It's either gonna go up or down. And that's not
really what we want. We want to extrude them both
towards their own direction, if that makes sense. So to do that, we have actually different types of
extrudes that you can use. So this is a little
bit more advanced, but it's really
nice to know that it's available that if you really want to use that you can. So I'm going to select
this face again. Shift click this face again. So we've got these
two faces selected. Now, instead of
pressing E to extrude, I'm going to press Alt
E. Hold Alt, press E. And this is going to bring
up the extrude menu. And now you can see we've got these different options or
different types of extrusions. So you've got extrude face, extrude face long normals, extrude individual phases
or extrude manifold. We're not gonna go
into all of them. I'm just going to
show you one of them. And that is extrude
individual phases. So if I click this and
I move the mouse there, you can see we are now
extruding both those faces in the correct direction or in the correct direction
where they're facing towards. Let's do another one so I can
show you this a bit better. So let's say we want to
extrude this phase shift. Click on this one. Shift click on this face, and shift click on
this bottom face. And I want to extrude all for these phases at the same time. So we're going to
do the same Alt E and then extrude
individual phases. Now if I move the mouse, you can see those edges
are those phases are being extruded in the
correct direction. You can see how
powerful that can be. You can also bevel a face. So I can select this face, this face, this phase,
and this phase. And now I can press
Control B for bevel. And I can move the mouse
and you can see that it's beveling all those
faces together. You can obviously go
in here and you can increase the segments or decreases segments just
the way you want it. And then simply click
to apply those changes. So as you can see, it's
really easy to create complex models by just
using these four commands. Extrude, loop, cut,
inset, and bevel. So practice, practice,
practice these four commands. And it will just give you
the tools that you will need to create more complex and
interesting looking models. I will see you in
the next lesson.
9. Lesson 8 - Edit Mode Part 4 - Creating and Deleting Faces: Hey, and welcome back. In this lesson, we are
continuing with edit mode, and we're going to look
at how you can delete and recreate faces on your model. So first let's start
off by deleting the light and the
camera from our scene. Select the cube, zoom in and press Tab to
enter edit mode. So let's delete one
of these phases. So I'm gonna go into
face select mode by pressing three
on the keyboard. And then I'm going to select
this top face of our cube. And if you want to delete this, you can simply press
X on the keyboard. And this will bring
up the delete menu so you can choose do you
want to delete vertices, edges, faces, and a whole
lot of other things. So for now we're just
going to focus on faces. So I'm want to delete this face, so I'm going to click on faces
and you'll see that it's now deleted that top
phase of r cubed. So we have like an
empty open cube. Now let's say we want to create a new face on top of this cube. So simply we need to go
into edge select mode. So press two on the keyboard. So then simply
click on this edge, Shift, click on this edge. And the shortcut to
fold these two with a new phase is F, F for full. And then you can
see I've created a brand new phase
between those two edges. Let's do something
a little bit more complicated so you
can see how it works. So let's create a loop cut. So I'm going to press Control R, point my mouse and
click and drag. And let's create another loop. Cut, Control R, click and drag. And maybe let's create one
more here on the side. Click and drag, and then
maybe one more at the bottom. Click and drag. So we've
created FOR loop cuts. Let's delete this face
right here in the center. So I'm going to press 32, go into face select mode, select this face, press
X, and choose faces. We want to delete
that one phase. Now you can see we've got this
whole inside of our model. And simply to
create a new phase, we can select this edge. So make sure you an edge
select mode by pressing too. And then hold Shift, select another face
on the opposite side, and then press F to follow
that with a new phase. You can see we've
created that new face again and it's
attached to our model. So now we can obviously
go ahead and we can extrude and we can bevel and do interesting
stuff with it like that. Let's create another
loop cut on this side. So I'm going to create a
loop cut, another loop cut. And I'm gonna do something
similar on this side. So I want to select
this face suppressed three to go into
face select mode, select this face and
delete it x phases. Now what I wanna do is I
want to extrude these edges. You can also extrude an edge. Let me show you. So I'm going to go
into edge select mode by pressing on the keyboard. And I'm going to select
this edge, shift, this edge hold Shift, this edge, shift, and this edge. So I've got all those
four edges selected. Now I'm going to
press E to extrude these edges, E on the keyboard. And as you can see, we are
now extruding those edges. Now, I want to extrude them
straight onto the y-axis. The y-axis is this green line, and you can see the green,
There's the y-axis. So I'm simply going to press Y on the keyboard and I can see it's locking that
movement or that extrusion to the y-axis. Now I can simply select
two of these edges, so the top one and
the bottom one. And then press F to follow
that with a brand new face. Let's see what will happen
if we delete an edge. So I'm going to go into edge
select mode by pressing too. And let's select
one of these edges in the middle of this face. So with this edge selected, I'm going to press
X on the keyboard. And this time I'm going
to select edges, okay? Because we want to
delete that edge. And I can see because we
deleted that one edge, it's also going to delete the faces on either side because these two phases can't connect if there's no
edge between them. So now we can go and we can go into vertex select
mode by pressing one. So now we can create an edge
between these two vertices. So I'm going to click
on this one vertex, and I'm going to Shift
click on the bottom one. So there's nothing between them, no faces, no edges, nothing. So now I can simply
press F as well, and that's going to connect those two vertices
with a new edge. So now we can switch
to edge mode by pressing on the keyboard
and we can select this edge and then Shift-click select this
edge on this side, and then press F to
follow that with a face. We can do the same with
this hole on this side. So I can click on this edge, Shift, click on this edge. So we've got these two
selected and then simply press F to fill that
hole. Now remember. If you have two vertices, let's say we sub-divide this edge at the top and
this edge at the bottom, I'm going to right-click
sub-divide just to create one extra
vertex in the middle. So if I press one to
go into vertex Select, you'll see that we've got
that one vertex there, and there's one
vertex at the bottom. Now because the
phases between these, I can just go and select
them and press F. If I do that, it's not going to connect this edge to these
other faces and edges. As you can see, if I go
into vertex select mode, There's no vertices and
there's no vertices are there. So if I select this edge that we now create it and
I move it around, you can see that it's only connected to the top
and bottom edges. It's not connected to this
middle section of our model, which doesn't really work. So I'm going to undo that. So if you want to connect
vertices to each other, but they are faces or
geometry between them. You need to use the shortcut. So if I press J, you'll
see it's going to link those two vertices
with a new edge, but it's also going to connect that edge to the different
geometry in-between them. So now you can see we've got a vertex there that
I can move around. I've got a vertex there
that I can move it around. Or I can select this edge going all the way from the top to the
bottom by holding Shift. And I can move that
around by pressing G. And it's going to be
connected to everything. So that's kinda the way to
connect two vertices together, slicing through the
geometry to get there, if that makes sense. So let's do one more example. So press one to go
into vertex mode. And let's say we want
to connect this vertex on top with this vertex. So if I press J, that's going to
connect them and it's going to slice
through this face. So now if I go into
face select mode, you'll see that we have
two phases right here. Now we can do something like, let's select both these faces. Press I to insert, maybe I again to do
individual insets. And I can press E and maybe
create something like that. There's also an object to
dissolve certain elements. So let's say you want to delete this edge right
here in the middle, but you don't really
want to delete it, you just want to dissolve it. So let me show you what
the difference is. I've got this edge
selected and I press X and select edge
to delete that. That's gonna, it's gonna
basically delete those faces as well as you can see
now we've got a hole there. Let's undo that. Now. I'm going to press X again, and this time I'm gonna
go down to dissolve. So you'll see we've
got dissolve vertices, dissolve edges, and
dissolve phases. Now if I press dissolve edges, you can see that it's
deleted the edge, but it actually kept that face. So sometimes you wanna do that. So now I can obviously
I can maybe create an inset on that face again. And now I can extrude
that phase as well. Let's say we want to maybe dissolve some
of these other edges. Let's just move around. And let's say we
want to dissolve these four edges going
around this face. So I'm going to press two to
go into edge select mode. Select these four edges
by holding Shift. And I'm going to press
X dissolve edges. And I can see it's
gonna keep up the face, but it's obviously going
to delete those edges so the shape of that
face will change. Its now we can
maybe do something like create an insert here, maybe create another insert, and maybe extrude that out. So just keep in
mind that there's a difference between
deleting an edge or a face or a vertex than dissolving an edge
or a face or a vertex. So sometimes it doesn't work. You can just dissolve something that's maybe sitting,
you're on a corner. So if I try and dissolve
these two vertices, let's see what happens. Dissolve vertices. That's going to
mess everything up because it can just
have those edges floating in mid air if it's not connected to a vertex
or two, some phase. So we're going to
obviously go and we can maybe just undo that. So let's see if we dissolve,
maybe these edges. So if I press X dissolve edge, you can see it's kinda doing
the same thing because you can just have things
floating in mid air. Just keep that in mind. Alright, so once you're
happy with your model, just press Tab again
to go back into object mode and just practice, practice, practice these new functions that you've learned. And once you're comfortable, I will see you in
the next lesson.
10. Lesson 9 - Edit Mode Part 5 - Separate & Join: Hi and welcome back. In this lesson we're going
to continue with edit mode, and we're going to see
how you can separate and join different objects together. So first let's delete the light and the camera from the scene. Let's zoom into our cube
so we can see it better. And with the cube selected, let's press Tab to
go into edit mode. So let's go into
face select mode by pressing three
on the keyboard. And let's select this one
face on the side of our cube. Now let's insert this one. So I'll press I to insert. And maybe let's just do
something like this. And then let's extrude this
face with his face selected, press E to extrude and
create something like that. So now what I wanna do, obviously if we now
press Tab again, you can see this whole
thing is our object. And in the outline, you can see the object's name is called cube because that's
what we started with. You're going obviously
double-click on this and rename it to maybe my object. So that's our object right here. Let's go back into edit
mode by pressing Tab. And now I want to separate this extrusion as
its own object. So to do that, let's go
into face select mode. So I'm going to
click on this face hold Shift and I'm
going to select all of these phases to select
this extrusion pot. Now simply to separate
this into its own object, I can right-click,
go down to separate, and then choose selection. So it's basically going to
take all everything that's selected and it's going
to create it's an object. So now you can see in the
outliner we've got two objects, my object and my object dot 001. And now if I press Tab
to go into object mode, you can see we've got
this cube object. Obviously it's got a hole there because we separated them. And then we also have this
one as its own object. So now I can select this object, I can maybe move it away, can press tab and I can
start editing this object. I can create a loop cut, I can create an insert, I can do an extrude
whatever I want. Now obviously you
remember there will be a hole on this side
because we just took those certain faces and we separated them
from this model. We can now go and we can
go to edge select mode, select this edge and this edge, and press F to fill
that with a face. And if we want to do the
same on the other object, we first need to go
out of edit mode, pressing tab, and then
select this object, press Tab to go into edit mode. And now we can
select this edge and this edge and then press F
to fill that with a face. So that's how you can separate two objects from each other
to create multiple objects. Now let's see how you can join
them back into one object. So to join two objects
into one object, they don't really even
have to be connected. So I can take both
these objects. I can click on this object, which is the cube. And I can shift click on this object to
select both of them. And now simply right-click and
select join from the menu. Now keep an eye on the outliner. If I click join, we only have one object again. And if I select this one, you'll see that it's selecting
both these objects because basically this is
now one object. So I can click on
either this or this, and it will select
this object as one. So now I can select
this object press Tab to go into edit mode. And I can edit them both at the same time because it's
basically the same object. So I can now do something
like let's extrude this one. Maybe let's extrude
this over to this side. What can we do? Maybe let's add a
loop cut right here, and then let's extrude
this face like so. Now we can do
something like I can select this edge Shift, click on this edge, press F, and it's going to create a
face between those two edges. Maybe the same with these two, press F, Same with this
one and this one press F. And then maybe the same with this one and this edge
press F to follow that. Now you can see if I go out of edit mode
that we've created this interesting looking thing by joining two objects together, going into edit mode, and then connecting them with the tools that
we have available. Another thing that
you can do is let's go back into edit mode. You can duplicate these edges, vertices, and faces as well. So let me show you. So I'm going to go
into face select mode. And by pressing three
on the keyboard. And I'm going to select
this face right here. Now let's say I
wanted to duplicate this face so I can
press shift D, same as that other shortcut we used when we were
duplicating normal objects. And then I maybe want to
move it in the x-axis. Then press X. It can move that phase out. So now this is a
duplicate of this phase. You can see they are exactly the same size and shape because
it's the duplicate. So now what I can do is with
this new face selected, I can right-click
Separate selection. And now this will be its
own objects and I can go back to object
mode by pressing Tab. Now you can see we
have this one face as its own object and this
object on its own. So now I can go
into this object, press Tab to enter edit mode. And then I can select
this face and I can start extruding and creating
my second model, which will be separate
from this model. This is Andy. If you want to
maybe have a model that will fit exactly inside or
with another object. Let me explain that a
little bit better by just doing one more
example on this side. So I'm going to
select this object, go into edit mode, and I'm going to
insert this face. Let's say we want to create
something like that. And I want to extrude
this inwards. So I'm going to press E, extrude
that in words like that. And maybe I want to scale
that face slightly down. So pressing S. And then maybe let's create
another insert. And then maybe let's create
another extrude inwards. So let's say I have something
like that and you want to create something that will
be a separate object, but it needs to fit exactly
into this, into this area. So what I can do is I can select this interface and I'm going
to duplicate it shift D. So now I've duplicated that
face and I want to move it on the y-axis on
this green line. So press Y and I'm going
to move it out like that. So this is a duplicate
of that face. And now we can
separate this out. So right-click
Separate selection to create its own object. Now I can press Tab to
go into object mode. And now we've got this
object that will fit exactly into that opening. So I can go into edit mode. Now, I can extrude this
face by pressing E. And now if we go back
into object mode, I can now move this whole object on
its own, on the y-axis. So I'm pressing G Y. And as you can see, that
will now fit exactly into that area because
we duplicated that face. So it's going to be
exactly the same size. So I hope that makes sense. Play around with these tools. Separate, join different
objects together, and see what you can
create by just using these different tools
like extrude, loop, cut, inset, bevel, separate and join, and then also subdividing
either the face or the edge. And just play around
and see what tools are available and see if you can
create something simple. So have fun, practice,
practice, practice. And I will see you
in the next lesson.
11. Lesson 10 - Origins: Hey, and welcome back. In this lesson, we're going
to look at origins or pivots. So first of all, let's
delete the light, and let's delete the camera, and let's focus in on our cube. So as you will see in
the center of the cube, we've got a small, tiny little orange dot inside that little 3D cursor
that I spoke about earlier. So that little
small orange dot is the origin or the pivot
point of our cube. So if I rotate, it will rotate
around that pivot. Let's see what will happen
if we create another cube. So I'm going to duplicate this
cube by pressing Shift D. And then I'm going to press
Y to move around the y-axis, just so that we have
something like that. And maybe let's create
one more duplicate. So I'm going to press
shift D Again, why? And just move it out. So we have three cubes. Now, you can see
in the outliner, we've got three objects as well. So let's say I
select all three of these cubes and I
press R to rotate. Now you can see these three
cubes are actually rotating around the center of
these three cubes. And that's because there's a little drop-down
here at the top. If you point to where it will
say transform pivot point. If I click that,
you'll see that we have all these
different options. Now, I just want to focus on
two of these at the moment, and that's median point
and individual origins. Now by default, it will
be on median point. You'll see the little icon with the two circles with
a pointing middle. And that's the default one
that's always selected. So if you see that, you can actually
see that it's got two little objects with
a pivot in the middle. And that means it's
going to pivot around the center pivot
of those objects. But if we change this
to individual origins, you'll see the icon
will change to two circles with the
individual origins inside of each one. And now if I do a rotate, you'll see that each object will rotate around
its own pivot point, which is sometimes
you want this. So that just gives
you the option. So let's set this
back to median point, and I'm going to delete
these two cubes. So we only have one
cube in the center. Let's go into edit
mode and see are these pivots will
affect when working inside of edit mode with the cube selected press Tab and keyboard to go
into edit mode. And what I wanna do
is I want to create some insects and extrudes. So make sure you're on face-like
mode by pressing three. And I want to select
all the faces. So I'm gonna go around
holding Shift and just clicking on all the phases
until they're all selected. And then I'm going to press
I to create an inset. If nothing happens,
just press I again. And that will create
individual insets, maybe something like that. So we have these inset faces on each of the original phases. Next, I want to
extrude them all out in the correct directions. So remember, we can't
just do a normal extrude because they're all facing
different directions. We need to use the
Alt E shortcut. And then we're going to click on Extrude individual phases. So let's just pull
them out until we have something that
looks like this. Now you can see we still have
all these faces selected. And now what we can do is
let's try and scale them. So with those faces selected, I'm going to press
S on the keyboard, and I'm going to scale
inwards or outwards. And now you can see
this is scaling it, but it's using the center pivot of the object to scale them. I'm going to press
Escape to cancel that. And I'm going to
change this pivot from median point to
individual origins. Selected individual origins. And now press S again
and see how that will affect the way that
scaling these faces. So now you can see
that each phase is scaling around its own origin, waived all around
its own pivot point. The same will happen
when we do a rotate. So I'm going to change this
pivot back to median point. And I'm going to
press R to rotate. And I can see all
those phases are rotating around the
center of the object. But if we change this to individual origins
and I press R again, you can see now each face is rotating
around its own pivot. That's extremely
handy or useful. Sometimes you will want
something to scale or rotate, maybe around the
center of that object, maybe something like that. And sometimes you wanted to use its own pivot so that you can maybe scale
it up like that, or maybe create like a
sharp point like that. So that's just something
to keep in mind when working with multiple objects. Or if you're in edit mode and you are scaling and rotating, multiple faces are
multiple edges. There is also a way
that you can change the position of the origin. So that little dot
that's in the center, you can actually set
it any way you want. I will go over that
in the next lesson. But for this lesson, just
remember that you've got this drop-down
here at the top, and you can toggle between median point and
individual origins. Either way new in object mode or if you inside of edit mode, play around with
those two options, see how they work, see how they affect the different functions. And I will see you
in the next lesson.
12. Lesson 11 - The 3D Cursor: Hey, and welcome back. In this lesson, we're going
to look at the 3D cursor. And I can use the 3D cursor to create different objects
in different locations. We can use it to snap
objects to each other, or you can even use it to change the pivot point or the origin of an object to a specific
position on that object. So it might sound all a little bit confusing and complicated, but that's not really
that difficult. So let me explain to you
what the 3D cursor is. So first of all, let's delete our light and let's
delete the camera, and let's just
focus on our cube. Remember an earlier lesson, I spoke about the 3D cursor
that's inside our cube. It's right in the
center of our world. It's got a little
circle and a cross, a, That's the 3D cursor.
The 3D cursor. If I move this cube away, the 3D cursor will always be the position where a new
object will be created. So let's say I
create a new object, shift a mesh cube. It's going to create it wherever that 3D cursor is in the scene. So let's delete this cube again. Now, what I wanna do is I
want to set this 3D cursor. I want to snap it to
this object that I moved away with
this cube selected, I'm going to press the
snapping shortcut, which is also something to
try and remember a shift S, Shift S for snapping. And this is going to
bring up this radial menu with all these interesting
little options. Now we're only going to
focus on a few of them, so don't be scared. So we're going to look
at cursor to select it or selection to cursor. Cursor to selected means it's
going to take the cursor, the 3D cursor, and it's
going to snap it to the selected object.
Let's see how that works. If I click on this,
you'll see that the 3D cursor is not in the
center of the world anymore, but it's snapped now to
the center of this object. Now if I create a new object, let's say we create a cylinder. You'll see it's going
to create our cylinder. If I scale it,
maybe a little bit, it's going to create
the sudden there wherever that 3D cursor was. So now let's move
this cube away, maybe to the side. And now I can, with
this cube selected, I'm going to press the
snapping shortcut again, Shift S, and I'm going to
choose cursor to select it. Now the 3D cursor
is going to jump from here to this object. And now I can maybe
create a new object. Let's say we create
the Suzanne monkey. And I can see that it
created that monkey right in that position
wherever that 3D cursor is. So that's the first
function of the 3D cursor, will create new objects
wherever it is. But we can also use it to
snap objects to each other. So let's delete the
monkey and maybe let's delete everything
in the scene. And I want to snap
this 3D cursor back to the center of our world. So to do that, I'm going
to press Shift S to bring up the snapping window
or the snapping options. And then I'm going to select
cursor to world origin. So it's going to snap the 3D
cursor to the world origin, which the world origin is
the center of the world. So that's going to
snap right there. So let's create a cube. Let's start off easy. Let's say I want to set that 3D cursor to this
corner of the cube. So let's go into edit
mode with the cube selected and make sure in vertex select mode
by pressing one, I'm going to select this one
vertex, just that corner. Now where that vertex selected, we can bring up
the snapping menu again by pressing Shift S. And then I'm going to
select cursor to select it. Now remember, we have
the vertex selected. So this means the cursor
should jump to that vertex. There we go. You can see
now the 3D cursor is sitting exactly on that
vertex that we had selected. And now, if I go out of
edit mode by pressing Tab, and if I create a new cube, that's gonna be created
on that corner like that. Okay, let's move this
cube out of the way. Let me show you how you can
snap it the other way around. If we wanted to
take an object and snap it to wherever
the 3D cursor is. So let's say we have
this object year floating around in space, but we want to move it exactly to that corner of this cube. So because we have the 3D
cursor on that vertex, I can now simply
select the small cube, bring up the snapping
menu by pressing Shift S. Now instead of
cursor to select it, this side we want to do
it the other way around, which is selection to cursor. So this means it's going to take the selected object and it's
going to move it to wherever the cursor is so that you can see the
cursor stayed in place, but are small cube
snapped to its location. Let me show you. Let's move the 3D cursor
to another vertex. So I'm going to
select this big cube, go into edit mode. Let's select this vertex
on the other side. Let's bring up the snapping
menu by pressing Shift S. And then we're going to say
cursor to select it because I want to move the cursor
from here to this vertex. Alright, so there
you can see that's our new position
for the 3D cursor. Let's go into object mode. We can select the small cube, bring up the snapping menu, Shift S, and then select
selection to cursor. Now this cube is going to
jump to that location. So I hope that makes sense. You can basically
snap it to a vertex, a edge, or a face. So let's see how that works. Let's go into this object again by pressing Tab to
go into edit mode. And this time I want
to select this edge. So Br2 to select or to go
into edge select mode. And now we've got
this edge selected. Now let's bring up the snapping
menu by pressing Shift S. This time we're going
to do cursor to select it. Now you can see
the 3D cursor has moved to the center
of this edge. So now let's go back into
object mode by pressing tab, let's select the small cube. Press Shift S to bring
up the snapping menu. And this time we do
selection to cursor. So we want to snap the selected object to
wherever the cursor is. And then you can see that
our cube now snapped to exactly where
that 3D cursor is. So we can do the
same with a face. So I'm going to select
this object again, going to edit mode, press 32, go into
face select mode. Let's select this face and bring up the snapping
menu shift is, we're going to
select the cursor. To select it. You'll see the cursor
has now jumped to that face in the center of the
exact center of that face. And now I can select
the small cube, bring up the snapping menu, Shift S selection to cursor. And that cube is going to
snap to that location. Let's quickly see how we
can use the 3D cursor to adjust or move a pivot
of a specific object. So I'm going to delete
the small cube by pressing X and confirming that. Let's place the 3D cursor first back to the
center of the world. So bring up the snapping menu, Shift S cursor to wold origin. So now you can see the cursor is back in the center of our world. And if we select this cube, you will see this small, tiny little orange dot, which is the origin or the
pivot point of this cube. So whenever you rotate or scale at full scale or rotate
around that pivot. Now, if we look at
this from the side, you can see that our object is pivoting around the center of
where that pivot point is. Let's say we want to move this cubes pivot point to not be in the
center of the object, but maybe on this bottom face. Let's see how we can do that. So first of all, I'm going
to go into edit mode. And I'm going to select
this bottom face. Make sure in face select
mode by pressing three. Let's snap our 3D
cursor to this face. So bring up the snapping
menu by pressing Shift S. And then we're going to
select cursor to select it. And now you can see
that the 3D cursor has snapped to that face. But you can also see
that the pivot point is still in the center
of this object. Now, make sure you are
on object mode and not edit mode when
we're doing this step. Because now we want to tell
blender that it must move this cubes pivot point from there to where the 3D cursor is. Now, really easy to do that you just need to right-click
on your object in object mode and
then go to set origin. And this is where you can
change the origin and is an option that says
origin to 3D cursor. Now remember, the 3D cursor
is on this bottom face. Let's see what happens. Right-click set origin,
origin to 3D cursor. Now you can see that
the pivot point is on this bottom
phase of our cubes. And now if I select the cube
and I press R to rotate, you'll see that it's
going to rotate around its new pivot. We can also set the pivot to
may be one of the corners. Let's see how we can do that. So I'm gonna go into edit mode, press one to go into
vertex select mode. And I'm going to
select this one vertex on this corner at the bottom. With this vertex selected, bring up the snapping
menu Shift S. And then I'm going to
select cursor to select it. To move the 3D cursor
to that vertex. They can see the 3D cursor
snapped to that vertex. Now I'm going to press Tab
to go out of edit mode. And now I'm going
to select the cube. Right-click Set Origin,
origin to 3D cursor. Now we can see our 3D cursor
is still on that vertex. And you can also see
that the pivot point is also on that corner. So now if I select this object
and I press R to rotate, It's going to rotate around
that new pivot point. So hopefully you can
see how powerful the 3D cursor can be
inside of blender. You can use it to snap
objects to each other. You can also use
it to move origin, so pivots around to a specific
edge phase or vertex. So play around with the
snapping menu and see how you can snap different
objects to each other. And I can also change
the pivot point of objects to change the way
they rotate and scale. I will see you in
the next lesson.
13. Lesson 12 - Creating Your First 3D Model (A Basic Chair): Hey, and welcome back. In this lesson, we're going to use everything we've learned so far to create a
very basic chair. So first of all, let's delete the light and let's
delete the camera. And we're going to keep the
cube because that will be basically the starting
mesh of our CEJ. So first what I want you to
do is let's scale it down. So I'm going to press S and then z because I
want to scale it on the z-axis and
scale it until you have something that
looks like this. Now remember, I spoke about applying the scale of an
object when you scale it. So if I press N to bring
out this side menu, you can see that this object
has got a scale of 11, and then the z scale is 0.166. So let's apply the scale. So we have 111. So with the objects selected, press Control a, and then
select scale from the menu. Now you can see that our
scale is back to 111, and that's just always
good practice to do. So let's press N to
hide that side menu. And with this object selected, press Tab to go into edit mode. Now let's begin with a
Chase legs at the bottom. So what I'm gonna do, I'm
going to press three on the keyboard to switch
to face select mode. And then I'm going to select
this face at the bottom. So we only selecting the
bottom face of this chair. Now we want to subdivide
this to create more faces. So I'm going to right-click
select sub-divide. And let's expand the
sub-divide menu at the bottom. And maybe let's increase
the number of cuts to maybe two or even three. Now you can see it's creating all these extra faces
that we can work with. So now what I wanna do is
still in face select mode. I want to select this
face, hold Shift, select this face, this
face, and this face. So those will be the starting points
for the chairs, legs. With those faces selected, press E on the keyboard to extrude and then just
pull them down and click. Once you're happy with
those extrusions. Then you can see we have the
legs for our very basic j. So next what I wanna
do is I want to create the back rest of
the chair on the side. So there's a couple of
ways we can do this. Let's subdivide this edge and this edge to create more
vertices between them. So make sure you in edge select mode or press
two on the keyboard, and then select these two
edges by holding Shift. Then right-click and
select sub-divide. And we only want
to make one cut. So you can see that it's
a mistake to one cut. And you can see
that we've got that one cut going through. Now we can select this edge
and you can either press G and then move it on the x-axis to move
that edge around. Or a simple way to
move an edge is just to select the edge and
then press G twice. So if I press G, G, that's going to basically
slide that edge. Just slide it back until it's about in that area right there. So now I'm gonna go back to face select mode by pressing three. Select this face at the back. And then I'm going to
press E to extrude. And then click once you're
happy with that extrusion. And that's basically
our very basic chase. So the secret with Blender is to always start with a very, very simple, basic, easy model, and then slowly work your way up to create more complex models. So once you're happy
with your basic J model, press Tab to go back
to object mode. And let's rename our object in the outliner by
double-clicking it. Let's call it chair. Press Enter to confirm. And yeah, that's
basically our very, very basic J model. So let's save this project because we're going to
come back to this later in this course when
we're looking at UV unwrapping and
applying materials. So let's click on File, Save As, and then give it
a name here at the bottom. I'm just going to
call this one chair and then press Save. As. Now you can see that our project has a name right
here at the top. And you can simply
press Control S or Command S to
save your project. So congratulations with creating your first very basic
object inside of Blender. Save your project now and I will see you in the next lesson.
14. Lesson 13 - Keyframe Animation: Hey, and welcome back. In this lesson, we're
going to look at basic animation inside of
Blender using keyframes. So first of all, let's delete our light and our
camera from the scene. And we're just going
to animate this cube. And let me show you
how to do that. I'm going to expand our
timeline here at the bottom. It's going to pull
it up slightly so we can see the timeline
a bit better. Now what I wanna do is I
want to animate this cube. So it moves from the left of the screen towards the
right of the screen. So what I wanna do is
make sure you're on frame number one so you can
click and drag this plate, or you can just use
this little number here and type in one
to jump to frame one. And then I want to move
the cube on the x-axis, on the right axis towards
the left side of the screen. So I'm going to press G x and just pull it this way and
click there to confirm. Now let's create a keyframe for the position of this
cube in this location. So with the cube selected, press I for insert keyframe. So that's the
shortcut I and year. It will give you all
the different keyframes that you can create for
that specific object. So we just want to animate
the location for now. So you can see right at the
top, you'll see location. If I click this, you will see that it's
going to create a keyframe on frame number one
year and the timeline. You can see there's
the keyframe. Now I want to go over and
let's go to frame 100. So drag your key for all
the blade to frame 100. And then with the cube selected, press G x and move it to the
other side of the screen. Now we want to create
a new keyframe for this object on frame 100. So simply press I to bring
up the Insert Keyframe Menu. And we're going to
choose location again. I can see it's created a second keyframe on
frame number 100. So now if I scrub
through this timeline, you can see that we have some sort of animation
because Blender will fall in all the in-betweens
between these two keyframes. Let's go to the first
frame and then press space on the keyboard
to play the animation. Let's do that again. Another shortcut to go back
to the first frame is to press Shift and left
arrow on the keyboard. Press Space again to
play back the animation. So we've basically created
to location keyframes. Now, you can also highlight
one of these key frames and press G to grab that
keyframe and move it around. Let's say you want the animation
to end at frame to 100. You can simply just
move that keyframe. And now if I play this back, you'll see that our
animation is much slower because it's
running over 200 frames. You can also move the first
keyframe if you want to. We can say, let's
start it at frame 50. So now if we play this back, nothing will happen until
it gets to frame 50, then it's going to start moving
all the way to frame 200. Let's delete these keyframes. So I'm going to just
drag a box around both of these key
frames in the timeline, press X and then
delete keyframes. Now if we scrub through the timeline, nothing will happen. So let's create a
rotation keyframe. Let's snap this object back
to the middle of our world. So with the cube selected press Shift S to bring up
the snapping menu. And then select
selection to cursor, to just move our cube
back to the 3D cursor, which is in the
center of the world. So first of all, let's
create a rotation key frame. So with the cube selected, press I to bring up the
Insert Keyframe Menu. And this time we're going
to select rotation. So it's created a
rotation keyframe right there on frame one. Now let's go to frame 100. And now I'm going
to rotate the cube. So let's just zoom out slightly. Let's press R and let's just rotate it a few times like that. Click to confirm that. And now we need to
insert a new keyframe. So press I and then
select rotation. Now we'll see it will create a new keyframe in the timeline. And if we play this
back from frame one by pressing space, you'll see that we have
that rotation animation. Now again, you can move
this keyframe around by pressing G. Let's say we
move it to frame 200. Now the animation will
play a lot slower because it's covering
more frames. We can also keyframes scale. So I'm going to delete these
two keyframes again by pressing X, delete keyframes. And this time we're
going to create a keyframe on frame one, but we're going to
select scale to create a scale keyframe. So now let's go
over to frame 100. Let's scale this cube up. Press I to insert a new key
frame and select scale. Now you can see if
we play this back, we have a scale animation. Let's delete both
these keyframes. So I'm just dragging a
box x, delete keyframes. And let's see how we can combine keyframes for location,
rotation, and scale. So I'm gonna move this cube
off to the side again. So I'm going to press G x, move it to the side. And this time I want
to insert a location, rotation and scale keyframe. So with the cube
selected press I, and you'll see that we have
more options down here. So you'll see there's
one that says location, rotation, and scale. So select that one to create a keyframe for location,
rotation and scale. You can also see on the side, if you are on the
object properties menu, these values will turn yellow because it
means they are key framed for location,
rotation, and scale. So now let's go to frame 100. And I'm going to move the cube to the other side of the screen. So g x, move it this way. Now when I rotate
this cube as well, so I want to rotate
it on the x-axis. So I'm going to press
R for rotate and then z to rotate it
around the z-axis. And I'm just going to rotate
it a few times like that. Just click to confirm that. And then I also
want to scale it. So I want to make it bigger. I'm going to press S, scale
it bigger. Click to confirm. Now we need to insert
a new keyframe. So I'm going to press I and then I'm going to
select location, rotation, and scale
because we want to animate all three
of those parameters. So you can see we've
got the keyframe there. Let's go back to frame one by
pressing Shift Left Arrow, and then press Space
to play the animation. Now you can see it's actually
animating the location, the rotation, and the scale. You can also set the end of your animation if you
adjust this end value. So currently we've got keyframe on frame one and frame 100. And let's say we
want that to be our complete or final duration. We can set the end
keyframe to 100. And I can see it's going to
highlight only that part. And if I play this back, it's going to loop
frame one to 100. You can use the same navigation to move around the timeline. So if I hold down shift and
middle mouse, I can pan. If I hold Control
and middle mouse, I can zoom in and out. And yeah, you can either just holding the
middle mouse button to pan around and then holding Control so you don't really
have to holding shift. You can also copy
and paste keyframes. Let's say you want your
animation to start off and then do a loop. So it's going to go to the right-hand
side of the screen and then move back again. So what we can do is we
can move our end keyframe, just select the end
keyframe on frame 100. Let's move that to frame 50. So it's in the middle
of our duration. So if I play this back, you'll see that it goes quickly to frame 50 and
then it will stop. Now what you can
do is we can take this keyframe on frame one. So it's got the location, the rotation, and the
scale of this object. We can copy that. So just drag a box around it, copy control C, and
then go to the frame. We want to paste it frame
100 and then do Control V. Now you can see we've pasted
a new keyframe there. And if we play this back
from the beginning, you'll see that our
animation will loop. Depending on your preferences
inside of blender, you might see something
that's not smooth like this. You can see the cubist
changing direction instantly, or you might see a
smoother movement. Now, if we quickly look at
the blender preferences, Edit and Preferences, and
we go to the animation tab. You'll see there's a
default interpolation mode. And this quite a
few options here, but we're only going to focus
on to linear and bezier. Now, I've changed
mine to linear, but yours might
be set to Bezier. Let's leave it on whatever
setting it is for now. But I want to show you where
you can actually change the default minus c2 linear, which means I get this
very snappy animation. It's not very smooth. But if I want to change these keyframes from
linear to Bezier, let's select them. All. Right-click. Go to interpolation mode, and I'm going to
change it to bezier. Now if I play it back, you'll see it's gonna
kinda go smoothly back and forth because
it's got a curve. You can visualize
this if we click on this little icon here in
the corner of the timeline, and if we change this
to the graph editor, you can see that we've got
these smooth looking graphs. Now I'm not gonna
go into details how to use the graph editor. You can obviously go and
play around with us. It's quite powerful because you can do all kinds
of crazy curves. But for now, let's
stay in the timeline. So just click on that
little icon again, go to timeline to go
back to this view. So let's say your default
setting is on Bezier. You will see
something like this. But yeah, that's
all depending on the preferences
inside of Blender, what this value is set to
this default interpolation. But you can obviously switch between them as I
just showed you. So let's say now
it's set to Bezier. It's nice and smooth. But if I want to
change it to linear, I can just select
those keyframes, right-click interpolation
mode and set them to linear. Now if I play this
back, you'll get that snappy animation again
where it's not very smooth. You can obviously change the interpolation just between
two certain key frames, so you don't have to
select all of them. I can only select these
two keyframes coming back, Right-click interpolation mode, and let's set that to bezier. And now it's going to do a
snappy movement and it's gonna kinda slowly move back. That ending part is
going to go smoothly. So you can decide exactly
how you want your animation to play back using the
interpolation modes. You can also select the
keyframes and then press S to scale and it will
scale it like that. If you wanted to scale
kinda in the middle, just put the player
and scale again. And I can see it's scaling the two side keyframes inwards. Let's set them all to interpolation mode Bezier
and see how that affects it. So you can see it's a little
bit of a different movement. So that's the basics of adding animation keyframes
inside of Blender. I will see you in
the next lesson.
15. Lesson 14 - Modifiers: Hey, and welcome back. In this lesson, we're going
to look at modifiers. So first of all, let's delete the light and the
camera from the scene. And let's leave the cube
as the object that we can apply some modifiers to
with the cube selected. If you look at the properties
panel E on the side, you'll see one icon that
looks like a range. Now that's the
modifiers properties. So click on the modifies
properties and then you'll see a dropdown
menu add modifier. So if we click this drop-down, you'll see all the
different kinds of modifiers that you can add. Now we're not gonna go
through all of them. I just want to show
you a couple of them that's very commonly
used in Blender. So let's start with
the array modifier. So let's click on array. Now, instantly you can
see something happened and in the properties
on the side, you can actually change the
properties of this modifier. So we can increase the
factor or the offset vector. So if I just slide
this to the side, you can see now we've got two cubes and I
can also increase the count to increase
the count of cubes. Now, if I go into edit mode now with this Modifier applied, we technically only
have one object. These are just copies that
this modifier is creating. Let's say we go into face
select mode by pressing three, and we select this
top face and we do an inset by pressing I
is to insert like that. And let's extrude that. So press E and extrude that up. So as you can see,
that's being copied basically using this
array modifier. Once you're happy
with your array, you can also apply
the, the modifier. So you click on this
drop-down, click on Apply. And now this is one brand new objects so I can
select it, press Tab, and now I can see I can
maybe insert this face, extrude this phase and
it won't affect any of the other objects because
this is all one object now. So a very handy thing
where this comes in is when creating
stairs or steps. Let's delete this and let's
create a brand new cube. And what I'm gonna do,
I'm going to press S and Z to just scale that
down so it's bit flat. And then I want to
scale this again, and this time on
the x axis to just create like a one step for
a staircase or something. And let's add an
array modifier again. And let's increase the count to maybe around ten, like so. And then we want to increase
the factor on the x-axis just slightly so there's a slight little
gap between them. Then we also can increase
either the X or the Z axes. So this time I'm going to
slide the x axes over. And there we have some
easy steps or stays. So you can obviously play
with x amount to see if you want to have
them overlap like that. Or you can increase it so
they less overlapping. And you can play around
with these settings. Let's create some
details on the front. So I'm going to press Tab
to go into edit mode. And I want to insert this face. If we press I to insert this, you'll see it's doing
something weird here. It's not creating
an inset equally. Can see this side face is not
the same as this top face. It's not doing it equally. And that's because we
didn't apply the scale, we just always important
to do so let's undo that and let's go out of edit
mode back to object mode. And with this object
selected, press N. And remember, we have to apply the scale because currently
it's set to 0.410.15. So with the objects selected, press Control a, and
then apply the scale. So now you can see
it's all set to 111. And now if we go back into edit mode and we select
this face, we press i. Now you can see that
inset is working much better and I can see the spaces around the phase is equal. And that's the reason
why you need to always apply the scale when you
do scale adjustments. So now I can create an extrude. So with that face selected press E. And then let's just
move that in slightly. And I can see that as
happening on all the steps. So you only have to do it on
one and it's going to copy paste onto the array like that. So once you're happy
with your state k is you can now go into your array. You can make more changes here. I can increase the count
maybe for one full stays, or I can change the offset, or I can change the height. All of those good things. And once you're happy with
your model or with your array, you can always apply it. Just remember once you apply it, you can't make any changes
to the array anymore. But then you can go in and
you can edit your objects. And now I can go and
I can only change this one phase that's
extrude that one phase. And it's not going
to affect any of the other steps because this
is basically one object now. So that's the array modifier. So next, let's delete that. Next we're going to look
at the bevel modifier. So let's create a cube again. And this time I'm going to add modifier and I'm going
to select bevel. So this is just a really
easy way to create bevels. So you can see all the
edges been beveled. And we can also
increase the amount of segments on this modifier to create something
smoother like that. And you can also
change the amount. So this is just the
size of that bevel. And it can increase or decrease it exactly
the way you want it. Then once you're happy, you can click on the drop-down, apply, and that's going
to apply that modifier. Now if you go into edit mode, you'll see that you have
all these extra geometry, all these extra faces, all these extra vertices
that you can work with. Next we're going to look at the subdivision
surface modifier. So let's add a model
that's a little bit more complex than just a normal cube. So for this I'm going
to add the monkey. So press Shift a mesh monkey
to create the monkey. And as you can see, this
model is not very smooth. It's got very jagged, hard edges and it
looks very low poly, it's not, it's not very
complex and smooth. So a quick way to add some
smoothness to a model, to add a subdivision
surface modifier. So let's see how that works. So under modifiers,
we're going to select subdivision surface
from the list. And instantly you can see it's smoothing out our
model quite a bit. It's adding a lot
more geometry because subdividing every face and edge, et cetera, to create
these smoother lines. Now, in the subdivision
surface properties, you've got a levels for the viewport and then you've
got a levels for the render. So if I increase the
levels in the viewport, you can actually
see how it's adding more geometry arts,
subdividing even more. Let's set this to
three and I can see it's pretty nice and smooth. Now obviously this will add a lot more geometry
to your scene. So it might slow down
your scene if you just go too high
with this number. So be careful when
you increasing these numbers on the side. So the viewport level is only what you see in
this 3D view port. And this will not affect how your render or your final
render will come out. The render properties here on
the side, this number will, this one number will control how the render users,
this modifier. You can set the viewport to one. So it looks something like this. But if you are rendered, say 23, and when you render this, it will actually come out as smooth like a norm
setting of three. So I hope that makes sense. It's just something
to always keep in mind that your render
is the important one. The viewport is only
what you see in the viewport and won't
affect your render. So you can always maybe
drop the viewport down a bit so everything is nice
and fast and smooth. But once you do your render, then it's going to use
the render number. Another thing that you can do
to smooth out objects is to change the shading from flat
shading to smooth shading. So very simple to do that. You can do that even without using the subdivision
surface modifier. If you have a model that's
got some rounded edges, you can simply right-click
and select shade smooth. Now they can see it
smoothing out the object, and this will not really
add any more geometry. So if I apply this modifier, if I go into edit mode, you can see that it's got steel, can still see the faces, etc, which you can't see it
once it's Shade Smooth. If I rightly can set
this back to shade flat, you can see that we can actually see the faces and the edges, which doesn't really
look too nice. I really easy way to do it, just right-click, Shade, Smooth. Now, this doesn't always
work with every object. Let me quickly show you
what will happen if we have something like a cylinder. Cylinders got around ages
and it's got sharp edges. Now, if we change
this to shade smooth, you can see we get
something that looks a bit strange because we telling blender that this object should be smooth or over. Now we want it to be
smooth on the sides, but we don't want this edge at the top to be smooth as well. An easy way to fix that
is to select the object. Then go to this little
green triangle, you're on the side. This is the object
data properties. And then we're going to
scroll down to normals. And then there's little tick
box that says auto smooth. And if you take this, this will actually work out the angle of these
different ages. So this is a little
bit more advanced, but I just want to show you
guys that it is possible to shade smooth something
that's got hard edges. So now we can see
if I right-click. Shade flat. You can see that's
the original way. It looks like an I. If I right-click Shade Smooth. It's just going to smooth the sides because it's
using this 30 degree angle. You can actually change
this angle and you can see how it works. If we increase this
to maybe above 90, you can see then we
get that same effect. But if I drop this below 90, then it will know
that these edges are 90 degree edges and it will
not smooth those edges, but default value is set to 30, and usually that gives
you good results. There was just a little
bit of a side thing on Shade Smooth and shade flat. Let's look at the
Boolean modifier next. So I'm going to create a cube, shift a mesh cube. And then for the
Boolean modifier, you always need two objects. So I'm going to create
another object, shift a mesh, and this time
I'm going to choose cylinder. So I want to make
this cylinder taller. So I'm going to press S to
scale it on the z-axis. Maybe just do that again. And then we can
just scale it in. So just press S again
to scale it in. So we have something like that. Just a cylinder kind of
going through the box. So what I wanna do
is I want to add the Boolean modifier
to the cube object. Select the cube, go to your modifiers,
that little orange. Click on Add Modifier, choose Boolean from
the drop-down. Now, Booleans got some
different functions intersect a union
and difference. Let's start with difference. So this is going to ask you
to select a second object. That's going to be
basically it's going to calculate the Boolean
between these two objects. So you can either
just click here and select it from the
drop-down list, or you can click on this
dropper and then we're going to select our cylinder
object right there. So you can see it's
got cylinder there. Now we can't really see anything happening in the viewport. But let's see what
happens if we hide this cylinder from the viewport to hide an object selected, press H to hide it. And now you can see we've got this hole cut through our cube. And that's basically what the
Boolean modifier is doing. You can also hide and unhide
objects using the outliner. So you can see here
we've got the cylinder, but it's grayed out. And these little icon
right next to each object. So you can just click
that I to hide or unhide an object from
the 3D view port. So I can hide the cube. I can unhide the cylinder. Next to that is a little camera. So that means what
will be rendered. So if I disable the
camera next to cylinder, it's not going to add
it from the viewport. But when we do our final render, that cylinder will not
be shown in the render. I can disable it for both
the viewport and the render. So if I click on this eye, now it will not show
in the viewport. It will also not show
once we do a render. So you can kinda pick and
choose what you wanna do that. So let's go back to
the Boolean modifier. So currently that
was difference. So I can now go and I can
maybe rotate this cylinder, so it's maybe on an
angle like that. And let's hide that
from the viewport. And I can see how that is
cutting through our cube. Another thing that we can do is let's go back to the modifier. So click on the cube, and let's change this
from different to union. Now, union works a
little bit different. Let's hide this object. And now you can see even
our cylinder is hidden. We can still see the cylinder
because this union boolean, we'll combine both
objects into one. Alright? And then lastly
we've got the intersect. So let's bring our cylinder back and I'm going to
change it to intersect. Now you can see something
weird is happening here. So let's hide our cylinder
from the viewport. And I can see we're only
left with this part. And this is the part
where both the cube and the cylinder are intersecting
with each other. So it's only going to
leave that part that's intersecting between
those two objects. So I hope that makes sense. Intersect is where
they intersect. A union is to combine both. And then the
difference is to cut a hole or something
through another object. So let's set this
back to difference. So we've got our cylinder
cutting a hole in the cube. And once you are happy
with the way this looks, you can always apply this modifier so
you can click on the drop-down, select Apply. And now we can
literally go and we can delete our cylinder because
we don't need that anymore. So I can just press Delete. Now this is basically the
new object we created. So if I go into edit mode, you can see that we can now use these phases to maybe
create something else. I can extrude one
of these phases. So whatever you wanna do. So let's just actually going to create that hole and it's going to sit that or save that
as your new object. That's how to use or apply modifiers to objects in blender. You can see there's quite a few different modifiers
that you can use. Go around, play with
them, see what they do. That's the best way to learn
how these modifiers work. So fun and just go through all
of them, see what they do. And I will see you
in the next lesson.
16. Lesson 15 - UV Unwrapping: Hey and welcome back. In this lesson, we're
going to look at UV unwrapping inside of Blender. Now UV unwrapping can be
quite confusing subject, but I'm going to try and explain the basics before we load our model that we created in an earlier lesson and unwrap that model to create a UV map. Now, UV unwrapping is basically a flat representation
of your model. So think about this cube
and think if you need to cut this cube open and
lay it flat on a table. Now the reason we
want to do that is so that we can
project a texture or an image or a material
onto that flat surface and then kinda rapid back into the shape of the
model if that makes sense. So in the case of a cube,
it's pretty simple. So I'm gonna go to the UV Editing Workspace
yet the top to just show you guys the basics
before we work on the chair. So on the right-hand side
you can see the cube model, and on the left-hand side, you can see the unwrapped
UV map for this cube. If I click on these faces on the left-hand
side on the UV map, you can see it actually
highlights the faces on the model in the 3D view
port on the right-hand side. So if I click on this face, you can see it's highlighting
this face on the model. If I click on this one, it will highlight another phase. Now, this cube has been
unwrapped already by default. So most of the primitive
objects you create in Blender will have an
automatic UV map, so you don't really
have to unwrap them, but only comes into
effect when you create your own 3D model and you
need to unwrap that model. So this is basically if you can imagine folding these two side faces back up and
you fold this one in and then you fold these two
in and in this one on top. So that's basically just to get like a visualization of
how UV unwrapping works. Now, I've already created a like a test material
just to show you guys how to apply or how a material will be
applied to this UV map. I'm just going to show that
texture that I created. And here you can
see that it's now basically underneath
that flat UV map. And now if I change to the material preview
in the 3D view port, you can see how this is now folded back onto our 3D model. And now we can see the
numbers on the 3D model. So if I click one
of these phases, it will actually
highlight the face on the UV map on the left-hand
side of the screen. I hope this makes sense, but let's look at the chair and then you guys will understand that
a little bit better. So this is just a
very simple example of how a UV map works
in the 3D world. So let's go back
to the Layout tab and I'm going to load to the CEJ project that we
created in an earlier lesson. So I'm gonna go to File Open. And I'm not going to save this. I'm just going to
say Don't Save. And then I'm going
to open the chair model that we created. Okay, so here is our chair. And very importantly before
we start any UV unwrapping, you want to make sure
that the size is applied. So if I press the shortcut
to bring up the side menu, you can see that our Chase scale is 111, which is correct. But if you see
anything else here, like a 0 something, or maybe a two or a 1 something, you want to apply the scale. Now remember, very
easy to do that, highlight the CEJ or
click on it to select it. Then press Control a and then
select scale from the menu. And that's just going
to apply the scale to this model to make
the scale 111. And that's very important
when we're doing any UV unwrapping
suppress and again, to hide that menu. And with the CEJ selected, click on this UV Editing
Workspace right here at the top. And that's going to take us into the UV Editing Workspace. Now we can see the CEJ or the 3D view port on
the right-hand side. And on the left-hand
side we have the UV map that we're
going to create. Basically, you can use the same shortcuts on the
left-hand side to navigate. So if you hold the middle
mouse, you can pan. And if you hold
Control middle mouse, then you can zoom in and out. So I'm just gonna
kinda just position it so we can see it
nicely like that. And then what I usually do
is you can either click, see these two arrows
here at the top. If you click this, this will automatically then
show all the faces of the 3D model on
the UV workspace. Or if these arrows
are not selected, then you will manually have to select the faces to
see them in the UV, on the UV side. So basically if I
select multiple phases, you can see that now we can
see those faces right there. But I prefer to just have
these arrows turned on always. So you can always see all
the faces of our model. Now you can see the
UV map looks very similar to the cube that
we unwrapped earlier. And that's because we started modelling this j from a cube. Now, the cube would
have had its own UV map automatically applied
to it because it's a primitive object and that's
why it looks like the cube. But we will have to change
this UV map so it looks a little bit better
because this won't really work for this model. So what you can do
is a very easy way to unwrap most things
like a chair or a table. You can simply highlight
all the phases. So hover your mouse
over your model, press a to select all the faces. And really easy way is to. Right-click, go to
UV, unwrap faces, and then you'll see all
these different options to kind of project or to unwrap
the UVs of that model. But usually the one
that works the best is smart UV project. So if I click Smart TV project, it's going to ask
me a few things so you can set the angle limit. You can increase the
margin between islands. Now, each face or each combination of phases
will be its own Ireland, they call it the UV island. And then you can
also set the area of white that we're not really
going to worry about now. So what I'm gonna do
is I'm going to leave all the settings default
and then just click. Okay, and let's
see what happens. And I can see this looks
pretty good actually. So we've got all the faces
laid out flat on this side. So if I click one of them, you can see it will highlight
that face on the UV map. So I can click on this one. You can see that that
face right there. That's that face right there. That's the face right there. So now we can basically
project or apply a material on top of these flat faces and then that will be rendered
on the 3D model. Another thing that you
can do is you can unwrap certain parts of the
model at a time. So let me show you
how to do this. So let's say you want
to have this face, this face, and this face. Altogether. They are actually
together at the moment, but I'm going to show you
how to do this anyway. So I've selected these
three phases on the chair. And the reason you want them together on the left-hand
side is if you have a texture that will run over from the one-phase
onto the next phase. You want these to be next
to each other on this side, on the UV map basically, so that the texture
can flow without any interruption between these two faces, if
that makes sense. So if this was, let's say Yeah,
there's a gap year. So the texture behind that, there will be a seem. So it won't be a
seamless connection between these two phases, same with this face. So to unwrap these
three together, I can select all three of
them by holding Shift. And then I can simply
right-click UV unwrap faces. And then I'm just going
to select the top one unwrapped because I just
want to unwrap those three. Now you can see if we zoom out here and I move this
out of the way, just press G, we using
the same shortcuts. You can use G to move or
to rotate S to scale. So I've just moved that one UV island out of the
way so we can see it. And as you can see, this
is an exact representation of these phases
just laid out flat. So we can do the same
with the side as well. So I can select these faces. Right-click UV, unwrap,
and pressing G, move them away, maybe
scale them down. Let's place them there for now. So let's have a look at
the back of the chair. So let's say you want a texture that will flow from
the legs up to you, up to there, and then
back to this leg. You want all of these
phases to be next to each other in the UV map. Now currently they are next
to each other, which is nice. But let's say this face was maybe unwrapped and
placed over there. So then the texture
is not going to flow. There will be an interruption
or a seem right there. So an easy way to do this, just select those
faces again like that. Right-click and unwrap. And then I'm just going to move them out of the way by pressing G S to scale and just place
them anywhere outside. So once you're happy
with your unwrap, you can select all of these
UV islands by just dragging a box around them and then
go to UV yet the top, and then select pack islands. Now, back islands is
going to try and place them all inside of this
UV box because it, everything needs to be inside of this UV or inside of this box. Now you can see some of
these UV islands are quite big because we didn't
really scale them down. So what you can do is you can
also select all of them uv. And then I can go
average Ireland scale. And that's just
going to scale them, average the scale out. And then we can go back
to UV back islands. Now that looks much better. Now let's say you do
want a seam some way. You can actually
tell blender way seems way you want to have some seems to do that is pressed too to go into
edge select mode. And I'm just going to highlight
this edge right here. So to mark this as a
siem is pretty easy. Just highlight that edge, right-click and
then go mark seam. Now you can see that
edge is highlighted red, which means it will be a seem. So now if I select, go back to face select
mode by pressing three. If I select these two faces, and I right-click,
unwrap, unwrap. You'll see that it's going to try and kinda unwrap
them individually. But if we don't want to seem, I'm just going to
highlight this edge again, Right-click Clear seem. So we don't ever see me anymore. And I'm going to highlight
these two faces again. Right-click, unwrap, unwrap. Now you can see
they are perfectly connected because we
removed that seem. So sometimes you do
want a seam some way, sometimes you don't
want to seem. But yeah, the most
easy way to unwrap something that's like
a chair or a table. Well, something
with flat sides is just to select all the faces by pressing a right-click
and then go to UV, unwrap faces and then use
this smart UV project. And that usually gives me the best results with
something like this. But if you have any problems, just do it manually. Just select some
of the faces and unwrap those phases separately, and then go and select
more faces on one side. Unwrap those ones. Select more faces, unwrapped. Those ones, do the same with the bottom if
you have any issues. So I can go in and select maybe all these faces like that. And I can right-click unwrap, and it's just going to
unwrap those phases for me. So the idea is just to go around your model
and try and create flat uv maps are UV islands for each section are
part of your 3D model. So as I said, I usually start with
the smart UV project. So highlight
everything, Right-click UV unwrapped faces and
in smart EV project. And if this doesn't work, then just go in and manually unwrap certain phases
until you've unwrapped all the phases of your model
and make sure everything is inside this UV map
or this UV box. And then once you have something that looks similar to this, it's all nice and
flat and there's no weird lines and
everything kinda looks. The scale should also match the ratio if
you know what I mean. So if I click on this phase, you can see this phase, the size kinda looks the same. If I click on this one, you can see that
the size is also kinda the same as that,
same with this one. Now, if we didn't apply
the scale for this object, if this wasn't 1111, these scales are, these proportions might have
been completely different. And that's why it's
very important to first apply the scale to your model before you start
with any UV unwrapping. So once your UV map looks
something like this, it doesn't need to look
exactly like this, but just make sure it's all
inside of this UV box and every single phase has
been unwrapped and it's laying flat on this grid, then we can save our project. So I'm just going to press
Tab to go out of edit mode. Then I'm going to go
back to the layout and simply save the project. So yeah, that's the basics of UV unwrapping inside of Blender. The secret to UV unwrapping
is to practice, practice, practice until it makes
better sense to you. But yeah, just create a
few very basic objects or models and see if
you can UV unwrap them. And then I will see you
in the next lesson.
17. Lesson 16 - Creating Your First Material: Hey, and welcome back. In this lesson, we're going
to look at materials and how to create your first
material inside of Blender. So before we do that, we're going to install an
add-on that's just gonna make your life a little
bit easier when working with the material nodes. So first of all,
make sure that you have your chair project open. And also make sure
that you have created the UV map that we've created
in a previous lesson. And then once you're
happy with that, we're gonna go and
install the add-on. So click on edit and
then go to Preferences. And this is where we install
any add-ons for Blender. If you go to the add-on tab, you will see a list of installed add-ons and
we simply going to search for a add-on
called Node Wrangler. So you can just search for node and then make sure that you have this antique
enabled add-ons only. Just untick that and you'll see any add-ons that's not
currently enabled. And you'll see one that's
called Node Wrangler. As you can see, they
can also expand it to kinda just
read a bit about it. You can look at the
documentation if you want to, but you simply need to just
click this box next to it, and then that add-on
will be active. So we can save the
preferences by clicking these little lines yet the
bottom Save Preferences. And then you can
simply just close the blender preferences. Now we've got that
Add-on installed. Next, you need to download a texture that you want
to apply to your chair. Now, I've got a very
simple wood texture that I'm going to show
you guys how to apply. So you can simply
go to either Google and search for wood textures, or you can go to a website like poly haven or maybe quick soul. There are many, many
different texture websites that you can use
to download free textures. So just go to Google, search for either free textures
or look at poly haven, or just simply go to Google Images and search
for a wood texture. You want to make sure that the wood texture
is high-quality. Because obviously if
you are going to use a very low resolution or
a low quality texture, then your CEJ will have that low quality
texture applied to it. So make sure that you download
something that's nice, high resolution and
something that looks nice. Once you have your texture
saved to your hard drive, you can continue
to the next step. Let's create our first material. So simply click on your
chair to select it. And then we're gonna
go to the shading workspace right
here at the top of the interface
you'll see shading. Just click on that to open
the shading workspace. Now you will see this
will automatically change your view to the material
preview renders. So we can actually
see the material applied onto our model. And by default it will have this white material
here at the bottom. Now I can expand
this and resize it. And the node system, you can use the same controls. So holding middle mouse, you can pan around, holding Control middle mouse
you can zoom in and out. You can also click on some of these nodes and
you can move them around simply by
dragging like that. But we're going to delete
this default material and create a new material
from scratch. So you'll see it says
material here at the top. This is the name of
the current material, but we just want to
remove this one for now. So click on the little x
next to that to remove it. So now we're going to create
a new material for the CEJ. So make sure that your
chair is selected. And then simply click
on the New button, yet the bottom to
create a new material. Now, we can give a name to our material Currently
it's material dot 001, but I want to rename
that to something a little bit easier to recognize. Some simply going to click here, and let's give this a name. I'm just going to give it
a name, would press Enter. Now this is our wood
texture basically. So now we can create
different nodes and yeah, just create different
textures or materials for this model. So the add-on that we installed Node Wrangler gives
you some shortcuts to simply add some nodes that you usually will have
to recreate manually. But all we need to do is click on this first node
and then press Control T. And that will automatically create these
three nodes for you. Now you can press G to
move these nodes around, or you can simply just highlight them and drag them
around like this. Now, the principled BSD f is
your main shader basically. And this is where you can change things like the roughness or the metallic value
or the specular value. But we'll get to
that in a minute. So first let me quickly just explain what some
of these nodes do. So the first node is that
texture coordinate node, and that's basically telling
blender how it's going to apply the material
to the 3D object. And all you need to do here
is make sure that it's coming from the UV map and then it's going to
go into the vector. This is basically saying
that we're going to use the UV map that we
created earlier. Next is the mapping node. This is where you can adjust how the material is applied so you can actually move
the material around, you can rotate it or
you can scale it. But for now we'll just
leave it as default. Next is the image texture node. And this is where we
can actually load in that wood texture that
we've downloaded. So I'm going to click on open and then I'm going to browse to the folder where I saved
that wood texture. So click open, browse to the folder and then simply select the image texture
that you download it. Now this can be a JPEG or a
PNG or maybe a tiff file. But yeah, just select that
image that you downloaded. Click on Open Image. Now we will see
that our chair will update with that wood material. Now we can make some
adjustments here. I can maybe set the roughness. If I lower this down, you can see that it will make
our texture a lot shinier. So it's reflecting more. Or I can increase the
roughness to make it more of a matte material, so it's not reflecting anything. Obviously, wood is
not as reflective and depends on the type
of food I suppose, but you can just
change these values and see what it does. So the same goes for
the metallic slider. So you can increase that to give them more of a metallic
link to your object. So if I decrease the roughness to make
it a bit more shinier, you can see that's
almost looking like a little bit of a
metallic object. So obviously with wood, we want to set the metallic
value down to 0 maybe, and then play with the
roughness until you get a look that you are happy with. So I'm not gonna go into
too many details now, but this is basically
how you apply a normal texture or an image
texture to your model. So with this material applied, Let's go over to the UV Editing Workspace
here at the top, I can show you how this material has been
applied to the model. So first let's change the
render mode here at the top, you can just scroll to the left. And I'm going to set this
to material preview so we can actually see the material in the 3D view port on the side. Now if I click one
of these faces, you can see that
phase is actually representing that
section of our texture. So I can click on another one. I can see this one represent
that section of our image. So look what will happen if I take this face and I press
G to move it around. If you look at the 3D model
on the right-hand side, you can see how that
texture is actually moving around because I'm
moving the UV map around. I can also scale it. So press S to scale
and as you can see, it will change the way that the material is applied
to the 3D model. I think this will
make you understand UV unwrapping a
little bit easier. So as you can see, it's
basically just showing what's underneath that UV map
or that UV Ireland. And that's what you will
see on your 3D models. So I'm going to scale this back and kinda just going
to place it here. And these can overlap as well. It all depends on your
texture that you're using. Let's say it's got some, an image of something
or maybe some texts, then obviously you don't
really want to overlap them. It depends if you
want the same part of the image on multiple
phases of your model. But usually you can
overlap them if it's something like
a wooden texture or just something that you
won't really notice that it's reusing different parts
of the image on your model. So we can do the
same with this one. I can scale this
one up and move it around until I get
the look that I want. So maybe for these front legs
and maybe for this section, you can rotate them as
well and you can see how that will affect the model
on the right hand side. So I want to rotate
this 190 degrees. To do that, just
press R and then simply type 90 and press Enter. And that's going to rotate
at exactly 90 degrees. So let's scale that up a bit, maybe move it around. And let's look at our 3D
model to see how that looks. That looks pretty cool. We can do the same
with the sides. So this one is pretty nice, but I can maybe
scale it up a bit. And just to get something
that looks a bit better. The back we can do the same with some kind of select
all of these phases. And I'm going to scale them
up and move it to the center. You can do this to
kinda just adjust how the material has been
applied to your model. We can do the same
with this side. Maybe let's select these faces. And maybe let's scale
this up and move it up. So we get a little bit
of a different look. Now you can see these two faces. They are not connected on the left-hand side if I
select both of them like that. And that's why we don't, that's why we
actually see a seam right here because they're
not next to each other. But that's exactly what we want. We don't really want this to be a seamless wooden texture going from here over to that one because that's just
not realistic. Play around with a UV map, select some of these
phases, move them around, scale them around and see
what looks best for your CEJ. Then you can also go back
to the shading tab and make some more adjustments on this principle BST node to just get the exact look
that you're going for. So maybe I want to increase
the roughness a little bit more to make it less reflective. And I think that looks
pretty nice for now. Now, if we look at the
nodes again quickly, you can see that the
image texture node, the wooden texture that
we have downloaded, we're connecting that
to the base color of this principle, be SDF shader. So you can disconnect this by just clicking and dragging
that to disconnect that. And then you can specify
your own base color. So I can click on the
base color here and I can make this blue or
red or anything, then that will just apply a
normal color to your chair. So you can see as
just a red material, there's nothing else on
it, just normal red. But because we want to
use an image texture, That's why we connecting that
image texture to replace the base color and use that image as the
base color basically. So that's why we see
the word on our model. I hope that makes sense. Play around with
some of these nodes and play around with some of these sliders and
see what they do. But yeah, this is just the
basics of how to apply an image texture as a
material to an object of two, you have unwrapped it. So once you are happy with this, we can go back to
the Layout tab, and we can also switch over to the material preview here at the top just to kinda see our material in
the 3D view port. And once you are happy
with your texture, you can save your project by just going File Save or using the shortcut Control S. And I will see you
in the next lesson.
18. Lesson 17 - Adding Lights & An HDRI To Your Scene: Hey, and welcome back. In this lesson, we're
going to look at how to add light to your scene, as well as how to
add an HDRI TO seen. So as you can see, I've
got the CEJ project open and I'm currently
in solid view, so we don't see any lights or any materials, but
let's start here. So to add a new
light your scene, simply press Shift a to
bring up the Add menu. And then you'll see
there's a light section and underneath you have your
different types of light. Point light, sun,
spotlight, an area light. So let's create a point light. And you'll see it's going to
create it in the center of your world wherever your
3D cursor is placed. Now I can simply press
G and move it around. I'm going to press G
and Z to move it up slightly so we can see the light right there
on top of the chair. So to see the actual
light will have to switch over to the
render preview mode. So you'll see these little
spheres here at the top. We've got the wireframe solid and in material
preview to see the material. But then the last one
is the render preview. So click on that one and
then you will be able to see the lights interacting
in your scene. Now, if I move this light
around by pressing G, you can see how the
light is affecting the model as well as the scene. So as you can see, we've got this gray
background that's kinda lighting our model from all
sides with this gray color. And that's basically
where we're going to place our HDRI later. But for now I just want to get rid of this gray background. And to do that,
we're going to go over to this little world, properties on the Properties
panel on the site. So you'll see there's a
little red world or earth. Just click on that. And you'll see currently
it's got a background set and the color
is this gray color. And in the strength is one. So that's this gray
color that you can see all around our scene. So I'm simply going to bring this strength down
to 0 so you can just click that and then type
0, press Enter analysis. You'll see that we won't have that gray background
in our world. So now if you move
the light around, you can actually see how
it's affecting your scene. So press Escape to
just cancel that move. Okay, let's see how you can change the properties
of this light. So simply click on the
light to select it, and then we're going to go
to the light properties. You'll see a little
green light bulb here in the Properties panel. Click that, and
that will give you all the properties for
that selected light. So as you can see,
we've got a color. So you can click
on the color and you can change the color of that light so we can
make it like a red. And let's just make
that more red. And then below that you've
got the power so you can increase the strength
of your lights. You can also just
type in a number, maybe 120, and you can see how that is
affecting our scene. Now if I move the light a
little bit further away, you can see how the light is
a little bit more stronger. Now, let's change it
back to a white color. Then you can also
increase or decrease the diffuse and you can see how that's
affecting the scene. And you can also play
with a specular and also volume if you're using
any volumes in your scene. But for now you can
leave them as default. You can also increase or decrease the radius
of the light, and this will
affect the shadows. So a smaller light will produce a sharp shadow and a bigger light will
produce a softer shadow. So let me show you
how that works. I'm going to move the chair
up so it's above the grid. So I'm just going to
press G and then z and move it up until it's
kinda sitting on the grid. You can also look at
this from the front by clicking on these axes. So if I click the x-axis, you will see everything
right from the front. Now you can simply press
G z again with a Chase selected and you can position
it on top of the grid. Now I'm going to
create a plane so that we can see how the shadow looks. So I'm going to press Shift
a to bring up the ad when you go to Mesh and
then select plane. And you'll see it's
going to create this plane underneath our CEJ. I'm going to scale it up, so press S and scale it up. Alright, and I can see
we have some shadows. So I'm going to move
the light up slightly and maybe a little bit away
from the chair like that. So now you can see if we make the radius of the light bigger, you'll get a softer shadow. So if we make this
like two meters, you'll see we have a soft
shadow behind the chair. And if I make this smaller, like maybe 0.1, you'll see that we have a much
sharper shadow. You can also move it around and see how that affects the shadow. Let's just maybe make
it one meter radius. Let's add a different
type of light. Let's see how we can add
a spotlight to the scene. So let's delete this light. I'm going to just highlight it, press X and delete that. And then I'm going
to press Shift a to bring up the Add menu. To light, and this time I'm
going to add a spotlight. So you can see the
spotlight this added underneath our plane. So we need to move it up
with a light selected, press G and Z and pull it up. Now this light is not very
powerful at the moment. So with the light selected, go to the light
properties and let's increase the power to about 200. And now you can
see we have a nice spotlight above the CEJ. And the same thing
goes for the radius. If we make the
radius very small, like 0.1, you get a sharp
shadow under the chair. And if we increase the
radius to about two, you'll see that the shadow
appears a lot softer. You can also change the
color of the spotlight exactly the same as
the point light. So I can change
this to maybe like a blue color and you can
see how that affects it. You can also use this yellow dot to kinda position
your spotlights. You can just simply click
it and drag it around. And that will kinda
snap two objects. If you want to point it to a
specific area on the chair, or you can just
manually move it around until you are happy
with the angle. You can also move the spotlight around and then use this to adjust the angle of that spotlight and then
play with the strength. Let's maybe bring
it up to about 500. And I can see that
it's affecting the chair a little bit better. You can also add
multiple lights. So I can add another
point light and maybe put that underneath
the CEJ like that. And I can change the
color of this point light, maybe like that. Let's increase the
power to around 100. And now you can see that we have two different lights
in the scene. I usually like to add an
area light in the scene. So let's add an area light. Let's bring that up and
see how that works. So you can see the area light is almost like the spotlight, but it's just a flat plane. And then you can also
change the angle by moving this
yellow point around. We can also increase the
power of the area light. Let's make it 300. And maybe let's delete
the other lights for now. Let's just see how
this area light works. So I'm going to
delete the spotlight. Animals are going to
delete this point light under the chair. Now you can see we have this
area light and I can rotate it by just pressing R and
then maybe just free rotate. Or you can press R and X to
rotate around the x-axis, or r and y to rotate
around the y-axis. You can obviously move
it around as well. And the same thing
goes for the size. So I can increase the size to about meters and then you'll get a lot of
a softer shadow. If I bring the size down to 0.1, you'll see that we
get a hard shadow. Maybe let's put that back to
about two meters for now. And you can also change
the shape of the light. So currently you can see
the light is a square. So we can change
this to a rectangle, or we can change this to a
desk which is like a circle, or you can change it to a lapse. You can obviously then
adjust the size here as well of that ellipse to
make some adjustments. Similar, if it's on a rectangle, you can change the size of the rectangle exactly how
you want your life to be. We can also add a sun. So I'm going to
delete this light and I'm going to create a sun. So shift a light and then sun. So the sun works a little bit different than the other lights, so it doesn't really
have a fall off. So it's always the same string. It doesn't matter how far
it is from your scene. So even if I move it up
all the way to there, you can see it's not really affecting the
strength of the light because the sun has got so much power and
doesn't really diffuse. You can change the angle by
moving this yellow dot again. And maybe let's just move
it off to the side so we can see what the
angle looks like. You can also adjust
the sun color by just adjusting the
color right here. And you can obviously
also increase or decrease the strength. Now the sun angle will
affect your shadow. So if I make the angle bigger, you'll see that we'll
get a softer shadow. If I make the angle
smaller, like 0.1, you'll see that we get
a much harder shadow. So that's 0.1. And if I change this to ten, you'll see that we
get a softer shadow. Alright, so next we're
going to look at HDRI and how you
can add an HDRI to your scene to add light and also reflections
to your objects. So an HDRI is basically a
high dynamic range image that you can wrap around your whole scene as
a 360 degree image. And that will light your
scene from all angles. And it will also give you a reflection if you have any reflective objects
in your scene. So first of all, let's
delete this sunlight and let me quickly show you some
examples of HDRI images. So here is a nice example
of an HDRI image. As you can see, it's
a 360-degree image that we can wrap
around our scene. And because it's a high
dynamic range image, these lights or the bright parts in this image will actually provide lighting in the
scene as well as reflection. So let me show you
how to add an HDRI. So if we go back to
the world properties, the little round Earth icon where we change the color
from 0 from one to 0. That is similar to an HDRI, but it's just using
one single color. So we want to create
or we want to add an image texture in the
place of this gray color. So let's go back to the shading workspace
here at the top. And there's a really
easy way to just add an HDRI right here
in the shading tab. At the bottom,
you'll see there's a drop-down menu that
says object or walled. So we're going to switch this
over to world because we want to change world texture, which is the HDRI. And as you can see
currently we have our world output node, this one. And then we also have
this background note, which is using this gray color
that we want to replace. Obviously, we can't
see this in a C now because we are currently on material preview mode
and we need to be in render mode or render preview
to see our scene correctly. So I'm going to change over to the render icon view
here on the side. As you can see, the scene is now completely
black because we've deleted all the lights and we've set our background
strength to 0. Obviously, if we increase
this again to one, we will see that gray color, but we don't want
the gray color. So I'm going to
delete this node. So click on this
background node, press X, and it's going
to delete that node. Alright, so next we need
to create a new node. And to create a new node, you can either go to the Add
menu at the top and you can browse through these
different folders to add different nodes, or you can search for a node. There's also a shortcut
to bring up an Add menu, which is the same as when
creating a new object. And let's shift
a, press Shift a, and it's going to
bring up the Add menu. Next, we're going
to click on search to search for a specific node. And here you can just
type environment. And you will see it's
going to bring up the environment texture node. So click on that
to create the node and then just click
to place it again. Now the environment
texture is basically the node where we're going
to load our HDRI image into. So first, you need
an HDRI image. So you can go to a website
like poly haven or you can just simply Google for free HDRI images and
you will find a couple. So I'm going to click on the
Open button and I'm going to browse to the folder
where I saved my HDRI. And I'm simply
going to select it and then click Open Image. Now next we need to connect this node to the
world output node. Simply click on this
color output and connect it to the surface input
on the world output node. Now, you will see that
you're seeing will update. And if we orbit
around the scene, you will actually see that that HDRI image now been
wrapped around our world. As you can see, it's also lighting our chair
because we don't have any lights in the scene as if you look in the outline
here at the top, you see there is a plane
which is the floor, and then there's the CEJ, so we don't have any lights. So the HDRI is actually providing the lighting
for the scene. We can add another
node so that we can control the strength
of this HDRI. Because maybe you want to
make the HDRI a little bit less or a little bit more darker or a
little bit brighter. So for that, you need one extra node between
these two nodes. So I'm just gonna move
this one note off to the side and this
note off to the side. And then I'm going
to press Shift a and I'm going to
click on Search. And this time I'm going
to search for background. So click on background
to create this new node. And now you can simply
just drag this node onto this line to connect
it, release. And you'll see that it's
automatically going to connect into this node system. So now we have the
strength value. If I bring this down to 0, you'll see that the HDRI will be completely black because
we're using a string of 0. And if we set this to one, then it will use the normal
standard value of that HDRI. But you can adjust this,
you can bring this down to maybe point to, to just add a little bit
of lighting to your scene, or even maybe 0.1. Now we can go back to the layout scene and we
can add some lights. So let's add a spotlight. Let's bring the
spotlight up and let's increase the strength of
the spotlight to 250. So now you can see the
light or the spotlight is affecting the scene
as well as the HDRI. If I look at the
back of the chair, you can see that we also get
some lighting from the HDRI. And then obviously
we're also getting the light from the
spotlights so we can maybe increase the strength of that spotlight even
more to about 500. And as you can see, we get the
nice shadow at the bottom. We can maybe increase the
radius to get a softer shadow. And we're still getting
the light from the HGRI. Now the HDRI will also
provide reflections. If you have a very reflective
object in your scene, you will be able to see the HDRI in the
reflection as well. So let me quickly show
you how that will work. So I'm going to
create a new mesh, and I'm this time I'm going
to create a UV sphere. And I'm just going
to bring it forward and maybe up a bit. So it's kind of off to the side. And I'm going to shade
this one smooth. So I'm going to
right-click Shade Smooth, so it's nice and smooth. Then with this sphere selected, I'm gonna go to the shading
tab to give it a material. Remember we change this to world to see the
HGRI settings here, I'm going to change
this back to object. So this little drop-down here, just change it back to object. And this will give you access
to change the material of a specific object with
the sphere selected, I'm going to click New to
create a new material. And this time I'm going to
make it completely metallic. So I'm going to bring the
metallic value up to one. And then I'm also going to
bring the roughness down to 0. So it's basically a complete, perfect mirror or chrome ball. Now, if we go closer to
this bowl or the sphere, you can see that it's reflecting the environment
inside the sphere. So basically the HDRI
will provide lighting as well as reflection,
which is pretty cool. So we can go ahead and we can
delete the sphere for now. And let's go back to
the layout workspace. Another thing that you
can do is you can hide the HDRI from the viewport. So sometimes you
don't really want to see the HDRI in the viewport, but you still want
that HGRI to affect your scene with lighting
and reflections. So to do that, we're
going to go to this little camera
icon on the side, and this is the
Render properties. And then scroll all the
way down until you get to form and expand that foam. And then you basically just take this transparent box and that will hide the HDRI
from the scene. And it will basically show
a transparent background, but it will still
affect your scene. So we still get the
lighting and we still get the reflections from
that HDRI image, which is very nice. Also, if you want to make
quick adjustments to your HDRI image without going
into the shading workspace, you can simply
click on this world properties icon
here on the side. And here you can
adjust the strength. So I can increase
the strength of the HDRI right here
or bring it down, or even set it to 0 if I want to hide it completely
from the scene. But let's set it to
like 0.2 for now, just to get a little bit
of lighting from the HDRI, which you can change the
settings right here on the side. Alright, so once you're happy with the lighting in your scene, you can save your project. And I will see you
in the next lesson.
19. Lesson 18 - Adding A Camera To Your Scene: Hey, and welcome back. In this lesson, we're
going to see how easy it is to add a
camera to your scene. Basically, you always
need a camera if you want to render
something from Blender. So to create a camera
is really simple. Press Shift a again to
bring up the Add menu. And you'll see
camera right there. So just click camera
and it will create a camera wherever
the 3D cursor is. So as you can see
currently, it's created kinda underneath our floor. So I'm just going to
bring that forward. So I'm going to press
G and just move around the x-axis and then
move it on the z-axis. We can bring it up a bit. Now we've got this
camera in the scene. Maybe let's move it
over to this side. So it's kinda pointing
towards the chair. Now to look through the
camera is simply click this camera icon here on the right-hand side
of the 3D view port. So if I click this, you'll
see that we're going to dive into the camera. And now you can basically see what we see
through the camera. You can also adjust the view, maybe just zoom in a bit. Or you can also pan around
to adjust that view. So you can also move the camera while you're
looking through the camera, which makes things a lot easier. To do that bring up the side menu by pressing
N on the keyboard. And then we're gonna
go to the View tab. And then you will see there is a lock section and then
it says camera to view. Now, if I click this, now, I can actually just move around the scene by using the
middle mouse button, holding Shift,
middle mouse to pan, or holding control
to zoom in and out. Now I can basically
move around in the camera and adjust the view exactly the
way you want it. So let's say we
want to maybe have an angle from this
side so you can kinda adjust the camera until you are happy
with the angle. And then once you're happy, always remember to untick
this camera to view. Because if you don't, it's going to just
move the camera if you may be trying to
orbit the scene again. So set your camera position
exactly the way you want it. And then untick camera
to view and then press Enter again to just
hide that side menu. Now if I orbit, you will see that
will orbit out from the camera and the camera is
going to stay in position. And anytime you want to look
through the camera again, you can just click
this camera icon and it's going to dive
into the camera again. You can also use the shortcut 0 on the numpad on your keyboard. If you press 0, it's going
to jump to the camera. And then you can just move
out again if you want to. Now, let's go into the camera again by clicking
the camera icon. And with the cameras
selected in the outliner, we can change some of
the camera properties. So you'll see there's now a camera icon here
at the bottom. And if you click this,
you'll get access to all the camera settings
or the camera parameters. You can change the focal length. So this is basically the
lens that you're using. So you can go for
a very wide angle and look if you bring that down or you can zoom in to have a more of a telephoto lens look. So I'm going to set this
to about 35 for now. So you can also enable depth
of field on this camera. If you take this depth of
field the on the side, then we can set the focal, the older focus distance. And you can see how that
will affect your scene. If you want to have
an object close to the camera in focus and
everything out of focus, you can use the Depth
of Field Settings. Let's say I create a cube, just going to scale it down and maybe just bring that
closer to the camera. And maybe let's bring
it closer even more. Now, if we click
on the camera and adjust this value right here, we can see, maybe we can
get that object in focus. You can see the cube is
now coming into focus. We can also use the
focus on object. Just click on this
dropper and click on the cube or the object
that you want to focus on. Now you can see
that the cube is in focus and the chair is
slightly out of focus. You can also go into
the aperture settings to make this even more dramatic by bringing
the f-stop number down. So if we bring this down
to like 0.2, maybe, you can see now we're getting
a much bigger effect. I can maybe increase
the f-stop a little bit more to maybe 0.5. Now you can see that
the cube is nice in focus and the chair
is out-of-focus. So I'm going to
disable the depth of field for now and I'm
going to delete this cube. So once you are happy with
the angle of your camera, you can go ahead and
save your project. I will see you in
the next lesson.
20. Lesson 19 - Rendering With Eevee & Cycles: Hey, and welcome back. In this lesson,
we're going to look at rendering in Blender. There are two different render
engines that you can use. The first one is called EV, which is a real-time renderer, which is almost similar
to a game engine, which is not photo-realistic, but it will give you very fast renderers and very
quick results. Secondly, there's
the Cycles Render, which is the photorealistic
render in blender, which is a lot slower than EV, but it's gonna give you
photorealistic renders. So before we start rendering, Let's just add
material to the floor and make our scene a
little bit better. So I'm going to
click on the floor. And first of all,
we need to apply the scale because if
I press the N menu, you will see under the item tab that our scale is not 111. So with the floor
selected press Control a, and then select scale. Now you can see the scale is
111 and that's what we want. So with the floor selected, we can click on
the shading tab at the top to go into the
shading workspace. And let's give it
a nice material. So I'm going to click on New
to create a new material. And let's just give
this material and name. I'm going to call it floor. So for this, I'm not going
to add an image texture. I'm simply just going
to give it a color. So it says base color. Let's change this to maybe a blue and maybe let's
make it a darker color, blue, something like that. So let's decrease the roughness. So it's a little bit
more reflective. If we go all the way to 0, you will see that
it's reflecting our HDRI image very nicely. So I'm going to bring it
up maybe to around 0.2. So we have a little
bit of reflections, but not too much. We can also play with the
metallic value to make it more like a metallic looking
floor like that. But I think for now let's
leave metallic on 0. Okay, So that's a very basic
material for our floor, but that should work fine. Let's go back to the
layout workspace and let's look
through the camera. So I'm going to click on
the little camera icon to look through the camera. Now I wanted to just
adjust the floor so our scene looks a bit better. So I'm going to click on
the floor and I'm going to rotate it on the z-axis. So press R and then Z, and I'm going to rotate it. So it's kinda looking
away from the camera. And I'm going to
scale it up again. So it's just filling
our camera view. So press S to scale
and just scale it up until it's filling the
whole camera view. Now we need to reset or
apply the scale again, because if we look at the
scale, It's now 2.078. I'm just going to
press Control a and just apply the scale again. Now what I wanna do is
I want to just create a little bit of an infinity
wall yet the back, so we don't see this
transparent part of the scene. So let's move out of the camera. And I'm going to
select the plane, go into edit mode
by pressing Tab. And then I'm going to press
to go into edge select mode. And I'm going to select this
back edge of the floor. So if you look
through the camera, we're selecting that edge
right there at the back. With that edge selected, we're going to extrude it up. I'm going to press E to extrude. And then I'm going to press Z to extrude it on the z-axis only. So I'm gonna move it up all
the way to about there. Now if we look
through the camera, you can see now that we have that kind of
wall at the back. But I don't want to see
this hard line right there. So I want to smooth
out that line. And an easy way to do that
is just to add a bevel. So with that line selected
or that edge selected, press Control B to bevel. Just pull it out a
bit, maybe like that. And then increase the segments here on this pop-up menu to maybe something like 24 to
get a nice smooth bevel. Now press tab again to
go back to object mode. And I can still see these lines on the floor area on this bevel. So we want to set
this to shade smooth. So right-click and simply
select Shade Smooth. Now you can see it's
nice and smooth. And if we look
through the camera, you can see we have this
nice smooth back wall. So maybe we can bring the reflectivity of
the floor a bit down. So I'm gonna go back
to the shading tab with a flaw selected. Let's look through the
camera in the shading view. Now we can adjust
this roughness value until we get
something that looks a bit nicer cars whether
reflections, it's quite harsh. So I'm gonna bring
this up to around 0.5. And you can see that's
looking pretty nice. So let's go back to
the layout workspace. Maybe let's increase the
intensity of our spotlight. So select the spotlight, go to the light
properties and maybe increase this power
to around 1 thousand. Maybe even 5 thousand, to have a nice bright spotlight.
Maybe not that bright. Then set it to 3 thousand. You can play around
with it until you are happy with
the way it looks. So save your project now and let's have a look at
the render options. So first of all. The render properties is this little camera
icon here on the side. So if you click on this, you will get all your
render settings. Right here. At the top, you'll see the
render engine EV or cycles. We're not going to bother
with workbench for now. Just focus on EV and cycles. Also make sure that you're
under render preview here on the side corner so
that we actually see the changes that we're making
to the render settings. Let's first look at
the EV render engine. I'm not gonna go through
all the settings because there's
just way too many. So I'm just gonna
go over the basics. First of all, you
get your sampling. Sampling is basically the
quality of your render. So you get a render
sampling parameter as well as a viewport
sampling parameter. So the viewport samples will only be affecting the viewport, what you see in the
viewport That's not going to affect
your final render. That's what this number is
for your render samples. So 64 is kinda okay, but usually you want
to increase this to around 128 or maybe 256 even to get a nice clean render for the viewport,
this can be anything. If I bring this
down to like one, you'll see that our
shadows will look very bad and it's will be nice and
smooth if we move around, but the quality be that
great in the viewport. But if we render this will
get a sample count of 128, which will be a lot better. So it will look better. But I'm going to increase
the viewport samples to around 32, so we get a little bit of a better view of how our final render
is going to look like. Here, we can also enable
ambient occlusion. So if we take this, you'll get that nice little
contact shadows. We can also enable bloom
if you have any lights in the scene that's very bright and causes like a
little bit of a glow. Or if you have
emission materials that will just add that
nice glow to your scene. We can also enable screen space reflections that
will give us reflections. That's kinda, it's
not super realistic, but it's like a screen
space reflections. And you can see it differently, increases the quality
of our renderer, but you can kinda see the
CEJ reflection below it. Yeah, you can definitely
see it there. So that's just something that will make your EV
renders a little bit better if you ink or if you enable your screen
space reflections. Let's see how it
looks without it. So you can see there's
no reflections. And if I enable this, you can see that chair
is now reflecting. You can also enable things like motion blur if you're
doing an animation render. And you can also change some
of the shadow values here, but we're not gonna
go into that for now. Right at the bottom, you've
got your color management. So let's just look
through the camera again. And the color management, this is basically where you
adjust the final image, the look of the final image. So currently this
is set to full mic, which will give you a
very flat looking image. But if we change
this to standard, you'll see that our scene
will change slightly. And then you can also
play with a look. You can set it to high contrast, or you can change it to maybe
like a medium contrast. Anything that you can play
around and see what you like. You can also use curves to make some curves
adjustments here. So I can go in here
and I can create an S-curve to create
some contrast. You can play around with
that and see how that works. But I'm going to disable
the curves for now. And I'm going to set this
back to full mic for now. So that is the EV render engine. Let's switch over to cycles
and see how that differs. So I'm going to click cycles and instantly
you're going to see the viewports is kinda slowly rendering and slowly getting better and
better and better. Now, as I mentioned before, cycles will give you
photorealistic renders, but it will be a lot slower. So if I now move around, you'll see that
it's a lot slower and it's kinda pixelated. And whenever I can
stop moving around, it's going to try and
render that frame. So let's look through the camera and see what we can adjust. Yeah. So under sampling again, this is where you
get your quality of your render or where you set the quality of your render. So again, you get
viewport and render, and you get a few extra
options here with cycles. So first of all, you get
your maximum samples or your minimum samples for the viewport and
similar for the Render. So I usually just untick this noise threshold and I
just set the samples manually. So currently you can see the viewport samples
is set to 1024, which is quite high. So I'm going to bring
this down to around 32. As I don't really need a lot of samples just for the viewport. You can see in the corner that it's rendering those samples and it's gonna go up all the way to 32 and it can stop there. It's getting better and better and better as it goes along. What we can also do is we can use denoising because
as you can see, the render is
currently very noisy. Lot of pixels. We can see the noise in the background
everywhere actually. If we enable the noise, it's going to use a
de-noising folder, which is really, really good
to get rid of those noise. And now you can see
it's still rendering. It's quite slow, but you can
see it's a lot less noisy. So you can choose if
you want to enable the noise for the viewport, because basically this
will just change. This will just affect
the viewport settings. So I'm going to take
that off for now. Then under Render, this is basically your final
render output. What is, what samples and
settings that we'll use. So I usually start at around a 128 samples for an, a render. But usually you will
take that up to maybe 256 or even 512, or even 1024 if you want
to go super high-quality, just remember the more
samples that you use, the longer the
render time will be. So I'm also going
to use denoising. You can also go into the
denoising settings and change which the
noisy you're using. If you're using an
NVIDIA graphics card, you can change this to optics, and that will give
you faster results. Just a note, if you are using
a dedicated graphics card, like an NVIDIA graphics card, you can set your under the
Render Engine you'll see device just change
this to GPU, compute. If you have a dedicated GPU,
then you can set it here. But for this, I'm just
going to use CPU for now. Alright, so let's see
how we can render a still image using
either cycles or EV. So I'm going to change
back to EV for now. I'm just going to change
the render engine to EV, and you'll see that the view
port will update instantly. And then we can literally
just click Render, Render Image yet the top. And this will then load for
a bit and it's going to open the render workspace and you
will see your final render. You can also zoom
in here to just inspect your render
the CRF looks like. Now I can simply save the image if you're
happy with your render. So you can click on Image, Save As now you can specify a folder and you can give it a
name at the bottom. I'm just going to
call this EV render. Now you're on the side. You
can choose the file format if you want to export
a PNG or JPEG. And if you're doing a PNG, you can either decide
if you want just RGB or if you want an
alpha channel as well. So if you have anything
transparent in your scene, you can render that
transparency or the alpha channel
with that render, or you can just set
it to RGB if you just want to render
the actual image. So I'm going to save the image, and there we go. So now we can press escape to go back to the layout workspace. And this time we're going
to change over two cycles. So I'm going to
change it to cycles. And same thing again. I'm going to go to render and
then click on Render Image. And I can see it's going to
start rendering the image. And obviously cycles
take a little bit longer or a lot longer
actually then EV, yet the topic and see
we've set the samples to 128 and it's now going
through those samples. It's currently at
sample number eight, and it's gonna go all
the way to sample 128. And then it's going to apply the denoising folder
right at the end. I'm just going to fast
forward until it gets to 128. Okay, so it reached sample 128 and it also applied
the denoising folder. So as you can see,
it's nice and clean. If I zoom in here,
we don't really see any noise in the
image, which is nice. And now we can save this
image as a still image. So just click on an image
at the top, go to Save As. And this time I'm just going
to call this Cycles Render. Again, you can choose
the format PNG, JPEG, whatever you want. And I'm going to set this to RGB because there's
no transparency in the scene and then simply
click on Save as image. Now we can press
escape and we're back in the layout workspace. Let's save our project now. Let's have a look at
these two renders. So this is the EV render and
that is the Cycles Render. If I toggle between them, you can kinda see that the Cycles render the
lighting is looking a lot better and the shadows are
also looking a lot better. Lighting is looking better. An EV is kinda, it's not looking bad, but it's not photo-realistic. So you basically just need
to decide if you want a render That's going to be faster and a little
bit less realistic. Or if you want to go for
something full photo realistic, then you're going to go
with a Cycles render. Let's see how you can render an animation because
that's slightly different. So I'm going to change
back to the EV renderer, but you can obviously
do this inside of EV or with the Cycles Render. So for this, I'm just
going to add a very, very quick animation
to our scene. So make sure you're on frame
one year on the timeline. And I'm simply just
going to move this CEJ maybe off to the
side right there. And I'm going to add a keyframe with a Chase tool
selected press. I. And then I'm simply going
to click on location to add a location
keyframe on frame one. Now let's go to, let's say frame 100 maybe. And let's move the chair back. So I'm going to
press G and X and just kinda bring it back
into the spotlight. And then I'm going to
press I and select location to create a location
keyframe right there. I want to make sure these
keyframes are nice and smooth. So I'm going to
select them both. Right-click, go to
interpolation mode, and I'm going to
set this to bezier. So now if I play this back, you'll see that we have
that slow movement. And then it's going to
come into the spotlight. And it's going to
stop right there. So our animation is going
from frame 0 to frame 100. So let's set our animation
duration to 100 frames. Currently it's set to 250. So I'm just gonna
change this to 100. And now you can see we
only have those frames. So if we go back to Solid mode, so just so it's a little bit
faster if I play this back, you'll see that it's
only going to loop frame one to frame 100. Let's say we want to render
this animation out now. So first let's save our scene. And then we're gonna go to this second icon underneath
the render properties, which is the output properties. So output properties
is where you can set the resolution
of your renders. So currently it's set
to HD 120 by 1080. And you can also
change the aspect and your frame rate, etc. Here. You can also set the frame start and a frame end
right here as well. So we've done that already. So our animation
as a 100 frames. So you can set this
up here as well. If you only want to render from, let's say from frame 20, you can enter that year. Then where it says Output. This is where you
can choose a folder. So I'm going to click
the little folder icon. And what's going to browse to a folder where I want
to output this render. So give it a name. I'm going to call this animation or anything you like
and click Accept. Now we can choose what format we want our animation
to render as. You can still render it
as an image sequence, which is basically for each frame it's going to
render a still image. That's very good if you
rendering long animations that take really long way
if you're going to do any compositing afterwards. Because if you render a
video file or mp4 MOV, let's say your render
gets halfway and you, your computer crashes, then you're going to lose
that all render. But if you render
an image sequence, then it's going to stop where the last image or when the
last image was rendered. So then you can always
go back and you can resume that render
if you have a crash. So best practice is always
to render something like a PNG or maybe a tiff
or JPEG sequence. But for this example, I'm
going to show you how to render to an MP4 video as well. So to render an MP4, I'm going to change this
file format from P and G, and I'm going to change
it to FFmpeg video. Then I'm going to scroll down to encoding and I'm going to expand in coding where
it says container, I want to change this to MPEG-4. Then below that we've
got the codec settings. So you can change if you wanted
to use a different codec. But for now, H.264 is 100% fine. Then you can also set
the output quality. So I'm going to set this to high-quality and encoding speed. I'm going to leave
on good for now. That should be fine. Once you're happy with
all the Render Settings, I'm simply going
to go to Render. Then instead of
clicking render image, I'm going to click
on Render Animation. And that's going to take us
into the render workspace. And you'll see that
it's going to start rendering all the frames. So if you just keep an
eye on the top section, it says frame five. And it will just go through
all the frames and save them all into an
MP4 container file. This might take a few minutes, so I'm just going
to fast forward through this random process. Once the render is complete, you can press Escape. And now you should have an
MP4 file that you can view. So you can see is the
animation that we rendered. And this was rendered with
the EV render engine. So obviously you can choose
if you want to render your animation
using cycles or EV, play around and see what types of renderers
you can create. Obviously, you can add some key frames to
your camera as well. So you can add a
position keyframe, go to the end and
maybe move your camera slightly and add a
new keyframe there. Just play around,
practice and see what cool renders
you can create. Please save your project now, and I will see you
in the next lesson.
21. Conclusion: We've reached the
end of this course. Thank you so much for completing
it and well done to you. I really hope that you've
learned a lot and that you will enjoy your exciting
blended journey ahead. Remember we've only scratched
the surface and once you're comfortable jumping
to my six-hour blend of masterclass to
learn even more, do now have the power to create amazing 3D models and animate them to create
great grinders. Keep practicing and
you will get better with each and every render. Feel free to revisit some of
the lessons to sharpen up on certain things and please reach out if you
have any questions. I would really appreciate it. You can write this course and
maybe leave a short review that helps me so that I can make more courses just like this one. Keep well and keep
on creating. Cheers.