Your First Day in Blender 3D | SouthernShotty3D | Skillshare

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.



    • 2.

      Navigating the Viewport


    • 3.

      Moving Objects


    • 4.

      Render Modes


    • 5.

      Edit Mode


    • 6.

      Tool Bar


    • 7.

      Smooth Mode


    • 8.

      Timeline and Keyframes


    • 9.



    • 10.



    • 11.

      Properties and Render


    • 12.

      Additional Properties


    • 13.

      Using What We've Learned


    • 14.



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About This Class

This is the perfect place to get started in Blender 3D for the first time! With “Your First Day in Blender 3D” we will run through the basics of Blender's interface. We will first walk through the basics of the interface and navigation. Then end by using what we've learned to model a top hat and rendering it in one of our sample scenes!

This course will cover skills traditionally used in animation, motion design, and video game design. We will cover the interface, modeling, lighting, rendering, and a bit of animation.  If you’re interested in getting started in 3D, then this is the perfect class for you!

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Meet Your Teacher

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Motion: Design, Direction, & Animation

Top Teacher

I’m a motion design: art director, animator, and illustrator with a love for all things 2D and 3D. I'm work as a animator in silicon valley at a social media giant. I am also a creative director at MoGraph Mentor. It’s a blessing to be part of the motion design community. I enjoy teaching others in MoGraph Mentor, Skillshare, and Youtube courses with a focus on character design and animation.

If you catch me away from my computer, I’m probably hiking, volunteering, or traveling with my lovely wife and spoiled dogs.

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Level: Beginner

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1. Intro: Hi, I'm Remington and I'm an animator to social media giant in Silicon Valley. I also run Southern tried to 3D, where I teach you how to use Blender. And today we're gonna be going through your first day in Blender. Blender is a powerful 3D application and it's being used a lot more in the industry, specifically in game industry and also an animations for film. Blender is a great tool if you're interested in pursuing a 3D career. However, like most 3D applications, it can be intimidating the first time you open it. The goal of this course is to get you comfortable in Blender, specifically with the interface so that you can move on to more advanced courses and get into learning 3D. In this course, we'll do a broad overview of the features in Blender, but we'll mostly be focusing on how to navigate in the 3D view port to get you comfortable moving around in a project. I've also included some sample projects to help you follow along in this course. At the end of this course, we'll go ahead and add a little top hat to this character in one of the sample project files just to utilize some of what we've learned. My goal is that by the end of this short course, you will feel confident and beginning your blender journey. So with that being said, let's get started. 2. Navigating the Viewport: This course wasn't intended to be followed step-by-step. So try not to worry about keeping up with everything. I do rather sit back, relax and absorbing the information as we walk through Boehner's interface. Towards the end of this course, I will create a top hat for the frog sample file we showed at the beginning of the course. Feel free to follow along there. However, this course is intended to get you comfortable in Blender so you can dive into other courses. I have several courses that go through creating your own projects step-by-step. I recommend you check out those courses after this one. If you're interested in following along, if you're having difficulty falling along checkout the bottom-right shortcuts here, this will display any key point that I put in. Next up, I recommend that you have a three button mouse to follow along with. If you're serious about 3D, you're going to need a three button mouse as the middle mouse button is used to navigate your viewport heavily. First up, we're going to take a look at the interface and primarily the navigation. So here we have our 3D view port and our default seen by default, that scene includes a camera, a cube, and a light. You can go ahead and delete that to start fresh if you like, but we'll just leave those there for now. Our 3D view port is kind of like our 3D workspace. This is where we can move around and edit our objects. So let's take a look at how we move around in that space. First, we're going to look at how to use the mouse. So if you middle click on the Balance button, it will rotate around whatever you have framed in that scene. If you hold Shift middle, that will allow you to pan left and right in the scene. You can use the mouse wheel to zoom in and out. Or you can hold Control middle mouse button and move up and down to zoom in and out much quicker. Now if you don't like that or it's hard for you to use. You can also click this gizmo up here and click and drag, which will allow you to move around the viewport. You'll also notice that these highlight as you click them, and those will snap you into views. So if I click this, it will snap me into the front view. I can tell what view I'm in by looking at the information up here where it says front. If I click here, that'll take me until the top view. And if I click and drag, I can rotate back to where I was before. You can use the numpad to move through these different views as well. Alternatively, if you come up here under the View menu, you can click View, come down here to viewpoint and change from top, bottom, front, back, right or left. You can also see the corresponding numpad shortcuts there. I recommend getting familiar with these because that's something you'll do quite often. Beer If we come to camera and active camera, that will actually take us into the active camera and the scene so we can view from our camera's point of view. Now if we click and move around, it won't move the camera. We need to actually move our camera to adjust the camera positioning. Now before we move along, I'm going to ask you to change a couple of things in your preferences that I believe make navigating much more beginner friendly. We're going to come up here to Edit Preferences, and then we're going to click K-map. Now when we click the K-map will have all these options here we're going to change just a few. We're going to change Select all toggles. And we're going to change Spacebar action to search instead of play. And then we're going to turn on tab for Pie Menu. All these will make sense in a second. Now if you X out auto save those by default. 3. Moving Objects: Next up, let's say that we want to move something in our scene. Let's grab this Cuban move it. If I grabbed this cube by left selecting it, and then come up here, I'll have various gizmos on the tool panel. If you can't sue this tool panel, press T, and that'll make it up here. So let's come up here and we have a Move tool or rotate tool, a scale tool, and then a transform tool. So let's go ahead and click the move tool. We'll see here then an arrow corresponds with each direction. In Blender. Red is x, green is y, and blue is z. If you can't remember, you'll see those over here. Click any one of those. It'll lock into that. If we click, the circle, will move from whatever angle it the viewport wherein you can see it can move around there. These squares in-between. We'll combine the two. So we can see here that it combines the x and the y. If I click rotate, we have the same thing. We can rotate on just the y are just the x, or we can grab this and rotate from the viewport. Likewise, we have the option for the scale as well where we can scale along one axis or we can scale up the whole object. We're going to start over with a new cube. So we're going to delete this cube. You can grab this cube and press the Delete key, and that will disappear. If you want to add objects into your scene, you can come up here and go to Add, and then you'll see all the various options here. Some of these are advanced for beginner, I recommend you stick in mesh. And when you go on mesh, we'll see various options you here we can add a cube, a UV sphere, a cylinder, cone tourists, or this default monkey, which comes with Blender. We're going to go ahead and we're going to add a UV sphere. Great. Now we have a sphere instead. Let's look at how we can select multiple objects. By default, it's a click and drag. So if we go here and click and drag, you can see that we can select multiple objects. You'll notice one is highlighted a brighter orange than the others. That means that's the active object and certain effects will only work with the abstract objects selected or you can parent objects to one another. Let's look at what that looks like. Let's go ahead and add a cube. Now let's take this cube and move it up. And we're going to parent this cube to the sphere. So you can see right now this is light orange. If I shift click and select the sphere and then hit Control P, I can set that parent to this object. Most times you're going to use object keep transform. So let's go ahead and click that. And now when I grab the sphere and move it around, you can see the boxes following. So I'm going to go ahead and delete that cube. If you don't see that box when you click and drag, you can actually change that up here with the selection tool. You can see that you have lasso circle and box. I usually leave box on. Now if you remember, we turned on a Select All. So if you want to select everything in the scene, just press a and you'll see that it selects everything. Now if I press a again, it will deselect everything. You can also click away. If you click off to the side, it'll de-select everything. Selection is going to be a big thing when you're moving around objects and later in edit mode. So just get familiar with the different selection tools, as There'll be very important. 4. Render Modes: Next up, let's take a look at the different render modes. So up here, if we click wireframe, we can see the wires that are sphere is made up of, we'll dive into more about high meshes built a little bit later. Over here we're in solid view, which will show us just one solid color for all of our objects. Here we're immaterial view, which will do a preview of materials, which we'll see later. Then here we have our render view. Now the render view can take longer to render and be more taxing on your computer. So I recommend unless you're on a high-end computer, that you only stick to render mode just to preview for quick pieces. Let's take a look at how this works and render mode. And render mode, we can actually see the lighting information and all the other effects and we have in our scene. So this is a great way to preview what your final render might look like when you go to finish your project. Let's switch back to Solid View for now. Another way you can switch between these render modes up here as if you press the Z button. So by pressing Z, it'll bring up this menu and then you can turn around and click which one you want. So if I click wireframe here, you'll see it snaps me back into wireframe mode. 5. Edit Mode: If you recall to London clicked wireframe mode, you were able to see all the wires of the object. And if you notice right now, we can grab our object and move it around, but we can edit our object. That's because we're in object mode. Now this is very difficult for people first starting 3D to understand. But there's an object mode and there's an edit mode. Object mode allows you to move objects around, apply effects to objects, and set many other settings. However, if you want to sculpt or move or change the shape of an object aside from scaling and rotating, you're going to need to go into edit mode. The way I like to describe this to people who are starting out in 3D for the first time is if you're familiar with Adobe After Effects, Photoshop or flash. And object is kind of like a pre-comp, a smart object, a group or a motion clip. An object can include multiple meshes, which you can then alter once you click inside of it to go into edit mode. That's the best way I can think to explain it to a beginner. But if you still don't understand, let's tap into edit mode and look at a mesh. So let's go into edit mode here. And we have two ways of doing this. The easiest way for beginners is to come up here and you can see all the various modes we have in Blender, where the object mode, which I just explained in edit mode. We also have the sculpt mode, which allows us to use Sculpt tools. And then we have vertex paint and wait pain, which is for rigging your characters and other options. And then texture paint here where you can paint textures onto your object. For now we're going to be focusing on object and edit mode to keep it simple. Let's go ahead and enter edit mode here. Immediately notice our selection has changed and that's because now we can adjust and select our mesh. So let's go ahead and zoom in here on our object. If you're struggling to zoom in on your object, you can actually frame that object pretty simply. Makes sure you have the object selected come up here to View, and then come down to frame selected. Now when we rotate, we will rotate around whatever is in the middle of our frame. Let's take a look at how I meshes built. I'm going to de-select everything and select things one at a time. So we have different selection modes up here. These are called vertices and a singular one is a vertex. If I switch over to this mode up here, these are called edges. Edges connect vertex is. And then if I come over here to Face Select, these are faces. Faces are what are drawn between connected vertices and edges. So I'm gonna go ahead and delete one face here. So if I press X, I get this option to delete, and I can choose to delete vertices, edges, or faces. So I'm going to go ahead and delete a face here. Now we have a hole on our object because there's no face connecting these vertices and edges. If you're trying to fill a hole like this in an object, does he need to do is select the surrounding edges. And then once they're all selected, you just press F and it'll fill that hole with a face. Now that we're in mesh mode, we can grab either edges, faces, or vertices to adjust our objects. So let's look at what that looks like. If I come up here and I grab the Move tool, which we can use the move, rotate and scale tool. And I grab a face. I'm going to make sure I'm in face select mode up here. You can see that it can grab that face and move it around and everything attached to it will move as well. If I go ahead and select a bunch of faces and move, you can see that it moves everything at once. Now, it may depend on what selection mode you want to be in, depending on what type of edit you're trying to make to your mesh. Grabbing the face and moving it will move the entire face and all the connected edges and vertices. Likewise, grabbing just one edge will only move the connected vertices. And then you can also grab singular vertex and just move that as well. One alternative to using this mode up here, it's still use tab, which is what I had to change in the settings earlier in the video. So if you go ahead and have an object selected and you hold tab, you can then select one of these different modes by letting go. I'm gonna go over here to edit mode and let go. And you'll see that now we enter edit mode. 6. Tool Bar: Those are the basics of editing your mesh. But let's take a look at it. One other option we have in our edit mode here, you'll notice that the tool panel changed over here. Now your tool panel can be displayed in any window of any different view up here with the T button. If I press T, it will pull those tools in and you can see that they're context-sensitive depending on what mode you're in here in the sculpt tool that or show the Sculpt tools, you're in edit mode. It will show that editing tools. Now there are all different types of tools here. So what I'm going to do is show you how to use those on a basic cube. Now if you remember, I said you could add multiple meshes in one object. So let's show how that works. I'm going to come up here to Edit. And then we're going to add a cube. And you may think that our sphere is gone, but you just can't see it because we can't see through our sphere. Now when you're in edit mode, you're likely going to stay in solid and wireframe mode. And let me show you why. So here's solid view. Now if I go to wireframe mode, we can see that our sphere is actually inside of her box. Likewise, in wireframe mode, when we go to Select, we can actually select things on both sides. So if I rotate around, you can see that it's becomes see-through and I can select on both sides. That is one noticeable difference between selecting and wireframe and solid mode that can be difficult for beginners. So I'm going to go ahead, go back into solid mode here. And I'm going to select this cube. You can select an entire mesh holding L while hovering over your objects. I'm going to hold L and hover over that. And then I'm going to move this off to the side here. And you can see that I have moved just the queue portion of my mesh. Now if I go back to object mode and grab these, you can see that I can still rotate these objects together because they are in the same object. So two meshes can sit in one object and work together. You'll notice that they rotate along this little orange point. That orange point is the origin and that origin is what your objects will rotate and move around. And so if I tap back into edit mode and I select all my objects and move them over, and then switch back to object mode here, We'll see you that I can then rotate around that origin point. So that's something important to keep in mind. Again, if you're familiar with Adobe, this is the same thing as an anchor point. Let's go ahead and tab into edit mode again and look at some of these editing tools. Now I'm going to focus in on this cube as it's a bit easier to explain. I'm going to grab the Face Select tool and we're going to look at the three most common tools you will use an editing, which are the Bevel tool, the loop tool, and the Extrude tool. We'll also take a look at the inset tool. So first of all, let's grab this top face here and look at the Bevel tool. If I click the Bevel tool here, you'll see that this little yellow bar appears. And if I drag this, it will create a bevel. Now if I rotate up and down on my mouse wheel, you'll see that it'll add extra edges in there to give us a smoother bevel. So let's go ahead and let go. And we'll see that now we've created our bevel permanently. Now what we're going to do is add a loop cut. So first, I'm going to de-select everything by clicking off to the side here and pressing a. Now what I can do is come into the center here. And wherever I hover with this loop cut tool, it's going to cut in a loop around the object, assuming that it can make it full loop around the object, and then write directly in the middle. So if I go ahead and click here, you can see that it's created a loop cut there in the middle. And if I click and drag, I can set wherever I want that. So I'm going to click and drag and set one there. Now we've created a new geometry. You can see that we have new faces, new vertices, and new edges to work with. So let's take a look at the inset tool. The inset faces tool is right here. So let's go ahead and click that. I'm going to switch to face selection mode, and I'm going to grab one of these faces that are now smaller. Now if I grab this bar and move in, you can see that I'm actually able to change the size of this face that moves in with there have created a smaller face. Now, lastly, let's look at the extrude tool. I'm going to grab the extrude tool and what this will do is extrude along that face. So if I click this and move upwards, you can see that it is now adding new geometry and extruding that face upwards. I can also extrude inwards as well. So let's go ahead and set this face here and then extrude inwards. And you can see that we've created a cavity. Now if we go back to the Bevel tool and zoom in, we can click and drag this and add a small bubble inside. And if I de-select that and switch back out to object mode, you can see how all that geometry has stayed in the mesh. 7. Smooth Mode: Now you may notice that we're able to see all these faces, which would be known as a common low poly effect in game development. But you may not want to see those faces. One way you can do that is by adding more geometry. But the more geometry you add, the more expensive it's going to get to render, and the slower it will be in your viewport. So let's go ahead and do a simpler solution. Let's go ahead and click this. And we're going to right-click Shade Smooth. So you see we have shade flat, which is what's on by default and shade smooth. And you can see here that it's creating a smooth sphere. Now over here, our geometry is a bit more complicated and it's having trouble telling what sides to smooth. So we're going to give it a bit of extra assistance. We're gonna come down here to this little green tab here called the object data properties. Now normals or whatever direction your faces are facing in 3D. That may be confusing, but don't worry about that for now. You can always learn that later. But what you need to know here is that in the normals tab, if we twist it down, There's an auto smooth option where we can change the degree. So I'm going to check that on and adjust this. You can see how it's changing the smoothness of my object. I'm going to leave mine at the default 30. Is that works fine for the look of this object. 8. Timeline and Keyframes: Now what I'm going to do is show you how to use a bit of motion. Animation is very complicated in Blender, in 3D in general. And I've created a course on how to deep dive into animation. But let's look at the basics. Down here we can insert keyframes by otto King. We have two ways of eating. Inserting keyframes. We can press I and choose to insert a keyframe on all of these values. This may be hard if you're just starting. So let's go ahead and just take a look at the auto King. Let's go ahead and click the Auto came here. Now, anytime we move an object, that object will automatically insert a keyframe. So I'm gonna go ahead and just grab the Move tool and just move this a tiny bit, insert a keyframe. You'll see here that we have a keyframe down here. Now let's come over here to 100 by clicking and dragging on our timeline. And I'm gonna go ahead and move this over here. Now I'm going to press this button here to jump to the end point. This will take me to the end point at this end, and this will take me to the beginning endpoint over here. Now if I click the Play button, it will play forward and we'll see that our object is now moving in-between. I don't want to accidentally insert keyframes, so I'm gonna go ahead and turn off auto king here. I'm going to start back at the beginning. Notice that when I hit play, that this play keeps going past the animation. You may notice this light gray area. That's how much of our scene will render when we go to render and how much of our scene will play back. We can change that over here. So since I only have 100 frames of animation, I'm gonna go ahead and change this to 100 by clicking and typing in 100. Now when I hit play, it will restart my animation every time it gets to the 100th frame. You may notice that these keyframes are highlighted orange. That's because they're selected. If I click in here, I can de-select them and it can actually move these keyframes here. So I'm gonna go ahead, click and select a drag this frame. And then I'm just going to click and drag to move that frame to 30. And that will make my animation play much quicker. So if I hit play, we'll see that now it snaps there in 30 frames. So that's the basic of how to use the timeline down here and how to do some basic animation in your scene. Next up, let's take a look at the layouts. 9. Layouts: Next up, let's take a look at the layouts. I'm going to reset back to my default keyframe here. And I'm actually going to select these keyframes here. And I'm just going to hit Delete and get rid of those so I don't have any animation in my scene. Next up, we'll go through all these different preset options we have here. So first up we have modeling. This creates a view mode that automatically toggles us into edit mode and gives us more modeling options. Over here we have sculpting. Now you can see here that we have all of our sculpting tools and it's switched us to sculpt mode. Now you may need more information than this. Now just like you press T to introduce the toolbar, if you press N, it will introduce the information panel over here. And here, if we click tool, we can see that we get a deep dive into our settings. So if you're familiar with Photoshop, you may be familiar with these type of brush settings of radius and strength are the two that you're going to focus on the most. If I tab in the UV editing mode here, we can see the UVs of our object. This is for when you're doing advanced texturing, but essentially a UV allows you to unwrap your object into a 2D view so that you can paint textures onto it, which brings us to the next tab. Texture paint. This allows us to paint onto our object in here you can see that we're in texture paint mode selected up here. And that we can grab all of our different tools on the left. Again, if we press N and go to the tool tab here we can see that we have various options such as radius strength and the color of the texture paint. Here we have shading. Now this gets a bit more advanced, but this is where we can start creating materials for object. You can see here that we have the base color image added into our base color of the node here. We'll look at this node a bit more in a minute. Up here we have access to our files here we can view our images. Here we're in material preview mode so that we can view the material previews. And down here is where we can edit all of our shaders. Here we have the animation tab, which shows us our animation from our camera viewport and then a 3D view port to animate in. Down here we have the dope sheet, which is kind of like an in-depth timeline. You can see here that under the keyframes we can twiddle down and adjust our scale rotation and locations independently of one another. Next up is the rendering tab. When you render your image, you can display the result here. We also have a compositing tab, and the compositing tag is a full suite of compositing tools within blender. 10. Outliner: Next up we're going to deep dive into the panels over here. But let's start with a more interesting scene. So I've included this frog seen here, which is actually a scene that you create and one of my other Skillshare courses if you're interested. So first thing you may notice when opening this project is that it's actually a different layout. And blender makes it really easy to create different layouts and you can change each panel individually. So here we have the dope sheet panel, and let's change that to another view of the frog. So we can click on the top left here and choose what type of content we want, our panel display. So I'm going to select 3D Viewport. You can see by here it gives us a default top-down view of the panel. These panels are individual of one another when it comes to view port Modes. So if I click up here in the material, we can see that this one will switch to material preview mode, but this one will stay in the default solid view. Then what we can do is we can click this frog. And if we see that we move it around, it moves around in both scenes. This can be really helpful for when you're trying to edit a scene from multiple perspectives. We can also create a new panel by clicking and any corner and dragging up. And then I can change this panel again to display something else, e.g. if I wanted to display the shader editor here, then if I want to close panels, I can click and drag. And you'll see this arrow up here to tell me that it's going to combine those panels. I'm going to drop this down to just the view of the frogs so that we can focus on this one scene. First up, let's look at the outliner which is organized up here. Now using the same Adobe analogies before, these are kinda like layers and folders which organize your seeing. Each one of these is called the collection. You can right-click and create new collection to create a new folder, to put all of your objects in. And you can name them by double-clicking and typing in a name. Notice here that if you twirl down, you can see all of their contents. Here. You can see in the frog, I have my frog object, and when I click this, it will select that object in the scene. Twirl down the camera object here, we can see that we have different types of objects. I have all my lighting and my camera objects in here and you can tell what type of object it is by this little symbol. If you'd like to see how these lights effect a scene, feel free to move them around in the render view and you can see how they adjust the lighting in the scene. Likewise, if you'd like to add more lights, you can go to add and add those under lights and experiment with what the different types of lights do. We can also delete and rename objects up here. But one thing I want to focus on That's very helpful in the outliner object is the options right here. Now you can turn those options on and off by clicking this button here. I recommend turning on these first five as those are the most useful. And those will allow us to disabled things in the viewport. If we click this check mark here and turn off, this frog will see that he disappears. **** no longer render and he also doesn't appear in the viewport. If we click this check mark on, we can turn on this alternative Frog Design that I have in this folder. I'm gonna go ahead and turn on the default frog and leave him there. Over here we have a selection toggle. If I click this, I won't be able to select an object. This is very helpful when you have a lot of objects in your scene and you don't want to accidentally select the wrong things. Here we have a height and a viewport option. This will turn the object off into view port, but it will still appear when you go to your final render. Likewise, here at the end, we have the render toggle. This means that they will stay on in the viewport, but they will disappear when you click render. These can be very helpful when you're doing more advanced scenes. In the middle here we have a disabling viewport option. Now what this will do is turn it off in the viewport, but it will also turn off any effects associated with that object. So e.g. if this frog had quite a few effects on it, that we're slowing down my scene. I could turn this off and it would turn off all those effects as well and help my scene move faster. 11. Properties and Render: We're gonna go ahead and turn back on that frog and continue down here to the properties panel. Now the properties panel has all these tabs which all control quite a bit of information. It can be very overwhelming, but we're going to look at just a few that matter to you as a beginner. First up is this one right here called the render properties. This allows us to choose our render engine, but most importantly, it allows us to set our samples. Now the higher your sample count is, the less noisy your image will be, but the longer it's going to take to render. If you're on a lower-end machine, it may be difficult to render as quickly as you need, but fear not. We also have a de-noising option, which we can turn on here on our render by toggling down this de-noising here, checking render and then choosing optics are open image denoise. Both of these are good options for de-noising your image in helping speed up your renders. Next up, let's look at the output panel. The output panel determines where your renderer will go and the size of your render in file format. Here you can see that we adjust the resolution, which will actually change the look of the camera in your viewpoint to give you the same resolution that you will output as. I'm gonna go ahead and undo that. Down here we have the output which is where we can choose for our file to go. And then down here we have the file format. You can see here by default it's set to PNG and you can change the color, the color depth, and the compression settings here as well. If you're rendering an animation, it'll put all of those files into this location. You can render your scene under the render window up here. So if I click render here, I can choose to render an image or render an animation. If I render an animation that'll automatically output to the folder chosen. If I render an image when it's complete, I'll still have to save that image. Let me show you how. Now if I come up here to render image, it will render my scene. And you'll see that it begins working in what are called tiles, where it will render each of these individually to create my final scene. Now that my scene is done rendering, I can come to image and Save As again, if you're doing an animation, it would automatically put those in the folder as it moved on. 12. Additional Properties: Next up, let's look at the world properties. If I click world properties here, you can see that we can change the color of our background. If I switch to render mode here, we'll be able to see the color of our background and the render view. We can see here that we have a white scene. If I go ahead and click this and change this to red, you can see that it actually affects the lighting of the scene. If you don't want it to affect the lighting of your scene at all, you can turn it down to black. Alternatively, if you click this button here and choose environment texture, you can download HDRI is from the internet, which will light your scenes automatically for you, which is a great price for beginners to begin. But for now, let's move on to the modifier panel. The modifier panel is this little wrench, and it will show the modifiers you have attached to any of your objects that you have selected. So I'm gonna go ahead and select my frog here. And we see that we have a subdivision panel here. You see that we can also disable these in the viewport and then the render as well. This little toggle right here will disable it in edit mode as well, making it so that you can edit your mesh. Let's go ahead and take a look at one of the most common modifiers, the subdivision modifier. Now I'm going to go ahead and apply it to this lily pad here. If we go to Add Modifier with that lily pads selected and click subdivision, you'll see that it subdivides this object, which means that it's going to add more mesh to it and make it smoother. And if I turn that up, you can see that it's going to continually move that object. This is a very common effect to use because you can take something such as a sphere and add a bunch of extra geometry to it, making it appear smoother and higher resolution. For now I'm going to delete this modifier. We can do that by clicking X here. Next up, let's look at the materials panel. This is where we can control all the materials on our objects. If I click here, we can see that we have the materials for our objects displayed up here. And you can have multiple materials on one object. Down here, you can adjust all the settings of your materials. And then here you can choose to add or remove materials. Once you've selected a slot, you can then choose what material want to appear there. So if I select this body slot, I have and I put background, will see that it changes our frog's body to be the same as the material that the background has. I'm going to go back and change this back to body so that we get our frog back to his normal station. So using everything that we've learned, Let's go ahead and add a little top hat onto our frog here. 13. Using What We've Learned: So first one I'm going to do is drag out this view here. And I'm going to change this viewport to a top view. So I'm gonna go to Viewport top. I'm going to move down here and I'm going to go to Add, and I'm going to add a cylinder here. Now I'm going to move this cylinder until it appears on the top of our frog's head. I'm going to move to the viewpoint and I'm going to move to the front here. And I'm going to zoom in. And then I'm going to move this little cylinder up here. Now I'm going to scale this down. Let's grab the scale tool here. We'll click and drag in the center, and we're going to shrink that down until it's really small. And you can do that with the left and right tool. I'm going to shrink it down to about that size. I'm going to grab that Move tool again. I'm going to bring it down here on top of the head. Now I'm going to go back into my top view by clicking the Z up here and moving this until I get it somewhere. I'm happy. So I'm going to move it back here on the frog's head. Now what I'm going to do is I'm going to tab into edit mode. First I'll switch to solid view. Then I'll tab into edit mode. So I'll come up here to object edit mode. And now we're going to add a little base two r hat. So first, what we'll do is we'll zoom in onto our cylinder here. And we're going to grab the loop cut tool, will grab the loop cut tool here in the center, click and drag to the bottom. Now what we're gonna do is come into our front view here. So I'm gonna go ahead and grab one of these views here, either the front or the side view. And I'm going to turn on the wireframe mode. Then what I'm gonna do is grab the box select tool here and grab these bottom two sections of vertices here. Then I'm gonna go ahead and click at the inset faces tool. And we can actually use this not only to inset our faces inwards, but also to extrude them straight out. So with that clicked, I'm going to hold Control and drag down. And you'll see that it drags out here to give our TopHat a little base. Now what I'm going to do is click off to the side to de-select everything box-like the bottom here, the Move tool. Move that up to give r hat a thinner base. Now I'm going to add one more loop cut. Going to add a loop cut here to the top and drag this down. Lastly, I'm going to grab this top here and I'm going to bevel it with the Bevel tool. So I'm going to bring that down and then go up on my mouse wheel to add a little bit of geometry there. Now I'm going to click off to the side and I'm gonna go back to my solid view, zoom in over here, and switch back to object mode. And we can see here that if I go to View Frame selected, we can zoom in on our hat there and see that it has that low poly look we don't want. So let's go ahead and right-click Shade Smooth. And then we're gonna come down here to our object data, turn on normals and turn on auto smooth. And you'll see that that all fixed a lot of our smoothing. I'm gonna go ahead and turn this up to 45 degrees to fix that glitch we're seeing right there. Now let's go ahead and add some materials to this object here. I'm gonna go ahead and click the material viewport right here. So if I come down here to the new material, click New, we'll see that it creates a material. I'm going to call this hat black. And then I'm going to choose the base color here, and I'm gonna make that a black color. Now let's go ahead and add a red stripe. So we need to create a new material slot. Let's create a new slot by clicking this. Let's create a new material. Let's call this hat red. Then I'm going to select red here. And you'll notice that nothing happens because we need to assign it to part of our material. So with our objects selected, Let's go to Edit Mode, and we're going to select these faces here. So I'm going to snap into that front view there, go back to wireframe mode, switch over to Face Select. And then I need to grab these little dots right here to select those faces. I'm going to click and drag across there. Now at this material selected, I'm going to hit a sign. I can also assign other materials to it as well if I need to remove. Now if we come back to the material preview mode, you'll see that we have red here, and we're ready to go ahead and render and save our image. So come up here to render image. And once that's done rendering, you're ready to Image, Save As, and save out your render. I just wanted to point out that today we covered the navigation of Blender, but blenders, a full-featured suite tool. And aside from just 3D, it's actually a full 2D animation tool, a full visual effects tool, and a full video editing tool as well. There's quite a bit to learn in Blender, and I hope that this helps kickstart your journey. 14. Outro: Congratulations on reaching the end of this course. Hopefully you feel a bit more confident and navigating around blender. And now you should be ready to hop into other courses and learn how to create content yourself. I'm really excited to see what you create, so please make sure to tag me at Southern shoddy on Instagram or to upload your projects here on Skillshare.