Your First Hour In Blender - Blender Beginner Modelling Practice - 2023 | Brittany Hart | Skillshare
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Your First Hour In Blender - Blender Beginner Modelling Practice - 2023

teacher avatar Brittany Hart, 2D/3D Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Part 1. Introduction

      0:40

    • 2.

      Part 1. Movement and setup

      1:32

    • 3.

      Part 1. Viewport axis

      1:03

    • 4.

      Part 1. Object movement

      1:43

    • 5.

      Part 1. Modes

      0:23

    • 6.

      Part 1. Workspaces

      0:21

    • 7.

      Part 1. Viewport controls

      0:33

    • 8.

      Part 1. Viewport shading

      0:53

    • 9.

      Part 1. Scene collection

      0:27

    • 10.

      Part 1. Tools

      0:38

    • 11.

      Part 1. Properties

      2:58

    • 12.

      Part 1. Preferences

      0:12

    • 13.

      Part 2. Adding your first object

      0:40

    • 14.

      Part 2. Vertices

      1:42

    • 15.

      Part 2. Object properties

      1:34

    • 16.

      Part 3. Modelling the house

      5:16

    • 17.

      Part 3. House modelling

      2:47

    • 18.

      Part 3. Roof tiles

      3:20

    • 19.

      Part 3. Modelling Windows

      3:38

    • 20.

      Part 3. Decorating the house

      4:37

    • 21.

      Part 4. Modelling trees

      4:38

    • 22.

      Part 4. Modelling the base

      1:50

    • 23.

      Part 5. Texturising

      4:54

    • 24.

      Part 5. Camera and lighting

      3:24

    • 25.

      outro

      0:34

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About This Class

I'm Brittany, a freelance graphic and 3D designer based in Brisbane Australia. My work with clients focuses on AR filters, Branding, and metaverse projects.

This class will go through your first hours in Blender and will leave you with your first render. This beginner class aims to teach you the basics of Bender from the ground up. On my Blender journey, I've found it most helpful to be able to practice my skills while designing something I enjoyed! That's why we'll be designing a simple poly-styled house for your first render.

Firstly, you'll learn the interface, navigating, object properties, lighting, and camera, before we get into creating your first render.

During this class, I will share personal tips and tricks for modeling your first 3D house. 

Meet Your Teacher

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Brittany Hart

2D/3D Designer

Teacher

As a passionate 2D and 3D designer, I'm always seeking new ways to create visually stunning graphics that captivate the audience. I've spent years honing my skills in various design software, including Blender and Adobe Suite, and have come to love the process of creating stunning 2D and 3D designs.

My passion for designing led me to start creating Blender tutorials to share my knowledge with others who are interested in the field. Through my tutorials, I hope to inspire and help budding designers bring their ideas to life and create something truly unique and breathtaking.

If you're looking to learn Blender, or just want to see what's possible with 2D and 3D design, check out my tutorials and see what I can offer. Together, we can explore the exciting world of design and ... See full profile

Level: Beginner

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Transcripts

1. Part 1. Introduction: Today I'm gonna be teaching you the basics of blender. Blending. Blender is incredibly overwhelming. So I decided to create this blender friendly tutorial for you that will guide you through the process and give you the confidence to start your blender journey. My aim is to give you a tutorial that is fun and easy to follow. And at the end you will have a house that looks like this. There are five parts to this series. One is going to introduce you to the viewport, but two is going to introduce you to the functionality of the objects. Part three is we will start modelling the house. Part four is where we will model the landscape. And part five is where we would take strands everything and render it. So let's jump straight into Blender. 2. Part 1. Movement and setup : So when you open Blender for the first time, you will see this little thing here. And you will basically be able to choose what type of file you want now today, or we're just going to be going with general, so just click that. So here we are in Blender and this is what it's looking like just here. And this seemed to right here. We have the camera, which is this one, the light and the standard cube that you've tried to learn blender before, you're probably familiar with how this looks. You probably didn't know how to move around or do anything. So we're going to teach you everything today and make that beautiful house. So let me show you how to pan around to start with. So you can just use your middle mouse button and just pan around like this. I'm using a magic mouse so I don't actually have to click on the button and move it around. But just, you know, if you can just go like this and that's how you move like that. If you hold Control and the middle mouse button, you can actually zoom in and out just like this. So we can go around and then in and out. Now if we hold shift, you can go side to side just like that. So you can go in and we're like, Oh, maybe we'll go over there. And then we can also turn around. So that is the basic movement here. And if you just look down here, you'll be able to see what I'm actually doing in the buttons I'm clicking as we go, which hopefully helps with this tutorial so you don't actually get confused. The only thing is, is because I'm using the Magic Mouse you're not going to see in the middle on being clipped. But if you're seeing me do this, I'm just around with the middle button. So hopefully that's not too confusing, but the ego, if I'm holding control and zooming in and out, you can say What's going on. There. 3. Part 1. Viewport axis: These are the viewport axes. So this is what we're looking like and you can also click them like this. We can go to top view. Bottom view. If you want to quickly get somewhere like that, you can also click the hotkeys. So these are the first hotkeys. And so if you click one, you're going to go to front view. If you click Control one, you're gonna go to the back view. You can click three for the side view, Control three for the opposite view of that. Stephen for top view controls, even for the bottom of view, just like that. And I'll pull us back. Those hot keys are really important and that is why you need a numpad. Because those alkenes and the numpad, and I honestly can't get it to work on a normal keyboard without an unpaired. So I always use the numpad for that, but you just go through it again. One front view control, one back view, side view, control free the other side of that view. Semen for the top and control Stephen for the bottom. And then you can just move like that. But the middle mouse button, and you can always, if you get stuck, just click to what axes you after you wanting to be at them. 4. Part 1. Object movement: If we now go to this left-hand panel here, if you don't have it, click T. So you can disappear, click taken and it comes back. I am recording using loans. I have this awkward button here, but just, just ignore that. So this is your select box. So you can select everything like that or individually select just like that. We also have the Kazaa. This is the 3D cursor tool. So you can actually individually place it and you can see him just in the scene tibia. You can place it around so I can pick it up and move him. If he clicks shifting S, you can actually move it back to the world origin, which is really important to notice. And that's how you can just move it around. If you get confused where your cursor is, you just shift Janice, Bringing back to the world origin. Next we have the Move button. You can click Move and then you can click your cube and you can move it up and down. There are also other ways that you can move. This is just like one way. I don't usually do this like this, but you can if you want to. So click, you can move up these XID. It can move across the y and then you can move across the X like that. So just a really easy way to do that. You can also move diagonally across the Xi's. I'm All the other way as well. This is the rotate tool works very similar that you just rotate on the axes. You can rotate across the eggs. They may have rotating a cross the y and then rotating across the Zaid just like that. And you can also see the lines appear as you do it to know what x is you're actually working on. This is the scale tool, so you can scale across the wide scale across the AX and scale across the Z. In blender, you make a lot of things out of the starting Q2. So these things are very important to know how to scale, how to move around, and how to actually work with your cube or whatever object we put in. 5. Part 1. Modes: The next thing in the viewport is up the top here. In object mode, you can click it and you can change the mode. You can also do that by clicking tab. So we basically usually go to Edit mode and go back to object mode. And that's what we will be doing for these tutorials. We want to actually be going to any of the other modes, just the basic months here, object mode, the mode, you can just tap through them like that. 6. Part 1. Workspaces: Top here of the different workspaces, we're not going to be doing modeling. We're not going to be doing sculpting or UV Editing or texture painting, but we will be using the shader tab, which is just here. And then also there's an animation to have Rendering tab compositing, geometry, nodes and sculpting. So we're going to be in layout if you're confused about where you are and your workspace looks different because make sure you're in layout. 7. Part 1. Viewport controls: Moving on over here, they currently on Transform orientations of global when you want it to be global for this, so as you get more advanced, you can go through and change the transform orientations if you want to. Are we going to be working with global today? Here we have the snap tool. We're gonna go through how to use this later. And then we also have the proportional editing tool. If something is going wrong and you are doing stuff and it doesn't look like what I'm doing. And a lot of things are just looking crazy, just actually is not turned on. You can just say when they're on their Blue Monday off their gray, so make sure they just want to dog. We need them off for now. 8. Part 1. Viewport shading: Over to the right-hand side, we have the viewport shading, so we can actually turn it into X-ray. The X-ray mode, as you can see, the little cube here turns into an x-ray. And if we go into edit mode, you can actually see all the individual vertexes like a bat. We can turn that off. We can go into the wireframe mode, so you can just see the wireframe. This is really helpful if you've got a lot of objects going on everywhere. This is the solid mode, so there's no texturing or anything applied here. This is the mode that I usually ended and then we have the material previews. So if the weight materials applied, you'd be able to see them applied just here, but this is just a white cube to stop it. And then we have the render previews and see what's going on here. We have the lives, so phi is just to move the line. You can actually see it. Move live. So this is really good if you're wondering what everything is going to look like rendered without having to render it all, you can pull it into this mode. 9. Part 1. Scene collection: Next, we have the same collection and it's important to always keep this clean. I do struggle to do that, but just you can name your different things so the camera will come through as a camera. But if you have, say, four cubes, you can name them what they are. And then you can also have high beam like this, or you can hide them by just selecting them and pressing H and then bring them back. You can also hide them from the viewport render. So when it's rendered, they don't actually turn up. So you can just do that by clicking the little camera button here. 10. Part 1. Tools: Here along these cute little buttons. So we've got item, which is basically the location of everything. We have the toes, which I'm not really going to go through all of this. But the one that is really important is camera to view. I use this a lot because you can press Zero, go into your camera and you can actually move your camera, we want it. And then you can sleep it off and go out of camera mode. And it's moved. It's very handy that you don't have to manually place your camera around and move it because I find that really frustrating. So I always use camera to view just there. We also have create, we won't go through that. And this is my screen case. We have this so that you can see what I'm actually doing. 11. Part 1. Properties: These are the properties just here and we'll go through it and they started them. These are just the workspace settings. This is the rendered properties. I'm going to read it in cycles so we can actually change this and I can explain a little bit. So if we go to cycles and we're gonna go GPU compute, and then I'm also going to change the max samples just a sound width to 200. And then just means when it's rendering, it's not going to read to like 4,000 samples. It's going to render a lovely assembles though, render faster, but the more samples you have, the nicer the render will turn out. We have de-noise, which will ding noise, make it less blurry. And that's kinda all of the ones we're going to uses so many things you can do here and play with that. This is just like the bisects, this is the viewport. So when we go to Viewport now and you can see like it's a little bit blurry because it is rendering only samples for us. A little bit different than Av, where it was just like a box that I usually go in this mode so that my computer doesn't cry. This is the output properties. So if you go back to the camera, you can change the size of the camera and you export there. You can also change the frame rate if you are going to be animating, you can also change the frame. So down here we have the timeline. So you can choose this tot any defect. This is the output sittings. If we're exporting animation scene, we have the layer properties just here. And I'll just keep all of this as just standard. I don't usually play around with this too much. This is the same properties as well. And once again, I wouldn't fill in here as a newbie in Glendale. But you see, you know, where it'll lens sees a world sitting so you can actually change the color of your background if you go back here and say we want it to be blue, now your background is blue, but I'll just keep it on the standard gray just for now, um, but you can also change a bunch of settings in here, but just standard lazy or collections in and save. This will the same Feizi object properties and I will show you how to use these when we go into object mode is your physics properties, so you can actually click this. I'll show you a quick example. If I go into this code, I realized we miss the modifiers. These are the modifiers and there's a lot of modifiers. I probably use about six of phase. I don't use all of them. And what they do is that they are automatic operations at a feed and objects geometry and a non-destructive way. So then my best friend and I will be your best friend. And yeah, there's a huge list here and we've got particle properties. We probably wouldn't be doing any of that today. We've got these physics properties and these can tell the behavior of the object in a simulated physical environment. By applying these properties to navigate, you can create realistic simulations of movement, collisions and other physical phenomena. So if these are objects constraints, they control the attributes and settings of a mesh. Objects such as this shape topology, and UV map. These properties are unique to each object and can be modified independently from the objects transform properties. The last one is material properties, and this is where you will add in different materials to object. And I will go more in depth when we had texturizing. But just to show you right now, we can change the color of the cube if you want to see that just there. So that is everything that's going on here. 12. Part 1. Preferences: I do have a couple of extras turned on, so we'll go up to eat it and we will turn on these extra preferences. So if you just go to extra objects and you just want to make sure that extra objects is checked. 13. Part 2. Adding your first object: So let's now go through the cube and the legs and just the basics of them. So if we delete the starting Q2 go shift, and then you can add in all of these different objects. You can add in these different curves as well. You've got multiples and here we want to start with a round cube. So just here, and as you can see, this box here has popped up. It hasn't popped up. Don't click off the Round Cube. You want to click down here where it says add round cube and it'll bring up this pop-up. I usually turn the radius to one because now it's very round for a round cube. And you can also change all these other settings in here. But this is what we're just going to do for now. 14. Part 2. Vertices: We're going to tap into Itamar to click tab and then go to in a mode. Now you can see, you can see all of the little vertexs to a given. One of these is a vertex and all of them together at vertices, I struggled with moving between them. So I'm sorry, if I'm not cohesive for the weight with what I'm saying when I go out for disease. So as you can see, you can see all of them here and you can actually just move everything around. Tap the top here currently receiving a vertex or we can select all the vertices. If we click x-ray mode, you can select them through. And if you're not an x-ray mode, you just select the ones that you're actually facing. You can also do each syllable. So you can select the edges instead. If you hold, if you hold Option or Alt, depending on what type of keyboard you have, you'll be able to select quite a few of these. And you can also hold Shift at the same time. Then you also have face select like this, and then you just select the faces. So all of these are really important depending on what you're trying to do. They just have up here and you can also click 14 vertices to FALIGN and then three for faces, so that just the hotkeys there, those ones and not in the numpad, not just at the top of the keyboard. If you accidentally click a W, you will be selecting randomly. So you've got this one which has a face leg. You've got this one which is like rounded like this. You've got this one which is just like individually. And then the last one is like where we were before. So if you aren't, mouse turns crazy, You've probably clicked W and just keep clicking W2, you're back to normal. If you also want to see the marks, you can go up here just in case you're confused when I keep saying tab and then go to object mode or in a mode, you can also manually do it if you are a manual person, but I would recommend using the hotkey. 15. Part 2. Object properties: So as you look down the side hand skews my time, you will be able to see a bunch of different buttons as well that we can use to manipulate the object. So we'll just go through a few of them already through and through these ones, we've got annotate when you can just write a little note to yourself. If you want to like this, then you can just get rid of that if you want. We've gotten majors so you can measure the distance between things. Don't know if I can click this one. We've got this one. We can make crazy looking objects satisfying you selected all and then you will just extrude them out of this one as well, which is the inset faces. You just click J. You can say all of that. We've got this one which is the bevel, which is so controlled b, and then you can bevel everything. I know that's crazy. Look caught, which is just control. You can add and lift costs, which is just adding in more geometry, is going to one. You can see the geometry edit and then we've got the knife tool, so you can use it by clicking, Okay, and then you can click this, you can click K. And then to interrupt, you just go into, and you've entered in all of those extra vertices adjusted there. We've got the poly bold TO as well, and we have a few other tools at the bottom as well, but we will not be using any of those for a while. Yeah, that is the basics of what is going on in Blender. I hope it gives you a little bit more of an understanding of the software itself and how everything works. Everything is, it is incredibly overwhelming to start with. My first 30 days in Blender where very scary and I did cry a lot of it does get easier and I really encourage you to keep going because once it's good, it's just amazing. It's so, so good. 16. Part 3. Modelling the house: The reason why we are going to be modeling the house and blend it has when I first started learning 3D, I found it very overwhelming to take us all the information. I found the best way to learn was to model at the same time. We will be worldline it has today. While we also go through different techniques and tips and tricks, I've learned in order to create a beautiful renter or right, so here we are in Blender and I know you are very excited to get started and come out with your first row jagged. So I think we jump straight into it. So this is the cube just here and this is going to be the little house put there and do is we're going to scale it down and cross these indexes. And you can actually see me click visit, but I M, and you'll be able to say what x is. I'm actually using by the line that's going up. Um, I don't know why it's not coming up in the corner there, but there we go. So this is what the little houses going to look like. And they make it a tab into edit mode just like this. What we're gonna do is we're just going to sub-divide it once, just like that. And then we're going to Paris to go to edge select, which is also just here in the corner. They're going to sleep, but it's like these two edges. We're going to then move them up along the z-axis, just like this. And now it looks like a little house, which is very cute. We going to add in a loop cup, just control plus toe on the side. And then we're also going to add in two on this side, just like that, I'm going to go to Face Select which is up here, or click three. We're going to select these two faces on this side. We're going to go Shift D to duplicate and then pay to separate the selection. Now when we go out to object mode, we have this house and then we have these little plank suggests here. So you can rename them if you want to. And these are going to be the supporting veins on the top of the roof. So we're gonna do is we're going to tab into edit mode for them. And as you can see now, we can just edit them. If you press a, it will select all of the vertices in here. So very easy way to just select everything. What we're gonna do is we're going to extrude it along the normal. So we're going to go option E, but it also might be Alt E for you one or the other. So we're going to extrude faces along the most, just like that. And as you can see, we can now pull them out. So I'm going to pull the mad about this. We're going to go Alt T again, and then we're going to extrude the faces along normals emerged, going to pull it out a little bit more just like that so that it is overhanging. That is looking really good. I'm going to select a, I'm going to select everything, Right-click and go sub-divide. And you can see down here is the subdivision properties. And we can actually say how many numbers of cuts we want to do. They gonna do about three and you'll see why we do this in just a second. I'm going to tap back out to object mode. We're going to go over here to then modify its properties. And we're going to add the subdivision surface modifier. And as you can see here, everything is rounded. So I'm going to add in two levels to the viewport just like that. And I love the way it's looking. We're going to right-click and go Shade Smooth. And then you can see it's completely smooth. We've got the round edges and it looks so good. Now you're probably wondering, how do we get the supporting beams on the other side as well. So we're also going to add a mirror modifier and we're just going to put it above the subdivision modifier as am I going to change the x's from X to Y, gonna go to the y-axis like that. Now we don't want to merge them. So I'm going to uncheck that because if we check that then they merge and they live very funny. So I can take them just like that. And then it's going to create the space and the top, we'll put the top P, But then that's what they look like. So what am I do is I might go back in and I might even just scale them just a little bit. So I'm just pressing S and then just moving them cross the y just like this. I just wanted them to be just a little bit bigger and a little bit of an overhang. So that is what they are looking like. So this is the really simple, basic shapes and we're just going to work with everything in here. So next thing we're gonna do is we're going to go Shift a and we're going to add in a cube where you just going to move it up along the seed and then scale it down. Just going to see by pressing stephen what it looks like from the top. And then we're going to scale it along the x axes like this. And we want a little bit of an overhang at the end as well. I'm going to press one so I can see what it looks like as I pull it down and then I can align it properly. And so that is what we are looking like. Now, as you can see, there are a couple of issues. It's clipping lot and we don't really want that to happen. We're going to go into unimodal, going to go into X-Ray mode. Now I'm going to click three for side view. I'm also going to go into the vertices that selection. So we're just going to scale across the why in Britain and just like this. And then we also want to do the same at the top of you also might just bring it down a little bit and then we can just get it sizing, right? Pull this one out into the beam, is just like that. And you can ignore the gap because we are going to be adding roof tiles to it. But we do want this to look the same as the other beans. We want it to be a little bit rounded. So I'm gonna go back and select all by pressing a right-clicking and subdividing it. I'm probably going to sub-divide it to go three times. And then you can type account object mode and add in that the subdivision modifier, I click shade smooth, and that is the top thing. Just there. Now is a very good time to go file and save your work, because blender does not automatically save your work. So just go out there and save. 17. Part 3. House modelling: Next we're going to go in and edit the door. So we're actually going to go into the house to do this. What am I do is just add in two more loop cuts, one here and one here, and then go to face select, select these ones just here. I'm going to Shift D to duplicate and then pay to see for it to be selections. Now we have this beautiful door I going to tab into edit mode of this one. And then we're going to select all by pressing a. We're going to extrude it by pressing a, and then we're going to extrude it across the y-axis, like this name. We are going to intersect it by pressing. Just like that. We're going to click a and Y again. And now as you can see, we have a door and a adore foramen, very quick to make that one and I think it's very, very effective. I also want to add a couple more elements to the little house just to give it a little bit more dimension. So what we're going to do is we're going to select the bottom one by just pressing Option and clicking. And it will select all of the line or press Alt or Option is not working, but it's going to tell extreme, I don't want to duplicate these ones. So what are we going to do is Shift D to duplicate pay to go back to object mode and then go to Edit Mode here, select a they want to go option E extrude along normals. As you can see, we're just extruding isomers to give the house a little bit more dimension to it. So as you can see, this line is not actually in line with everything else. So what we're gonna do is gonna go into Select and then we're going to shift and select it. So it selects all of it. I'm going to go for scale. We're going to click it. And then we're going to click zero on an unpaired and that just evens it out just like that. I know it's magic. I want to add in another loop cut here. I'm actually going to do the same thing, just like that. I usually want one more loop cup. Instead we will look up, I think we cut it. So click K, like the lunacy up via you can hold Shift and just pull it along to the other side. So just like that again two, and then we can also do that on the other side, I'm doing it like this. Get familiar with the tools and into dress like that. Now we have this section, in this section, which is the triangle sit June and then all the other vertices, chest alike, bad mood if I select this one, mostly going to face like this one. So I'm going to extrude and then we're going to just scale it a little bit, just to add a little bit of dimension to the house. Also going to select this little section here, and we're going to extrude it along the normals and just pull it out just a little bit, I reckon Now we go back into just this little bottom piece. We selected all, I mean, we just subdivided three times and then we had this subdivision modifier to it. Save that. And then shade smooth. I'm thinking for the door, we might do the same thing. So we'll go subdivided a couple of times and then add a subdivision modifier to it just to round out the door and then you can shade it that smooth. 18. Part 3. Roof tiles: So the roof tiles, we're gonna be using the array modifier. When I first started out in Blender, I found the array modify M theory intimidating. I struggled with using it, but it truly is one of the most important and powerful tools in Blender. Today we're gonna be doing some simple arrays, so you can use these in future models to speed up your butt's. I'll pay. Can we going to add in a plane? You can do is you can press the button and we'll go straight into that and erasing asked would disappear, but it's still there and come out of that mode, you can press Slash. Again. We're going to be adding the tiles. We're going to tab into edit mode. And I want to subdivide this three times. I'm going to go, we're going to select that row. And we're going to turn off proportional editing, and we just want it to be smooth, so it makes sure this is blown out. You can go G and then I'm gonna move it up. See, and you can see this circle has appeared on my screen. If you're so close, not here. Scroll up and down because it might just be really begging newness colon or might be really small and you need to scroll out, but it won't be there. So we're just going to have it about this big and then we're going to move up this scene. I might even make it a little bit bigger. I'm wanting to make a curve. Turn off your proportional editing select all, and I will extrude down just like this. And I'm probably wondered about this thickness. I'm going to add in the subdivision modifier here just like that. And this will be our roof tile name would just shade it smooth. We're going to pull it out to the side just here. So we want to put it on an angle. As you can see, the center point of it is actually at the bottom, this data in the meadow. So we're actually going to change that to sit Arjun, Arjun to geometry. So I'm going to go to the object properties and I'm going to put it on a 45-degree angle along the x. We might go fishing. You might even actually go through five degrees. That looks lumpy day and we'll just move it to the side. That is the first one we're going to do is we're going to select it and we're going to pluck the array modifier. And I'm just going to pull up a hint of this subdivision modifier as well. We want it to be here. We only count to be three so that they have three across just like that as you move it like this, I can change the direction of it. I just want it to be one pen. Then what we can now do is apply the array modifier at an a secret array modifier. I'll let the heat of the subdivision, we want three of them and we don't want that across the year. We actually want to actually want to cross the y like that. But you see it's gone up. We want to down so it can go negative one. And we also want it to overlap a little bit like tiles, but as you can see, maybe we haven't made a long enough time and data mode. And what we'll do is we'll just select these faces. Then we would just extrude them just to make them a little bit longer. Now picture emerges so you can see a little bit better. Now they're a little bit longer. We wanted them to other hand is a little bit and we also want them to go under each other just a little bit. So to do that, what are we going to do is we're just going to pull it down along the seed. So it's about 0.3, as you can see now, there's a little bit of clippings when she just going to move them up a little bit. You can apply the array modifier just like that. You can select it. And I would go Control a, applying the transformations, apply a rotation scale. You don't do this. The mirror modifier works. So now we're gonna go to add modifiers and then mirror. You want to edit on the y. Now you see it's just predicted along the Y. So we don't have to do all of that again. The next thing we're going to do is make it the window. 19. Part 3. Modelling Windows: The next thing we're gonna do is make it the windows. We're going to go Shift a and we're going to add in a circle, you can click the little slash button. And to introduce this mode, we're going to rotate it across the eggs by 90 degrees, one for front view. And then go to Edit mode. And we want the vertices selection. So we're going to get rid of all of these and just go weeks into those vertices. And we're also going to delete all of these ones as well. We're going to add in the mirror modifier just like so again, asleep all of them by clicking a and then we're going to extrude along BY like this. We're then going to select these two vertices. And then we're going to extrude it down just so that we're creating a little bit of a mirror AND going to extrude them in just like this. And then they should join at the center. And you can also select Clipping adjusted Thea. So this is what we went out should be looking like they actually needed to be a little bit wider. We're going to apply the mirror modifier. So what we need to do now that we've applied the mirror modifier is we just need to select these vertices, will go to extreme mode, click him, and then just go emergency and Tetris to merge those vertices and fear can take off the X-ray mode. Now, we're going to go to subdivision surface and we're going to add a few subdivisions just yet. You're going to go in and edit, solidify modifier, pull it up from poverty subdivision and then adjust the thickness so you can go out, you can go in just like that. What we can do is go to object mode. We can apply the solidify modifier, apply this subdivision and then go to mode. And then one can all those vertices we have, we're going to select a for loop just like that. One. We're going to go Shift D and then pay for selection. And then we're gonna go out into object mode, select it, go back to eat a mode, select all by pressing a and then select if fulfill, because this is going to be a chlorine like inside of the house. So just like that, we also just want to shade smooth the windows so it looks like that just because like both of them unselect slash, so we come out of that mode and then we're just going to place it. Here. Makes me want to go in and make a little bit more of the frame of the window just because like day and then go plane, Priscilla slash, scale it down and then rotate it across the x-axis, just like that, then you can go into edit mode. So we're just going to go around and then just extrude out these vertices. Now one thing, just add a little bit of dimension as I'm going to go back in the day, extrude and then extrude along the y. I'm then going to sleep day again to select all of it and then sub-divide it two times. So in an add a subdivision surface inquiry, settling on the view port by two colored object mode and then go Shade Smooth. Now we need to go in and add in the roof tile to that. And I forgot to duplicate one of these. So I'm going to show you now how to do that. A lot of Blender is just problem-solving, especially when you're trying to do so many things at the same time, you forget how to do things or you just, so we're going to click on the tiles, are going to go into edit mode, going to select this one, field vertices and press L. If this doesn't work, do it again, select all the vertices and press L in bulwark. Just sometimes it doesn't work, but it should. So it's like the vertices. And then press L. We're going to go Shift D to duplicate and impede to see bright the selection. Then we're gonna go out to object mode, again asleep at tile. And then we're going to start to move it. As you can see, the center of the geometry is like way down here. So we're just going to add the origin to the center. 20. Part 3. Decorating the house: So what we're gonna do now is we're going to go back into object code for the house. Now, I don't really like this little bit here. So we're just going to go around and select all of the vertices that make it up the top and the bottom, we're just gonna go pay and they might going to pull that selection away. Now what we can do is go into here, click a, and then right-click, sub-divide it a few times. Then we're just going to add a subdivision surface just to round everything out. And then we're going to shade it smooth just to kind of go in with all about round objects are going to now make the planks of wood for the door. And I do want to talk to maybe just be a little shorter. I just think that's more like proportioned the house, maybe actually a little bit bigger. Alright, so go and shift day and in a plane and click your slash, scale it, and then rotate it across the X 90 degrees. Just like that, you can scale it down a little bit more. We might even not even go into the slash mode. We might just go here just so we can see it next to the door, then a silicon three just so I can get it quite close to the door. And I'm going to pull it down here, scale it across the SSID. We're going to go into edit mode, and then we're going to extrude it along the y, just to make it a little bit more playing key a and then add in a few subdivisions. I'm going to add in the law and then add in the subdivision modifier as well. And then you can just shade that smooth. We want a few planks, so we're going to use the array, modify it again. And I'm just going to pull that heat up the subdivision modifier. We probably won't fall through or you can do is you can apply that same. It looks very good. And you can go into innermost vertices and you can go to proportional editing, turn it on, and then go random. And then you can select a few of the vertices painting how you want to do this. And then you can either you go G and then you can move it. So my thing is quite big. Move things around just a little just to add some variation in the world because we're not going to be sculpting. So I know this looks crazy, but it's just an easy way to do it. Not sculpting. Go ahead and now you can see not all the wood panels are completely the same and it has a little bit of variation into it, which is nice. We're going to add in the door handle. So Shift a and we might even just make it a cube bullet for and make it small, handling scale it up and add a subdivision modifier to it, added a couple of times Shade Smooth. Jazz is looking at veering very good though we give them too, because I made the error of this pod here and then we'd like selected it off. We're just going to go slash to go into this mode. And what we're gonna do is we're going to select the vertices like this and then go if it's like that. Perfect. Now we're gonna go back here and we're going to edit the bevel modifier, modifiers just here. And we're just going to increase the sequence like that. And then we can shine it smooth just to run this code is now you can see we are clipping just here. So it is going to change the origin to the senior of the geometries. So then when we scale, it scales evenly just around like that, lovely. This house is tuning out urine good. So now we're going to go in and add the bricks so we can add a cube scale, thinking across the y and then we want to scale it across the x as well. Then we also want to add a subdivision modifier, go into edit mode, and then we're going to sub-divide it twice. I reckon that's a good amount. Then we're gonna go back out and share that smooth, nice little break. I might actually just make it a little bit smaller as well. What we can do is we can go back into edit mode. We can click three for side view, zoom in on it. Just like that slight goal. Move it along the Y via. And by doing that where HE changing where the center point is. So now we're gonna go out here and we're going to use the snap TO have firstName going to make sure that this brick isn't too big for the house because it is literally beginning of the dog. That's kinda like the size. We're often don't use a snap tool. It's just this button here. Like this. We're gonna go face nearest, align, rotation, target, and snap to same target. If we go, gee, you pick it up. You can see it like snapping around, just like that. So that's just to ensure that we can actually snap it to the wall just like that. So this is what the house is looking like. 21. Part 4. Modelling trees: So we went through using the array modifier for the roof tiles. But now I'm going to show you my favorite trick which is using the array modifier to array an object around a curve. That's when I found very challenging to start with, but I can tell you it unlocks so many different options for you in this technique will let you create anything that displays this technique will that you create anything that displays around a circle from orbiting planets in the solar system, too realistic looking plants from previous experience, the hottest part of this is remembering to apply the scale and transformation before we start the array. Well, let me show you how to do this successfully while we model the tree. Now what we're gonna do is we're going to make the tree and the literal platform. Let me show you how to make a fist. We're going to add in a cylinder, shift, Hey, and just a cylinder. We don't need 32 vertices, so we'll just change that to 16, just like we will also click it and we'll press Slash. So there were in the mug they're going to scale it down and turn off snap tone because I still have it on it from last time and then I'm just going to scale it up along the bay. Is it actually just move it here. Now what we're gonna do is do the roots of the tree. So we're going to go in and edit code. We want to add in a circle. And then what we're going to do is we're going to add in a round cube and we want the radius to be one, going to scale it down, pull it along dx. We might even scale it along the x just like that first one. So we're in this mode and then we're gonna go into in it. And what I'm gonna do is turn off proportional editing a change of vector smooth and on x-ray mode and then bring it up. What I will do is now bring this guy down. I don't want it like that. And then we might scale it along the y just so it's a little bit more plump shoe and then shade that bad boy, smooth. Now going to go from Troy, we're going to apply the rotation and apply the transform. Now we're going to go in and add the array modifier and pull that ahead of the subdivision modifier. I want to turn off relative obsolete and see turn on Object Offset, open it up, select the object, and we want it to pay this circle here. Now we want five of them. Then you probably seen there is nothing happening. That's okay. You're okay. So in the objects properties, we're gonna go to Z it am I gonna go 360 degrees divided by five? And now they're all placed around just like that. So you can definitely still fiddle with them if you want to go into edit mode. And what we wanna do is because we're going to end up wanting to move it as we want to apply the array modifier. And then we can delete this yellow circle. We then want to go into the trunk. We just want to add in a couple more loop cuts just to the top and the bottom is go in and add a subdivision modifier and then shade smooth for then going to go in and add a round cube. And remember the radius should be one. And then we just want to scale it just a little bit, had the subdivision modifier and pia shaded smooth. So this is the basic tree. We're going to add a couple of little leaves to it as well. So math is put it into collections. We select all of it, click in, and then we'll go tray. Now it'll be an old collection on this side panel here. Alright, now we're just gonna go in and make some leaves for the little trace. I'm going to go Shift a and then we're gonna go plane slash and then scale that down. I'm going to go into mode and we're going to sub-divide it. I'm also going to scale it along the x. We're going to bring in these photos by scaling them. It's like these ones and bring them in as well. You may want to select these vertices, turn off proportional editing and then go, Gee, I may want to pull it down across the sea. And then what I like to do is select these vertices as well and then pull that up a little bit just like that. There's not a lot of vertex is here. So I'm gonna go, I'm gonna go E, and we're gonna make this boil a little bit thicker. Then we're going to add in the subdivision modifier, and we're going to look at what this leaf is lucky like. I want to make it a little bit bigger, so I'm just going to scale it along the y and I'm going to turn off my proportion. We'd assume go out of that mode and then shade smooth. We wanted the origin point to be the top here. So what we can do with it, she just had back into it a month away and then move it to where we want it. So now we have this. We can pull it out, scale it down because it's bigger than everyone's houses. And then turn on our snap TO face numerous align rotation and Target and snap to the same target as you can see, it hasn't rotated. So you can add in as many leaves as you want to as well. 22. Part 4. Modelling the base: So we're gonna go in and add the cube and we're going to scale it down. And then we're going to scale it down just like this beautiful. And then what we're going to do is add in the collision to it by just selecting that going to shift a and then we're going to add in a plane, my kid, just a little bit bigger. Alright, so we have our plane, which is a cloth modifier on it. And they may have a cube which has the collision modifier on an organ and deal with the plane is we're going to go into edit mode and we're going to sub-divide it a bunch of times. I'm going to scale it up a little bit just to be a little bit bigger. We're going to go in and delete some of the faces were going to add in our subdivision surface to apply subdivision modifier. Now we're gonna go down to the timeline and make sure that you are in the timeline and you're at the first frame. If you just shade this smooth and then press space, you will see that it has flopped around the dirt, which I love. I love doing this effect. So I'm really happy with that. You can leave it like TO a little bit longer and see what do you like the best. But I think we just leave it at that. Then what you can do is apply the Gulf modifier. I like to edit in a subdivision modifiers, you can go out and you can go in. Just like that, just to give it a little bit more depth, I think it looks really good. And then we could also add in another subdivision modifier at the bottom is gouache to round out everything. What I'm gonna do here is we don't need the collision modifier anymore. We can apply that. We're going to go into edit mode and we're going to subdivide this just a bunch of times, maybe sit and then add a subdivision modifier to it. I just really like the rounded edges have been irritating that as smooth as well, while we might even do it, just make it smaller. Yeah, I think that looks right. So really happy with that. The house looks good, the tree looks good, just like that. So you should have something that looks like this cute little house. 23. Part 5. Texturising: Now what we're gonna do is we're going to go in and texturize everything. And this is the base path. Just make sure you've saved everything. So to take strides everything and change your viewport to the material preview and you'll see everything is white and it looks right. So we're going to start with something, maybe a little bit easy. And we might start with the roof tiles. Just click down here to material properties and you want to go in, you can we want to name this roof tile. You can change the base color here. So we model with 11 to purply color. There are all these options down here that you can change. What we're gonna do is we're going to turn down the roughness and we're going to turn up the metallic just a little bit. Is you can say if we turn the roughness all the way up, really rough all the way down to a plastic case. It's a little bit then a little bit of metallic to it. You can click these tiles and then you can click roof tile just like that. So now you can see that there's a few ways to do texturizing as well. Like we can go in and add nodes and change up the colors. I think we doing at that now for the wood. So we'll just click the word and we'll go and you want to say this is what we want. We're going to go a bit to the shading tab because we're going to end in some notes. So you'll see here that principled deep BSD F, which is what is over the side as well. We're going to add in some notes just to add in the wood texture. So we're going to go to Color Ramp. And then we're going to also add an angle. I'm going to plug the vector into the factor and then the color into the base color. We are then going to change this. I'm wondering like maybe a lighter around this one and wanting to be like a little just like that. So we want it to be on 3D. Turn up the scale. Because you can see the colors are changing there. And we're going to add in some detail. And we're also going to start to distort it. And I want a wood texture, so I'm actually going to turn down the scale. So click the top here. We can select would want on that one as well through the door frame and the wood as well. And they will do maybe like two. And we'll make this one darker. So same thing again. No color ramp and then we can go noise. Actually leave it like that, vibing with that. And then also just to add a little bit of cohesiveness, you can add in the extra wood elements will do a very similar technique for the grass. Roots codes, cross, lighten the color ramp. Then we're going to add enough for noise texture. We're going to keep this on three days. We're going to change this to smooth F1, and then we're also going to change in the colors here. Well, like I eat a little bit of a license. I usually keep it like super random and then also the smoothness. So this is what my grass is looking like and now we'll just go on and do the dirt. And I'm just gonna do it one that color. I'm just gonna go in and do perfectly that color. I'm going to turn up the roughness because you can see we can turn it into chocolate plastic looking dirt or we can turn it right up. So I'm just going to turn the roughness up just like that. Which looks as something I like to do, is reuse a lot of the textures. So say this house is made out of wood. Maybe they built this house out of the local trays. So maybe we also make this tree with the same wood texture. Because this tree is linked, they will share properties. Now you can see the beautiful wood texture on there. And I kinda brings in a story, makes it a little bit more cohesive. They have a lot of light green down here. So I'm going to add in maybe like seemed to be intriguing. And I think it's going to just be docket. Then we'll also just to leaf green. And we might just make this whole little bit lighter like that. So now we can go in and see what we wanna do and everything. Like do we want a cohesive purple goings? I think I do. So I'm going to just change a few of these to the roof tile purple. And then I want the house to be a creamy color, I think. Well, yeah, like that. I quite like that. Very cute. We're going to go in and also do the bricks. Bricks could be maybe like a gray and then just turn the roughness. I like that. I might also just reuse the stone. Maybe the door handle is also made out of the same material. That and yeah, I'm really liking that it looks very good. I am going to add in because we're just going to add in the light coming through. I'm going to go to base color. I'm just going to tune it a little bit of yellow. Gonna go into a mission that's the way down. We'll listen to yellow and tune out the emission just a little bit. We just save it. Now you can see it's glowing. So if you've just changed your Moses was probably the first time. It's like old felt really real, but yet that's what it's looking like. I'm very happy. 24. Part 5. Camera and lighting: So now we're going to play around with the camera and the light chain. You can go and decorate as much as you want, add whatever you want you house. And I would also love for you to send me your houses. You can tag me on Instagram or wherever. I'd love to see them, but yeah, you can add whatever you want, you can keep going. You can add more trees and just using similar techniques that we've been using. So now we can go into the lighting and the camera. We select the camera, we're going to go into View and then we're going to go into camera mode and we're going to click on our numpad. Now, that is not exactly the angle that I've been dreaming off, but this is, I like it like this. Then I'm going to de-select this so that the cameras stops moving with my maths, but I just find that easiest way to do it. We're going to delete this slide. We're going to go into Edit Preferences, add-on, and make sure lighting, try lighting is on. This is an easy way to understand. Lighting is a beginner. I'm still learning lighting. I feel like lighting is somebody who just always developing in. But yeah, try lighting is definitely really helpful, especially when you're starting. So I'm going to select the main house. I'm gonna go shifting, going to go down to light, and we're going to add in these three point lights. Now you will see it's added in all these three lights. What I'm gonna do is I'm just going to bring them a little bit down just like that. This is an area light and you can change the lighting properties of just here. We're going to turn this up to maybe 250 and you can actually put it in this mode. Hopefully this doesn't start making you feel sick as you're watching. We're going to turn up in this area light as well. That's maybe a little much. And then this one, they might turn up to hundreds. What I might do is turn this one to a son, tune it to maybe two, and then change the color to a little bit. Orange is the sun is not just wide. That's a really nice color. And I might even just move it a little bit forward like that. They usually during this process, what I do is I'll turn down the renders, the currently like 200. I can then down to about 20 and I just start to finger it just to see what it looks like and what I need to change. Obviously when I add in more samples that were in dialogue speed at it. But that just gives me a good idea of what the lighting is looking like. And I'm actually quite happy with the lighting. A little bit of shadowing going on, but I think it's looking quite good. I do think I want to change the camera angle goes because zero back to camera. I just felt like the side of the house was like the main thing on display. I'm just going to move this one behind that. I think it's really good. I'm gonna go back over to the render properties and we're going to change this back up. You can change it to whatever you want. I usually put it at 200 and then when I do the final one, I usually set it at about 1,000. I just takes longer to render. That's why I do that. So it's currently also sitting on a like a gray background. You can change the color of the world if you want to. I don't wanna do that. I'm just going to end in a plane. And this is a technique that I feel like everyone uses because it's so good and applying them is going to press one just to bring, and I'm just going to scale it and then we're just going to rotate it just a little bit. We're gonna go into a mode. We're going to go to each select, I'm going to select that age, extrude it and we're going to pull it up just like that. But you can also do is you can select this one, Control beta barrel bivalent, and then it rounds it out and then it's a backdrop. And we're just going to render it. 25. outro: Congratulations on making it to the end. I am so proud of you and I blend. It can be very overwhelming. There's so many things going on and it's very different if you've come from a different software like Adobe or anything like that, like the hotkeys are different and everything is just a little bit crazy. But I'm very, very proud of you for getting this far. I'd love to see your renders. You can tag me up on Instagram if you want to, and I will definitely come in on them and show them some love. Let me know if you have any questions or any other tutorials you want me to make and just leave that in the comments. But thank you so much for watching. I really appreciate it and I will now see you in the next video.