[Music]
all right so before we begin
you can download the blender from
blender.org simply click on this button
you don't need to
fill any form or subscribe to anything
you can
choose the operating system you are
using and simply click on this button
so once you are into blender this is
what you see when you open the blender
for the first time
there's a nice little splash screen and
these are the default colors and the
interface and the theme
so the first thing you may notice
is this beautiful 3d viewport whatever
we create here that is what you are
going to see in the final animation or
the still
image this is your 3d viewport
before we get into any other details i
just want to do a quick run through of
what you see on the screen right now
okay over the top left you have standard
menus like any other computer
application
over the left you have uh tools for
basic
uh stuff like move rotate and scale and
these tools actually change when you are
in different modes
if you are into painting mode like
texture painting
these will change to the paint related
options
and if you are into sculpt mode then
these will change to the sculpting
brushes
on the right top we have object outliner
now you can organize your scene with
this whichever object you create in the
3d viewport will be listed over here
there are options to
organize like with the help of
collections collections are like
folders and you can use these
collections to set up render layers as
well
in the bottom right we have the
properties panel
there are several different properties
over here the first one is the active
tool it gives you options available
options for the active tool you have
okay and the second one second one is
the
the render properties to set up the
render related parameters third one is
the output
which is for setting up the dimension of
the render and uh
like frame size frame rate and the
output where you want to save it
then we have render passes and uh
scene properties to set up the unit size
the gravity of the scene
and the set up the camera then we have
the world environment to set up the
environment
texture which is like you can also use
hdri
in the background or simply use colors
or shaders
object properties this gives you all the
available information
for the given object right now this is
showing our default cube's
properties modifiers list which is very
extensive list and we are going to
discuss
it later then we have options to add
particle over here particle properties
and force fields then list of
constraints
and object data materials and textual
properties
at the bottom we have animation timeline
playback controls
these views you see these are called
editors in a blender
if you hover your mouse over here you
can see this is called
3d viewport this editor is called
outliner and this editor is called
properties now you can customize the
layout according to your need if i
bring this over here and i can make this
editor into outliner
and this editor into 3d viewport
you can also make more windows if you
like
okay i'm just going to reset this to
default
outliner and 3d viewport if i want to
add more views or more windows to the
view
i'll simply bring my mouse over the top
right or any corner of the
editor and then when the cursor changes
click and drag
and this will split the window and if
you want to create more views
you can just click and drag for the
corner of the window
and you can change these into any other
type of editors
as per your preferences or you can also
change it
into other views okay like uh
top view perspective view right view
so that when you're working you can have
a look from the different angles
all right and if you want to join them
back simply
break your mouse on the partition line
and right click join areas and hover
your mouse in the direction you want to
join
join areas or you can
join them by simply click and drag from
the corner
just like how you split the windows and
this will join it
and it will join in the direction your
mouse is
there are several presets available on
the top shelf for a
different kind of workspaces and we will
understand
and use them when we move further in the
tutorial because right now it will be
too much to discuss
because you don't understand the context
of it at this moment
okay so this is just to give you a quick
uh
overview of what is happening on the
screen right now so before we get into
any details i just want to make
very small changes in preferences
go to edit preferences and
in the key map select select with right
click
and space bar for search and save
preferences
now in the older versions of blender the
right click used to be default selection
and the left click was for the 3d cursor
and there are very good uses of 3d
cursor and i would prefer
you use the right click selection it's a
it's a very
powerful way of working in the blender
also for those who are coming from
different softwares it could be a bit
difficult to get used to the right click
selection that is why this option is
there
for the for the rest of the tutorial
whenever we are selecting with if you
are
using the default settings then you will
be selecting with a left click
and the right click will be for the
special context menu which is
on w if you are using right click
okay but we'll talk about this again so
don't worry about it
and spacebar for search so all the
commands
more or less everything is available in
the search menu
so very often we might forget where are
the commands located in which menu we
need to go
so it's very convenient to just hit
space bar and find the command which
you're looking for
so without any further ado let's select
our cube with the right click
if you have left click selection then
you can select it with the left click
now you'll see when i select the cube
it's also highlighted on the outliner
now to move this object i'm going to
press
g okay i'll press g and g4 grab
i'm going to grab this object and move
it with the mouse okay
i can right click and cancel the command
if i want i can press g
and drag it and left click to confirm
the location now similarly if i want to
scale the object
i can press s to scale it r to rotate it
so now when you see our viewport is in
the
in the three dimension we have red line
for the x axis
we have a green line for the y axis and
the vertical one is the z
one but when we are moving it's not
moving in three dimension
okay it's like uh just uh moving on the
according to the screen to move it in
one particular x
you will have to use assign the axis
with the help of short key
press g to move it and then if you hit
x on the keyboard it will only move the
object into x-axis
if you press g and y then it will only
move the object into y-axis
if you press g and z then it will move
the object in the z-axis
all right similarly for rotation if i
press r
and x it will work in the x direction
r y for the y rotation r
z for the z rotation similarly for
scaling
s x for scaling in the x direction s y
for y direction s c
all right now if you go to the
object properties over here you will see
as we move rotate or scale the object
these parameters change here or you can
also check this from the
viewport's panel on the right
this panel short key is n if you want to
view it
now when we move the object around or
the scale it
these parameters change now you can
reset these
uh this to default cube if you press alt
it will reset the transformation alt s
will reset the scale
if if it has any rotation alt r will
reset the rotation but if you want to
apply
all the transformation to object so that
in future if you reset anything
it should stay as it is then you'll have
to press ctrl
a on the keyboard and apply all
transform now you'll see
all the basic default values are set to
zero
scale is one because scale can't be zero
so now if i press alt g
all test nothing is happening because
this is the default and these are the
default coordinates now
now you can see the right now
coordinates are showing in
meters because in the scene properties
panel
unit setup you can see it's assigned
meter over here
you can change this to centimeters if
you like or
any other metric system now you can see
the dimensions are
showing in the centimeters all right
so i'm going to delete this one now we
are going to bring few more objects in
the
scene so i'll press shift a to bring up
the add menu
which is also available over here shift
and you can see there is a list of whole
lot of things going on here
there are mesh objects curve objects and
lights
camera almost everything all kind of
objects in the blender
are available here from the mesh menu
i'm going to select a cube
okay the cube appears here now i also
want
one cylinder here i'll press shift a to
bring one
cone okay now i'll select these
and place them where i want now
every time i create an object it appears
in the center
on top of each other i want them to
appear where i want to create them
to do that we are going to use 3d cursor
actually when you create a new object it
appears where the 3d cursor is so if i
click here
and now if i add one taurus
it will appear where the location of the
3d cursor was if i click here
cone then you can see this is much
easier way if you're working in a bigger
layouts and scenes
every time you don't have to drag a new
object which is created in the center of
the
on the grid okay and also uh
this 3d cursor is not just like a
computer cursor it's it has a depth
this takes the viewport depth into
consideration or the surface which you
click on
let's say if i click here you can see
the 3d cursor
is on this particular face of the object
if i click here then you see the 3d
cursor is snapped
on top of this cone so now if i add one
uv sphere and scale it down you can see
the moment is pretty much precise
if i if i want to add another cube here
i can easily create objects where i want
now 3d cursor have many other uses which
we will discuss later
so now that we have a few objects in the
scene i want to have a look around them
in 3d from different angles so to do do
that
i'm going to press middle mouse and
rotate the view okay
i can rotate the view up and down left
to right
if i want to zoom in and out press ctrl
and middle click zoom in and zoom out
for with the shift middle click you can
drag it
on the left right top bottom now
also you can uh change this viewport to
different uh
other views like uh if we create one
window here
i'm going to close this panel with the n
okay i want to see it from the front
view in this panel
then i can press 1 on the keyboard
to bring up the front view and if i
press
3 then it will bring up the right view
now if you press ok one for the front
view
3 for the right view and 7 is for the
top view
now you might be wondering what these
numbers are and
this might won't make any sense right
now but
if you have a look at this indicator and
go to the front view
you can see the z is upwards x is on the
right
and the y is in the front now if you
place
if you imagine the layout of the number
pad keyboard
and you compare it with this now one is
the default one
the front viewport now if you want to
move upwards
the uppermost key is the seven and
the right most key is the three okay so
this is and this way it's easier to
remember like one for the front
seven for the top three for the right
view if you press control one
it will be left click left view if you
press
ctrl seven for the bottom view control
three
for the left view okay if you want to
bring back
the perspective simply press 5
on the numpad and it will become a
perspective view
alright now if you click
if you select any object and press
dot on the number pad
it will zoom on to that particular
object so you can focus on it
and also if you want to isolate this one
and just focus on this one
hit the forward slash forward slash is
for the
local view or like isolation
once you are done editing the object you
can always
hit the forward slash again to exit the
local view
if you get confused about the axis at
any moment
you can use this indicator and you can
also hover over
uh your mouse to look at the shortcuts
right now it's showing a shortcut number
path one
number pad three and number pad seven
okay so i'll quickly
reset my scene from the file menu click
on general
don't save one more thing when you
create new objects
let's say if i create a cone over here
now before
i drop the object or like use any other
command
you can see this option is available
which is uh
which can be expanded and this gives you
option to tweak this newly created
object this option is only available
immediately after you have made one
object and
you haven't dropped the selection once
you drop the selection
that option is gone and you cannot
change it so let's say if you create a
taurus
you can zoom in and zoom out that is
okay so
now i just want to to set up the
segments like how many
points i want in the surface
if i want very low resolution high
resolution or i want it to look like
four sided uh doris transformation you
can always do that
later but to set up the segments and all
this is very useful
and you can also control parameters like
radius and stuff
now if you create taurus again
then it will appear just like the
previous one and because it's taking all
those uh
settings which you just did it's into
consideration
if you want to reset it just click on
the restore defaults
then the dollars will appear just like
how it was
by default now that we have a few
objects in the scene
i'm going to quickly just grab few
objects
and place them in the scene before we
proceed further i just want to let you
know that you would want to memorize
all the short commands we are using and
at least the essential ones like a
transformation and creating objects and
a few other shortcuts which we will use
in editing mode
because blender is very very powerful
when you work with the just the
shortcuts
it's a very fast and efficient way and
the short commands are designed
in a way that it's very easy to memorize
now that we have multiple objects in the
scene
you can select the multiple objects by
holding down the shift key if i select
this one and hold down the shift key
i can select the multiple objects and
if you want to deselect any object you
can just hold the shift key
and uh click on the object until it's no
longer
active okay when it turns gray it's
deselected
now you might be thinking what is active
object
there are many uses of active object
it's a way of communicating within the
blender that
this one is the the highlighted object
is the active one
so when you shift select or the most
recent selection is the active object
if i deselect anything so if i only have
one object in this
then that one object is active object if
i have multiple objects
selected then the recent selection is
the active object the one with the
yellow border
now let's say if i want to transfer
colors from this
object to these objects or the materials
or any other information
so i can use commands like transfer
transfer from the active object to the
other selection
and also when you're parenting you would
need to use
active object you can also use this for
transformation i just um
i just want to let you know what the
active object is at this stage
we won't be using it for now but uh
i will explain later when we get into
more complicated commands okay
you can also select multiple objects
with the help of box selection
press b on the keyboard
and simply click and drag and it will
select
all the objects within the box selection
and if you want to deselect with the box
selection press b and middle mouse drag
it will deselect okay if i just want to
deselect these two
middle mouse drag and
selection with the left mouse there are
also other options available like lesser
and lasso and circle selection but most
of the time you will be using the b
command
you can also hit a key on the keyboard
to select everything if you press press
it twice
it will deselect everything all right
i'm going to select everything
and just delete it let's say you have
moved your 3d cursor
somewhere and you want to reset it on
the default location which is in the
center
press shift s and
shift s is for the cursor menu
and then you can uh shift s
cursor to world origin okay so i'll just
bring one monkey head over here
in the center now i can uh
duplicate stuff with the shift d if you
press uh
sorry i'll just enable my screencast
over here
so if i press shift d shift d to
duplicate stuff and then you can move
them
wherever you want now
what i'll do is right now these are all
facing in same direction i'll just
make some random rotations all right
bring one over here and make this one
face
in this direction all right i just
wanted to clarify a few of the options
which are available over here
and these are very important if you want
to manipulate stuff
more efficiently so
i have these four monkey heads facing in
different directions
okay and right now these are in global
coordinate
so what are the global coordinates this
is a minus x this is plus x
this is minus y this is plus y this is
minus z
this is plus z okay these are global
coordinates
i can change this to local axis now
what this means is if you select
anything let's select this object
or i'll select this one if i
change this rotation here
now you'll see the z direction is tilted
upwards
okay now this is not parallel to
the world z direction if you change this
to global
right now you see the rotation in the z
the gizmo is showing parallel line
with the grid that is because we are
using the global coordinates
if i change this to local this will
switch
to this direction because we made some
rotation
in this model so
if i try to move everything in global
what happens is they all
move global coordinates so they all
will be moving in same direction now if
i want
to move them in their own local
coordinates
i'll change this to local now see what
happens if i move them into z
direction
now they are all moving in their own z
direction they are
all moving in their own y direction
and x direction
and this is what global and local means
so these are very important if you are
animating stuff
and also if you want to efficiently
place models
more more effectively so
i'll encourage you to try these out as
well
and also there are a few options for
transform pivot point
now what transform pivot point means if
you select
everything and try to rotate it sorry
i'll go back to global
now if you select everything and try to
rotate it
now what happens is when you make any
transformation it takes the center of
the selection
as the average point and makes the
transformation
from the center okay especially the
rotation or the scale
now that is because right now the
transform pivot point is set to
bounding box center so the bounding box
which is around
all these four objects that is what
considered as the transform pivot point
the center of that bounding box now if i
change this to 3d cursor see what
happens
if i place my 3d cursor over here and
try to rotate this
these objects will rotate from 3d cursor
point
okay now right now this might sound very
simple
but it's a very effective when you
combine this with soft selection
especially in object editing mode we'll
talk about this further in next chapter
but this is just so that you understand
this command
now if i change this one to individual
origins now see what happens
if i change this to local and individual
origins
like what we discussed instead of all
moving together or
all rotating from the center they all
will rotate
in their own local axis
now this is so much convenient if you
want to animate stuff
okay if i change this to active element
then what happens is whatever is the
active element as we discussed
the highlighted object is the active
element you can change this by
shift now the center of the rotation
will be the active element
so right now if i say if if i place one
over here
and select everything okay this one is
the active element
now the rotation will happen from this
point if i make this one active element
then rotation will happen from this
point
all right now these are uh
very useful commands when you're working
with the
complex transformations and you will get
used to them when
we move forward and create some basic
setup
and use them in the right context now
when you're working with the short keys
to access the local transformation with
the short keys you'll have to use
so now let's say your view is the
transformation orientation is set to the
global and
you want to move this object in with the
short key
okay then you'll have to press g
y and y again then
it will change to the local axis
if i press g y it's moving in the global
if i press
g double y then it will snap to the
local axis
g double y
g double x so you just have to
hit the access key twice to assign the
transformation
into the local orientation
i just delete everything and bring few
cubes
over here now let's talk about what
snapping means so this option over here
is called snapping
if you are familiar with any other
graphical software i'm sure you might be
familiar with
what snapping means so right now if i
try to
let's say if i want to move this point
this vertex over here
then it might take me several attempts
to match it to that box
to that corner and what i can do is i
can
use this option the snapping now by
default this is set to increment what
this does is
if you try to move your object this will
use the grid
and incrementally move your object okay
now if i change this one to
vertex see what happens if i try to move
the object
it will snap to the closest vertex so
right now
if i want to move this point over here
i'll grab
this one and move this over here and it
will perfectly snap over here
okay now if you want to move this point
to this point
now what we what you'll have to do is
you'll first have to bring this one
close to this one
otherwise it won't pick it up then you
can move it
to this point now let's try a few more
attempts
now you can move this one close to this
one
and if you want to snap this point over
here then first bring close to this one
and then you can snap it and if you
don't have the snapping on
you can simply while moving press ctrl
and this will snap your object simply
press ctrl whatever is the option
available over here
it will take that and uh
toggle the snapping
all right so this is just for uh
the movement and uh there are other
options so
if you want to rotate scale and use the
snapping that also works
let's say right now
this object i want to scale this to this
height
then i can enable scale as well
and now if i try to scale this one
and press ctrl then when it reaches this
points height it will stop
it will snap to this side so you can use
this in
scaling as well sorry uh
scale in z direction s z
and press ctrl to that point and it will
snap
okay you can also rotate and
use snapping if i rotate this one and
use control it will snap to this point
or snap to the point you want to
just move your mouse in that particular
direction
that point and it will snap to that
point okay
so all right i'll just reset uh this one
there are a few more options over here
now to clarify these
what i'll do is simply bring one uv
sphere over here
and make this uh shade smooth
now let's bring one uh simple taurus
object
now if i make this one to align rotation
to target
if i click this option
yeah just go to the face mode and
project individual elements
now see if you want to quickly duplicate
stuff
these will automatically pick up the
orientation of the
surface you are projecting on and this
is
so much convenient all right
so you don't have to all the time just
i mean create an object and align it
manually so
i just want you to know there are
options available to speed this task up
you can simply enable face mode and go
to
align rotation to target and enable
these two
and this will work all right so the next
option is proportionate editing and
i think this is not the right time to
discuss this we will talk about this one
in the next chapter when we are
editing objects and uh i i think then
that is when you will be able to
understand it more and uh
over here we have a several display
options
now the first one is view object types
now let's say if i have a
one camera in the view and uh sorry i'll
just disable this one
and i have few lights over here
different kind of lights and i have few
force fields now
when you are using a animation previews
it could be
a bit distracting to have all these
elements in your scene
so you can use what kind of object types
you want to show in the viewport
if you don't want to show the lights in
the viewport you can disable the light
pro
sorry lights in the viewport you can
also disable any other kind of
uh object if i want to disable the force
fields
then i can use empty so this will leave
only the mesh objects
in the viewport this is a very good tool
for organizing your view
also there are and also this one is for
viewport gizmo
if you want to view your viewport gizmo
or not you can just enable or disable it
there are a few more settings but i
don't think you need to get into this
one at this moment
you can simply enable or disable if you
want to
if you are comfortable with the short
commands and you don't need this gizmo
all the time on the in the scene it
could be a bit distracting
and you can simply disable this one the
next one is uh
show overlays so right now we can see uh
the grid and
these objects are these are not non
renderable objects the only things which
renders
are the surfaces okay these won't be
seen in the render i mean the effect of
the light will be seen but these won't
do
like these shapes won't show in the
render so you can disable the overlays
this this is a very good option if you
quickly want to see what is happening in
the scene
without any distraction you can simply
enable or disable this
there are also a few more options if you
want to show wireframes
and also like a 3d cursor yes or no
grid you can enable disable and increase
the size of the grid
but like i said it's always at this
moment it's best to work with the
default settings
now there are few more options for uh
viewport visibility over here
if you press z on the keyboard now this
brings up
your viewport shading now if by default
this is showing uh
sorry by default this is showing
solid mode if i disable the wireframe
okay so if you want to show the
wireframe then press
z on the keyboard and choose wireframe
press z
and solid and there is a material
preview
now material preview right now it's not
showing anything because
there is no material so this is a
material preview now then
there is a render preview this one will
also show the effect of the light
all right so
right now our scene is very basic that
is why you can't see a
major difference in all these otherwise
uh
you there is a lot more you can do with
this okay i mean
you can go to the material preview and
choose
which kind of hdr you want to use in the
background
i mean there are when you are shading
you might want to preview object with
the different settings so you can use
these hdrs
and you can enable the strength
increase or decrease it also you can
rotate your hdr in the background
okay now let's say if i make this one
okay this is just for clearing this
option i i don't want you to get in
get into any details of material at this
moment
so you can change your hdr from here
and see the preview of your object
and also you can these options are
whether you want to use the scene lights
or no
or seen hdr or no right now we don't
have any hdr in the scene that is why
it's
showing a black in the background
all right so one more thing i wanted to
discuss before we
start exploring more options now each of
the object you see
in the viewport have this yellow dot
in the center this is called the object
origin
it's also known as the pivot point in
other softwares
now to explain this what i'm going to do
is i'll press
shift s and uh cursor to world origin so
that the cursor is
cursor is in the center now let's say if
you
like uh let's let's make it like a door
okay
i'm going to scale this
sy
yeah so let's say this is like a
door okay i'll press shift d
and duplicate this and select these two
and place it in the center
now let's say when i'm animating these
objects
i want them to orient like a
door okay like the doors have uh
the doors rotate from one particular
direction let's say if this is
this supposed to work if i want this to
rotate like a
door then the origin of this object
should be on the sides
okay the origin of this door should be
on the
left and the origin of this door should
be on the right just like hinges
okay if i rotate this one now
with a default orientation i have
default origin setup
it's going to rotate from the middle
okay this is not how
the door works now
let's say i want to change the origin of
this object
simply click with the 3d cursor where
you want
the origin to be and click on the object
menu
set origin set origin to 3d cursor
and same for this select this object
click over here object set origin
origin to 3d cursor now if i go to the
local
and change this to object
individual origins now you'll see when i
rotate them into in the z direction
it works like a door okay they are
rotating from the sides not from the
center
now these commands are very the origin
is very useful when you are working with
the
animated objects like uh you you can use
them
for rigging a character when you are
working with
armatures or any mechanical setup
and there are several other ways you can
change the origin of an object
if you want to reset the origin to the
center simply click
center like mass volume
and if we are let's say in the edit mode
object edit mode if i select this vertex
over here i press shift s i can
cursor to selected now this moves my
cursor to this
very specific and precise location now
if i change this to object mode
and go to object and set origin to
3d cursor then you can see my origin
point have moved
precisely to the to this particular
vertex okay similarly you can work with
the edges
and uh you will understand what the
vertex edges
and the edit object is when we get into
uh the next chapter but this is just to
explain how the origin works okay and
how you can
change it you can also move the origin
from
with just the transformation now that
you have your
move tool active you can go to the
active tool properties
and click on origins now what will
happen
this will affect only the origin of
object and not the transformation
now if i move with the transformation
tool
you can see the only the yellow dot is
moving and not the object
okay you can move once you are done with
the
placing your origin you disable this one
and now if you
rotate your object it will take this
point into consideration
okay okay so to understand whatever we
have discussed so far
i'm going to make one very simple object
okay i'll reset the scene i'll press a
and delete everything let's bring a cube
and scale it and press s
and z to scale it down into z direction
okay
now i'll enable this panel over here
s x okay
now i'm going to bring one more
window over here
make this one front
and make this one top let's say
i'll press g and z to move it upwards
now if you want to create legs for this
object
uh place your cursor where the next leg
you want to create
and add a cube okay
so i'm using uh short commands you can
see over here
basic transformations now i want
to snap this leg over here i'll
move it and press ctrl
i'll set this to vertex and now if i
move it and press ctrl
it will snap to the this particular
vertex
now i can duplicate with this shift d
and press y to move it in
y direction g
y and hit ctrl to snap it in
sorry guy and
hold the ctrl key to snap it now i can
select these two with the shift
and i'll press shift d and press
x to move it into x direction now i'll
move the
move it with the g and hold ctrl to snap
it
on this vertex so now you can see
uh you have a top view and also graphic
view showing
what is happening in the 3d view
and this is a perfect table and
you can add more details if you like
let's say if i make
another copy of this and just scale it
up
and you want to create copy of these
and scale them down like this
in the z axis s and c and
if you want to scale them into their own
individual origins
just change this option from here now
g and z okay now if i
i want to now these are actually going
inside
this leg i want them to just stick to
this surface
what i can do is uh i can turn on the
snapping and
click on the face okay so now when i
move this with the z command you can see
it's snapping
to this face you can work in the
perspective view if you are comfortable
but if you are making a very precise
transformations also graphic views are
very useful and
at any moment if you want to let's say
you have this
layout but you want to focus on this
view right now
and you want to maximize this simply
press ctrl space
on the keyboard it will maximize the
viewport control space
to make it uh to bring back the full
layout again
okay control space and this works for
any window if you want to maximize the
uh this outliner or the property panel
it works everywhere
so now that you have your table but
these are still
independent objects okay so what you can
do is you can select
everything and uh press ctrl j ctrl
j will join all these objects together
and make them as
one object just place them now move this
object
right above the grid and once you are
done
it's a good habit to make sure the
origin of
every object which you have created is
in the center okay
now because the object is in the center
of the grid what you can do is
press shift s cursor to world origin
object set origin to 3d cursor
okay now if i rotate the reset
transformation at any time
sorry i need to apply scale
yeah so you can also change your
dimensions if you like from here
if you want to specify any like
one specific number you can always type
in the value 4.5 or anything
let's say and or if you want to move it
uh
like one meter above or bring it back to
zero
you can type in the value there are
different uh other
sharing options available over here okay
let me just uh
quickly combine these if you want to
look at the wire mesh of this object
press z on the keyboard and
click on the wire mesh now you can see
the wire mesh of this object okay
if you click on the z and material
preview
it will show you preview of the material
which is assigned to it
okay so right now there is no material
let's say if i
click on the material and change the
color it will show me a preview
of the material if i press z and
click on the render it will show me a
rendered view
okay so render view is different than
material
it also takes the light into
consideration
let's say if i have light in the
viewport okay
so this is wireframe solid
material preview and rendered
okay so you can also see the shadows in
the viewport
right okay all right guys
so now that we are aware of the basic
interface
and uh transform commands snapping
options and
global what is the global local view and
like pivot point origin i think it's
time that we put all this knowledge to
use
so that we understand them better and we
can memorize these commands
and develop some muscle memory so that
we can move on to the next chapter
it's going to be something very basic we
won't be getting into any further
details
and just put the basic commands to use
and create something which is like
rewarding for your first day in blender
let's create something like a
uh maybe a shop or a building okay
something which you see
on like a mobile game okay before we
begin let's
go to this uh scene properties okay so
i'll go to the scene properties and here
i'm going to change
the unit setup just check if it's in
meters
for now all right so the unit setup is
in meters already and i'm going to click
over here
or just press n to bring up the
transformation
panel i'm going to delete this default
cube
at the center bring up a new one i'll
press alt
g just so that it's right in the center
and uh let's say i want this building to
be
something like 10 meters by 10 meters
and 40 meters
okay let's zoom it out maybe not 40
meter
uh 20
meters right i'm going to press g and
z so that we can move it move this one
right above the grid then i'll press
shift d and make a duplicate of it and
uh just right click
to cancel the command so that we have
the duplicate right over the building
okay now this one i want to be like
something like the ground it could be
just 0.2 meters
i'll press z so that we can see the
wireframe
okay 0.2 something like this
and maybe the scale could be 30 by
40 meters okay or maybe
20 by 40 meters now i'll press g
and z and drag it right beneath the
building
all right and place this one above
the ground i'll go to the front view and
make
one more duplicate of this if you want
to place it precisely you can just uh
change this to vertex and when moving in
the z direction
hold ctrl so that it snaps to the ground
okay
now i'll select this one and change the
snapping to
face and g z
and hold the control sorry in the
perspective view
yeah so when i hold the control key you
can see it's snapping on the face
okay this one is for the ground and this
one i want to be uh i want to
split and make it like uh a road or
something
okay to make uh divide this into 50 uh
50 i'm just going to i can either make
it uh
type 40 meters here or i can simply
divide this by
two okay so you can see this one is
perfect like uh
50 of this area now let's uh
snap this to g and y
and hold down the control key okay and
make one more duplicate shift d
and move it into y direction like this
g y and hold on the ctrl key
and snap it over here now just so that
we can have a better look at a
number of objects and the separation
lines because right now everything is
gray
what we can do is uh we can change the
shading option to
random objects okay now you can see
every object in a different color all
right i'll go to the
side view i'll press 3 on the keyboard
and select the ground and deselect the
building
and just shift this one in
y direction all right
okay i'll get rid of this camera and
light so that we have more area in the
front and less in the back
okay let's duplicate this box again this
could be
15 meters and
move this down and just scale it up a
bit
so that this looks like a storefront now
so now make a duplicate of this again
and move it above and this one could be
we need something for the rooftop so
here i'm going to make
this one 0.5 meter by 0.5 meter
and move this right above the building
maybe one meter by
one meter in y and
z axis move this right over here
and hold down the control so that it
snaps okay
shift d hold down the control and snap
it here
and select these two and press r z
and type 90 sorry i'm just going to
shift d first to make the duplicate
r z and 90
on the number pad so that this rotates
in the 90 degree exactly
now we can make one more duplicate and
scale it down
like this and make this one
one meter or something so here uh
we want something like a window or
something so what we can do is
we can uh all right we are going to
create a new cube
over here uh okay first i'm going to
just uh
switch on the cavity maybe word space
so that all the also the shadows
so that we can uh see faces more clearly
go to the front view
what i can do is i can bring a cube here
scale this one
in z direction okay scale this down
and uh make it tall scale this down a
bit
and make a duplicate okay so now i'm
going to
make a duplicate of this one
okay and rotate this in 90 degree
and place it right above over here to
make it like a window or something
and i scale this one in x direction
and move it just like uh to fit this
width
okay
all right and then i'll make a duplicate
of this again
i'll make a copy of this again and
move it over here and scale it down
something like a
window partition
and uh
type 90 on the rotation
scale it in x direction
and we can just duplicate this and make
few more partitions
just like this okay now let's select all
these four parts
and press ctrl j to combine them
and select these
partition lines and ctrl j to combine
them okay
now if it like you can align these
objects like if you hold this one
and make this active and uh press space
bar
and type align you can align object you
can see the align
options here just click on the x
y and z you can hold down the shift if
you want to
align in all the three dimensions i'll
create a plane
and rotate this rotate this in
x-axis scale it up
uh something like a
glass or something now we are going to
select
all these three parts and
make duplicate
again select both the windows
shift d and duplicate it
okay like this
all right uh let's uh change this to
object and see how this looks in
grayscale
deselect everything all right now what
we can do is we can add
some more detail to this uh let's say
we need some railing over here okay
i'm going to click over here and uh make
a cube
and scale it down like maybe 0.5 by
0.5 by 0.5
okay we can
make this like 20 meters
or maybe
30 meters in uh x direction
let's lift this up and uh i'll
select these two
press bar and uh align this into only
x direction so that it's right at the
center
now we can make a duplicate of this and
simply type
rx90 sorry ry90 and uh
make this one like a one meter or
something or
two meters okay
move this down maybe three meters
snap it right over the surface now go to
the front view
move this right here and make a
duplicate of this
select these two make a duplicate
all right now there are a few modifiers
which can help you set up the railing
perfectly but for now
let's uh work with the basics shift d
move it in x direction okay
30 and uh
31
okay i'll select all these uh
railing uh parts and uh
ctrl j to combine them and
align them into x axis with a building
okay ctrl j
alright now i'm going to save this file
like a d1 building okay
so i'm going to make make something like
a roadside
let's create a cube over here and
just type 30 in the
x direction okay
or 40 and i'll align these two
hold down the control for snapping and
shift d move it into y and hold down the
ctrl key
g y and for snapping
okay and uh let's
uh create something like uh maybe
road signs
point two and uh maybe
10 meters
g z okay snap it over here
shift d shift d
okay and press ctrl j to combine these
three
all right maybe we can have some
more uh partitions over here what i can
do is uh
i can click over here and
change the pivot point to 3d cursor
sorry
i'll go to the local change this to 3d
cursor
i'll place my 3d cursor over here and
now if i scale this into y direction
you can see it's scaling from here okay
i'll just press s y s
y and scale it down a bit okay
and then i duplicate this and
just move it like this
and change the y
dimension to maybe 1 meter or something
gy
and snap it over here now change this
back to
bounding box and scale this up a bit and
maybe we can
combine these four and scale them up
like a more uh defined boundary shift d
and uh place it
place it over here
now here we can we can have a three very
basic tree representation
i'll make one cube and scale it up maybe
eight meters or maybe
much bigger than that scale sorry
s2 okay
okay make a duplicate of this scale this
down
so we have something like a tree here
and
now we can duplicate this and place it
over here
and maybe we can uh duplicate this again
make him like uh like small bushes
okay now we can reduce the height for
this one
let's create few copies of this
and i'm going to change this one and
place them over here
okay
right over here
maybe place my pointer here and make
this one
82
scale this up yeah
okay we can continue to add a few more
details
so that uh this looks more uh complete
right now it needs a door maybe we can
shift d and uh move this into z
direction now what we can do is uh we
can delete this part
to do that we can just press space bar
or
search option and type separate
by loose parts we'll make each part
separate again
okay so i delete this one and
scale these okay and i'll move it into
uh sorry i'll go to the global view
and move it into z direction okay
now i can have a door here i'll just
duplicate this
and
scale this one sorry i'll have to
change the origin to set origin to
geometry yeah so right now now it's
right in the center
and move it back and maybe
you can create something like a door
handle here
a small cube vertically stretched
keep it very basic you you don't need to
get into any detail
and just work with the
basic transformation commands now we can
make a duplicate of this again
and scale this down go to the front view
and uh maybe we can align this over here
something like this it could be like a
like a window
we can add few bricks okay just click
over here and add a
cube and scale this down
okay yeah something uh just to
break the flat wall we can just scale
this up a bit
go to the side view make a duplicate of
this
few more duplicates
a few over here now what i can do is i
can just uh
take this one over here and rotate this
into 90 degree
and just go to the front view and place
few
at the front okay
shift d shifty
very basic stuff
shift d go to the
break the symmetry and keep it uh
non-uniform
so that uh it looks natural a bit and
we can also place few of them on the
ground
to break the flat ground break the
texture a bit go to the top view
and uh just place few sorry i'll make
this one
a rectangle first shift d
now i can select all these and combine
them
by ctrl j and maybe
r z 180
or you can simply type s
and in x direction minus one
okay so it flips the geometry
other way around now we can add few lamp
posts over here
place your cursor over here and add one
[Music]
cylinder pop up from the pop-up window
i'm going to sorry the segments to four
yeah six is fine move this
scale this up now you can see with the
six segments it looks like a hexagon
it is axe again actually
okay now we can place our pointer over
here
3d cursor and bring one cone and change
the radius
two so that it looks like a
lamp okay here
eight segments again you can scale this
up
i can make this one much smaller okay it
looks too
too thick
g and z direction all right
now i'll make a copy of this and move it
into x direction
i'm quickly going to make a cube over
here
just to make it look like a rooftop
you can add a cylinder over here
to make it look like a pipe or something
shift d shift d go to the side view
and uh move them
select all these three move them up okay
you can also
duplicate them and uh place them
other side shift d place them over here
and you can use align command if you are
if you want to work
like a very precisely and work perfectly
with the dimension
you know how these work now add a cone
change this uh back to
now shift z now i'll bring the cylinder
again
okay this is like a tank or something uh
rooftop at the rooftop we can copy
a few of these cylinders and place them
over here
rx90 sx
sy and
g y all right
sorry
i just want to uh even though this is a
very
uh basic model you can always add
details in whichever form you're working
okay this is also considered as a style
a lot of games are actually in very
low poly models okay
shift d move it into y direction
place it over here shift x
g x shift scale
and make a duplicate
place it over here i'll make a duplicate
of this
and move this upwards what i can do is i
can make it like a sign board or
something
i can uh maybe type
pizza or sorry about that
it's very noisy here i hope you guys can
hear me clearly i live
like i have like a very large windows
and
my room is not soundproofed i hope you
guys can
focus on the audio here and the
background is bearable okay so we have
the signboard over here
and then we can place one sign board
over here
i'll save the file
right now the road looks too wide i'm
going to just uh
change this a bit i can just
shift these things so that we have more
room in the storefront
and maybe i can
move these over here all right we can
have a
much thicker base like uh
two meters
okay guys so i think we have the model
ready you can
add more details if you want uh you can
really go crazy and
keep on adding details but the purpose
of
this process is actually to get used to
the commands we have discussed like a
transformation
working with a different access and a
global local
direction snapping options and all there
are more commands
related to selection and soft selection
which we will discuss
when we start editing objects right now
i just want you to work with basic
primitives and
get your self used into the three
dimensions
of this software so that you get
comfortable for the next chapter
now what we can do is uh we can assign
colors to these
actually those are not colors actually
it's called material in 3d softwares do
not get into any details
this is just so that you can have fun
with this on the first day
and create a nice render uh just just
follow these commands and uh
do not get into details like i said we
will discuss
about the lighting material and
everything in detail
in the further chapters this is just so
that you can preview your model
and have fun with it okay after maybe
hours of working
let's uh go to the render properties
over here
and change this one to cycles and
we are going to go to environment
properties now if we hit the
render option over here like how we can
see the wireframe
and then solid and then there is a
uh look depth mode now you can see
everything is white
okay if if i go to the
render tab i'll disable the overlays
you can see there are no lights no
colors nothing
so what i can do is i can click uh on
the
environment properties and go to the
color
button click on this button and simply
bring the environment texture
click open i'm going to bring in this
hdr i
have this hdri is by
hdr heaven.com you can download it
online or i can
redirect you in the description below
and
just go to the rave visibility and
switch off the camera
so that we don't see the image in the
background but just the lights
now you can see the hdri is creating
some really interesting light effect
over here but our model is still in the
gray scale
okay i'll just go to the solid mode okay
make one more window
create this one are rendered
so you can assign material in this view
and see the preview over here
i'll press n and t to hide these n
and t i can also just
merge this timeline so that we have more
room to work with
like i said i don't want you guys to you
know get into any details i just want to
assign basic colors
and you can so that you can have
a better looking model on your first day
simply go to the material editor
and material properties and let's select
the
main cube first and click on new and
from the base color now we have a new
material from the base color
let's make a brown color okay and you
can see the wall is now
the brown color for this wall i'll make
new material and make this something
like a yellow
maybe darker values if you want to
assign
the same material to this one you can
simply
click this and from the drag down just
select material 2 which is the yellow
material
it doesn't look yellow because it's
catching some reflections
from the environment which is black but
don't worry about it
we can uh select all these bricks
combine them
ctrl j and make a new material you can
double click and
name your materials like a brick and
i'll change the materials
something like off-white grab the road
make a
new material change the color to gray
no saturation and then i can select the
trees
and combine them and make one material
for the trees this one will be of course
the green color
and double click make it trees right
storefront we can have something really
dark
but less saturated
for all the windows uh what we can do is
uh select the glass of the window
and combine them we can make a
window glass material and make it look
like a
black color or something like really
deep the ground color could be
gray as well so so it's a totally your
uh
choice and this is your first day you
make it
however you want this to be from here
i'll just
uh grab maybe
the white one i'll make the doors
black and place a plane
so i think you guys understand the
process now of uh
creating some very basic geometry
and working with the transforms combine
the windows and
create a new material add some
interesting color something off-white
which doesn't look very bright
okay guys so i've assigned a few random
colors to
each of the objects and uh whichever
objects were like of the same materials
i just uh combined them
and there are ways to transfer material
from one object to another one
but we will discuss that at later stage
and if you want to really go crazy with
this
you can just shift d and move it into x
direction
and make more buildings out of it
and maybe you can make one more copy and
move it into
y direction and then r
z 180 okay okay so
you have a pretty decent looking low
poly
maybe a colony or something this looks
interesting
like i said about the materials about
the environment please
don't get into any details at this
moment and just work on the
very basics these materials i have
assigned just for the fun purpose
we will discuss about uh how the
materials work
and uh what is the meaning of all these
parameters over here
uh in the later chapters but for now
just enjoy your first day and make
something
which looks uh which is very simple but
yet fun
all right so now i placed my
buildings in uh some arrangement and i
also placed few trees in the center
so this is just optional and uh this is
just for uh
presentation purpose so you can place
your buildings however you want and uh
once you have a once you applied all the
materials and you want to take some nice
render out of it
then you'll have to bring a camera in
your scene
okay now right now i already have a
camera what i'll do is
i'll just uh disable the camera sorry
yeah i'll just delete this camera so
if you go to the perspective view and
try to render it
okay sorry this is a the viewport
shading if you want to actually render
it
then you have to go over here and press
render image
now over here you can see there is no
camera found in the scene that is why
you can't render your scene
okay now to render your scene what you
can do is
uh simply click over here okay
and uh click anywhere and bring one
camera okay and now we have a
camera in the scene yeah sorry it's a
very small camera
you can't see it so we have a camera in
the scene okay
now you can either press 0 and then go
to the camera view
and try to position it
what you can do is if you press n on the
viewport
this will bring this side panel okay now
right now if you rotate your view
it will move you out of the camera okay
then you are
out in the 3d perspective okay not in
the camera
now if you enable this view over here
this one
lock camera to view now whatever changes
you are doing to the view
now it's a locking to locking it to the
camera okay now your
camera is actually moving it's not the
3d perspective view
okay so right now now to clear this out
what i'll do is uh
i'll just uh undo this okay and bring
one more view over here
now see what happens uh my camera is
over here
okay and uh okay i'll just delete this
and
make a camera again i'll click over here
and place one camera all right
now i press 0
and if i orbit my view now it will
it will uh take me out of the view okay
and nothing is changing over here
now if i press 0 to show the camera view
and click this button lock camera to
view sorry
first i'll just zoom in a bit block
camera to view
now see my camera is moving as i'm
changing this view over here
okay
all right i think this looks fine
and now when i'm sure about the view i
can
unclick this option again and now my
camera
is over here so right now the viewport
clipping
is actually masking your view what you
can do is uh
go to the view and uh
if you see any viewport clipping
happening you can change this from
view focal length clip start yeah change
these settings
and uh increase the end limit a bit for
further maybe 2500
all right now this should be enough all
right i'll scale up my camera a bit so
i can see it in the view so yeah
this is how you place a camera now there
is one other way if you don't want to
okay so there is one other way which is
much convenient and much shorter way
what you can do is simply
place your camera in the view and
now if you want to align your camera to
this view
you can press ctrl alt and 0 okay
now you see your camera have moved in
the view
and aligned your camera to the
perspective view you were looking into
okay and this is much more effective and
uh
faster all right now just like any other
objects you can move your camera rotate
your camera
and uh place it manually if you want you
can also animate it
so now that we have the camera in the
view i just uh
make few changes merge this view okay
now if you press render this will render
your image
all right
all right so it's going to take some
time to render and
uh what you can do is once once your
render is complete you can
click on image and save your file
externally wherever you want okay
you can adjust the format from here and
save the image
all right and if you're looking for uh
more
inspiration what you can do is uh you
can go to pinion trust
and you can just type interior
so you can create your own rooms uh very
basic geometry like this
and have fun with it so i hope you guys
uh understand
the basic commands now and in next
chapter we are going to discuss
how to edit one object and create uh
different forms like not all the objects
are available in
uh the add menu we can create custom
shapes we can
break the geometry delete and manipulate
it however you want
so we are going to actually make a 3d
models of our own and
not just uh stick with the basic uh
primitives
i think uh you will enjoy the next
chapter if this is your first day in 3d
and you haven't worked in 3d before i
would suggest you
continue this for at least a day or two
and get used to all the basics so that
you have very good command over
transformation tools and
you understand the concept of pivot
point and the 3d cursor and
all these options we discussed over here
this is important so that
you can enjoy the further tutorials and
you won't have to actually go back and
forth and check what the short commands
are
you can actually get your speed up and
running
okay i'll see you guys in the next
chapter and uh do share your version of
the first day assignment see you guys
around
yeah thank you
[Music]
you