Blender Day 1 - Absolute Basics - Introduction Series for Beginners

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all right so before we begin you can download  the blender from blender dot o-r-g simply click   on this button you don't need to fill any for  more subscribe to anything you can choose the   operating system you're 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 whenever 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 ok over the top left   you have standard menus like any other computer  application over the left you have tools for basic   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 an 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 ok 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   like frame size frame rate and the  output where you want to save it   then we have render passes and scene properties  to set up the unit size the gravity of the scene   and set up the camera then we have the  world environment to set up the environment   texture which is like you can also use HDR I in  the background or simply used colors or shaders   object properties this gives you all the available  information for the Cuban object right now this is   showing our default cubes properties the modifiers  list which is very extensive list and we are going   to discuss 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 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 alliterate to 3d viewport   you can also make more windows if you like  ok 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 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 ok like   top view perspective view right for you so that  when you are working you can have a look from   the different angles alright and if you want  to join them back simply bring your mouse in   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's 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 ok so this is just to give you a quick   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  spacebar 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 software's 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 the left click and the   right-click will be for the special context menu  which is on W if you are using right click ok but   we will talk about this again so don't worry about  it and the 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 spacebar   and find the command which you're looking for so  without any further ado let's select our tube with   the right click if you have left click selection  and 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 ok I'll press  G and G for crab I'm going to grab this object   and move with a 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 okay R to rotate  it so now when you see our viewport is in the   in the three dimension if we have redline for  the x axis we have green line for the y axis   and the vertical one is the Z one okay but when  we are moving it's not moving in three dimension   okay it's like just 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 or Y for the Y rotation or   Z for the Z rotation similarly for scaling SX for  scaling in the X direction sy for y direction SC   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 these from the   viewports panel on the right this panel short  key is end if you want to view it okay now when   we move the object around or the scale let these  parameters change okay now you can reset these   this to default cube if you press Auto G it will  reset the transformation or S will reset the scale   if if it has any rotation all our will to retire  reset the rotation but if you want to apply   all the transformation to object so that in  future if you reset any it should stay as it is   then you 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 1 because  scale can't be 0 okay so now if I press alt G   all tests nothing is happening because this is the  default these are the default coordinates now now   you can see the right now coordinates are showing  in meters because in the SI 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 okay 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 okay so I'll press shift a to bring up the  add menu which is also available over here shift a   and you can see there is a list of whole lot  of things going on here there are many objects   curve objects and lights camera almost everything  all kinds of objects in the blender are available   here from the mesh menu I'm going to select a  cube ok the cube appears here now I also want   one cylinder here I press shift a to bring  one cone ok now I'll select these and place   them where I want ok now every time I create an  object it appears in the center on top of each   other ok but I want them to appear where I want to  create them ok to do that we are going to use 3d   cursor ok 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 torus 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 are working in the bigger layouts and scenes   every time you don't have to drag a new  object which is created in the center of the   under great okay and also 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 phase 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 how 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  ok I can rotate the view up and down left to right   if I want to zoom in and out press control  and middle click zoom in and zoom out   for ship with the shift middle-click you  can drag it on the left right top bottom now   also you can change this viewport to different  other views like if we create one window here I'm   going to close this panel with the end ok right 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 okay  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 want 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 wires in the front now if you please if  you imagine the layout of the number pad keyboard   and you compare it with this now one is the  default one the front will put okay now if   you want to move upwards the uppermost key is the  7 and the rightmost key is the 3 okay so this is   this way it's easier to remember like one for the  front 7 for the top three for the right view if   you press ctrl one it will be left click left view  if you press ctrl 7 for the bottom you control 3   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 your mouse to look at the shortcuts right now   it's showing a shortcut number to have 1 number  pad 3 and number pad 7 so I'll quickly reset my   scene from the file menu click on general don't  say 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 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 okay so let's say if you create a tourist   you can zoom in and zoom out that is okay so now  I just want to set up the segment's like how many   points I want in the surface okay if I want  very low resolution high resolution or I want   it to look like four-sided Dorris transformation  you can always do that later but to set up the   segments and all this is very useful okay and you  can also control parameters like radius and stuff   now if you create torus again then it will appear  just like the previous one because it's taking   all those settings which you just did insert into  concentration if you want to reset it just click   on the restore defaults then the torus 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 a 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 an  editing mode because blender is very very powerful   when you work with 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 okay and if you want to deselect any   object you can just hold the shift key and  click on the object until it's no longer   active okay when it turns gray its d selected  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 the most recent selection is the active  object okay if I deselect anything so if I   only have one object 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 the 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 I just want to let you know  what the active object is at this stage we won't   be using it for now but 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 okay   and if you want to deselect with the box  selection press B and middle Mouse drag   XPD select okay if I just want to  deselect these two middle Mouse drag and   selection with the left Mouse we there are  also other options available like lesser   and lasso and psycho selection but most of  the time you will be using the P command   you can also hit a key on the keyboard to  select everything if you press s press it twice   it will t select 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 shift s   cursor to world origin okay so I'll just bring  one monkey head here in the center okay now I can   duplicate stuff with shift D if you press  sorry I just enabled my screen cast over here   so if I press shift D shift D to duplicate  stuff and then you can move them wherever   you want okay now what I will do is right now  these are all facing in same direction I 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 okay I have these four  monkey heads facing in different directions   okay and right now these are in global coordinates  okay 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 okay 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 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 okay 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 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 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 ok especially the rotation or the scale   now that is because right now the transform pivot  point is set to bounding box enter so the bounding   box which is around all these four objects that  is what considered as the transform pivot point   the center of that body marks 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   ok 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  ok we talked 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 for 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 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 case to access the local transformation with   the short case 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 a short key okay then you have to press G   Y and Y again okay 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 you just have to hit the  access key twice to assign the transformation   into the local orientation just delete everything  and bring few cubes over here okay now let's talk   about what snapping means okay 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 the word snapping means so right   now if I try to let's say if I want to move this  point this vertex over here okay then it might   take me several attempts to match it to that box  okay to that corner and what I can do is I can   use this option in the snapping okay 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 be perfect it snap over here okay now if you  want to move this point to this point now what we   but you'll have to do is you will first have  to bring this one close to this one otherwise   it won't pick it up okay then you can move it to  this point okay 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 okay and if you don't have the snapping on   you can simply while moving press control and  this will snap your object okay simply press   control whatever is the option available over  here it will take that and toggle the snapping all right so this is just for the  moment and 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 control then when  it reaches this point side it will stop okay it   will snap to this side so you can use this in  scaling as well sorry scale in Z direction s-see   and press control to that point and it will snap  okay you can also rotate and use the 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   alright I just reset 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 shade smooth okay now let's bring one   simple torus object okay 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're projecting  one 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 okay you can   simply enable face mode and go to a line  rotation to target and enable these two   and this will work okay all right all right so the  next option is proportionate editing and I think   this is not the right time to discuss this we'll  talk about this one in the next chapter when we   are editing objects okay and I I think then that  is when you will be able to understand it more and   over here we have several display options now  the first one is view object types okay now   let's say if I have a one camera in the view  and sorry I just disabled this one and I have   few lights over here okay different kind of  lights and I have few force fields okay now   when you are using animation previews it could  be distracting to have all these elements in   your scene okay so you can use what kind of object  types you want to show in the viewport okay 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 object if I want to disable the force fields   then I can use MT okay 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 if you put this more   if you want to view your viewport gizmo  or not you can just enable or disable it   there are 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 gives more all the time  on in the scene it could be a bit distracting   and you can simply disable this one the next one  is show over this so right now we can see the grid   and these objects are these are not non-renderable  objects okay 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 this 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 3d  cursor a 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 a default settings now there are a few  more options for a viewport visibility over here   if you press Z on the keyboard now this brings  up your a viewport shading now if by default   this is showing 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 not then   there is a render preview this one will also  show the effect of a light alright so right now   our scene is very basic that is why you can't  see a major difference in all these otherwise   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 shelling   you might want to preview object with the  different settings so you can use these HDR's   and you can enable the strength  increase or decrease it also you   can rotate your HDR in the background  ok 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 into 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 all scene 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 cursor to avoid  origin so that the person is cursor is in the   center now let's say if you like let's let's make  it like a door okay I'm going to scale this sy you know 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 that doors have the doors rotate  from one particular direction let's say if this is   this is supposed to work if I want this to  rotate like 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 the this door should be on the right  just like hinges okay if I rotate this one now   with a default orientation I have default a  halogen setup it's going to rotate from the middle   okay this is not how the dole 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 you you can use them  for rigging character when you are working   with the armature 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 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 you will understand what the vertex edges   and the Edit object is when we get into  the next chapter but this is just to   explain how the origin works 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 could 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 will reset  the scene I will 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 as 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 press G and C to move it upwards   now if you want to create legs for this object   place your cursor where the next leg  you want to create and add a cube okay   so I'm using the short  commands you can see over here   basic transformations now I want to snap this  leg over here I'll move it and press control   I set this to vertex and now if I move it  and press control 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 G Y and hold  the control key to snap it now I can select these   two with a 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   you have a top view and orthographic 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 C okay  now if I - now these are actually going inside   this leg I want them to just stick to this surface  what I can do is 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 control space on the  keyboard it will maximize the viewport control   space to make it to bring back the full layout  again okay control space and this works for any   window if you want to maximize the 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 press ctrl-g control 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 a plus  one specific number you can always type   in the value for point five or anything  let's say and or if you want to move it   like one meter about offering it back to zero you  can type in the value there are different other   shading options available over here  okay let me just 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 rendered view is so 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 render done   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 transform commands snapping options and   global what is a global local view and like  p-word find 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   maybe a shop or a building okay it's something  which you see on like a mobile game okay before   we begin let's go to this 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   key just so that it's right in the center and  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 fully meter 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 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 point 2 meters  I'll press Z so that we can see the wireframe   okay point to 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 + Z  and drag it right beneath the bedding   all right and place this one above the  ground let's go to the front view and make   one more duplicate of this if you want to place  it precisely you can just 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 ctrl 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 I want to   split and make it like a road or something  okay to make divide this into 50/50 percent   I'm just going to I can either make it type  forty meters here or I can simply divide this by   two okay so you can see this one is perfect  like 50 percent of this area now let's   snap this to G and Y and hold on 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 control key and snap it over   here now just so that we can have a better look  at number of objects and the separation lines   because right now everything is gray but we  can do is we can change the shading option to   random objects okay now you can see every object  in our different color all right I go to the   side view i press three 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 in life 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 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 ctrl so 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 our 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 we want something  like a window or something so what we can do is   we can all right we are going to create a new  cube over here okay first I'm going to just   switch on the cavity maybe a world space so that  or the also the shadows so that we can see faces   more clearly and 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 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 ninety degree and place it  right about over here to make it like a window or   something and I scale this one in X direction  and move it just like to fit this weight 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 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 press   spacebar and type a line you can align object you  can see the align options here just click on the X   Y and see you can hold down the shift  if you want to align in all the three   dimensions I'll create a plane and rotate  let's rotate this in x-axis scale it up   something like 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 let's 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 let's say   we need some railing over here okay I'm  going to click over here and 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 X Direction let's lift  this up and I'll select these two   press spacebar and 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 our X 90 sorry our Y 90 and   make this one like a 1 meter or something or  2 meters okay move this down maybe 3 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 to make a duplicate   all right now there are few modifiers so which can  help you set up the railing perfectly but for now   let's work with the basics shift D move it in  the x-direction okay 31 okay I select all these   reading parts and ctrl G to combine them  and align them into x-axis with a building   okay control the chain all right  now I'm going to save this file   like a t1 okay so I'm going to make make something  like a road side let's create a cube over here and   just type 30 in the x-direction  okay or 40 and I'll align these two   go down the control for snapping and shift  D move it into Y and hold down the ctrl key   G Y and control for snapping okay and let's  create something like maybe road signs   point to maybe 10 meters g-z okay slap it over here shift D shift D okay  and press ctrl J to combine these three alright   maybe we can have some more partitions over here  what I can do is 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 a point meter or something G Y   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 more  defined boundary shift D and place it from place   it over here now here we can we can have three  very basic tree representation I'll make of one   cube and scale it up maybe eight meters or  maybe much bigger than that scale sorry s2 okay you can 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 duplicate this again  make them like like small bushes   okay now we can reduce the height for this  one that's great for you 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 180 to   fill this up yeah okay we can continue to add a  few more details so that just looks more complete   right now it needs a dull maybe we can shift D  and move this into Z direction now what we can do   is we can delete this part to do that we can just  press spacebar or search option and type separate   by loose parts will make each part separate  again okay so I delete this one and   scale these okay and I'll move it  into sorry I'll go to the global view   and move it into Z Direction okay now I can  have a tour here I 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 would 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 maybe we can align this over here   something like this it could be like like  a window we can add few bricks okay just   click over here and add a cube scale  this down okay yeah something just to   break the flat wall we can just scale this up  a bit to side view we got to pick it up this   few more duplicates a few over here now what I  can do is I can just take this one over here and   rotate this into ninety degree and just go to  the front view and place few at the front okay shift D Sheltie very basic stuff   shift D go tada you break the  symmetry and keep it a non uniform   so that it looks natural a bit and we  can also place few of them on the ground   to break the flat ground break the  texture of it go to the top view   and just place few sorry I'll make  this one rectangle first shift D now I can select all these and combine  them by ctrl J and maybe our 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 lampposts over here place  your cursor over here and add one cylinder pop   up from the pop-up window I'm going to sorry the  segments to four yeah six is fine move this scaled   yourself now you can see with the six segments it  looks like a hexagon it is the X again actually okay now we can place our pointer over here 3d  cursor and bring one cone and change the radius   to so that it looks like laughs okay here  eight segments again you can scale this up   I can make this one much  smaller okay looks too too thick   G at 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 roof top you can add a slender over here   to make it look like a pipe or something  shifty shifty go to the side view   and move them select all these three move them up  okay you can also duplicate them and place them   other side shifty place them over here and you can  use a line command if you are if you want to work   like very precisely and perfectly with the  dimension you know how these work now had a cone   change this back to now shift see  now I'll bring the cylinder again   okay this is like a tank or something  rooftop with a rooftop we can copy   few of these cylinders and  place them over here are   X 90 SX sy I just want to even though this is a  very 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 shifty 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 signboard or something I can  maybe type Pisa 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 soundproof 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 signboard over here yeah I save the file right now the road looks  too wide I'm going to just change this up bet   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 two meters   okay guys so I think we have the mod already you  can add more details if you want 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 axis and 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  to into the three dimensions of this software so   that you get comfortable for the next chapter now  what we can do is 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 just just follow these commands and do  not get into details like I said we will discuss   about the lining 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 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 then   salat and then there is a looked up mode now you  can see everything is white okay 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 on the  environment properties and go to the color   button and click on this button and simply bring  the environment texture click open I'm going to   bring in this HDRI I have this HDRI is by HDR  heaven calm 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 that HDR   is creating some really interesting light effect  over here but our model is still in the grayscale   okay I just go to a solid okay make one  more window create this one or 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 to 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 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 track 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 don't worry  about it we can select all these bricks combine   them control-j and make a new material you  can double click on the name your materials   like a brick and I've changed the materials  something like off-white and 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 two trees right   storefront we can now have something really dark  but less saturated for all the windows what we   can do is select the glass of the window and  combine them we can make window glass material   and make it look like black color or something  like really deep the ground color could be   grey as well so so it's a 2 T your choice and  this is your first day you make it however you   want this to be from here I just grab maybe the  white one I make the doors like a place of pain I think you guys understand the process now of   creating some very basic geometry and working  with the transforms combine the Windows and   create a new material add some interesting colors  something off-white which doesn't look very bright okay guys so I have assigned a few random colors  to each of the objects and whichever objects were   like of the same materials I just combined them  and there are ways to transfer material from one   object to another one but we will discuss that  later stage and if you want to really go crazy   with this you can just shift T 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 our 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 how the materials work and what is  the meaning of all these parameters over here in   the later chapters but for now I just enjoy your  first day and make something which looks which is   very simple but yet fun alright so now I placed my  buildings in a some arrangement and I also placed   few trees in the center so this is just optional  and this is just for presentation purpose so   you can place your buildings however you want and  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 just 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 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   simply click over here okay and click anywhere  and bring one camera okay and now we have   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 block camera   to you 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 not to clear this out what I do is I'll just  undo this okay and bring one more view over here   now see what happens my camera is over here okay  and 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 off it will 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 lock camera to view now see my camera is  moving as I'm changing this view over here okay   alright 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 go to the view and   if you see any you put clipping  happening you can change this from   view focal length clip start yeah change these  settings and increase the end limit a big for   further maybe 2500 all right now this should  be enough alright I scale up my camera 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 a 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   faster alright now just like any other objects you  can move your camera rotate your camera and place   it manually if you want you can also animate it so  now that we have the camera in the view I just to   make few changes much this view okay now if you  press render this will render your image alright all right so it's going to take some time to  render and 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 more   inspiration what you can do is you can go  to Pinterest and you can just type interior   so you can create your own rooms very basic  geometry like this and have fun with it so   I hope you guys understand the basic commands  now and in next chapter we are going to discuss   how to edit what an object and create different  forms like not all the objects are available in   the add menu we can create custom shapes we can  break the Java tree delete and manipulate it   however you want so we are going to actually make  3d models of our own and not just stick with the   basic primitives I think 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 or 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 about the short commands are   you can actually get your speed up and  running okay I'll see you guys in the next   chapter and do share your version of the first  assignment see you guys around yeah thank you you
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Channel: CrossMind Studio
Views: 1,353,019
Rating: 4.9538021 out of 5
Keywords: Learn Blender 3d, Blender for Beginners, Free Blender Course, Learn Blender Fast, Blender Crash Course, Learn 3d Animation, Learn 3d Modeling, How to make 3d Models, Blender, 3d, animation, 3dmodeling, HDRI lighting, Professional vfx training, Blender education, Get good with blender, how to learn blender 3d, Blender Modifiers, Blender Eevee, Blender Cycles, 3drending, 3ddesign, lowpoly, how to make cartoons, blender jobs, how to make 3d animation, Blender basics
Id: At9qW8ivJ4Q
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Length: 82min 19sec (4939 seconds)
Published: Fri Feb 07 2020
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