Full transcript
Intro
Interface to Blender Interface
0:21all right so before we begin you can download the blender from blender dot o-r-g simply click
0:26on this button you don't need to fill any for more subscribe to anything you can choose the
0:32operating system you're using and simply click on this button so once you are into blender this
0:36is what you see when you open the blender for the first time there's a nice little splash screen and
0:43these are the default colors and the interface and the theme so the first thing you may notice
0:50is this beautiful 3d viewport whenever we create here that is what you are going to see in the
0:55final animation or the still image this is your 3d viewport before we get into any other details
1:02I just want to do a quick run-through of what you see on the screen right now ok over the top left
1:08you have standard menus like any other computer application over the left you have tools for basic
1:16stuff like move rotate and scale and these tools actually change when you are in different modes if
1:21you are into painting mode like texture painting these will change to the paint related options
1:28and if you are into sculpt mode then these will change to the sculpting brushes
1:33on the right top we have an object outliner now you can organize your scene with this
1:39whichever object you create in the 3d viewport will be listed over here there are options to
1:43organize like with the help of collections collections are like folders and you can use
1:47these collections to set up render layers as well in the bottom right we have the properties panel
1:54there are several different properties over here the first one is the active tool it gives
1:58you options available options for the active tool you have ok and the second one second one is the
2:07the render properties to set up the render related parameters third one is the output
2:12which is for setting up the dimension of the render and
2:16like frame size frame rate and the output where you want to save it
2:20then we have render passes and scene properties to set up the unit size the gravity of the scene
2:28and set up the camera then we have the world environment to set up the environment
2:34texture which is like you can also use HDR I in the background or simply used colors or shaders
2:41object properties this gives you all the available information for the Cuban object right now this is
2:46showing our default cubes properties the modifiers list which is very extensive list and we are going
2:52to discuss later then we have options to add particle over here particle properties
2:58and force fields then list of constraints
3:02and object data materials and textual properties at the bottom we have animation timeline playback
3:08controls these views you see these are called editors in blender if you hover your mouse
3:14over here you can see this is called 3d viewport this editor is called outliner
3:20and this editor is called properties now you can customize the layout according to your need if I
3:26bring this over here and I can make this editor into outliner and this alliterate to 3d viewport
3:37you can also make more windows if you like ok I'm just going to reset this to default
3:45outliner and 3d viewport if I want to add more views or more windows to the view
3:52I simply bring my mouse over the top right or any corner of the editor and then when the
3:58cursor changes click and drag and this will split the window and if you want to create more views
4:06you can just click and drag for the corner of the window and you can change these into any
4:11other type of editors as per your preferences or you can also change it into other views ok like
4:19top view perspective view right for you so that when you are working you can have a look from
4:25the different angles alright and if you want to join them back simply bring your mouse in
4:32the partition line and right-click join areas and hover your mouse in the direction you want to join
4:38join areas or you can join them by simply click and drag from the corner just like how you split
4:46the windows and this will join it and it will join in the direction your Mouse's there are several
4:53presets available on the top shelf for a different kind of workspaces and we will understand
5:00and use them when we move further in the tutorial because right now it will be too much to discuss
5:07because you don't understand the context of it at this moment ok so this is just to give you a quick
5:15overview of what is happening on the screen right now so before we get into any details
how to Move/Rotate/Scale/Basic Commands of Blender 3D
5:19I just want to make very small changes in preferences go to edit preferences and
5:27in the key map select select with right click and spacebar for search and save preferences now in
5:35the older versions of blender the right-click used to be default selection and the left click was for
5:39the 3d cursor and there are very good uses of 3d cursor and I would prefer you use the right-click
5:46selection it's a it's a very powerful way of working in the blender also for those who are
5:52coming from different software's it could be a bit difficult to get used to the right-click selection
5:56that is why this option is there for the for the rest of the tutorial whenever we are selecting
6:01with if you are using the default settings then you will be selecting with the left click and the
6:05right-click will be for the special context menu which is on W if you are using right click ok but
6:12we will talk about this again so don't worry about it and the spacebar for search so all the commands
6:19more or less everything is available in the search menu so very often we might forget where are the
6:24commands located in which menu we need to go so it's very convenient to just hit spacebar
6:30and find the command which you're looking for so without any further ado let's select our tube with
6:35the right click if you have left click selection and then you can select it with the left click
6:40now you'll see when I select the cube it's also highlighted on the outliner now to move
6:46this object I'm going to press G ok I'll press G and G for crab I'm going to grab this object
6:53and move with a mouse okay I can right-click and cancel the command if I want I can press G
6:59and drag it and left click to confirm the location now similarly if I want to scale the object
7:06I can press s to scale it okay R to rotate it so now when you see our viewport is in the
7:14in the three dimension if we have redline for the x axis we have green line for the y axis
7:20and the vertical one is the Z one okay but when we are moving it's not moving in three dimension
7:25okay it's like just moving on the according to the screen to move it in one particular X you
7:33will have to use assign the axis with the help of short key press G to move it and then if you hit X
7:41on the keyboard it will only move the object into x axis if you press G and Y then it will only move
7:47the object into y axis if you press G and Z then it will move the object in the z-axis all right
7:55similarly for rotation if I press R and X it will work in the X direction or Y for the Y rotation or
8:04Z for the Z rotation similarly for scaling SX for scaling in the X direction sy for y direction SC
8:14all right now if you go to the object properties over here you will see as we
Unit Setup
8:22move rotate or scale the object these parameters change here or you can also check these from the
8:29viewports panel on the right this panel short key is end if you want to view it okay now when
8:38we move the object around or the scale let these parameters change okay now you can reset these
8:45this to default cube if you press Auto G it will reset the transformation or S will reset the scale
8:52if if it has any rotation all our will to retire reset the rotation but if you want to apply
9:00all the transformation to object so that in future if you reset any it should stay as it is
9:06then you have to press ctrl-a on the keyboard and apply all transform now you'll see all the basic
9:12default values are set to zero scale is 1 because scale can't be 0 okay so now if I press alt G
9:18all tests nothing is happening because this is the default these are the default coordinates now now
9:24you can see the right now coordinates are showing in meters because in the SI properties panel
9:33unit setup you can see it's assigned meter over here you can change this to centimeters if you
9:39like or any other metric system okay now you can see the dimensions are showing in the centimeters
9:46all right so I'm going to delete this one now we are going to bring few more objects in the
9:52scene okay so I'll press shift a to bring up the add menu which is also available over here shift a
Creating Objects in Blender, 3D Cursor
10:00and you can see there is a list of whole lot of things going on here there are many objects
10:06curve objects and lights camera almost everything all kinds of objects in the blender are available
10:12here from the mesh menu I'm going to select a cube ok the cube appears here now I also want
10:19one cylinder here I press shift a to bring one cone ok now I'll select these and place
10:30them where I want ok now every time I create an object it appears in the center on top of each
10:36other ok but I want them to appear where I want to create them ok to do that we are going to use 3d
10:42cursor ok actually when you create a new object it appears where the 3d cursor is so if I click here
10:48and now if I add one torus it will appear where the location of the 3d cursor was if I click here
10:55cone then you can see this is much easier way if you are working in the bigger layouts and scenes
11:02every time you don't have to drag a new object which is created in the center of the
11:07under great okay and also this 3d cursor is not just like a computer cursor it's it
11:15has a depth this takes the viewport depth into consideration or the surface which you click on
11:21let's say if I click here you can see the 3d cursor is on this particular phase of the object
11:29if I click here then you see the 3d cursor is snapped on top of this cone so now if I add one
11:37UV sphere and scale it down you can see the moment is pretty much precise
11:42if I if I want to add another cube here I can easily create objects where I want
11:54now 3d cursor how many other uses which we will discuss later so now that we have a few objects
11:59in the scene I want to have a look around them in 3d from different angles so to do do that I'm
How to Nevigate viewport in Blender
12:06going to press middle mouse and rotate the view ok I can rotate the view up and down left to right
12:14if I want to zoom in and out press control and middle click zoom in and zoom out
12:22for ship with the shift middle-click you can drag it on the left right top bottom now
12:29also you can change this viewport to different other views like if we create one window here I'm
12:36going to close this panel with the end ok right I want to see it from the front view in this panel
12:43then I can press 1 on the keyboard to bring up the front view and if I press
12:503 then it will bring up the right view okay now if you press ok one for the front view
12:593 for the right view and 7 is for the top view now you might be wondering what these numbers are and
13:06this might want make any sense right now but if you have a look at this indicator
13:12and go to the front view you can see the Z is upwards X is on the right
13:18and the wires in the front now if you please if you imagine the layout of the number pad keyboard
13:25and you compare it with this now one is the default one the front will put okay now if
13:31you want to move upwards the uppermost key is the 7 and the rightmost key is the 3 okay so this is
13:40this way it's easier to remember like one for the front 7 for the top three for the right view if
13:47you press ctrl one it will be left click left view if you press ctrl 7 for the bottom you control 3
13:56for the left view okay if you want to bring back the perspective simply press 5 on the numpad and
14:05it will become a perspective view alright now if you click if you select any object and press
14:13dot on the number pad it will zoom on to that particular object so you can focus on it
14:19and also if you want to isolate this one and just focus on this one hit the forward slash forward
14:26slash is for the local view or like isolation once you are done editing the object you can always
14:34hit the forward slash again to exit the local view if you get confused about the axis at any moment
14:42you can use this indicator and you can also hover over your mouse to look at the shortcuts right now
14:49it's showing a shortcut number to have 1 number pad 3 and number pad 7 so I'll quickly reset my
14:56scene from the file menu click on general don't say one more thing when you create new objects
15:02let's say if I create a cone over here now before I drop the object or like use any other command
Editing Primitives
15:10you can see this option is available which is which can be expanded and this gives you
15:17option to tweak this newly created object this option is only available immediately after you
15:22have made one object and you haven't dropped the selection once you drop the selection
15:28that option is gone and you cannot change it okay so let's say if you create a tourist
15:32you can zoom in and zoom out that is okay so now I just want to set up the segment's like how many
15:40points I want in the surface okay if I want very low resolution high resolution or I want
15:47it to look like four-sided Dorris transformation you can always do that later but to set up the
15:54segments and all this is very useful okay and you can also control parameters like radius and stuff
16:02now if you create torus again then it will appear just like the previous one because it's taking
16:09all those settings which you just did insert into concentration if you want to reset it just click
16:16on the restore defaults then the torus will appear just like how it was by default now that we have a
16:24few objects in the scene I'm going to quickly just grab a few objects and place them in the scene
16:35before we proceed further I just want to let you know that you would want to memorize all the short
16:40commands we are using and at least the essential ones like a transformation and creating objects
16:46and a few other shortcuts which we will use an editing mode because blender is very very powerful
16:52when you work with just the shortcuts it's a very fast and efficient way and the short commands are
16:57designed in a way that it's very easy to memorize now that we have multiple objects in the scene
17:04you can select the multiple objects by holding down the shift key if I select this one and hold
17:12down the shift key I can select the multiple objects okay and if you want to deselect any
Object Selections / Active Objects
17:18object you can just hold the shift key and click on the object until it's no longer
17:24active okay when it turns gray its d selected now you might be thinking what is active object
17:32there are many uses of active object it's a way of communicating within the blender that
17:38this one is the the highlighted object is the active one so when you shift select or
17:45the the most recent selection is the active object okay if I deselect anything so if I
17:50only have one object this then that one object is active object if I have multiple objects selected
17:56then the recent selection is the active object the one with the yellow border now let's say if I
18:02want to transfer colors from this object to these objects or the materials or any other information
18:09so I can use the commands like transfer transfer from the active object to the other selection
18:16and also when you're parenting you would need to use active object you can also use this for
18:23transformation I just I just want to let you know what the active object is at this stage we won't
18:28be using it for now but I will explain later when we get into more complicated commands okay
18:36you can also select multiple objects with the help of box selection press B on the keyboard
18:43and simply click and drag and it will select all the objects within the box selection okay
18:50and if you want to deselect with the box selection press B and middle Mouse drag
18:55XPD select okay if I just want to deselect these two middle Mouse drag and
19:03selection with the left Mouse we there are also other options available like lesser
19:08and lasso and psycho selection but most of the time you will be using the P command
19:13you can also hit a key on the keyboard to select everything if you press s press it twice
19:21it will t select everything all right I'm going to select everything and just delete it let's say
19:26you have moved your 3d cursor somewhere and you want to reset it on the default location which
19:32is in the center press shift s and shift s is for the cursor menu and then you can shift s
3D Cursor Menu
19:44cursor to world origin okay so I'll just bring one monkey head here in the center okay now I can
19:52duplicate stuff with shift D if you press sorry I just enabled my screen cast over here
19:59so if I press shift D shift D to duplicate stuff and then you can move them wherever
Global/Local Coordinates
20:05you want okay now what I will do is right now these are all facing in same direction I just
20:13make some random rotations all right bring one over here and make this one face
20:21in this direction all right I just wanted to clarify a few of the options which are
20:26available over here and these are very important if you want to manipulate stuff
20:32more efficiently so okay I have these four monkey heads facing in different directions
20:39okay and right now these are in global coordinates okay so what are the global coordinates this is
20:46a minus X this is plus X this is minus y this is plus y this is minus Z this is plus Z okay
20:53these are global coordinates okay I can change this to local axis now what this means is if you
21:00select anything let's select this object or I'll select this one if I change this rotation here
21:10now you see the Z Direction is tilted upwards okay now this is not parallel to
21:16the world Z Direction if you change this to global right now you see the rotation in the Z the gizmo
21:25is showing parallel line with the grid that is because we are using the global coordinates
21:32if I change this to local this will switch to this direction because we made some rotation
21:39in this model okay so if I try to move everything in global what happens is they all move global
21:47coordinates so they all will be moving in same direction now if I want to move them in their
21:55own local coordinates I change this to local now see what happens if I move them into Z direction
22:04now they are all moving in their own Z direction they are all moving in their own Y direction
22:11and X direction and this is what global and local means so these are very important if
22:19you are animating stuff and also if you want to efficiently place models more more effectively so
22:27I encourage you to try these out as well and also there are a few options for transform pivot point
22:34now what transform pivot point means if you select everything and try to rotate it sorry
22:40I'll go back to global now if you select everything and try to rotate it now what
22:48happens is when you make any transformation it takes the center of the selection as the
Transform Pivot Point
22:53average point and makes the transformation from the center ok especially the rotation or the scale
23:01now that is because right now the transform pivot point is set to bounding box enter so the bounding
23:08box which is around all these four objects that is what considered as the transform pivot point
23:14the center of that body marks now if I change this to 3d cursor see what happens if I place
23:20my 3d cursor over here and try to rotate this these objects will rotate from 3d cursor point
23:28ok now right now this might sound very simple but it's a very effective when you combine this with
23:36soft selection especially in object editing mode ok we talked about this further in next chapter
23:41but this is just so that you understand this command now if I change this one to
23:47individual origins now see what happens if I change this to local and individual origins
23:58like what we discussed instead of for all moving together or
24:02all rotating from the center they all will rotate in their own local axis
24:10now this is so much convenient if you want to animate stuff
24:14okay if I change this to active element then what happens is whatever is the active element as we
24:21discussed the highlighted object is the active element you can change this by shift now the
24:28center of the rotation will be the active element so right now if I say if if I place one over here
24:35and select everything okay this one is the active element now the rotation will
24:40happen from this point if I make this one active element then rotation will happen from this point
24:47all right now these are very useful commands when you're working with the complex transformations
24:55and you will get used to them when we move forward and create some basic setup and use them in the
25:02right context now when you're working with the short case to access the local transformation with
25:08the short case you'll have to use so now let's say your view is the transformation orientation is set
25:16to the global and you want to move this object in with a short key okay then you have to press G
25:25Y and Y again okay then it will change to the local axis if I press G Y it's moving
25:34in the global if I press G double Y then it will snap to the local axis G double y
25:44g double X so you you just have to hit the access key twice to assign the transformation
25:52into the local orientation just delete everything and bring few cubes over here okay now let's talk
26:02about what snapping means okay so this option over here is called snapping if you are familiar with
26:08any other graphical software I'm sure you might be familiar with the word snapping means so right
26:13now if I try to let's say if I want to move this point this vertex over here okay then it might
Snapping Options
26:19take me several attempts to match it to that box okay to that corner and what I can do is I can
26:26use this option in the snapping okay now by default this is set to increment what this does is
26:31if you try to move your object this will use the grid and incrementally move your
26:36object okay now if I change this one to vertex see what happens if I try to move the object
26:43it will snap to the closest vertex so right now
26:47if I want to move this point over here I'll grab this one and move this over here and it
26:53will be perfect it snap over here okay now if you want to move this point to this point now what we
26:59but you'll have to do is you will first have to bring this one close to this one otherwise
27:03it won't pick it up okay then you can move it to this point okay now let's try a few more attempts
27:09now you can move this one close to this one and if you want to snap this point over here then first
27:16bring close to this one and then you can snap it okay and if you don't have the snapping on
27:22you can simply while moving press control and this will snap your object okay simply press
27:28control whatever is the option available over here it will take that and toggle the snapping
27:39all right so this is just for the moment and there are other options so
27:47if you want to rotate scale and use the snapping that also works let's say right now
27:57this object I want to scale this to this height then I can enable scale as well and now if I try
28:06to scale this one and press control then when it reaches this point side it will stop okay it
28:14will snap to this side so you can use this in scaling as well sorry scale in Z direction s-see
28:24and press control to that point and it will snap okay you can also rotate and use the snapping if
28:33I rotate this one and use control it will snap to this point or snap to the point you want to
28:41just move your mouse in that particular direction that point and it will snap to that point okay so
28:50alright I just reset this one there are a few more options over here now to clarify these what I'll
28:56do is simply bring one UV sphere over here and make this shade smooth okay now let's bring one
29:06simple torus object okay now if I make this one to align rotation to target if I click this option
29:16yeah just go to the face mode and project individual elements
29:22now see if you want to quickly duplicate stuff these will automatically pick up the
29:28orientation of the surface you're projecting one and this is so much convenient all right
29:42so you don't have to all the time just I mean create an object and align it manually so
29:49I just want you to know there are options available to speed this task up okay you can
29:54simply enable face mode and go to a line rotation to target and enable these two
29:59and this will work okay all right all right so the next option is proportionate editing and I think
30:06this is not the right time to discuss this we'll talk about this one in the next chapter when we
30:10are editing objects okay and I I think then that is when you will be able to understand it more and
30:18over here we have several display options now the first one is view object types okay now
30:24let's say if I have a one camera in the view and sorry I just disabled this one and I have
30:31few lights over here okay different kind of lights and I have few force fields okay now
30:40when you are using animation previews it could be distracting to have all these elements in
30:45your scene okay so you can use what kind of object types you want to show in the viewport okay if you
Viewport Display Options
30:51don't want to show the lights in the viewport you can disable the light Pro sorry lights in
30:55the viewport you can also disable any other kind of object if I want to disable the force fields
31:02then I can use MT okay so this will leave only the mesh objects in the viewport this is a very good
31:08tool for organizing your view also there are and also this one is for if you put this more
31:14if you want to view your viewport gizmo or not you can just enable or disable it
31:19there are few more settings but I don't think you need to get into this one at this moment
31:23you can simply enable or disable if you want to if you are comfortable with the short commands
31:28and you don't need this gives more all the time on in the scene it could be a bit distracting
31:35and you can simply disable this one the next one is show over this so right now we can see the grid
31:42and these objects are these are not non-renderable objects okay the only things which renders
31:50are the surfaces okay these won't be seen in the render I mean the effect of the light will be seen
31:56but this won't do like these shapes won't show in the render so you can disable the overlays
32:02this this is a very good option if you quickly want to see what is happening in the scene
32:06without any distraction you can simply enable or disable this there are also a few more options
32:11if you want to show wireframes and also like 3d cursor a yes or no grid you can enable disable
32:19and increase the size of the grid but like I said it's always - at this moment it's best to
32:24work with a default settings now there are a few more options for a viewport visibility over here
32:30if you press Z on the keyboard now this brings up your a viewport shading now if by default
32:38this is showing sorry by default this is showing solid mode if I disable the wireframe okay so if
32:45you want to show the wireframe then press Z on the keyboard and choose wireframe press Z
32:51and solid and there is a material preview now material preview right now it's not showing
32:58anything because there is no material so this is a material preview not then
33:03there is a render preview this one will also show the effect of a light alright so right now
33:10our scene is very basic that is why you can't see a major difference in all these otherwise
33:17you there is a lot more you can do with this okay I mean you can go to the material preview and
33:23choose which kind of HDR you want to use in the background I mean there are when you are shelling
33:31you might want to preview object with the different settings so you can use these HDR's
33:36and you can enable the strength increase or decrease it also you
33:42can rotate your HDR in the background ok now let's say if I make this one
33:49okay this is just for clearing this option I I don't want you to get into get into any details
33:55of material at this moment so you can change your HDR from here and see the preview of your object
34:04and also you can these options are whether you want to use the scene lights or no all scene HDR
34:12or no right now we don't have any HDR in the scene that is why it's showing a black in the background
34:19all right so one more thing I wanted to discuss before we start exploring more options now each
34:25of the object you see in the viewport have this yellow dot in the center this is called the object
34:32origin it's also known as the pivot point in other softwares now to explain this what I'm going to
34:38do is I'll press shift s and cursor to avoid origin so that the person is cursor is in the
34:45center now let's say if you like let's let's make it like a door okay I'm going to scale this sy
35:00you know so let's say this is like a door okay I'll press shift D
35:08and duplicate this and select these two and place it in the center
35:16now let's say when I'm animating these objects I want them to orient like a
35:23door okay like that doors have the doors rotate from one particular direction let's say if this is
Pivot Point
35:30this is supposed to work if I want this to rotate like door then the origin of this
35:36object should be on the sides okay the origin of this door should be on the left and the
35:42origin of the this door should be on the right just like hinges okay if I rotate this one now
35:49with a default orientation I have default a halogen setup it's going to rotate from the middle
35:54okay this is not how the dole works now let's say I want to change the origin of this object
36:03simply click with the 3d cursor where you want the origin to be and click on the object menu
36:12set origin set origin to 3d cursor and same for this select this object
36:20click over here object set origin origin to 3d cursor now if I go to the local
36:30and change this to object individual origins now you'll see when I rotate them into in the
36:40Z direction it works like a door okay they are rotating from the sides not from the center
36:50now these commands are very the origin is very useful when you are working with the
36:54animated objects like you you can use them for rigging character when you are working
37:01with the armature or any mechanical setup and there are several other ways you can change
37:07the origin of an object if you want to reset the origin to the center simply click like mass volume
37:18and if we are let's say in the edit mode object edit mode if I select this vertex
37:24over here I press shift s I can cursor to selected now this moves my cursor to this very specific
37:33and precise location now if I change this to object mode and go to object and set origin to
37:403d cursor then you can see my origin point have moved precisely to the to this particular
37:48vertex okay similarly you can work with the edges and you will understand what the vertex edges
37:54and the Edit object is when we get into the next chapter but this is just to
38:00explain how the origin works and how you can change it you can also move the origin from
38:07with just the transformation now that you have your move tool active you could go to the active
38:12tool properties and click on origins now what will happen this will affect only the origin of
38:18object and not the transformation now if I move with the transformation tool you can see the only
38:24the yellow dot is moving and not the object okay you can move once you are done with the
38:31placing your origin you disable this one and now if you rotate your object it will take this point
38:37into consideration okay okay so to understand whatever we have discussed so far I'm going to
38:44make one very simple object okay I will reset the scene I will press a and delete everything
38:51let's bring a cube and scale it and press s and z to scale it down into Z direction okay
39:03now I'll enable this panel over here as X okay now I'm going to bring one more window over here
39:16make this one front and make this one top let's say I press G and C to move it upwards
Creating a Basic Table in Blender
39:27now if you want to create legs for this object
39:32place your cursor where the next leg you want to create and add a cube okay
39:46so I'm using the short commands you can see over here
39:49basic transformations now I want to snap this leg over here I'll move it and press control
40:01I set this to vertex and now if I move it and press control it will snap to the this
40:08particular vertex now I can duplicate with this shift D and press Y to move it in y direction G
40:19Y and hit ctrl to snap it in sorry G Y and hold the control key to snap it now I can select these
40:29two with a shift and I'll press shift D and press X to move it into X direction now I'll move the
40:38move it with the G and hold ctrl to snap it on this vertex so now you can see
40:46you have a top view and orthographic view showing what is happening in the 3d view
40:53and this is a perfect table and you can add more details if you like let's say if I make another
41:01copy of this and just scale it up and you want to create copy of these and scale them down like this
41:13in the z axis s and C and if you want to scale them into their own individual origins
41:23just change this option from here now G and C okay now if I - now these are actually going inside
41:34this leg I want them to just stick to this surface what I can do is I can turn on the snapping and
41:41click on the face okay so now when I move this with the Z command you can see it's snapping
41:49to this face you can work in the perspective view if you are comfortable but if you are making a
41:55very precise transformations also graphic views are very useful and at any moment if you want
42:03to let's say you have this layout but you want to focus on this view right now and you want to
42:09maximize this simply press control space on the keyboard it will maximize the viewport control
42:16space to make it to bring back the full layout again okay control space and this works for any
42:23window if you want to maximize the this outliner or the property panel it works everywhere so
42:30now that you have your table but these are still independent objects okay so what you can do is you
42:37can select everything and press ctrl-g control j will join all these objects together and make them
42:44as one object just place them now move this object right above the grid and once you are done it's a
42:53good habit to make sure the origin of every object which you have created is in the center okay now
42:59because the object is in the center of the grid what you can do is press shift s cursor to world
43:05origin object set origin to 3d cursor okay now if I rotate the reset transformation at any time
43:14sorry I need to apply scale yeah so you can also change your dimensions if you like from here
43:30if you want to specify any like a plus one specific number you can always type
43:36in the value for point five or anything let's say and or if you want to move it
43:44like one meter about offering it back to zero you can type in the value there are different other
43:51shading options available over here okay let me just quickly combine these
43:57if you want to look at the wire mesh of this object press Z on the keyboard and
44:04click on the wire mesh now you can see the wire mesh of this object okay if you click on the Z
44:11and material preview it will show you preview of the material which is assigned to it okay so right
44:16now there is no material let's say if I click on the material and change the color it will show me
44:22a preview of the material if I press Z and click on the render it will show me a rendered view okay
44:30so rendered view is so different than material it also takes the light into consideration let's say
44:38if I have light in the viewport okay so this is wireframe solid material preview and render done
44:49okay so you can also see the shadows in the viewport right okay all right guys
44:57so now that we are aware of the basic interface and transform commands snapping options and
45:04global what is a global local view and like p-word find origin I think it's time that we put
45:11all this knowledge to use so that we understand them better and we can memorize these commands
45:16and develop some muscle memory so that we can move on to the next chapter it's going to be something
45:21very basic we won't be getting into any further details and just put the basic commands to use and
45:26create something which is like rewarding for your first day in blender let's create something like
45:32maybe a shop or a building okay it's something which you see on like a mobile game okay before
45:39we begin let's go to this scene properties okay so I'll go to the scene properties and here I'm
45:45going to change the unit setup just check if it's in meters for now all right so the unit setup is
45:53in meters already and I'm going to click over here or just press n to bring up the transformation
46:00panel I'm going to delete this default cube at the center bring up a new one I'll press Alt
46:06key just so that it's right in the center and let's say I want this building to be something
46:13like 10 meters by 10 meters and 40 meters okay let's zoom it out maybe not fully meter 20
46:23meters right I'm going to press G and Z so that we can move it move this one right above the grid
46:32then I'll press shift D and make a duplicate of it and just right click to cancel the command so that
46:38we have the duplicate right over the building okay now this one I want to be like something
Creating Building with Basic Primitives in Blender ( Lowpoly)
46:44like the ground it could be just point 2 meters I'll press Z so that we can see the wireframe
46:51okay point to something like this and maybe the scale could be 30 by 40 meters okay or maybe
47:0220 by 40 meters now I'll press G + Z and drag it right beneath the bedding
47:12all right and place this one above the ground let's go to the front view and make
47:19one more duplicate of this if you want to place it precisely you can just change this to vertex
47:28and when moving in the z direction hold ctrl so that it snaps to the ground okay now I'll select
47:35this one and change the snapping to face and G Z and hold the ctrl sorry in the perspective view
47:46yeah so when I hold the control key you can see it's snapping on the face
47:50okay this one is for the ground and this one I want to be I want to
47:55split and make it like a road or something okay to make divide this into 50/50 percent
48:02I'm just going to I can either make it type forty meters here or I can simply divide this by
48:09two okay so you can see this one is perfect like 50 percent of this area now let's
48:19snap this to G and Y and hold on the control key okay and make one more duplicate shift D
48:27and move it into y direction like this G Y and hold on the control key and snap it over
48:35here now just so that we can have a better look at number of objects and the separation lines
48:42because right now everything is gray but we can do is we can change the shading option to
48:47random objects okay now you can see every object in our different color all right I go to the
48:54side view i press three on the keyboard and select the ground and deselect the building and
49:02just shift this one in y direction all right okay I'll get rid of this camera in life so that we
49:11have more area in the front and less in the back okay let's duplicate this box again this could be
49:1915 meters and move this down and just scale it up a bit so that this looks like storefront now
49:30so now make a duplicate of this again and move it above and this one could be
49:37we need something for the rooftop so here I'm going to make this one 0.5 meter by 0.5 meter
49:45and move this right above the building maybe one meter by one meter in Y and z-axis move this right
49:55over here and hold down the ctrl so snaps okay shift-d hold down the control and snap it here
50:03and select these two and press R Z and type 90 sorry I'm just going to shift D first to make
50:13the duplicate our Z and 90 on the number pad so that this rotates in the 90 degree exactly
50:23now we can make one more duplicate and scale it down like this and make this one
50:30one meter or something so here we want something like a window or something so what we can do is
50:36we can all right we are going to create a new cube over here okay first I'm going to just
50:43switch on the cavity maybe a world space so that or the also the shadows so that we can see faces
50:52more clearly and go to the front view what I can do is I can bring a cube here scale this one
50:59in z direction okay scale this down and make it tall scale this down a bit
51:07and make a duplicate okay so now I'm going to make a duplicate of this one
51:14okay and rotate this in ninety degree and place it right about over here to make it like a window or
51:21something and I scale this one in X direction and move it just like to fit this weight okay
51:38all right and then I'll make a duplicate of this again
51:46I'll make a copy of this again and
51:51move it over here and scale it down something like a window partition
52:02and type 90 on the rotation scale it in X direction
52:13and we can just duplicate this and make few more partitions
52:19just like this okay now let's select all these four parts and press ctrl J to combine them
52:26and select these partition lines and ctrl J to combine them okay
52:33now if it like you can align these objects like if you hold this one and make this active and press
52:41spacebar and type a line you can align object you can see the align options here just click on the X
52:49Y and see you can hold down the shift if you want to align in all the three
52:54dimensions I'll create a plane and rotate let's rotate this in x-axis scale it up
53:07something like glass or something now we are going to select all these three parts and make duplicate
53:21again select both the windows shift D and duplicate it okay like this
53:32all right let's change this to object and see how this looks in grayscale
53:40deselect everything all right now what we can do is we can add some more detail to this let's say
53:49we need some railing over here okay I'm going to click over here and make a cube
53:56and scale it down like maybe 0.5 by 0.5 by 0.5 okay we can make this like 20 meters or maybe
54:1230 meters in X Direction let's lift this up and I'll select these two
54:22press spacebar and align this into only X direction so that it's right at the center
54:30now we can make a duplicate of this and simply type our X 90 sorry our Y 90 and
54:39make this one like a 1 meter or something or 2 meters okay move this down maybe 3 meters
54:52snap it right over the surface now go to the front view
54:56move this right here and make a duplicate of this select these to make a duplicate
55:05all right now there are few modifiers so which can help you set up the railing perfectly but for now
55:13let's work with the basics shift D move it in the x-direction okay 31 okay I select all these
55:32reading parts and ctrl G to combine them and align them into x-axis with a building
55:43okay control the chain all right now I'm going to save this file
55:51like a t1 okay so I'm going to make make something like a road side let's create a cube over here and
56:03just type 30 in the x-direction okay or 40 and I'll align these two
56:18go down the control for snapping and shift D move it into Y and hold down the ctrl key
56:27G Y and control for snapping okay and let's create something like maybe road signs
56:41point to maybe 10 meters
56:48g-z okay slap it over here shift D shift D okay and press ctrl J to combine these three alright
57:03maybe we can have some more partitions over here what I can do is I can click over here and change
57:15the pivot point to 3d cursor sorry I'll go to the local change this to 3d cursor I'll place my 3d
57:24cursor over here and now if I scale this into y direction you can see it's scaling from here okay
57:31I'll just press s Y s Y and scale it down a bit okay and then i duplicate this and
57:41just move it like this and change the Y dimension to maybe a point meter or something G Y
57:58and snap it over here now change this back to bounding box and scale this up a bit and maybe we
58:06can combine these four and scale them up like more defined boundary shift D and place it from place
58:18it over here now here we can we can have three very basic tree representation I'll make of one
58:28cube and scale it up maybe eight meters or maybe much bigger than that scale sorry s2 okay
58:42you can make a duplicate of this scale this down
58:56so we have something like a tree here and now we can duplicate this and place it over here
59:02and maybe we can duplicate this again make them like like small bushes
59:10okay now we can reduce the height for this one that's great for you copies of this
59:23and I'm going to change this one and place them over here okay
59:35right over here
59:39maybe place my pointer here and make this 180 to
59:51fill this up yeah okay we can continue to add a few more details so that just looks more complete
1:00:00right now it needs a dull maybe we can shift D and move this into Z direction now what we can do
1:00:09is we can delete this part to do that we can just press spacebar or search option and type separate
1:00:19by loose parts will make each part separate again okay so I delete this one and
1:00:27scale these okay and I'll move it into sorry I'll go to the global view
1:00:35and move it into Z Direction okay now I can have a tour here I just duplicate this and
1:00:47scale this one sorry I'll have to change the origin to set origin to
1:00:54geometry yeah so right now now it's right in the center
1:01:02and move it back and maybe you can create something like a door handle here
1:01:09a small cube vertically stretched
1:01:14keep it very basic you would you don't need to get into any detail and just work with the
1:01:22basic transformation commands now we can make a duplicate of this again
1:01:27and scale this down go to the front view and maybe we can align this over here
1:01:35something like this it could be like like a window we can add few bricks okay just
1:01:40click over here and add a cube scale this down okay yeah something just to
1:01:49break the flat wall we can just scale this up a bit to side view we got to pick it up this
1:01:57few more duplicates a few over here now what I can do is I can just take this one over here and
1:02:07rotate this into ninety degree and just go to the front view and place few at the front okay
1:02:17shift D Sheltie very basic stuff
1:02:29shift D go tada you break the symmetry and keep it a non uniform
1:02:38so that it looks natural a bit and we can also place few of them on the ground
1:02:47to break the flat ground break the texture of it go to the top view
1:02:51and just place few sorry I'll make this one rectangle first shift D
1:03:12now I can select all these and combine them by ctrl J and maybe our Z 180
1:03:24or you can simply type s and in X Direction minus one okay so it flips the geometry other way around
1:03:35now we can add few lampposts over here place your cursor over here and add one cylinder pop
1:03:44up from the pop-up window I'm going to sorry the segments to four yeah six is fine move this scaled
1:03:53yourself now you can see with the six segments it looks like a hexagon it is the X again actually
1:04:03okay now we can place our pointer over here 3d cursor and bring one cone and change the radius
1:04:12to so that it looks like laughs okay here eight segments again you can scale this up
1:04:24I can make this one much smaller okay looks too too thick
1:04:32G at Z direction all right now I'll make a copy of this and move it into X direction I'm quickly
1:04:41going to make a cube over here just to make it look like roof top you can add a slender over here
1:04:52to make it look like a pipe or something shifty shifty go to the side view
1:05:02and move them select all these three move them up okay you can also duplicate them and place them
1:05:15other side shifty place them over here and you can use a line command if you are if you want to work
1:05:21like very precisely and perfectly with the dimension you know how these work now had a cone
1:05:28change this back to now shift see now I'll bring the cylinder again
1:05:40okay this is like a tank or something rooftop with a rooftop we can copy
1:05:46few of these cylinders and place them over here are
1:05:56X 90 SX sy
1:06:10I just want to even though this is a very basic model you can always add
1:06:17details in whichever form you're working okay this is also considered as a style
1:06:22a lot of games are actually in very low poly models okay
1:06:29shifty move it into y-direction place it over here shift X G X shift scale and make a duplicate
1:06:45place it over here I'll make a duplicate of this and move this upwards what I can do is I
1:06:51can make it like a signboard or something I can maybe type Pisa or sorry about that it's very
1:07:01noisy here I hope you guys can hear me clearly I live like I have like a very large windows and
1:07:11my room is not soundproof I hope you guys can focus on the audio here and the background is
1:07:18bearable okay so we have the signboard over here and then we can place one signboard over here
1:07:29yeah I save the file right now the road looks too wide I'm going to just change this up bet
1:07:42I can just shift these things so that we have more room in the storefront and maybe I can
1:07:57move these over here all right we can have a much thicker base like two meters
1:08:08okay guys so I think we have the mod already you can add more details if you want you can really go
1:08:14crazy and keep on adding details but the purpose of this process is actually to get used to the
1:08:21commands we have discussed like a transformation working with a different axis and global local
1:08:27direction snapping options and all there are more commands related to selection and soft
1:08:33selection which we will discuss when we start editing objects right now I just want you to
1:08:38work with basic primitives and get your self used to into the three dimensions of this software so
1:08:46that you get comfortable for the next chapter now what we can do is we can assign colors to these
1:08:53actually those are not colors actually it's called material in 3d softwares do not get
1:08:58into any details this is just so that you can have fun with this on the first day and create a
1:09:04nice render just just follow these commands and do not get into details like I said we will discuss
1:09:10about the lining material and everything in detail in the further chapters this is just so that you
1:09:16can preview your model and have fun with it okay after maybe hours of working let's go to the
1:09:23render properties over here and change this one to cycles and we are going to go to environment
Rendering your scene
1:09:32properties now if we hit the render option over here like how we can see the wireframe then
1:09:39salat and then there is a looked up mode now you can see everything is white okay if I go to the
1:09:49render tab I'll disable the overlays you can see there are no lights no colors nothing
1:09:55so what I can do is I can click on the environment properties and go to the color
1:10:02button and click on this button and simply bring the environment texture click open I'm going to
1:10:08bring in this HDRI I have this HDRI is by HDR heaven calm you can download it online or I can
1:10:17redirect you in the description below and just go to the rave visibility and switch off the camera
1:10:24so that we don't see the image in the background but just the lights now you can see that HDR
1:10:29is creating some really interesting light effect over here but our model is still in the grayscale
1:10:34okay I just go to a solid okay make one more window create this one or rendered
1:10:43so you can assign material in this view and see the preview over here I'll press N and T
1:10:48to hide these N and T I can also just merge this timeline so that we have more room to work with
1:10:57like I said I don't want you to guys to you know get into any details I just want to
1:11:00assign basic colors and you can so that you can have a better looking model on your first day
1:11:08simply go to the material editor and material properties and let's select the main cube first
1:11:15and click on new and from the base color now we have a new material from the base color
1:11:21let's make a brown color okay and you can see the wall is now the brown color for this wall I make
1:11:30new material and make this something like a yellow maybe darker values if you want to assign
1:11:38the same material to this one you can simply click this and from the track down just select material
1:11:442 which is the yellow material it doesn't look yellow because it's catching some reflections
1:11:50from the environment which is black don't worry about it we can select all these bricks combine
1:11:56them control-j and make a new material you can double click on the name your materials
1:12:02like a brick and I've changed the materials something like off-white and grab the road make a
1:12:09new material change the color to gray no saturation and then I can select the trees
1:12:19and combine them and make one material for the trees this one will be of course the green color
1:12:27and double-click make it two trees right
1:12:33storefront we can now have something really dark but less saturated for all the windows what we
1:12:45can do is select the glass of the window and combine them we can make window glass material
1:12:54and make it look like black color or something like really deep the ground color could be
1:13:00grey as well so so it's a 2 T your choice and this is your first day you make it however you
1:13:10want this to be from here I just grab maybe the white one I make the doors like a place of pain
1:13:33I think you guys understand the process now of
1:13:36creating some very basic geometry and working with the transforms combine the Windows and
1:13:43create a new material add some interesting colors something off-white which doesn't look very bright
1:13:56okay guys so I have assigned a few random colors to each of the objects and whichever objects were
1:14:02like of the same materials I just combined them and there are ways to transfer material from one
1:14:09object to another one but we will discuss that later stage and if you want to really go crazy
1:14:16with this you can just shift T and move it into X direction and make more buildings out of it
1:14:25and maybe you can make one more copy and move it into Y direction and then our Z 180 okay okay so
1:14:36you have a pretty decent looking low-poly maybe a colony or something this looks interesting like
1:14:44I said about the materials about the environment please don't get into any details at this moment
1:14:49and just work on the very basics these materials I have assigned just for the fun purpose we will
1:14:56discuss about how the materials work and what is the meaning of all these parameters over here in
1:15:03the later chapters but for now I just enjoy your first day and make something which looks which is
1:15:10very simple but yet fun alright so now I placed my buildings in a some arrangement and I also placed
1:15:19few trees in the center so this is just optional and this is just for presentation purpose so
1:15:26you can place your buildings however you want and once you have a once you applied all the materials
1:15:33and you want to take some nice render out of it then you'll have to bring a camera in your scene
1:15:39okay now right now I already have a camera what I'll do is I just disable the camera sorry
1:15:46yeah I'll just delete this camera so if you go to the perspective view and try to render it
1:15:54okay sorry this is a viewport shading if you want to actually render it then you have to
1:15:59go over here and press render image now over here you can see there is no camera found in
1:16:04the scene that is why you can't render your scene okay now to render your scene what you can do is
1:16:10simply click over here okay and click anywhere and bring one camera okay and now we have
1:16:22camera in the scene yeah sorry it's a very small camera you can't see it so we have a camera in the
1:16:28scene okay now you can either press 0 and then go to the camera view and try to position it
1:16:37what you can do is if you press N on the viewport this will bring this side panel okay now right
1:16:44now if you rotate your view it will move you out of the camera okay then you are out in the
1:16:523d perspective okay not in the camera now if you enable this view over here this one block camera
1:16:59to you now whatever changes you are doing to the view now it's a locking to locking it to the
1:17:05camera okay now your camera is actually moving it's not the 3d perspective view okay so right
1:17:11now not to clear this out what I do is I'll just undo this okay and bring one more view over here
1:17:22now see what happens my camera is over here okay and okay I'll just delete this and make a camera
1:17:30again I'll click over here and place one camera all right now I press 0 and if I orbit my view now
1:17:42it will off it will take me out of the view okay and nothing is changing over here now if I press
1:17:470 to show the camera view and click this button lock camera to view sorry first I'll just zoom
1:17:55in a bit lock camera to view now see my camera is moving as I'm changing this view over here okay
1:18:09alright I think this looks fine and now when I'm sure about the view I can
1:18:17unclick this option again and now my camera is over here so right now the viewport clipping
1:18:26is actually masking your view what you can do is go to the view and
1:18:32if you see any you put clipping happening you can change this from
1:18:39view focal length clip start yeah change these settings and increase the end limit a big for
1:18:47further maybe 2500 all right now this should be enough alright I scale up my camera bit so
1:18:55I can see it in the view so yeah this is how you place a camera now there is one other way if you
1:19:02don't want to okay so there is one other way which is a much convenient and much shorter way what you
1:19:10can do is simply place your camera in the view and now if you want to align your camera to this view
1:19:18you can press ctrl alt and 0 okay now you see your camera have moved in the view and aligned your
1:19:26camera to the perspective view you were looking into okay and this is much more effective and
1:19:32faster alright now just like any other objects you can move your camera rotate your camera and place
1:19:40it manually if you want you can also animate it so now that we have the camera in the view I just to
1:19:48make few changes much this view okay now if you press render this will render your image alright
1:20:06all right so it's going to take some time to render and what you can do is once once your
1:20:11render is complete you can click on image and save your file externally wherever you want okay
1:20:17you can adjust the format from here and save the image all right and if you're looking for more
1:20:24inspiration what you can do is you can go to Pinterest and you can just type interior
1:20:33so you can create your own rooms very basic geometry like this and have fun with it so
1:20:40I hope you guys understand the basic commands now and in next chapter we are going to discuss
1:20:46how to edit what an object and create different forms like not all the objects are available in
1:20:53the add menu we can create custom shapes we can break the Java tree delete and manipulate it
Conclusion
1:20:59however you want so we are going to actually make 3d models of our own and not just stick with the
1:21:06basic primitives I think you will enjoy the next chapter if this is your first day in 3d and you
1:21:13haven't worked in 3d before I would suggest you continue this for at least a day or two
1:21:19and get used to all the basics so that you have very good command over or transformation tools and
1:21:25you understand the concept of pivot point and the 3d cursor and
1:21:30all these options we discussed over here this is important so that you can enjoy the further
1:21:36tutorials and you won't have to actually go back and forth and check about the short commands are
1:21:41you can actually get your speed up and running okay I'll see you guys in the next
1:21:46chapter and do share your version of the first assignment see you guys around yeah thank you
1:22:18you