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[Music]

all right so before we begin

you can download the blender from

blender.org simply click on this button

you don't need to

fill any form or subscribe to anything

you can

choose the operating system you are

using and simply click on this button

so once you are into blender this is

what you see when you open the blender

for the first time

there's a nice little splash screen and

these are the default colors and the

interface and the theme

so the first thing you may notice

is this beautiful 3d viewport whatever

we create here that is what you are

going to see in the final animation or

the still

image this is your 3d viewport

before we get into any other details i

just want to do a quick run through of

what you see on the screen right now

okay over the top left you have standard

menus like any other computer

application

over the left you have uh tools for

basic

uh stuff like move rotate and scale and


these tools actually change when you are

in different modes

if you are into painting mode like

texture painting

these will change to the paint related

options

and if you are into sculpt mode then

these will change to the sculpting

brushes

on the right top we have object outliner

now you can organize your scene with

this whichever object you create in the

3d viewport will be listed over here

there are options to

organize like with the help of

collections collections are like

folders and you can use these

collections to set up render layers as

well

in the bottom right we have the

properties panel

there are several different properties

over here the first one is the active

tool it gives you options available

options for the active tool you have

okay and the second one second one is

the

the render properties to set up the

render related parameters third one is


the output

which is for setting up the dimension of

the render and uh

like frame size frame rate and the

output where you want to save it

then we have render passes and uh

scene properties to set up the unit size

the gravity of the scene

and the set up the camera then we have

the world environment to set up the

environment

texture which is like you can also use

hdri

in the background or simply use colors

or shaders

object properties this gives you all the

available information

for the given object right now this is

showing our default cube's

properties modifiers list which is very

extensive list and we are going to

discuss

it later then we have options to add

particle over here particle properties

and force fields then list of

constraints

and object data materials and textual

properties

at the bottom we have animation timeline

playback controls
these views you see these are called

editors in a blender

if you hover your mouse over here you

can see this is called

3d viewport this editor is called

outliner and this editor is called

properties now you can customize the

layout according to your need if i

bring this over here and i can make this

editor into outliner

and this editor into 3d viewport

you can also make more windows if you

like

okay i'm just going to reset this to

default

outliner and 3d viewport if i want to

add more views or more windows to the

view

i'll simply bring my mouse over the top

right or any corner of the

editor and then when the cursor changes

click and drag

and this will split the window and if

you want to create more views

you can just click and drag for the

corner of the window

and you can change these into any other

type of editors

as per your preferences or you can also


change it

into other views okay like uh

top view perspective view right view

so that when you're working you can have

a look from the different angles

all right and if you want to join them

back simply

break your mouse on the partition line

and right click join areas and hover

your mouse in the direction you want to

join

join areas or you can

join them by simply click and drag from

the corner

just like how you split the windows and

this will join it

and it will join in the direction your

mouse is

there are several presets available on

the top shelf for a

different kind of workspaces and we will

understand

and use them when we move further in the

tutorial because right now it will be

too much to discuss

because you don't understand the context

of it at this moment

okay so this is just to give you a quick

uh

overview of what is happening on the


screen right now so before we get into

any details i just want to make

very small changes in preferences

go to edit preferences and

in the key map select select with right

click

and space bar for search and save

preferences

now in the older versions of blender the

right click used to be default selection

and the left click was for the 3d cursor

and there are very good uses of 3d

cursor and i would prefer

you use the right click selection it's a

it's a very

powerful way of working in the blender

also for those who are coming from

different softwares it could be a bit

difficult to get used to the right click

selection that is why this option is

there

for the for the rest of the tutorial

whenever we are selecting with if you

are

using the default settings then you will

be selecting with a left click

and the right click will be for the

special context menu which is

on w if you are using right click


okay but we'll talk about this again so

don't worry about it

and spacebar for search so all the

commands

more or less everything is available in

the search menu

so very often we might forget where are

the commands located in which menu we

need to go

so it's very convenient to just hit

space bar and find the command which

you're looking for

so without any further ado let's select

our cube with the right click

if you have left click selection then

you can select it with the left click

now you'll see when i select the cube

it's also highlighted on the outliner

now to move this object i'm going to

press

g okay i'll press g and g4 grab

i'm going to grab this object and move

it with the mouse okay

i can right click and cancel the command

if i want i can press g

and drag it and left click to confirm

the location now similarly if i want to

scale the object

i can press s to scale it r to rotate it

so now when you see our viewport is in


the

in the three dimension we have red line

for the x axis

we have a green line for the y axis and

the vertical one is the z

one but when we are moving it's not

moving in three dimension

okay it's like uh just uh moving on the

according to the screen to move it in

one particular x

you will have to use assign the axis

with the help of short key

press g to move it and then if you hit

x on the keyboard it will only move the

object into x-axis

if you press g and y then it will only

move the object into y-axis

if you press g and z then it will move

the object in the z-axis

all right similarly for rotation if i

press r

and x it will work in the x direction

r y for the y rotation r

z for the z rotation similarly for

scaling

s x for scaling in the x direction s y

for y direction s c

all right now if you go to the

object properties over here you will see


as we move rotate or scale the object

these parameters change here or you can

also check this from the

viewport's panel on the right

this panel short key is n if you want to

view it

now when we move the object around or

the scale it

these parameters change now you can

reset these

uh this to default cube if you press alt

it will reset the transformation alt s

will reset the scale

if if it has any rotation alt r will

reset the rotation but if you want to

apply

all the transformation to object so that

in future if you reset anything

it should stay as it is then you'll have

to press ctrl

a on the keyboard and apply all

transform now you'll see

all the basic default values are set to

zero

scale is one because scale can't be zero

so now if i press alt g

all test nothing is happening because

this is the default and these are the

default coordinates now


now you can see the right now

coordinates are showing in

meters because in the scene properties

panel

unit setup you can see it's assigned

meter over here

you can change this to centimeters if

you like or

any other metric system now you can see

the dimensions are

showing in the centimeters all right

so i'm going to delete this one now we

are going to bring few more objects in

the

scene so i'll press shift a to bring up

the add menu

which is also available over here shift

and you can see there is a list of whole

lot of things going on here

there are mesh objects curve objects and

lights

camera almost everything all kind of

objects in the blender

are available here from the mesh menu

i'm going to select a cube

okay the cube appears here now i also

want

one cylinder here i'll press shift a to


bring one

cone okay now i'll select these

and place them where i want now

every time i create an object it appears

in the center

on top of each other i want them to

appear where i want to create them

to do that we are going to use 3d cursor

actually when you create a new object it

appears where the 3d cursor is so if i

click here

and now if i add one taurus

it will appear where the location of the

3d cursor was if i click here

cone then you can see this is much

easier way if you're working in a bigger

layouts and scenes

every time you don't have to drag a new

object which is created in the center of

the

on the grid okay and also uh

this 3d cursor is not just like a

computer cursor it's it has a depth

this takes the viewport depth into

consideration or the surface which you

click on

let's say if i click here you can see

the 3d cursor

is on this particular face of the object

if i click here then you see the 3d


cursor is snapped

on top of this cone so now if i add one

uv sphere and scale it down you can see

the moment is pretty much precise

if i if i want to add another cube here

i can easily create objects where i want

now 3d cursor have many other uses which

we will discuss later

so now that we have a few objects in the

scene i want to have a look around them

in 3d from different angles so to do do

that

i'm going to press middle mouse and

rotate the view okay

i can rotate the view up and down left

to right

if i want to zoom in and out press ctrl

and middle click zoom in and zoom out

for with the shift middle click you can

drag it

on the left right top bottom now

also you can uh change this viewport to

different uh

other views like uh if we create one

window here

i'm going to close this panel with the n

okay i want to see it from the front

view in this panel

then i can press 1 on the keyboard


to bring up the front view and if i

press

3 then it will bring up the right view

now if you press ok one for the front

view

3 for the right view and 7 is for the

top view

now you might be wondering what these

numbers are and

this might won't make any sense right

now but

if you have a look at this indicator and

go to the front view

you can see the z is upwards x is on the

right

and the y is in the front now if you

place

if you imagine the layout of the number

pad keyboard

and you compare it with this now one is

the default one

the front viewport now if you want to

move upwards

the uppermost key is the seven and

the right most key is the three okay so

this is and this way it's easier to

remember like one for the front

seven for the top three for the right

view if you press control one

it will be left click left view if you


press

ctrl seven for the bottom view control

three

for the left view okay if you want to

bring back

the perspective simply press 5

on the numpad and it will become a

perspective view

alright now if you click

if you select any object and press

dot on the number pad

it will zoom on to that particular

object so you can focus on it

and also if you want to isolate this one

and just focus on this one

hit the forward slash forward slash is

for the

local view or like isolation

once you are done editing the object you

can always

hit the forward slash again to exit the

local view

if you get confused about the axis at

any moment

you can use this indicator and you can

also hover over

uh your mouse to look at the shortcuts

right now it's showing a shortcut number

path one
number pad three and number pad seven

okay so i'll quickly

reset my scene from the file menu click

on general

don't save one more thing when you

create new objects

let's say if i create a cone over here

now before

i drop the object or like use any other

command

you can see this option is available

which is uh

which can be expanded and this gives you

option to tweak this newly created

object this option is only available

immediately after you have made one

object and

you haven't dropped the selection once

you drop the selection

that option is gone and you cannot

change it so let's say if you create a

taurus

you can zoom in and zoom out that is

okay so

now i just want to to set up the

segments like how many

points i want in the surface

if i want very low resolution high

resolution or i want it to look like

four sided uh doris transformation you


can always do that

later but to set up the segments and all

this is very useful

and you can also control parameters like

radius and stuff

now if you create taurus again

then it will appear just like the

previous one and because it's taking all

those uh

settings which you just did it's into

consideration

if you want to reset it just click on

the restore defaults

then the dollars will appear just like

how it was

by default now that we have a few

objects in the scene

i'm going to quickly just grab few

objects

and place them in the scene before we

proceed further i just want to let you

know that you would want to memorize

all the short commands we are using and

at least the essential ones like a

transformation and creating objects and

a few other shortcuts which we will use

in editing mode

because blender is very very powerful

when you work with the just the


shortcuts

it's a very fast and efficient way and

the short commands are designed

in a way that it's very easy to memorize

now that we have multiple objects in the

scene

you can select the multiple objects by

holding down the shift key if i select

this one and hold down the shift key

i can select the multiple objects and

if you want to deselect any object you

can just hold the shift key

and uh click on the object until it's no

longer

active okay when it turns gray it's

deselected

now you might be thinking what is active

object

there are many uses of active object

it's a way of communicating within the

blender that

this one is the the highlighted object

is the active one

so when you shift select or the most

recent selection is the active object

if i deselect anything so if i only have

one object in this

then that one object is active object if

i have multiple objects

selected then the recent selection is


the active object the one with the

yellow border

now let's say if i want to transfer

colors from this

object to these objects or the materials

or any other information

so i can use commands like transfer

transfer from the active object to the

other selection

and also when you're parenting you would

need to use

active object you can also use this for

transformation i just um

i just want to let you know what the

active object is at this stage

we won't be using it for now but uh

i will explain later when we get into

more complicated commands okay

you can also select multiple objects

with the help of box selection

press b on the keyboard

and simply click and drag and it will

select

all the objects within the box selection

and if you want to deselect with the box

selection press b and middle mouse drag

it will deselect okay if i just want to

deselect these two

middle mouse drag and


selection with the left mouse there are

also other options available like lesser

and lasso and circle selection but most

of the time you will be using the b

command

you can also hit a key on the keyboard

to select everything if you press press

it twice

it will deselect everything all right

i'm going to select everything

and just delete it let's say you have

moved your 3d cursor

somewhere and you want to reset it on

the default location which is in the

center

press shift s and

shift s is for the cursor menu

and then you can uh shift s

cursor to world origin okay so i'll just

bring one monkey head over here

in the center now i can uh

duplicate stuff with the shift d if you

press uh

sorry i'll just enable my screencast

over here

so if i press shift d shift d to

duplicate stuff and then you can move

them

wherever you want now

what i'll do is right now these are all


facing in same direction i'll just

make some random rotations all right

bring one over here and make this one

face

in this direction all right i just

wanted to clarify a few of the options

which are available over here

and these are very important if you want

to manipulate stuff

more efficiently so

i have these four monkey heads facing in

different directions

okay and right now these are in global

coordinate

so what are the global coordinates this

is a minus x this is plus x

this is minus y this is plus y this is

minus z

this is plus z okay these are global

coordinates

i can change this to local axis now

what this means is if you select

anything let's select this object

or i'll select this one if i

change this rotation here

now you'll see the z direction is tilted

upwards

okay now this is not parallel to

the world z direction if you change this


to global

right now you see the rotation in the z

the gizmo is showing parallel line

with the grid that is because we are

using the global coordinates

if i change this to local this will

switch

to this direction because we made some

rotation

in this model so

if i try to move everything in global

what happens is they all

move global coordinates so they all

will be moving in same direction now if

i want

to move them in their own local

coordinates

i'll change this to local now see what

happens if i move them into z

direction

now they are all moving in their own z

direction they are

all moving in their own y direction

and x direction

and this is what global and local means

so these are very important if you are

animating stuff

and also if you want to efficiently

place models

more more effectively so


i'll encourage you to try these out as

well

and also there are a few options for

transform pivot point

now what transform pivot point means if

you select

everything and try to rotate it sorry

i'll go back to global

now if you select everything and try to

rotate it

now what happens is when you make any

transformation it takes the center of

the selection

as the average point and makes the

transformation

from the center okay especially the

rotation or the scale

now that is because right now the

transform pivot point is set to

bounding box center so the bounding box

which is around

all these four objects that is what

considered as the transform pivot point

the center of that bounding box now if i

change this to 3d cursor see what

happens

if i place my 3d cursor over here and

try to rotate this

these objects will rotate from 3d cursor


point

okay now right now this might sound very

simple

but it's a very effective when you

combine this with soft selection

especially in object editing mode we'll

talk about this further in next chapter

but this is just so that you understand

this command

now if i change this one to individual

origins now see what happens

if i change this to local and individual

origins

like what we discussed instead of all

moving together or

all rotating from the center they all

will rotate

in their own local axis

now this is so much convenient if you

want to animate stuff

okay if i change this to active element

then what happens is whatever is the

active element as we discussed

the highlighted object is the active

element you can change this by

shift now the center of the rotation

will be the active element

so right now if i say if if i place one

over here

and select everything okay this one is


the active element

now the rotation will happen from this

point if i make this one active element

then rotation will happen from this

point

all right now these are uh

very useful commands when you're working

with the

complex transformations and you will get

used to them when

we move forward and create some basic

setup

and use them in the right context now

when you're working with the short keys

to access the local transformation with

the short keys you'll have to use

so now let's say your view is the

transformation orientation is set to the

global and

you want to move this object in with the

short key

okay then you'll have to press g

y and y again then

it will change to the local axis

if i press g y it's moving in the global

if i press

g double y then it will snap to the

local axis

g double y
g double x so you just have to

hit the access key twice to assign the

transformation

into the local orientation

i just delete everything and bring few

cubes

over here now let's talk about what

snapping means so this option over here

is called snapping

if you are familiar with any other

graphical software i'm sure you might be

familiar with

what snapping means so right now if i

try to

let's say if i want to move this point

this vertex over here

then it might take me several attempts

to match it to that box

to that corner and what i can do is i

can

use this option the snapping now by

default this is set to increment what

this does is

if you try to move your object this will

use the grid

and incrementally move your object okay

now if i change this one to

vertex see what happens if i try to move

the object

it will snap to the closest vertex so


right now

if i want to move this point over here

i'll grab

this one and move this over here and it

will perfectly snap over here

okay now if you want to move this point

to this point

now what we what you'll have to do is

you'll first have to bring this one

close to this one

otherwise it won't pick it up then you

can move it

to this point now let's try a few more

attempts

now you can move this one close to this

one

and if you want to snap this point over

here then first bring close to this one

and then you can snap it and if you

don't have the snapping on

you can simply while moving press ctrl

and this will snap your object simply

press ctrl whatever is the option

available over here

it will take that and uh

toggle the snapping

all right so this is just for uh

the movement and uh there are other

options so
if you want to rotate scale and use the

snapping that also works

let's say right now

this object i want to scale this to this

height

then i can enable scale as well

and now if i try to scale this one

and press ctrl then when it reaches this

points height it will stop

it will snap to this side so you can use

this in

scaling as well sorry uh

scale in z direction s z

and press ctrl to that point and it will

snap

okay you can also rotate and

use snapping if i rotate this one and

use control it will snap to this point

or snap to the point you want to

just move your mouse in that particular

direction

that point and it will snap to that

point okay

so all right i'll just reset uh this one

there are a few more options over here

now to clarify these

what i'll do is simply bring one uv

sphere over here

and make this uh shade smooth

now let's bring one uh simple taurus


object

now if i make this one to align rotation

to target

if i click this option

yeah just go to the face mode and

project individual elements

now see if you want to quickly duplicate

stuff

these will automatically pick up the

orientation of the

surface you are projecting on and this

is

so much convenient all right

so you don't have to all the time just

i mean create an object and align it

manually so

i just want you to know there are

options available to speed this task up

you can simply enable face mode and go

to

align rotation to target and enable

these two

and this will work all right so the next

option is proportionate editing and

i think this is not the right time to

discuss this we will talk about this one

in the next chapter when we are

editing objects and uh i i think then

that is when you will be able to


understand it more and uh

over here we have a several display

options

now the first one is view object types

now let's say if i have a

one camera in the view and uh sorry i'll

just disable this one

and i have few lights over here

different kind of lights and i have few

force fields now

when you are using a animation previews

it could be

a bit distracting to have all these

elements in your scene

so you can use what kind of object types

you want to show in the viewport

if you don't want to show the lights in

the viewport you can disable the light

pro

sorry lights in the viewport you can

also disable any other kind of

uh object if i want to disable the force

fields

then i can use empty so this will leave

only the mesh objects

in the viewport this is a very good tool

for organizing your view

also there are and also this one is for

viewport gizmo

if you want to view your viewport gizmo


or not you can just enable or disable it

there are a few more settings but i

don't think you need to get into this

one at this moment

you can simply enable or disable if you

want to

if you are comfortable with the short

commands and you don't need this gizmo

all the time on the in the scene it

could be a bit distracting

and you can simply disable this one the

next one is uh

show overlays so right now we can see uh

the grid and

these objects are these are not non

renderable objects the only things which

renders

are the surfaces okay these won't be

seen in the render i mean the effect of

the light will be seen but these won't

do

like these shapes won't show in the

render so you can disable the overlays

this this is a very good option if you

quickly want to see what is happening in

the scene

without any distraction you can simply

enable or disable this

there are also a few more options if you


want to show wireframes

and also like a 3d cursor yes or no

grid you can enable disable and increase

the size of the grid

but like i said it's always at this

moment it's best to work with the

default settings

now there are few more options for uh

viewport visibility over here

if you press z on the keyboard now this

brings up

your viewport shading now if by default

this is showing uh

sorry by default this is showing

solid mode if i disable the wireframe

okay so if you want to show the

wireframe then press

z on the keyboard and choose wireframe

press z

and solid and there is a material

preview

now material preview right now it's not

showing anything because

there is no material so this is a

material preview now then

there is a render preview this one will

also show the effect of the light

all right so

right now our scene is very basic that

is why you can't see a


major difference in all these otherwise

uh

you there is a lot more you can do with

this okay i mean

you can go to the material preview and

choose

which kind of hdr you want to use in the

background

i mean there are when you are shading

you might want to preview object with

the different settings so you can use

these hdrs

and you can enable the strength

increase or decrease it also you can

rotate your hdr in the background

okay now let's say if i make this one

okay this is just for clearing this

option i i don't want you to get in

get into any details of material at this

moment

so you can change your hdr from here

and see the preview of your object

and also you can these options are

whether you want to use the scene lights

or no

or seen hdr or no right now we don't

have any hdr in the scene that is why

it's

showing a black in the background


all right so one more thing i wanted to

discuss before we

start exploring more options now each of

the object you see

in the viewport have this yellow dot

in the center this is called the object

origin

it's also known as the pivot point in

other softwares

now to explain this what i'm going to do

is i'll press

shift s and uh cursor to world origin so

that the cursor is

cursor is in the center now let's say if

you

like uh let's let's make it like a door

okay

i'm going to scale this

sy

yeah so let's say this is like a

door okay i'll press shift d

and duplicate this and select these two

and place it in the center

now let's say when i'm animating these

objects

i want them to orient like a

door okay like the doors have uh

the doors rotate from one particular

direction let's say if this is

this supposed to work if i want this to


rotate like a

door then the origin of this object

should be on the sides

okay the origin of this door should be

on the

left and the origin of this door should

be on the right just like hinges

okay if i rotate this one now

with a default orientation i have

default origin setup

it's going to rotate from the middle

okay this is not how

the door works now

let's say i want to change the origin of

this object

simply click with the 3d cursor where

you want

the origin to be and click on the object

menu

set origin set origin to 3d cursor

and same for this select this object

click over here object set origin

origin to 3d cursor now if i go to the

local

and change this to object

individual origins now you'll see when i

rotate them into in the z direction

it works like a door okay they are

rotating from the sides not from the


center

now these commands are very the origin

is very useful when you are working with

the

animated objects like uh you you can use

them

for rigging a character when you are

working with

armatures or any mechanical setup

and there are several other ways you can

change the origin of an object

if you want to reset the origin to the

center simply click

center like mass volume

and if we are let's say in the edit mode

object edit mode if i select this vertex

over here i press shift s i can

cursor to selected now this moves my

cursor to this

very specific and precise location now

if i change this to object mode

and go to object and set origin to

3d cursor then you can see my origin

point have moved

precisely to the to this particular

vertex okay similarly you can work with

the edges

and uh you will understand what the

vertex edges

and the edit object is when we get into


uh the next chapter but this is just to

explain how the origin works okay and

how you can

change it you can also move the origin

from

with just the transformation now that

you have your

move tool active you can go to the

active tool properties

and click on origins now what will

happen

this will affect only the origin of

object and not the transformation

now if i move with the transformation

tool

you can see the only the yellow dot is

moving and not the object

okay you can move once you are done with

the

placing your origin you disable this one

and now if you

rotate your object it will take this

point into consideration

okay okay so to understand whatever we

have discussed so far

i'm going to make one very simple object

okay i'll reset the scene i'll press a

and delete everything let's bring a cube

and scale it and press s


and z to scale it down into z direction

okay

now i'll enable this panel over here

s x okay

now i'm going to bring one more

window over here

make this one front

and make this one top let's say

i'll press g and z to move it upwards

now if you want to create legs for this

object

uh place your cursor where the next leg

you want to create

and add a cube okay

so i'm using uh short commands you can

see over here

basic transformations now i want

to snap this leg over here i'll

move it and press ctrl

i'll set this to vertex and now if i

move it and press ctrl

it will snap to the this particular

vertex

now i can duplicate with this shift d

and press y to move it in

y direction g

y and hit ctrl to snap it in

sorry guy and

hold the ctrl key to snap it now i can

select these two with the shift


and i'll press shift d and press

x to move it into x direction now i'll

move the

move it with the g and hold ctrl to snap

it

on this vertex so now you can see

uh you have a top view and also graphic

view showing

what is happening in the 3d view

and this is a perfect table and

you can add more details if you like

let's say if i make

another copy of this and just scale it

up

and you want to create copy of these

and scale them down like this

in the z axis s and c and

if you want to scale them into their own

individual origins

just change this option from here now

g and z okay now if i

i want to now these are actually going

inside

this leg i want them to just stick to

this surface

what i can do is uh i can turn on the

snapping and

click on the face okay so now when i

move this with the z command you can see


it's snapping

to this face you can work in the

perspective view if you are comfortable

but if you are making a very precise

transformations also graphic views are

very useful and

at any moment if you want to let's say

you have this

layout but you want to focus on this

view right now

and you want to maximize this simply

press ctrl space

on the keyboard it will maximize the

viewport control space

to make it uh to bring back the full

layout again

okay control space and this works for

any window if you want to maximize the

uh this outliner or the property panel

it works everywhere

so now that you have your table but

these are still

independent objects okay so what you can

do is you can select

everything and uh press ctrl j ctrl

j will join all these objects together

and make them as

one object just place them now move this

object

right above the grid and once you are


done

it's a good habit to make sure the

origin of

every object which you have created is

in the center okay

now because the object is in the center

of the grid what you can do is

press shift s cursor to world origin

object set origin to 3d cursor

okay now if i rotate the reset

transformation at any time

sorry i need to apply scale

yeah so you can also change your

dimensions if you like from here

if you want to specify any like

one specific number you can always type

in the value 4.5 or anything

let's say and or if you want to move it

uh

like one meter above or bring it back to

zero

you can type in the value there are

different uh other

sharing options available over here okay

let me just uh

quickly combine these if you want to

look at the wire mesh of this object

press z on the keyboard and

click on the wire mesh now you can see


the wire mesh of this object okay

if you click on the z and material

preview

it will show you preview of the material

which is assigned to it

okay so right now there is no material

let's say if i

click on the material and change the

color it will show me a preview

of the material if i press z and

click on the render it will show me a

rendered view

okay so render view is different than

material

it also takes the light into

consideration

let's say if i have light in the

viewport okay

so this is wireframe solid

material preview and rendered

okay so you can also see the shadows in

the viewport

right okay all right guys

so now that we are aware of the basic

interface

and uh transform commands snapping

options and

global what is the global local view and

like pivot point origin i think it's

time that we put all this knowledge to


use

so that we understand them better and we

can memorize these commands

and develop some muscle memory so that

we can move on to the next chapter

it's going to be something very basic we

won't be getting into any further

details

and just put the basic commands to use

and create something which is like

rewarding for your first day in blender

let's create something like a

uh maybe a shop or a building okay

something which you see

on like a mobile game okay before we

begin let's

go to this uh scene properties okay so

i'll go to the scene properties and here

i'm going to change

the unit setup just check if it's in

meters

for now all right so the unit setup is

in meters already and i'm going to click

over here

or just press n to bring up the

transformation

panel i'm going to delete this default

cube

at the center bring up a new one i'll


press alt

g just so that it's right in the center

and uh let's say i want this building to

be

something like 10 meters by 10 meters

and 40 meters

okay let's zoom it out maybe not 40

meter

uh 20

meters right i'm going to press g and

z so that we can move it move this one

right above the grid then i'll press

shift d and make a duplicate of it and

uh just right click

to cancel the command so that we have

the duplicate right over the building

okay now this one i want to be like

something like the ground it could be

just 0.2 meters

i'll press z so that we can see the

wireframe

okay 0.2 something like this

and maybe the scale could be 30 by

40 meters okay or maybe

20 by 40 meters now i'll press g

and z and drag it right beneath the

building

all right and place this one above

the ground i'll go to the front view and

make
one more duplicate of this if you want

to place it precisely you can just uh

change this to vertex and when moving in

the z direction

hold ctrl so that it snaps to the ground

okay

now i'll select this one and change the

snapping to

face and g z

and hold the control sorry in the

perspective view

yeah so when i hold the control key you

can see it's snapping on the face

okay this one is for the ground and this

one i want to be uh i want to

split and make it like uh a road or

something

okay to make uh divide this into 50 uh

50 i'm just going to i can either make

it uh

type 40 meters here or i can simply

divide this by

two okay so you can see this one is

perfect like uh

50 of this area now let's uh

snap this to g and y

and hold down the control key okay and

make one more duplicate shift d

and move it into y direction like this


g y and hold on the ctrl key

and snap it over here now just so that

we can have a better look at a

number of objects and the separation

lines because right now everything is

gray

what we can do is uh we can change the

shading option to

random objects okay now you can see

every object in a different color all

right i'll go to the

side view i'll press 3 on the keyboard

and select the ground and deselect the

building

and just shift this one in

y direction all right

okay i'll get rid of this camera and

light so that we have more area in the

front and less in the back

okay let's duplicate this box again this

could be

15 meters and

move this down and just scale it up a

bit

so that this looks like a storefront now

so now make a duplicate of this again

and move it above and this one could be

we need something for the rooftop so

here i'm going to make

this one 0.5 meter by 0.5 meter


and move this right above the building

maybe one meter by

one meter in y and

z axis move this right over here

and hold down the control so that it

snaps okay

shift d hold down the control and snap

it here

and select these two and press r z

and type 90 sorry i'm just going to

shift d first to make the duplicate

r z and 90

on the number pad so that this rotates

in the 90 degree exactly

now we can make one more duplicate and

scale it down

like this and make this one

one meter or something so here uh

we want something like a window or

something so what we can do is

we can uh all right we are going to

create a new cube

over here uh okay first i'm going to

just uh

switch on the cavity maybe word space

so that all the also the shadows

so that we can uh see faces more clearly

go to the front view

what i can do is i can bring a cube here


scale this one

in z direction okay scale this down

and uh make it tall scale this down a

bit

and make a duplicate okay so now i'm

going to

make a duplicate of this one

okay and rotate this in 90 degree

and place it right above over here to

make it like a window or something

and i scale this one in x direction

and move it just like uh to fit this

width

okay

all right and then i'll make a duplicate

of this again

i'll make a copy of this again and

move it over here and scale it down

something like a

window partition

and uh

type 90 on the rotation

scale it in x direction

and we can just duplicate this and make

few more partitions

just like this okay now let's select all

these four parts

and press ctrl j to combine them

and select these

partition lines and ctrl j to combine


them okay

now if it like you can align these

objects like if you hold this one

and make this active and uh press space

bar

and type align you can align object you

can see the align

options here just click on the x

y and z you can hold down the shift if

you want to

align in all the three dimensions i'll

create a plane

and rotate this rotate this in

x-axis scale it up

uh something like a

glass or something now we are going to

select

all these three parts and

make duplicate

again select both the windows

shift d and duplicate it

okay like this

all right uh let's uh change this to

object and see how this looks in

grayscale

deselect everything all right now what

we can do is we can add

some more detail to this uh let's say

we need some railing over here okay


i'm going to click over here and uh make

a cube

and scale it down like maybe 0.5 by

0.5 by 0.5

okay we can

make this like 20 meters

or maybe

30 meters in uh x direction

let's lift this up and uh i'll

select these two

press bar and uh align this into only

x direction so that it's right at the

center

now we can make a duplicate of this and

simply type

rx90 sorry ry90 and uh

make this one like a one meter or

something or

two meters okay

move this down maybe three meters

snap it right over the surface now go to

the front view

move this right here and make a

duplicate of this

select these two make a duplicate

all right now there are a few modifiers

which can help you set up the railing

perfectly but for now

let's uh work with the basics shift d

move it in x direction okay


30 and uh

31

okay i'll select all these uh

railing uh parts and uh

ctrl j to combine them and

align them into x axis with a building

okay ctrl j

alright now i'm going to save this file

like a d1 building okay

so i'm going to make make something like

a roadside

let's create a cube over here and

just type 30 in the

x direction okay

or 40 and i'll align these two

hold down the control for snapping and

shift d move it into y and hold down the

ctrl key

g y and for snapping

okay and uh let's

uh create something like uh maybe

road signs

point two and uh maybe

10 meters

g z okay snap it over here

shift d shift d

okay and press ctrl j to combine these

three

all right maybe we can have some


more uh partitions over here what i can

do is uh

i can click over here and

change the pivot point to 3d cursor

sorry

i'll go to the local change this to 3d

cursor

i'll place my 3d cursor over here and

now if i scale this into y direction

you can see it's scaling from here okay

i'll just press s y s

y and scale it down a bit okay

and then i duplicate this and

just move it like this

and change the y

dimension to maybe 1 meter or something

gy

and snap it over here now change this

back to

bounding box and scale this up a bit and

maybe we can

combine these four and scale them up

like a more uh defined boundary shift d

and uh place it

place it over here

now here we can we can have a three very

basic tree representation

i'll make one cube and scale it up maybe

eight meters or maybe

much bigger than that scale sorry


s2 okay

okay make a duplicate of this scale this

down

so we have something like a tree here

and

now we can duplicate this and place it

over here

and maybe we can uh duplicate this again

make him like uh like small bushes

okay now we can reduce the height for

this one

let's create few copies of this

and i'm going to change this one and

place them over here

okay

right over here

maybe place my pointer here and make

this one

82

scale this up yeah

okay we can continue to add a few more

details

so that uh this looks more uh complete

right now it needs a door maybe we can

shift d and uh move this into z

direction now what we can do is uh we

can delete this part

to do that we can just press space bar

or
search option and type separate

by loose parts we'll make each part

separate again

okay so i delete this one and

scale these okay and i'll move it into

uh sorry i'll go to the global view

and move it into z direction okay

now i can have a door here i'll just

duplicate this

and

scale this one sorry i'll have to

change the origin to set origin to

geometry yeah so right now now it's

right in the center

and move it back and maybe

you can create something like a door

handle here

a small cube vertically stretched

keep it very basic you you don't need to

get into any detail

and just work with the

basic transformation commands now we can

make a duplicate of this again

and scale this down go to the front view

and uh maybe we can align this over here

something like this it could be like a

like a window

we can add few bricks okay just click

over here and add a

cube and scale this down


okay yeah something uh just to

break the flat wall we can just scale

this up a bit

go to the side view make a duplicate of

this

few more duplicates

a few over here now what i can do is i

can just uh

take this one over here and rotate this

into 90 degree

and just go to the front view and place

few

at the front okay

shift d shifty

very basic stuff

shift d go to the

break the symmetry and keep it uh

non-uniform

so that uh it looks natural a bit and

we can also place few of them on the

ground

to break the flat ground break the

texture a bit go to the top view

and uh just place few sorry i'll make

this one

a rectangle first shift d

now i can select all these and combine

them

by ctrl j and maybe


r z 180

or you can simply type s

and in x direction minus one

okay so it flips the geometry

other way around now we can add few lamp

posts over here

place your cursor over here and add one

[Music]

cylinder pop up from the pop-up window

i'm going to sorry the segments to four

yeah six is fine move this

scale this up now you can see with the

six segments it looks like a hexagon

it is axe again actually

okay now we can place our pointer over

here

3d cursor and bring one cone and change

the radius

two so that it looks like a

lamp okay here

eight segments again you can scale this

up

i can make this one much smaller okay it

looks too

too thick

g and z direction all right

now i'll make a copy of this and move it

into x direction

i'm quickly going to make a cube over

here
just to make it look like a rooftop

you can add a cylinder over here

to make it look like a pipe or something

shift d shift d go to the side view

and uh move them

select all these three move them up okay

you can also

duplicate them and uh place them

other side shift d place them over here

and you can use align command if you are

if you want to work

like a very precisely and work perfectly

with the dimension

you know how these work now add a cone

change this uh back to

now shift z now i'll bring the cylinder

again

okay this is like a tank or something uh

rooftop at the rooftop we can copy

a few of these cylinders and place them

over here

rx90 sx

sy and

g y all right

sorry

i just want to uh even though this is a

very

uh basic model you can always add

details in whichever form you're working


okay this is also considered as a style

a lot of games are actually in very

low poly models okay

shift d move it into y direction

place it over here shift x

g x shift scale

and make a duplicate

place it over here i'll make a duplicate

of this

and move this upwards what i can do is i

can make it like a sign board or

something

i can uh maybe type

pizza or sorry about that

it's very noisy here i hope you guys can

hear me clearly i live

like i have like a very large windows

and

my room is not soundproofed i hope you

guys can

focus on the audio here and the

background is bearable okay so we have

the signboard over here

and then we can place one sign board

over here

i'll save the file

right now the road looks too wide i'm

going to just uh

change this a bit i can just

shift these things so that we have more


room in the storefront

and maybe i can

move these over here all right we can

have a

much thicker base like uh

two meters

okay guys so i think we have the model

ready you can

add more details if you want uh you can

really go crazy and

keep on adding details but the purpose

of

this process is actually to get used to

the commands we have discussed like a

transformation

working with a different access and a

global local

direction snapping options and all there

are more commands

related to selection and soft selection

which we will discuss

when we start editing objects right now

i just want you to work with basic

primitives and

get your self used into the three

dimensions

of this software so that you get

comfortable for the next chapter

now what we can do is uh we can assign


colors to these

actually those are not colors actually

it's called material in 3d softwares do

not get into any details

this is just so that you can have fun

with this on the first day

and create a nice render uh just just

follow these commands and uh

do not get into details like i said we

will discuss

about the lighting material and

everything in detail

in the further chapters this is just so

that you can preview your model

and have fun with it okay after maybe

hours of working

let's uh go to the render properties

over here

and change this one to cycles and

we are going to go to environment

properties now if we hit the

render option over here like how we can

see the wireframe

and then solid and then there is a

uh look depth mode now you can see

everything is white

okay if if i go to the

render tab i'll disable the overlays

you can see there are no lights no

colors nothing
so what i can do is i can click uh on

the

environment properties and go to the

color

button click on this button and simply

bring the environment texture

click open i'm going to bring in this

hdr i

have this hdri is by

hdr heaven.com you can download it

online or i can

redirect you in the description below

and

just go to the rave visibility and

switch off the camera

so that we don't see the image in the

background but just the lights

now you can see the hdri is creating

some really interesting light effect

over here but our model is still in the

gray scale

okay i'll just go to the solid mode okay

make one more window

create this one are rendered

so you can assign material in this view

and see the preview over here

i'll press n and t to hide these n

and t i can also just

merge this timeline so that we have more


room to work with

like i said i don't want you guys to you

know get into any details i just want to

assign basic colors

and you can so that you can have

a better looking model on your first day

simply go to the material editor

and material properties and let's select

the

main cube first and click on new and

from the base color now we have a new

material from the base color

let's make a brown color okay and you

can see the wall is now

the brown color for this wall i'll make

new material and make this something

like a yellow

maybe darker values if you want to

assign

the same material to this one you can

simply

click this and from the drag down just

select material 2 which is the yellow

material

it doesn't look yellow because it's

catching some reflections

from the environment which is black but

don't worry about it

we can uh select all these bricks

combine them
ctrl j and make a new material you can

double click and

name your materials like a brick and

i'll change the materials

something like off-white grab the road

make a

new material change the color to gray

no saturation and then i can select the

trees

and combine them and make one material

for the trees this one will be of course

the green color

and double click make it trees right

storefront we can have something really

dark

but less saturated

for all the windows uh what we can do is

uh select the glass of the window

and combine them we can make a

window glass material and make it look

like a

black color or something like really

deep the ground color could be

gray as well so so it's a totally your

uh

choice and this is your first day you

make it

however you want this to be from here

i'll just
uh grab maybe

the white one i'll make the doors

black and place a plane

so i think you guys understand the

process now of uh

creating some very basic geometry

and working with the transforms combine

the windows and

create a new material add some

interesting color something off-white

which doesn't look very bright

okay guys so i've assigned a few random

colors to

each of the objects and uh whichever

objects were like of the same materials

i just uh combined them

and there are ways to transfer material

from one object to another one

but we will discuss that at later stage

and if you want to really go crazy with

this

you can just shift d and move it into x

direction

and make more buildings out of it

and maybe you can make one more copy and

move it into

y direction and then r

z 180 okay okay so

you have a pretty decent looking low

poly
maybe a colony or something this looks

interesting

like i said about the materials about

the environment please

don't get into any details at this

moment and just work on the

very basics these materials i have

assigned just for the fun purpose

we will discuss about uh how the

materials work

and uh what is the meaning of all these

parameters over here

uh in the later chapters but for now

just enjoy your first day and make

something

which looks uh which is very simple but

yet fun

all right so now i placed my

buildings in uh some arrangement and i

also placed few trees in the center

so this is just optional and uh this is

just for uh

presentation purpose so you can place

your buildings however you want and uh

once you have a once you applied all the

materials and you want to take some nice

render out of it

then you'll have to bring a camera in

your scene
okay now right now i already have a

camera what i'll do is

i'll just uh disable the camera sorry

yeah i'll just delete this camera so

if you go to the perspective view and

try to render it

okay sorry this is a the viewport

shading if you want to actually render

it

then you have to go over here and press

render image

now over here you can see there is no

camera found in the scene that is why

you can't render your scene

okay now to render your scene what you

can do is

uh simply click over here okay

and uh click anywhere and bring one

camera okay and now we have a

camera in the scene yeah sorry it's a

very small camera

you can't see it so we have a camera in

the scene okay

now you can either press 0 and then go

to the camera view

and try to position it

what you can do is if you press n on the

viewport

this will bring this side panel okay now

right now if you rotate your view


it will move you out of the camera okay

then you are

out in the 3d perspective okay not in

the camera

now if you enable this view over here

this one

lock camera to view now whatever changes

you are doing to the view

now it's a locking to locking it to the

camera okay now your

camera is actually moving it's not the

3d perspective view

okay so right now now to clear this out

what i'll do is uh

i'll just uh undo this okay and bring

one more view over here

now see what happens uh my camera is

over here

okay and uh okay i'll just delete this

and

make a camera again i'll click over here

and place one camera all right

now i press 0

and if i orbit my view now it will

it will uh take me out of the view okay

and nothing is changing over here

now if i press 0 to show the camera view

and click this button lock camera to

view sorry
first i'll just zoom in a bit block

camera to view

now see my camera is moving as i'm

changing this view over here

okay

all right i think this looks fine

and now when i'm sure about the view i

can

unclick this option again and now my

camera

is over here so right now the viewport

clipping

is actually masking your view what you

can do is uh

go to the view and uh

if you see any viewport clipping

happening you can change this from

view focal length clip start yeah change

these settings

and uh increase the end limit a bit for

further maybe 2500

all right now this should be enough all

right i'll scale up my camera a bit so

i can see it in the view so yeah

this is how you place a camera now there

is one other way if you don't want to

okay so there is one other way which is

much convenient and much shorter way

what you can do is simply


place your camera in the view and

now if you want to align your camera to

this view

you can press ctrl alt and 0 okay

now you see your camera have moved in

the view

and aligned your camera to the

perspective view you were looking into

okay and this is much more effective and

uh

faster all right now just like any other

objects you can move your camera rotate

your camera

and uh place it manually if you want you

can also animate it

so now that we have the camera in the

view i just uh

make few changes merge this view okay

now if you press render this will render

your image

all right

all right so it's going to take some

time to render and

uh what you can do is once once your

render is complete you can

click on image and save your file

externally wherever you want okay

you can adjust the format from here and

save the image


all right and if you're looking for uh

more

inspiration what you can do is uh you

can go to pinion trust

and you can just type interior

so you can create your own rooms uh very

basic geometry like this

and have fun with it so i hope you guys

uh understand

the basic commands now and in next

chapter we are going to discuss

how to edit one object and create uh

different forms like not all the objects

are available in

uh the add menu we can create custom

shapes we can

break the geometry delete and manipulate

it however you want

so we are going to actually make a 3d

models of our own and

not just uh stick with the basic uh

primitives

i think uh you will enjoy the next

chapter if this is your first day in 3d

and you haven't worked in 3d before i

would suggest you

continue this for at least a day or two

and get used to all the basics so that

you have very good command over

transformation tools and


you understand the concept of pivot

point and the 3d cursor and

all these options we discussed over here

this is important so that

you can enjoy the further tutorials and

you won't have to actually go back and

forth and check what the short commands

are

you can actually get your speed up and

running

okay i'll see you guys in the next

chapter and uh do share your version of

the first day assignment see you guys

around

yeah thank you

[Music]

you

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