Hey, everyone.
Tim, from Tampa Zone here.
Welcome to the introduction to Blender tutorial.
This tutorial already released a few months ago, and it's a free tutorial so you can watch it on YouTube.
And in case you already did watch it.
Of course, there's no reason to do that again.
But for everyone else, I just wanted to include it so that you get a chance to also familiarize yourself
with the fundamentals of blender, especially if you're completely new to it.
So we're going to cover things such as plug ins, modifiers, tools, as well as a few shortcuts that
I changed.
And speaking of shortcuts, if you want, you can load my shortcut file that way.
You have Q W E R Change to select move, rotate and scale.
And I also put extrude on the F button.
So these are pretty much the only changes that I did.
Also on E4, we have the wireframe toggle and that just makes it a bit more easier for me to work with
because I'm coming from four D-Max and this is sort of similar to what we have there.
So if you want, you can use these shortcuts.
But also, I go over it here in the fundamentals course, so you get to see everything that I change
there.
And then speaking of plug ins, if you watch this tutorial, you will get to the part where I explain
the Cube locker plop in this plug in is no longer needed because it's now built into blender.
So we have the exact same functionality and there's no need to install this plugin anymore.
So this will be a good base for any one completely new.
Everyone else, you can just skip it and we start with the revolver.
But a lot of time went into the creation of this fundamentalist course, and that's why I also wanted
to include it here to the revolver package.
So with that said, let's get started.
Happy modelling and cheers.
Hey, guys.
Welcome to Blender.
The first thing people usually do is press the middle mouse wheel button and just pan around a bit.
That already gives you a bit of a feeling here for the viewport.
So before we start, I'm going to activate a plug in that allows you to see what I'm doing if you click
here on this little arrow that sticks out there.
You can also access that by pressing the key.
You get this sidebar menu here.
This is where we get to see our transform information, which, by the way, corresponds to the currently
selected element and also other things here, such as tool view.
And most importantly, our installed plug ins will always appear here.
And you don't have this plug in, you also won't need it.
I just installed it so that here at the bottom, you will now be able to see what mouse button I pressed
and also which keyboard button.
So that makes it easy for you to follow what I'm doing here.
So while we're at it, let's talk about basic navigation here in Blender.
I'm going to bring up the added preference window because if we talk about navigation, we also need
to have a look here at our key maps.
And if you go over here, you can change it to industry compatible, which will then make Blender behave
more like you're used to it from Freddie Mac or from Maya, and that might be something that you can
try.
For me personally, I decided to just go with the default blenders settings because I figured that if
I need to look something up, there's a lot of tutorials out there where it's just the standard key
maps that were originally intended that way from Blender.
And that just makes it easier then to quickly look something up.
As you can see, I already have my own shortcut file here, but for the sake of this tutorial, I'm
just going to have the blender settings and then I'm going to change a few shortcuts where I think it
makes sense.
So this preference, we know we're going to get back to it very soon so we can always have it in the
background.
Let's just take a look now at basic navigation pressing down the middle mouse wheel button while having
an active selection such as this box here will enable us to circle around it.
Mouse wheel lets you zoom in and out and then pressing the shift key lets us pan around like this.
And now let's say we have this object here unselected by clicking anywhere here in the viewport and
we are somewhere all the way out here.
Now, if we select this box again here you can press, then the period key on the numpad to zoom right
back to it.
So let's take a look at our different view modes, which are perspective and also view.
Same as in any other 3D software and you can see here, this icon already indicates that we are in the
perspective view and like, it's safe there.
If you press the Numpad five key, you can toggle between perspective and Arthur View.
So there is one important thing that needs to be mentioned.
First of all, on the numpad keys, we can quickly toggle through different kinds of views here.
It will always tell you here in the upper left which view you are in.
So, for example, numpad one is the front view, seven is the top view, nine is bottom, three is
right and so on.
So now if you use the mouse wheel button and get out of that, it will then go back to the perspective
view, which is rather annoying.
So in order to prevent that, we have to go back here to our preferences and then under navigation,
we want to disable auto perspective.
So with that done, if we switch back to our auto view, we can now always remain in the auto view unless
we press the number at five key again here to switch to perspective if you need it.
There's also another way that we can toggle through these different modes that are on the numpad keys
as well by pressing the all key.
So it's kind of similar to zebrafish, where it will automatically then snap into the nearest view here,
such as now we're in the back view, now we are at the top and so on.
So that is another very fast way that we can always snap here.
And that means you don't always have to press the numpad keys, even though that's something that I
like to do, because that way I always know I'm in the left view or the front view, and it's just a
convenient thing where I don't always have to check where I'm currently at here, in my view.
But regardless, it's a useful thing to be able to snap.
So by default, we are in the object mode, the object mode is where we can create new solid geometry
here and let's, for example, at something by pressing Shift A, which will bring up this window here.
And then let's add a cylinder here to our scene.
Now you can see that it will always spawn that cylinder here at x y z zero axis right at the center.
And then let's say we want to take this out here out of this box.
We can then go over here to move.
And push it wherever we want to have it.
Let's at something else, let's have another QPR.
There we go.
And you will then see that it will add to these things here into our currently selected collection.
So this is basically our folder that we have active and where everything is in right now.
Another thing that by default always comes with a new scene.
Here are these lights.
Or I should say there's one light and this camera here.
By pressing shift, we can select them together and then pressing X will enable us to delete it.
Usually, we don't need that for modelling.
So now you can see we only have geometry left here in this collection folder.
But to be able to actually edit these cubes here or, let's say, the cylinder that select this one,
we have to switch over to our editing mode.
So pressing tap will get you there.
And you see here we have all these extra buttons now inset extrude bevel, all these things that we
actually need to properly edit this geometry here.
So since we are in a new mode, we are back into perspective.
I'm going to press Numpad five to get back into the Ortho view.
We are by default in this layout mode here.
If we go over here to modelling mode, we have more screen space because it gets rid of this animation
bar.
And as long as we are not animating anything, it's probably best to have the maximum screen space.
And if we switch over here to our object mode, it will also maintain this modelling view here.
So once again, because now we are in this new mode here.
Got it!
Tell Blender that we also want to have the Ortho view here.
I'm going to press shift here on these objects.
Press X and delete them.
And then while we are in object mode, let's create a new cylinder.
So whenever we create new solid geometry in Blender, you will see here at the bottom left.
We can expand this year into a window where then we have further control over how we want this cylinder
here, in that case, to look like we can also change the radius and the depth.
And if you're coming from for a D-Max, then there is one thing to notice that is different in Blender.
So let's say we take this here and we want to move this object, then take a look.
What happens here to this property window?
Now we let go and our property window is gone, and this is a bit of a, I would say, more destructive
workflow than in Freddie Mac's, where we are still able to edit our properties even if we move it around
somewhere.
And in Blender, this means we are now basically stuck with this cylinder.
And if we want it to go back and change the sights on that, like right now we have 64, we want it
to be 32 again.
We have to delete it and then we have to create a new cylinder.
It will always remember the last settings that we made.
So that makes it a little bit easier, but it will always center it here at x y z zero right there in
the center.
So that would be the perfect time to take a look at some free plug ins.
And one of the plug ins will, for example, enable you to also spawn geometry based on where your mouse
cursor is.
Like, we are used to do it in free D-Max, if you are familiar with that.
So there's a lot of plug ins out there.
It's absolutely amazing.
The community of Blender is great, and this is something that I certainly love about Blender.
Some of the vanilla tools might be a bit limited, but then we have the ability to look online for plugins.
So long story short.
Let's take a look at these plugins that I find essential and that I want to show you in this tutorial
you will find the links in the description.
So the first plugin we want to download is called Q Blocker.
And if you're not familiar with Gum Rhodes, the way that it works is that some people put free stuff
up on there.
Their me included, by the way, and then it's up to you.
Whether you want to be generous and donate something to the creator, or let's say you're really tight
on your budget.
You can also get it for free by putting in a zero here, and then you hit that purchase button and you
will get to the download screen where then you want to grab the latest version here, which is zero
15.
Just make sure to download all these plugins into one folder.
It doesn't matter where that folder is located because we are going to install it then later from Blender.
The next plug in is called Cat Transform, which has some really nice snapping ability, which is also
more close to how free D-Max does it.
And it just improves the general way that snapping works in Blender.
We're going to take a look at that later in the tutorial.
So same thing here.
Make sure to grab it.
The next plug in is called text tools, and if you're familiar with Freddie Mac's, chances are you
have heard or you probably have text tools installed there.
And I was happy to see that it also exists for Blender.
Now, we probably won't be doing a lot of unwrapping here in this introduction to Blender of VIDEO.
But once you follow my free blender grenade tutorial, we will definitely be doing unwrapping there
and also make use of text tools, as well as the next plugin in which you want to download, which is
called U.V. squares.
Just like text tools, U.V. Squares is a plugin that helps us unwrapping here on the creator's GitHub
account.
You can download it by clicking on code and then download that zip file.
Alternatively, and if you feel generous, you want to go over here to the blender market.
And like I did, I purchased it here to support the creator who does a really amazing job creating these
plugins.
And this one here in particular, was exactly what I was looking for.
It's amazing.
You're going to see it once we get to the grenade tutorial where we do the unwrapping.
So the last plug in for now is interactive tools by Max IFSJ.
He has a massive threat up here on poly count that is worth reading because in there you will find explanations
for every one of these tools.
He made some gift graphics to make it really nice and easy to understand what does what.
And it's a collection out of different tools.
If you're coming from Freddie Mac's, you will find a lot of them familiar, which once again is a great
thing because out of the box blender has its limits.
And that's where the creators of these plugins step in to create amazing things to enrich the blender
experience.
So once again, a plug in that is a must have.
And like the other ones or many of the other ones, it is optional for you to decide whether you want
to support this creator, which I highly recommend.
Or you can grab it for free here by punching in a zero.
So one thing I want to point out, though, is that here at the bottom of the Polygon page, he posted
the last version of interactive tools with a link to his GitHub account.
I think when I checked, the version that was on Game Road was actually not the latest.
So make sure to grab it here from GitHub.
Download Zip!
We are back to Blender.
Let's go over to our preferences settings and under add ons, we are then able to install these plugins.
We just don't load it.
And as you can see, there's already a whole bunch of different plugins in here.
Some of them are activated.
Others are not.
But by default, Blender already comes with a lot of plugins that are ready to be activated.
So every once in a while, the Blender Foundation looks at some really good plugins and decides to edit
them basically to the default set up file if you don't load it.
They already come with it, so there's a good chance that maybe some of these plugins we were just downloading
eventually get edited by Blender here to its core plugins that already come with it.
But since that is not the case for the ones we just downloaded, we navigate over a year to our download
directory, and let's start here with the massive tool interactive tools.
Let's double click that and then you will see it automatically switches here to it.
All that's left to do is enable it.
And then if you take a look here on that button, you see that it now appeared here.
Not all plug ins have its extra window, but this one here in particular does have it.
And as you can see, it has a whole bunch of different tools.
And you can always hide that view if it's too much.
But in general, it always makes sense to have it opened for whatever plugin you're currently using.
So back to preferences, let's install also the other plug ins.
Next one is cube blocker that's also activated.
Q Blocker actually doesn't have its extra window.
We're going to access it in a different way.
We're going to see it in a moment, but let's carry on here.
This one is the cat transform.
Another amazing plug in for snapping.
And then we have text tools.
That's activated.
And also, you've squares, so these last two U.V. squares and textiles we're going to cover in the
grenade tutorial once we actually do unwrapping.
So before we installed the plug ins, we were looking at creating primitive geometry here in Blender,
which by default always spawns in the center.
So now that we have Cube Locker installed, let's delete the one that we have here that cylinder.
So let me just collapse the sidebar so that you see better the shortcut actions that I'm doing.
We exist cube blocker by pressing Shift A, and that will give us the same menu that usually comes when
we want to create some new solids.
But now we have Cube Locker up here as well.
So let's go over and have a cylinder.
You see, on the left side, we already have an explanation that basically gives us the complete rundown
on how to work with Cube Locker.
But in general, let's press down the left mouse button, and that will give us this basic shape here.
And then if we let go of the left mouse button, we can then drag it out here.
So this is how we can create an actual cylinder.
And now, if you look at the left side, it says that if we press Hage, it will convert it basically
into a plane.
So now if we drag the mouse up and down, you will see it stays that way.
If we press h again, we're back to cylinder mode.
So let's have this one here.
Then let's drag another one here.
As you can see right now, it's not uniform.
So in order to have it as a uniform radius, we want to press shift.
And now it's a perfect cylinder here.
Let's do that again.
Press shift.
Another very useful thing with Cube Locker is that we can spawn new, solid geometry based on our normal
orientation indicated by wherever we have a mouse cursor.
That is where we will spawn it, and let's say we want to have something here.
Or, for example, here.
Makes it really nice and easy.
But what if we want to have a cylinder with a certain amount of sights?
So by default, it's 16.
Now let's say we want to have a cylinder with 32 sites.
What we do in that case is while we'd have our selection active here, we press down the esky and then
you can just move the mouse to the left or the right side.
So here we have 32 sites, or we can also take that the other way, all the way down to four, which
basically makes it a cube.
So this is how we can define how many sites we want to have.
And then we confirm that by pressing down the left mouse button.
So the other way of doing that and actually the better way is to create a cylinder.
Same thing.
Press down s and then we use a mouse wheel for that.
That way, we don't have to worry to run out of money to a space.
And same principle applies.
We just define how many sites we want to have.
And then we confirm with left mouse button.
So whenever we are happy with what we created, we press the right mouse button and that gets us out
of the Cube locker mode.
So let's take a look how to select things in Blender.
Currently, we have this cylinder here.
Select it.
If we press shift, we can then add to that selection one by one here.
And if you want to select something, you press shift and you double click left, double click.
The only problem is that I found that let's say I want to dislike that one.
It doesn't recognize it because it basically looks at the object that's behind it.
So let me try that.
See, now it actually selected the other one.
So in order to do that, it needs to be sort of out of the way.
So now if I do it, it does it, if that makes sense.
So same thing here and now.
Again, if I double click here while I press shift, it won't let me do it.
But if I press here, then it will actually do it.
So this is a little bit strange.
I must say I would prefer if there's a different way where I can just press all to this select.
I'm used to it.
And for D-Max, maybe someone of you guys know the way to do that, but it's still OK.
This is just how it works, and it's not too big of a deal.
So now everything is unselected.
And then, of course, we have our selection box here where we can then just select everything at once.
So now if we want, we can move this selection around here with our move tool, which I think is pretty
self-explanatory here.
The Gizmo, which lets us move things in X, Y and Z.
And if we selected here by this square, we can then move it here.
In that case, it would be on Z and on Y.
And here we would move it on Y and an X and so on.
And of course, control z, same as in most other software, will just undo the last step we did.
So Control Z might be something that we want to increase, actually, because by default, I think it's
set to throw.
Thirty two, so I like to have that at 100.
And another thing that I want to do while we're in the preferences is here under navigation.
If we put on Zoom to mouse position, it will then zoom in with the mouse wheel wherever we have the
cursor.
So I find that pretty nice.
If we don't have that, then it will just take the center of our selection.
I'm not actually sure if I want to have this on the whole time, but I'm going to leave it on for now
and see how I like it.
So let's carry on with the tools that we have here.
Rotating it works the same way as moving things around.
We will be able to make use of our gizmo here based on access or if we hold somewhere here in between
the X Y Z.
We can do something like that which you would rarely ever do really, because you want to be precise.
And what you can also do is hold down control to do these incremental steps of five degree.
You can always take a look here at the upper left.
Let me just repeat that to see exactly the angle amount that you were rotating.
And if you don't have control, you just do it like that you freehand.
I usually have control on.
Another thing that works for moving and rotating and scaling is that whenever we press shift, it will
slow down the action so that way we can be extra precise.
Let's try that here while we have the move tool.
So this is normal speed.
Now we press shift, and that will just slow it down for us here.
The same principles apply for scaling if we have the mouse within this white circle, we do a uniform
scale and then we can also do a scaling here based on X, Y and Z by pressing on these buttons.
And of course, we can also press control and do this incremental scale stepping and pretty much that
is move, rotate and scale.
We have another tool here that combines all of these in one gizmo here.
So you see, we have the rotation here, we have two scaling.
I personally find that a little bit cluttered, so I just stick to these free here.
So in the meantime, since I started recording the tutorial, Blender 2.9 came out.
You are probably already on that version if you follow the tutorial, but in my case, I'm going to
install it now and then switch over to this version and also quickly show you how to activate the plugins
that we just installed for the previous blender version.
So as far as the plugins are concerned, we have to navigate over here to AppData Roaming Blender Foundation,
and that's where you find subfolders for each installed version of Blender.
So what do we have to do is go into the previous folder for two, eight point three and then all you
want to do is copy over the scripts folder into the new one here.
So let's just paste that in there, and that takes care of all the plugins that we previously installed.
So I am back with Blender 2.9 and I will just reactivate these plugins and fast forward through this
process.
So let's continue to look at some of the pluck instead, we don't load it, the next one here is the
cat transform.
But in order to demonstrate that better, we also want to toggle our wireframe mode because we're going
to snap in-between edges and vertex points.
And so far, we haven't actually activated the wireframe mode.
You can do that by going over here and then enable wireframe.
And now you see that this cuper actually shows us how many edges?
He asks.
And in order to make that a bit easier, we want to put that on a shortcut.
So in Blender, you can always, wherever you have like one of these checkboxes, you can then right
click on it and say, assign shortcut.
So now I'm going to press f four.
But the problem is, if I press it for now, I get the file context menu.
So in order for this shortcut to be recognized, we have to go and get rid of this file context menu
first.
So let us go over here to our preferences under a key map.
And now we go over here to key binding and search for file context menu.
Actually, we have to be here under the name file contacts.
Let's see.
There we go.
File context, and you just want to uncheck that because you can see it's already assigned to F4.
And I'm checking that means that we made it clear we deactivated here and now we can go back over to
our wireframe and change this shortcut here to F4.
And now we actually have this toggle here on that key.
So now let's take a look here at our cat transform plug in.
By default, the snapping in blender is pretty clunky, I would say, and I'm not even going to go into
it now.
But this here is basically the best way to snap things together and pretty much provides the same usability
that you're used to when you're coming from four D-Max.
So in order to demonstrate that better, let's have a cylinder here next to that box.
So now let's say we want to snap this box here to any of these vertex points here.
First, we have to actually select the box and then let's press enter in order here to go into the configuration
here for this cat transform.
And it looks pretty overwhelming.
It just means we have a whole bunch of different options with it.
But all I ever need it for is the vertex snapping here.
So I'm going to press V and now you have to also press G because we want to move this.
So once you do that, you can see that wherever we have our mouse cursor, it indicates this year is
the vertex point, where then we can snap it to something with.
So let's hold down here, and then you can see now we're able to snap anywhere here to any vertex point
on that cylinder.
So then once we have it here and place, we just hit the left mouse button again, and that basically
gets it done.
So this is a very comfortable way of snapping, and that makes this plugin definitely worthwhile.
So far, we've been mostly in the object mode.
The object mode is where we create new solid geometry for the most parts.
And in the edit mode, once we press tap, we can then actually start working on these primitives that
we added here to our scene.
So let's go ahead here in our object mode.
I'm going to press a select everything, and I just want to clear out that scene, and I'm actually
going to create a new cube here.
Not with Cube Locker.
I just want to have it here in the center like this.
So now let's head over here to our edit mode and right click Subdivide two times so that we have a bit
more geometry here to work with to demonstrate some of these tools here.
So by default, when we are in the edit mode, we are in the Vertex selection mode.
You can toggle by pressing two or three and one and two gives us each selection and free gives us face
selection.
Same as in Freddy Max.
So let's take a look here at our Vertex selection, which allows us to select any of these points here
or a pressing shift to select multiple ones.
Then we can move them and scale them and just work with it.
Let's go over here to our next selection, and let's say we want to have this whole loop here.
Select it, then all you have to do is press all out and it will make this selection for you here.
If you press Shift and Alz, you can select the ones that are next to it.
It will edit to the selection and clicking anywhere outside of that queue will select the current selection.
So pressing control and all that will give us this ring selection and pressing shift together with it
will then also add to that selection.
So that way, we can select rings and loops here.
Also, one thing to note is that let's say we have an edge loop selection like that, and then you go
back to Vertex mode.
It will remember this selection and convert it here to Vertex selection.
Another thing that you might wonder where it is if you're coming from for the Max is the element mode.
In Freddie Mac's we have an element mode, which here we don't have like that, but you can have the
same functionality by selecting any vertex point and then you press control and L.
That will always select the current object in its entirety and the same works if you do it with face
or edge.
So this is basically the element mode here in Blender.
So even though this box is a bit boring, let's stick to it because it's perfect to demonstrate these
different tools that we have.
Let's say we want to delete this edge loop here and essentially get rid of the onboarding phases together
with it.
The way to do that is bringing up the delete dialog by Pressing X, and then you want to go over here
to dissolve edges.
So this is basically the same as in Freddie Mac's, where I think it is on control and backspace.
And let's just undo that and see what happens if we go back here and then just say delete edges.
What it does is that it only gets rid of the selection that we had, but it still keeps the edges that
we didn't select together with the vertex points.
So this is the difference.
If we dissolve, it gets rid of everything Vertex points and the onboarding faces.
And let's see how we can connect to Vertex points with an edge.
Let's press shift to select both of them.
And then if we press J, we make this connection here with an edge leading from this one to this one.
And now let's say, let's undo that.
Let's say we want to have a connection that goes all the way from here, over to here.
It will then cut an edge connection straight through it, which is pretty cool.
So J is the button for that.
So let's take a look how we would delete faces here on this cube.
So first, let's go over you to our face mode.
Let's select these four tiles here, and then we bring up that dialog again, and we need to then confirm
that we actually want to delete the faces.
If I undo that and I say the faces.
It will still remain that actual face here because it borders onto the other ones.
And that's why, in that case, we have to tell it to actually really get rid of everything.
So now let's do the same thing here at the bottom.
And now let's say we go over here, select this edge and this one.
And we want to connect that in Freddie Mac's, it would be the bridge mode.
And here it's the fill we press f and that way we fill that back up here.
So the same thing works, of course, if we would just want to have this whole selection here, and
that is how we do that in Blender.
So if we delete geometry here like this one, then we will see that our current object is showing as
double sided.
And this can sometimes be a bit confusing because you don't really know what you're looking at.
And in that case, I always prefer to enable blackface face Colleen, which you can do here under the
viewport shading menu.
And then once we have this enabled, we actually see that this is a hollow object and which way our
actual geometry is facing.
And that is where you can find that.
So another frequently used action is to collapse something, and most of the time that would be a ring
selection.
Like this one here?
So then we press em and we go over to collapse, and that way we have only one edge loop here instead
of two.
Same thing here.
That's collapse that.
And then if you want to get rid of that one once again, we would dissolve the edges.
And that way you can quickly get rid of etch loops that you don't want to have in place.
So let's say we want to do the opposite thing where we have this ring selection and now we want to have
an edge loop going through the center that would be a matter of right click and subdivide.
And then we can do the same thing here once again.
So this is how you add edge connections here.
So let's go over and take a look.
How to target wealth Vertex points in Blender.
We need to go over here to our snapping dialog and then change it to word tax.
Then you also want to actually enable the snapping and you're under options.
We want to enable auto merge.
You can set a threshold here and then we are able to snap these vertex points here and target well at
them.
So instead of having to go through these two steps, we can also make use of these Max's tools plug
in that we were downloading earlier and in here we have a whole bunch of different actions.
And one of them is Target Weld on or off, and you can see how it will basically just toggle on and
off here, our welds and snapping.
So this is one of the cool things here with this plug in, and we can then also go ahead if we want
and put it on a shortcut, or we can also have it on the quick favorites.
So I'm going to add it to the quick favorites.
And right now this is under cue.
So if I press the cue key, I get this quick favorite dialog and it makes sense to add certain actions
into these quick favorites that we use a lot.
It's just a quick axis.
So my only problem now is that I don't really want to have quick favorites on the Q shortcut because
I want to put this selection box here on Q and also some of these here so that it's basically mimicking
what we have in for D-Max, where we have Q W INR for selection, moving, rotation and scaling because
that is just the perfect hand position if you look at your keyboard and you have the left hand there,
and it's just very intuitive and I prefer that over, for example, having the move on G.
So I want to put it on Old Q.
So let's go over here to our preferences and then under key map quick favorites.
And all que so now we can override our selection box here.
And I want to assign the Q shortcut here to it.
So now when we press Q, we can make our selection box here.
So next, I want to assign W and E R, but there is a problem where I want to have E for rotate, but
right now E is already reserved here by extrude region.
So what we have to do is go over to our preferences and then here let's see for extrude.
This is the one extrude and move on normals and I actually want to have this put on D right now.
This is not really reserved for anything that I need, so I'm going to have it here on extrude instead
of E!
So now I can put rotate.
On eat and I can have scale on.
So now we can comfortably cycle through a year.
Q, W, E and R, and that is pretty much what you're used to from four D-Max if you're coming from
it.
So the only thing that we still have to do is go back into our object mode because in here we also have
to reassign these shortcuts because it looks at it as its own mode with its own shortcuts.
So I'm going to put this here.
Also on cue our selection box and then let's put that on w here or move this year on year four rotate
and then we have our four hour scaling.
So let's create a new box here.
I'm just going to use the standard cube that spawns in the center, then I'm going to go over to our
edit mode and I want to subdivide that two times.
So now let's switch over here to our face mode, and let's take a look at our extrude, which we have
on the shortcut now.
So as you can see, we can extrude out new geometry here, and at the moment we still have the snap
being enabled because we were targeted welding.
We can then toggle that on either by clicking on that symbol or again, we can just toggle it here,
the massive plug in that we don't load it.
So this is how we extrude and blender.
The way that it works is that it's looking at our normal orientation.
So that means that let's say we have a case like that here and we extrude these faces.
It will also follow the normal orientation.
But now let's undo that.
And let's say we wanted to go this way.
What we would do in that case is extrude.
And then we hit the right mouse button, which will still perform the extrude action, but it snaps
it back to its place here and then we can drag it out like this.
So whenever you extrude and hit the right mouse button, it will snap back and then you can drag it
out.
So that would also be a good idea to look at how to align something.
So let's say we want to have this year perfectly flat now on the x axis.
The way that we do that in Blender is by pressing x x and zero that will align it.
And the same works, of course, for the other axis as well.
So in that case here, that would be the z axis.
Let's just make that a bit more obvious.
So let's say we want to have the whole thing year aligned on the Z-axis.
We would make our selection press s z and zero.
So this is not the most straightforward way, but this is just how it works in Blender.
So sometimes it's actually the easier way to draw is selection.
So something like that here, instead of having to individually select these faces, we can then also
switch over to our Vertex mode and then with our cue shortcuts, we can draw a selection.
Actually, we don't even need to be in that mode here.
We can also just be straight here in our move tool and also be able to draw a selection.
So this works in all our modes here, even if we are in scale.
But the cube shortcut here for selection box means that it's not associated with any command that will
actually change our position.
So that is usually then the safest way just to make a selection and be sure not to move anything.
So now we can again press as z and zero to align it.
So one important thing to look at with the selection is that let's say we want to draw something like
that here, then we would actually expect everything to be selected.
However, this is not the case, as you can see here.
It didn't affect these vertex points, which were hidden here behind this geometry.
So the way that we do that in Blender is to toggle to the X Ray mode.
We do that by pressing Alt and Z.
And now if we draw a selection, we will effect everything that speck facing.
So this is something that you have to get used to if you come from Freddie Mac, where we can decide
whether we want to select everything with a black faces or not here in Blender.
We have to always be in the x ray mode for it to get affected.
So what we can also do is grow is selection.
Let's say we have only these points, you select it, then we can press control and plus and grow this
selection control and minus will undo that.
And then we can, for example, delete these guys here.
And Richard, back together.
Let's switch over to our face mode.
Let's select that face here and now let's take a look at inset.
You press eye and then you can make inset here into these faces, and if you press control, you can
determine the depth of it.
And then if you let go of control, it will lock it here into that position.
If you press control again, you can still make changes here, whether you want it to go up or down.
So that is basically the inset here in a nutshell, and it makes sense to have the mouse cursor a bit
further outside here to have more control over it.
If I have the mouse cursor here, you can see that I have less room here to operate that, so I'm going
to undo that and it makes more sense to be a bit more outside here to have this control.
And also, if he press shift, like everything else in Blender, it will limit how fast we go.
So it slows everything down a bit.
So we can also access the inset here on that button, but in general, the shortcuts are faster.
Let's take a look at the bevel, which is one of my favorite things here in Blender.
Let's select these edges here.
And then if we press control and B, we can decide how much of a bevel we want to have here.
And if we use our mouse wheel, we can add segments to it.
So this is pretty cool here in blender and is a lot of fun.
And in general, I would recommend you to just have some fun here with a box and just use these tools
here, you know, drag them out, extrude them, go over here to the bevel and basically just try all
these tools that we have.
And that way you will be able to learn everything pretty fast.
So as the next thing, let's take a look at our knife tool, which is over here, or we press K K four
knife.
And this is essentially what infra D-Max we use as the cut tool, so you can see our cursor changed
to this knife.
And if we draw it here anywhere over an edge, it will already indicate that it will snap to it.
And the same goes here for the Vertex points.
So let's say we want to cut something like this here, some random shape, and then we come back here
to another point.
We still have to confirm it, then by pressing enter.
So now that we did that, we have our Vertex points drawn in here on that face.
If we press the two key.
The one that's under escape, we get this nice menu here rolled out.
So let's go to the top view or you can press eight on the numpad.
And now let's say we want to slice through that whole object from here to over here in Freddie Mac's,
we would use to slice plain.
And here in Blender, we go back to our knife tool and you click anywhere here.
And then it already drags out our slice, playing pretty much all the way.
And then we want to confirm the point wherever we want it to slice through.
And if you look at the bottom where we have this text, it says see to cut through.
So let's proceed.
And now let's confirm and hit enter.
And this is how we make a cut here for that whole object, the same as the slice plane in four D-Max
might not be exactly the same.
But this is the closest thing that we have to it in blender as the next thing.
Let's take a look at our etch constraint.
And for that, I'm going to go over here to our etch mode.
And I want to get rid of this corner here, basically the soft edges so that we have this angle here.
Now let's add an etch loop and let's select it.
And what if we want this to stay in place here?
For that, we have to enable our etch slide.
So now we're able to just have it in place without affecting any of these positions here.
And we can also access that by pressing G.G..
So that would be the shortcut for it.
So let's get rid of this box here.
I'm back in the object mode and I'm going to create a new cube.
And I also want to subdivided two types.
So now let's take a look at how to make instances and copies.
And this is important to notice that we are in the edit mode right now because this behaves differently
in the object mode.
We can make copies here in the added mode and we do that by pressing shift and.
So that will basically take whatever we have selected.
And in that case, we had the whole queue peers select it and it will make a copy of it.
And if we want to have this in place and not something like that here, the same technique applies as
before we say shifty and then we hit the right mouse button.
It snaps back into place.
And even though it looks like this is one object, it still has the copy selected.
So if we copy something here in the edit mode, it will become the same element of which we took the
copy from.
So in that case here, these two cubes are actually the same element.
If we want to detach that, we press the picture and then we say separate by selection.
So now you can see we have actually two different elements here for it.
And once we hit over a year to our object mode, you will see that the pivot is still based on the original
object where we made the copy from, and that would be another use case here for our interactive tools.
We can then go over to quick origin, and it will then automatically center the pivot of our selection
here, in that case, the whole cube.
But we are also able to go back here to our edit mode.
And for example, while we are in edge mode, we select this edge and we press quick origin and it will
then take the center of our selection.
The same works here for Vertex mode.
Once again, quick origin will now put the pivot right here, and that makes this quick origin a very
essential button or shortcut.
Pretty much.
And I'm going to put it here on our quick favorite bar.
So now if we have all queue, we can then just hit quick origin and there's our new pivot point.
For now, I'm going to actually delete this box here, and let's remain in our object mode and see how
copy and instances work here.
So in the object mode, we are not able to select any individual vertex or edge, but it's always like
the name suggests the overall object here.
And then if we press shift in, indeed, it works the same as in our edit mode.
We make a copy here.
And as you can see, it automatically makes a new object out of it.
Once again, if we are doing that in the edit mode, it will attach it to the current element where
here it's already coming as separated.
So here we have our copies and now let's see what the difference is if we make an instance.
So we make an instance copy by pressing old and deep, and it looks the same.
If we press right mouse button, it snaps back, then we can drag it out.
Let's make another one.
And here we have our instances, and here we have our copies.
And if you are not familiar with instances, let's take a look at what it actually means.
So let's go back to our edit mode, and by default, we are in the verdict selection and you can already
see that these free cubes here indicate that they can be edited it.
And because we have instances, you can see that wherever you make a selection, it also makes the selection
year on our reference objects.
So that means that if we want to make a change here to that, let's, for example, make an inset or
let's make an extrusion that it will apply this change to our referenced objects as well.
While these two objects here are separate objects which won't get affected because we made them as copies
and not as instances shift d four copies and all these four instances.
So while we have this object here, let's go over to our edge mode and let's bevel this corner here
and now.
If we go over here to our object mode and we toggle the wireframe off, you can see that we don't have
any smoothing group here on that.
So in Blender, they don't call it smoothing group, and we also can't assign them individually.
But the way that we can get some smoothing on here is by, first of all, selecting the object and then
right click and say shades smooth.
And by default, it will just basically apply one smoothing group on the whole object.
And now it's up to us to go over here to our object data property and under normal.
We can then define an angle where it's supposed to start smoothing.
So in Freddie Mac's, the smoothing groups are very important for my workflow that I've shown in my
previous tutorials here in Blender.
We're going to use bevel weights.
We're going to take a look at it in a moment.
Another thing that we need to be in the object mode for is if we want to attach things together.
So as you can see, we have five different objects here and now let's say we want to attach these three
here.
What's important to pay attention to is in which order we select it, because the pivot point will always
be taken from the last object.
So let's select this one here with shift and then this one, and let's press control and J.
And now we have this as one object, and you can see the pivot point is the one from the last object
that we selected.
You can also see it because it's color coded.
If we do the same thing over here, you will notice that this is now orange and the currently selected
one is a bit of a brighter yellow.
So now if we select that one, this here becomes the one with the bright yellow.
And this indicates that this will be basically our pivoted object, and it will also then convert whatever
settings this has on the rest of our object.
So if we now control and joined that, it will then not have the auto smooth enabled and let's see what
happens.
We then have to tell it to auto smooth again.
So this is basically attaching in blender.
So let's assume we want to detach those elements here again into each individual object.
Then we go back to edit mode.
And while we have our current selection here, we can then press up and say separate by loose parts.
So now if we go back to object mode, you can see that all these objects here are individual again.
But the pivot point for each one of them is still assigned to the last object where we made the attachment
to.
So if we want it to have the pivot point back in the center of, let's say, this one, we can then
make use of our interactive tools again and going on the quick origin.
So even though we talked about detaching stuff before, I want to make another example here out of having
one object.
And what if we want to detach?
Let's say that piece here and make it a separate object.
Then we would go over here to our face mode.
And we would grow that selection and press p and say separate by selection.
So now you can see that we have a new tube here as a new object, and basically that is how we would
split that up if it's already one element before.
So another thing that we could take a look at while we have all these different objects is the isolation
mode, which you can find on the Solecki.
It will then also do a bit of a zoom and basically hide everything else.
So this is the isolation mode in Blender.
So while we have several objects here in the scene, let's take a look at the material ed.
The way that this works in Blender is that each one of these objects here has its own material properties
and essentially that is our material editor here.
So let's say we want to have a color here on that one.
We then go over here and say at materials slots and then we say new material.
So now this material slots has its first material, which by default is gray and doesn't even show.
But now we actually confirmed that we have a material here and let's call it red.
So now we go over here, assign a color, and then we have to go over to our edit mode, press a to
select our current object, and then we say assign.
So now the reason why nothing shows is because we still have to go over here on viewport shading.
If we go here on that error, we can also put scene lights on and we are even able to change the direction
of the Sun if you take a look here at the shadow.
So now let's say we want to have only a segment here with a different color.
First of all, we have to be in the face molds.
And let's just click outside to select if we press alz and then make a left mouse click, we can automatically
select the whole loop here if we press Alt and click in the center.
It makes it vertically.
So let's do it here at the site so that we have this horizontal selection.
And then let's create a new slot, new material, and let's just call it green and assign it.
And there it is.
So one thing that left me wondering when I learned Blender is if I now go here onto a different object
and I go on the material editor, I don't see these materials that we just set up for this one.
So in order to reuse materials that we already created, we want to remain here first in that one and
make sure that we created the materials that we want to use.
So I'm just going to go ahead here and make blue one.
It's also give that the proper name, and then let's create a yellow one as well.
Just to demonstrate that better.
So now let's say we want to assign these colors, these materials here to any of these objects.
We then make our selection with shift.
We can again select multiple ones.
And I'm going to select these four here.
I'm not going to select that one.
Remember, that is its own object that we detect earlier.
And then most importantly, with shift, we select that one here as the last one, which then automatically
becomes our active selection with this material here, and we can then press control and l and say make
links to materials.
So now what is important to remember is that this is our current active selection, which consists out
of these five cubes here.
Well, this really can be called cubes anymore, but whatever that means that with that selection,
if we go back to the edit mode and we are here in the phase mode or really any mode, we are able to
select all of them here.
Now let's press L and then we can make an easy selection here and assign it with whatever color we want.
So this one here, let's make it blue.
And then remember, this cup here doesn't actually have this material yet.
So all of these have it.
But this one we left out, and if we wanted to assign it, we would then just again select this.
Or we could also use any of these here because they also have it press control l and say materials.
So this is how that works here in Blender with the material editor.