
Gain confidence in Blender and 3D modeling through a progressive series that covers three levels and models nine everyday household objects, from hangers to multi-part items, with hands-on exercises.
Learn to model a cloth hanger in Blender by following reference sketches, using a single metallic wire technique to bend and connect smooth curves, mirroring real-world construction.
Delete the default objects, open the hanger reference in level one, set Blender to metric units in centimeters with a 0.01 grid, and save as startup to preserve defaults.
Load a reference image in Blender, add a plane as a 38 cm reference, and calibrate by scaling until the image edges match the plane.
Model a hanger in Blender using an empty reference image, lock the reference, then build from a polygonal circle, extrude, bevel, subdivide, convert to a curve, and prepare for render.
Use Blender to convert a curve into a hollow tube, apply bevel and thickness, then convert to a mesh and fill the gaps. Apply subdivision surface and shade smooth.
Apply a stainless steel material, adjust metallic value and roughness, and preview shading while refining the model from a low-poly circle with loops and cuts to a thick final mesh.
Model a dumbbell from a hexagonal base, extruding and scaling to form three planes and a central cylinder as the handle.
Open Blender and create a new collection for a dumbbell, import a front reference image calibrated to 24 centimeters, then move and scale it while keeping it unobtrusive.
Model a dumbbell by creating a hexagonal cross-section from a six-point circle, extruding and scaling in edit mode, then using a mirror with proper origin to complete both sides.
Model a dumbbell in Blender by starting with a circle, extruding and scaling, applying mirror, bevel, and subdivision modifiers, and refining with shade smooth for a realistic look.
Open the shading workspace, create a new material named double for the dumbbell handle, and adjust metallic, roughness, and a black-ish color.
Explore the kitchen knife detailed in Blender: analyze sharp edge, top edge, and brushed steel texture, then model the knife's handle with rivets and rounded grip to fit in hand.
Create a Knife collection, import reference images, and calibrate with a 30-centimeter plane. Scale the knife to match the plane, delete that, and rename the empty as knife_riff.
Create a knife model in blender by starting with a plane, extruding for thickness, and adding loops and vertices for sharp edges and curves, using snapping.
Model a knife in Blender by extruding to thickness, beveling sharp edges, and applying subdivision for smoothing, then shape a handle, add loops, and refine with local view.
Sharpen the knife model and refine shading by adjusting normals, face orientation, and subdivision surfaces, then add rivets and establish parenting to keep parts linked.
Learn to assign metallic materials to a knife in Blender, create a brushed metal texture with procedural noise, and apply rivets and a handle via multi-material faces.
Wraps up section one by teaching how to model everyday objects in Blender using simple shapes, extrusion, scaling, and observation of forms with low poly and subdivision surfaces.
Fix normal orientation and subdivision issues by recalculating and flipping normals, ensuring modifiers work correctly. Master object vs edit mode transforms, origins and 3D cursor, and applying scale and rotation.
Master detail-oriented 3d modeling in blender by building a thermometer from a base plane, extruding to thickness, adding a cylinder and cone, and detailing the display and button.
Calibrate a thermometer model in Blender using top and side reference images with adjusted opacity. Use the 3D cursor as the pivot to scale references from the origin to dimensions.
Build a thermometer component in Blender by starting with a plane, adding loops for curves, beveling vertices, extruding, and refining topology with merges and edge dissolves.
Extrude and scale the model to match the drawing, apply subdivision surface for smoothness, and use bevels and loop tools to form a circular front with sharp edges.
Model a button thermometer in Blender by forming a circular button, ripping vertices, linking selections, extruding, beveling, and adding loops for sharp edges and display.
Learn to model a thermometer in Blender by assigning blue plastic, white plastic, teal screen, and stainless steel sensor, adjusting roughness and metallic values, while preserving low polygons for shaping.
Model a shovel by bending a flat sheet metal into a shovel form and creating its hollow blade. Extrude a circular handle and attach it to the shovel.
Calibrate a reference image in blender by using a plane to set scale, rename the empty as shovel ready, adjust transparency, and lock it in a shovel collection.
Model a shovel in Blender by starting with a plane, extruding and beveling vertices, bending with a pivot, rotating along the y axis, and refining with subdivision and center merge.
Create a shovel in Blender by extruding and shaping the handle, adding edge loops and bevels, applying a 1 mm solidify, and refining with subdivisions for a smooth, rounded look.
Learn to model a shovel in Blender by using the 3D cursor, circle creation, extrudes, modifiers (mirror, solidify, subdivision surface), edge loops, smoothing, and precise scale.
Learn to assign materials to a shovel in Blender, creating black metal with full metallic value and low roughness, apply wood textures to handles, and use normal maps.
Create a hand-wash bottle in Blender, modeling the pump and ceramic container with detailed bumps and plateaus. Build the form, apply bump details, and refine surface features.
Load the bottle reference image, create an 18.5 cm plane to match it, rotate 90 degrees on the X axis, and set opacity to 0.5 before modeling.
model a bottle in Blender from a 24-vertex circle to a tapered body with a neck and cap, using extrudes, edge loops, subdivision surfaces, and checkerboard face selection.
Model the bottle top in Blender by extruding, scaling, and adding loops for precise thickness. Finish by applying a gold material to the top and white ceramic to the body.
Assign materials to a bottle model by adjusting roughness and metallic for gold and black plastic finishes, preview materials, and create thickness through slight extrusion and scaling.
Explore non-destructive bevels and modifiers in Blender, comparing extrusion vs modifier workflows, and learn to stack mirror, solidify, and subdivision surface for clean, editable mesh.
Model a cooking pan in Blender by detailing a circular extruded body, a glass lid in a metal frame, a dual lip, and a wooden insulated metal handle.
Load top, front, and side reference images in blender, calibrate with a 51.15 cm plane, center the references, group into a collection, and prep for modeling.
Model a circular pan by starting with a centered circle of 24 segments, extruding and shaping the lip, refining with subdivision, bevel, and a 3 mm solidify thickness.
Model a lid-based object in blender by selecting edges, using loop cuts and subdivision surfaces, applying solidify to create glass and metal parts, refining with extrude and bevel.
In Blender 3D modeling, build a metal and wooden handle using planes and circles, add edge loops, insets, bevels, and subdivision for a smooth, polished form.
Assign materials to the pan, including glass with transmission and a wooden texture from ambient textures, mapped with color via image textures. Use smart projection to resolve UVs.
Model a citrus juicer in Blender, emphasizing metal forms, sharp edges, and the juice platform with holes that collect and spin juice, the juice tank, and the handle.
Calibrate reference images from Blender top and front views to 14.5 cm for a juicer, clear plane, set opacity to 0.5, and group references into a juicer collection for modeling.
Learn to model a rounded square juicer part in Blender by extruding, beveling, and refining edge loops, then applying subdivision and smooth shading for a metal finish.
Model the top portion of a juicer in Blender by extruding and scaling to form a raised platform, adding holes with loops, and fixing normals for smooth shading.
Create a juicer part in Blender by building a circle, extruding, beveling, duplicating components, adding thickness with solidify, and refining normals and smooth shading for clean, rounded edges.
In Blender, assign and link materials to the juicer, adjust metallic and roughness to simulate oil, and complete the modeling and shading of the juicer.
Learn to model a heating rod in Blender from reference sketches, forming a circular shape extruded into straight surfaces, then add a spiral rod and plating to show water amount.
Learn how to set up reference images in Blender, align front and side views, calibrate scale to 30 cm, and position and orient planes to begin modeling.
Enable Blender add-ons to access extra curve and mesh objects, model a spiral by extruding and adjusting points, then set thickness and smooth with subdivision and solidify modifiers.
Craft a heating rod model by profiling reference curves, creating a circle, extruding, scaling, knife cuts, and beveling, then refine with subdivision, solidify, and smoothing.
Learn to model a heating rod in Blender by selecting and extruding faces, refining curves, adding loops, and assembling a metal plate with basic materials for a realistic everyday object.
Assign materials in blender by shading and selecting items, and apply an orange plastic material with adjusted roughness to a modern heater model.
Discover how Blender unifies modeling, rendering, and animation in one powerful software, boosted by extensive shortcuts and a non-destructive modifier stack.
Plan with a clear approach to reach your 3d model quickly and efficiently; analyze objects' scale, proportion, and details, and sketch the plan before modeling in blender.
Welcome to this course 3D modelling everyday objects in blender. 3D modelling is the first process in the creative 3D art pipeline. It sits right next to the concept development phase hence, it has a great significance in the 3D industry.
There are so many learning resources out there that teach you the basics of the software. But here in course, we learn the skill and the correct approach needed along with the software.
We all know, practice makes one perfect, this course aims to provide practice that we require by using simple house hold objects.Creating house hold objects is a great way to practice modelling, because it allows you to observe, touch, feel and study the interaction with light.
This course is split across 3 Progressive levels containing 3 objects in each level making a total of 9 different objects. We start with simple objects starting from a cloth hanger and progress to objects involving more parts. You will be learning the simplest approach to modelling. The exercises found in this lessons will make you a more confident not just with 3D modelling but also in blender. If you are not using blender, you can still follow this course as the methods for modelling are same and can be translated to other software packages.
The techniques that I have included are the ones that I wish I knew when I first started.
At the end of the course, you will know the right approach, and techniques to model any object.
Enroll now and I hope to see you in the class.
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