
Learn the basics of Blender 2.8 with a reintroduction to the interface. Discover simplified UI, changed tools and settings, and how to adapt your workflow with fewer clicks.
Orbit with middle mouse button, pan with shift plus middle mouse, and zoom with scroll wheel; toggle perspective and orthographic views with top-right camera controls, C key, or emulate numpad.
Master Blender 2.8's object and edit modes, using move, rotate, and scale, and switch with tab or control tab; map emulated numpad keys 1/2/3 and compare to 2.7 options.
Learn how Blender 2.8 streamlines workflow with new preferences, keymap adjustments, and quality-of-life changes such as shift-f zoom, move/rotate/scale gizmos, and simplified selection and merging tools.
Explore Blender 2.8 selection tools—box select, circle select, and lasso select—plus grab and deselect, and switch between solid, wireframe, and x-ray views to work through objects.
Enter edit mode in Blender 2.8, select faces, and use extrude (E) to shape from the center. Switch to wireframe, dissolve edges, and fill gaps to refine the cube.
Learn to create symmetrical models quickly by applying the mirror modifier, clipping, and axis settings in Blender 2.8, while refining with subdivision and selective edge and face edits.
Blender 2.8 mesh options cover base mesh settings for cubes, spheres, and cylinders, including segments and rings, radius, shading, and modifiers like extrude, bevel, merge vertices, and mirror.
Enable snap mode, the magnet function, to snap to the grid or vertices in Blender 2.8, switch to edges or faces as needed, and use shift for finer increments.
Explore the Blender 2.8 object explorer to manage scene collections, separate cubes and cones into dedicated layers, rename items, and hide or isolate objects for streamlined modeling workflow.
Learn to apply and edit materials in Blender 2.8 by changing base colors (red, green, blue), using solid vs shaded rendering, and assigning multiple materials to faces in edit mode.
Combine multiple objects into one and move, rotate, and scale from the origin using the gizmo; then separate pieces with the P key by selection, loose parts, or materials.
Learn how to merge objects in Blender 2.8, including merging vertices, using merge by distance, center cursor, and delete doubles, with edit mode techniques and snap precision.
Explore Blender UV editing basics by unwrapping a cube, marking seams, and using smart unwrap to lay textures in the UV space.
Learn to create and apply a simple texture in Blender 2.8 by unwrapping a cube, creating an image texture, connecting it to a material, painting, saving, and adjusting UVs.
Set up character reference images in blender, align front, side, and three-quarter views, and project textures onto a low- to mid-poly head, with optional sculpting.
Build a basic nose mesh in Blender 2.8 from a cube, apply the mirror modifier, and refine nostrils with edge loops and vertex adjustments guided by a reference.
Build the lip structure by adjusting the nose region, extruding and merging vertices into a three-point angle loop, then refine with proportional editing for a natural, completed lip.
Model eye geometry in Blender by creating a separate eye mesh, snapping and extruding it to the face, refining with edge loops and proportional editing for a mid-low poly head.
In Blender 2.8, learn basic mesh topology fix by refining cheekbones, nose, lips, and jawline through edge loops, vertex merge, extrude, and proportional editing for a clean facial mesh.
Adjust and refine face topology in Blender 2.8 by extruding, scaling, and merging edges to shape the chin, cheeks, and jaw for a smoother, more controlled facial surface.
Refine a Blender face topology by adjusting the jaw, scrunching the lower area, extruding edges, and shaping the forehead and cheeks for a natural jawline.
Learn to shape the back of the head in Blender 2.8 by building a cranium from a sphere and refining ears and neck with merge by distance and proportional editing.
Refine facial topology in Blender 2.8 by readjusting cheek, nose, and eye areas to achieve a smoother, more cranium-like head using move, extrude, and proportional editing, with backface culling.
Learn to build a realistic neck in Blender by extruding, merging, and refining edge loops to shape the jawline, clavicle area, and neck curve to match the reference.
Model an ear mesh in Blender 2.8 by starting from a cube, extruding with proportional editing and edge loops, refining interior, ensuring quad topology, and attaching it to the head.
Connect the ear to the head surface by shaping a scaffold, merging vertices, extruding, and forming the backplate on face mesh. Then project textures and bake for the store model.
Refine topology by redirecting edge flow and merging vertices to smooth the forehead, cheeks, and neck. Remove unnecessary edges and adjust shading for a clean silhouette ready for texture.
Apply mirror symmetry and carefully tweak asymmetrical facial features in a Blender 2.8 humanoid model, using proportional editing, edge loops, and UV texture projection to align with side references.
Learn to perform asymmetrical fixes in Blender 2.8 by refining eye geometry with edge loops and proportional editing, then prepare UVs for texture projection.
Learn to create clean UV maps for a head by marking seams, unwrapping, packing islands, and planning textures with projection methods and optional ear separation.
Paint textures on a Blender 2.8 3d mesh using stencil painting, aligning front, side, and back views with image textures and stencil tools.
Export the UV layout, inspect borders in Photoshop, then clean up and blend front and back textures into a master texture for a Blender 2.8 project.
Blend shading between front and side textures in Photoshop, adjust saturation and lighting, then export and reload in Blender to patch seams on the face, chin, neck, and ears.
Learn hands-on texture fixing for 3d reference modeling, painting and blending skin tones, ears, and hair in Photoshop to remove seams and create seamless textures.
Fix textures by blending hairlines, removing seams, and color-adjusting in Photoshop, using stamp tools and UV tweaks, then export the final texture for Blender.
In this course we'll learn how to recreate a scene based on photo reference. This course will mainly be specific to modeling techniques, which can be used to create any kind of scene. Mostly modeling work based on plans and photo references.
So when you are in need of unique models, proper dimensions in a scene, or you would like to add your models to a real image, it may be a problem at first, but we'll focus on discussing many techniques to solve the issue. By the end of this training, you'll be able to expertly model a scene from photo reference.
Blender is amazing, free 3D modeling software like Maya!
Absolutely no experience necessary. You'll start with a complete introduction to Blender 2.8 that is perfect for absolute beginners and can also be used a review.
Then you'll jump into the core topics you need to learn in Blender by building practical examples and hands-on projects. You'll learn everything you need to become a 3D modeler. This includes:
1. Blender Fundamentals
Learn core topics with immediate examples. Master the navigation controls and modes you need to become a Blender expert. Build your first projects including UV editing and texturing.
2. Reference Modelling
Learn topics like Reference Modeling Setup, Basic Mesh Nose, Lips, Eyes, and Topology Fix.
3. Face Details
Learn topics like Face Detail Readjustments, Neck Construction, and Ear Mesh.
4. Fixes
Learn topics like Topology Fixes and Asymmetrical Fixes.
5. UVs
Learn how to do UV unwrapping, Texture Stencil Painting, and Texture UV Layout Export.
6. Texturing
Learn how to Texture Fixing
Head and Face Modeling for Beginners in Blender HD
If you get one 3D modeling course this year, get this one. Don't miss out while prices have dropped.
Join the community. Enroll now!