
Learn where to download blender from blender.org and install the latest stable, long-term supported release. Install on Windows, Mac, or Linux, with options like Steam, Snap, or the Microsoft Store.
Master saving incrementally, increasing undo steps, and navigation settings in blender to streamline 3d architectural design, while organizing project folders and blend files.
Learn to recover your Blender work after crashes with recover last session and auto save, manage incremental saves and backups, and set the temp folder via preferences.
Discover Blender shortcut keys, use the object menu to duplicate objects with shift+d, and download the free Mac and Windows shortcut guide from the asset page.
Master Blender navigation by orbiting around selections or the camera, zooming smoothly with the middle mouse, panning with shift, and switching perspectives using the view gizmo, alt, and numpad.
In this video tutorial we delve into some of the most frequent issues faced by students and users of Blender—ranging from modelling intricacies to key frame snags. By walking you through real-time examples, the lecture aims to equip you with practical solutions to these common stumbling blocks, making your Blender experience smoother and more efficient.
Doubled-Up Vertices
Problem: Presence of redundant vertices causing shading, texturing, and other issues.
Example: Extruding a face but then deciding to inset, leading to overlapping vertices.
Solution: Utilizing the 'Merge by Distance' function to eliminate extra vertices.
Loop Cut Issues
Problem: Loop cuts not behaving as expected.
Example: Loop cut refuses to wrap around the mesh, usually stops at an N-gon.
Solution: Using the Knife tool to manually cut through the N-gon.
Things Disappear
Problem: Work disappearing when pressing the "1" key.
Example: Toggling collections on and off inadvertently.
Solution: Using the 'Control' key to unhide all collections.
Extruding a Vertex
Problem: Difficulty extruding a single vertex.
Example: Single vertex becoming invisible in Edge mode.
Solution: Switching to Vertex selection mode to extrude properly.
Limited Zoom
Problem: Restricted zooming in User Perspective mode.
Example: Difficulty zooming into third monkey head object.
Solution: Switching to Orthographic mode or using Fly Mode to bypass restrictions.
Keyframes
Problem: Unintended object movements due to Auto-Keying.
Example: Objects moving or disappearing when the space bar is hit.
Solution: Checking the status of the Auto-Keying button and toggling it off if needed.
Key Takeaways:
Learn the importance of the 'Merge by Distance' function to eliminate doubled-up vertices.
Gain insights into how to perform loop cuts on N-gons using the Knife tool.
Discover the functionalities of Blender's different modes to avoid unintended actions like disappearing collections or failed extrusions.
Grasp how to manage zoom limitations through the use of different view modes.
Understand the implications of the Auto-Keying feature and how to manage it effectively.
Learn how Blender handles unit scale as a multiplier and switches between metric and imperial units, including default none, millimeters, and meters, with a cube example.
Import a background image in Blender to reference the floor plan, align it with the current or top orthographic view, and adjust depth, offset, and opacity for accurate modeling.
Extrude the external wall outline in Blender to create a house floor plan using millimeter units, align vertices for accurate dimensions, and note 300 mm external walls.
In this hands-on blender lecture, extrude walls and form a door opening using edge loops, setting the door width to 900, then align and extrude the windows along the wall.
Blender hands-on lesson guides forming windows in a 3D architectural design by using edge loops, duplication, snapping and merge-by-distance to align windows at 1200 mm and 600 mm widths.
Create internal walls in Blender with 150 mm width, connect to external walls, use edge loops and extrusions, and align doors at 900 mm while merging vertices for clean topology.
Learn to set up an orthographic render camera in Blender for a top-down floorplan, join walls and doors, merge vertices, and adjust the orthographic scale to capture the entire outline.
Learn to create precise freestyle window lines in Blender by marking freestyle edges, adding edge loops, merging by distance, and rendering to reveal internal edge details and glass thickness.
Learn hands-on how to add and arrange furniture in Blender, including creating a table from a plane, duplicating chairs, and organizing items in a furniture collection.
Explore adding segment dimensions in Blender with the measure it add-on. Enable the add-on, enter edit mode, and measure between vertices, then adjust color, offset, alignment, arrows, and font size.
Add area and annotation to the floor plan in Blender, using a temporary face to measure the dining living room and update dimension text and color.
In blender, combine the camera render with the measure at render using the compositor to add dimensions to the final ground floor plan image, then render again and save.
Enable the import/export AutoCAD DXF format addon, import the house drawing as separate objects, adjust units to meters, and verify accuracy with a 14,026 mm edge in top view.
Convert imported DXF curves to mesh, orient elevations upright, and join top views into a single object using the 3D cursor and set origin to the 3D cursor in Blender.
Position the front and back elevations in top view, snap vertices with g and y in Blender, then rotate and align them to prevent errors.
Practice wall extrusion in Blender 4 hands-on by shaping walls from elevations, organizing dxf objects, duplicating and separating selections, and reinforcing quads to model the interior return.
Form practical gable ends by extruding external walls in Blender, duplicating front elevation vertices, separating selections into new objects, and shaping faces with edges, subdivision, extrude, and knife tool.
Extrude walls and form a gable using edge loops, then duplicate and extrude vertices to complete back walls, apply solidify modifier for uniform thickness, align and flatten inner vertices.
Isolate the main roof end elevation, extrude and fill the vertex outline to form the base shape, then snap apex shapes from elevations into place using the end elevation.
Create ceilings from the ground floor plan by editing vertices to form quad faces, duplicate at 2600 and 2400 mm, trim with a boolean roof cutter, then join with floor.
Start by modeling the front window, duplicate to create side variations, isolate in edit mode, and form a 70 mm thick frame. Apply a boolean subtraction with the cutter.
Continue modeling the window in Blender, applying boolean and bevel modifiers to craft the inner and outer frames, glass thickness, and beveled edges with vertex groups.
Model a window handle in Blender 4 hands-on by extruding, tapering, shaping, then mirror with a modifier, set origin to 3D cursor, apply a bevel modifier, and verify face orientation.
Use linked duplicates to copy and place windows, combine components, and preserve modifiers like mirror and bevel; apply boolean difference to cut the window opening, align with the outline.
Learn to create a single-user window in Blender by duplicating, applying boolean modifiers, and using active-vertex snapping to align windows across ground and first floors.
Modify an existing window to a new style by duplicating it, isolating parts, deleting inner faces, merging vertices, and reapplying bevel and boolean modifiers for wall subtraction.
Enable the arc mesh add-on to create a parametric door, adjust frame width, height, thickness, and rotation, and configure opening direction for a double door.
Modify the arc mesh addon to create a double sunroom door, align the door frame, apply a boolean modifier, and adjust thickness, width, and glass sizing for a precise fit.
Create and align a side window for a sunroom door in Blender by duplicating objects, isolating the elevation, and snapping and adjusting vertices.
Model a doorway in Blender using a bevel modifier and edge bevel weight to control beveled edges. Apply scale to fix non-uniform scaling and refine the bullnose profile.
Refine a doorway in blender by applying a custom bevel to the top edges, duplicating faces, and adjusting the curve and mean bevel weight for a precise profile.
Convert the doorway profile to a mesh and fill the top and bottom sections with edges and faces. Add a bevel and enable auto smooth for a polished result.
Scale the doorway upper section from the 3D cursor as a pivot, create circular outlines with 128 vertices for smooth edges, and extrude to add glass panel thickness.
duplicate the pillar and window objects, align their center points for the doorway, and mirror the setup to the far side using the interactive mirror tool on the x axis.
Duplicate and mirror the doorway components, align the pillar and windows with the wall, then refine the opening using boolean subtraction, modifiers, and precise vertex snapping.
Finish subtracting the roof from the remaining window openings using the newly created object and a boolean modifier, then repeat the process on the back and clean up leftovers.
Troubleshoot boolean subtraction in Blender by fixing reversed normals and face orientation, then apply boolean modifiers on roof and front sections, avoiding z-fighting before uv unwrap.
Perform pre uv checks by applying boolean modifiers on roof and wall objects, remove extra geometry, reset transforms, merge duplicates, fix reversed faces, and handle multi-user windows before uv mapping.
Master UV orientation and space optimization in a Blender workflow, unwrapping roofs with smart projections, adjusting textures and materials for doors, windows, and glass, and packing UVs without overlap.
Match texture resolution and texel density across roof objects with the magic uvw addon; set 4096 by 4096 textures at 128 density, apply to all roofs and walls and ceilings.
Apply viewport colors to each material to distinguish surfaces and help identify unwrapping issues, while assigning unique colors to roof components like tiles, fascia, and soffit.
Explore procedural and hdr lighting in blender by enabling dynamic sky and adding an environment texture, then compare world settings, node setups, and shading previews to optimize your model lighting.
Add wall textures by mapping texture sets to the wall material using node wrangler and a principled shader, adjust scale and color, and apply stone textures to side sections.
Apply roof textures in blender using principled bsdf, adjust uv orientation and scale from Poly Haven maps to avoid lines, then create fascia and soffit materials as non-metallic with roughness.
Apply window and door materials in blender using node-based textures, including glass, marble, and concrete, while mapping external stone to the walls and assigning materials to specific faces.
Add gutters and drainpipes to the house model in Blender by creating a cylinder, repositioning and cutting, applying solidify thickness, bevel, and auto smooth for a finished external detail.
Model a drain pipe by adding a cylinder, bending and rotating it to align with the gutter, then use a boolean modifier to subtract it from the gutter.
Add internal doors with a door object and boolean modifiers, correct wall positions, assign internal walls, ceilings, and window reveal materials (white matte), and inspect fly mode to address gaps.
You want one house in Blender, modelled and rendered, without a long add-on tour. This is that project.
The course still sits on an older Blender 2.8 URL. The lessons are Blender 4. You start with 2D house layouts, bring a CAD file into 3D, and build the house at a scale you can measure. Archimesh handles doors and windows so you are not modelling every frame by hand. You model a doorway, add a drain pipe and furniture objects, then take the Garage Challenge to finish a part of the house on your own.
The add-ons are tools, not the course. The course is the house you finish. UV the model, render stills, and you leave with pictures of a house you designed, modelled, and rendered yourself, not a pile of unused menus.
Use it as a second architecture project after Architectural Design & Animation, or as a simpler first house if you do not need the construction animation yet.
What you work through
2D house layouts
3D from a CAD file
Archimesh doors and windows
Modelling the doorway
Drain pipe and furniture
Garage Challenge
UVs and rendering the house in Blender 4
Who this is for Beginners and intermediates who learn by finishing one house.
Who this is not for If you need Archimesh plus a construction animation, take Architectural Design & Animation first.