
Beginner blender course: install free plugins such as copy modifiers, loop tools, node Wrangler, images as planes, and UV squares. Master shortcuts and Pureref mood boards to create cinematic scenes.
Add and align image references in blender, using image reference objects, align to the 3d cursor, adjust front and side views, and scale from the 3d cursor for modeling.
Learn to model the front part of a train by creating a mid cut, applying a mirror with clipping, and aligning edge loops using precise vertex edits in multiple views.
Learn to model the right side of a train in Blender by extruding edges, adding edge loops, and turning quads into a smoothing mesh with subdivision surface.
Learn how the smoothing mesh holds train parts together, aligns front components with edge loops, and uses shrink wrap to shape the shell before adding rims and thickness.
Clean and tighten the front mesh by removing extra vertices with the knife tool and dissolving edges, duplicate and separate, extrude rails and glass, apply shade smooth and solidify thickness.
Organize a blender project by creating a train collection, naming parts, and hiding guides, then extend the smoothing mesh with edge extrusion, alignment, and softening to refine the model.
Clean up smoothing mesh by adjusting edges and vertices, inserting boundaries and loop cuts, collapsing edges to create tidy quads, then tighten and organize the geometry for the front part.
Build the front of a train in Blender by selecting faces, duplicating and separating parts, and refining with shrink wrap and solidify modifiers for accurate shading.
Clean up the model by adjusting four vertices on the smooth mesh, pushing them inward and downward to shape the train's top with shrink wrap and solidify modifiers.
Adjust the smooth mesh to clean up corners by moving vertices and refining transitions. Add loop cuts, align edges and heights, and apply a solidify modifier to complete the side.
Learn to build the yellow side of the train, transfer modifiers with the copy attributes plugin (mirror, subdivision, shrinkwrap), and refine geometry using edge loops, knife tool, and vertex adjustments.
In this Blender tutorial, you clean up the yellow side mesh by deleting unwanted vertices, smoothing geometry, and zeroing vertices to align edges for the upcoming rails.
Learn to build the yellow train section by cleaning topology, mirroring with loop cuts, and merging meshes into a single quad-based model, using the knife tool and vertex merge.
Clean up the blender mesh by converting triangles to quads and removing stray edges, then extrude inward to form windows and apply solidify with slight imperfections.
identify and correct vertex normals to resolve outward shading, then apply bevel and offset adjustments, copy modifiers, and clean geometry with loop cuts and knife tools.
Build the lower part of the train by refining topology with extrusions and edge loops, tightening corners, and aligning edges for a clean quad mesh ready for separation and smoothing.
Reduce mesh topology by adding edge cuts, collapsing and dissolving edges to form quads, adjust subdivision levels and bevel settings; organize the model with clear naming for easier future work.
Explore Blender door modeling through precise edge loops, extrusions, bevels, and modifiers to create a detailed door with a window, thickness, and handle, guided by reference imagery.
Build cinematic rails in Blender with bezier curves and a mirror modifier. Align around the origin and 3D cursor, and master depth, clipping, fill caps, and front and orthographic views.
clean up the model by tightening corners, aligning curves, and creasing edges with mean bevel weight to sharpen bevels, while refining shrink wrap and solidify modifiers.
Model the top objects in Blender by creating cylinders and cubes, applying scale, beveling with subdivision, and using Alt D instancing to mirror parts while adjusting bevel weights for realism.
Learn Blender modeling to create the top light, using a UV sphere, rotate, scale, extrude, bevel, subdivision surface, and shading for a smooth curved form.
Model the front lights in Blender by shaping a cube, extruding, insetting, and beveling, then add ring geometry with a circle and use mirror and parent relationships to finalize mesh.
Learn to model the train front connectors in Blender using circle primitives, extrusion, scaling, and bevels, with grid fill, shading, and a mirror modifier for symmetry.
Model the train wheels from a plane in the 2024 blender beginner course, shaping a basic wheel and refining with loop cuts, insets, and modifiers.
Clean up topology by naming parts and removing extra edges to keep the train lightweight for animation; apply modifiers in the correct order, then convert to mesh for rigging.
Learn to model the middle connectors in Blender by applying transforms, using the Mirror modifier and origin alignment, and adding bevels and subdivision for a cinematic look.
Model the station base in Blender from a scaled cube, set up water, apply bevels and weights, and build wooden planks with array for a realistic station scene.
Model eight variants of wooden planks from a plane, adjust scale, height, and distribution, and apply solidify and bevel modifiers.
Scatter eight planks across a curve using geometry nodes to create the illusion of randomness, with instance on points, random rotation and scale, and distance-based spacing.
Model an entrance in Blender by shaping walls, stairs, a roof, and a sign with a pole, using extrude, bevel, loop cuts, and shading to achieve cinematic realism.
Model the station sign by starting with a base cube, position the origin for a mirror modifier, extrude, inset, and bevel, then shade to a clean, cinematic sign.
Texture the train’s wooden planks in Blender with cycles, set up the sky lighting, and map wood textures with color, normal, and roughness across front, side, and middle sections.
Texture the front metal element of the train in Blender using a green metal rust texture from Poly Haven, applying to diffuse, roughness, and normal maps.
Create a procedurally generated metal texture in Blender using node-based noise and Musgrave textures, color ramps, and scratch patterns to control roughness, color, and brush strokes.
Apply the procedural metal material to rails, edges, and lights using solidify and bevel. Switch to UV mapping for cleaner scratches and adjust color, roughness, and brush strokes.
Learn to texture the top and bottom panels in blender with metal 029, unwrap UVs, map metalness, normals, and roughness, and apply the same metal across parts using node Wrangler.
Texture the train windows by creating a glass material with ior 1.51, adding distortion with a musgrave texture, and layering dried water droplets via ambient cg imperfections.
Create cinematic train textures in Blender by building a glass-like procedural shader, adding wave-based lines, bump and emission accents, and texturing the front sign with a hand-made image texture.
Texturing the fence in Blender: separate connected planks into loose parts, create a collection, map textures (painted and wood) via smart UV project, and apply diffuse, normal, and roughness maps.
In this session, learn to texture a fence plank in Blender using shader editor techniques, mixing multiple textures with musgrave masks, adjusting scale, and optionally separating planks to reduce repetition.
Texture the environment with a base layer and train details for realism. Project the sign texture from view, adjust roughness with a color ramp, and apply a bump for depth.
Texture the entrance with wood plank materials, adjusting UVs, colors, and beveling for realism. Use smart UV project and UV squares to align and refine the wrap and rotation.
Learn to break repeating texture tiling on a pole by duplicating textures, mixing with noise, and adjusting ambient occlusion; texture wood with rough wood from Poly Haven and tweak roughness.
Texture the station pavement, road blocks, and poles using paving stones and tiles. Combine ambient occlusion, displacement, normal, and roughness maps, adjust UVs, and use Cycles with experimental subdivision.
Explore texturing the sky and water in Blender by creating a portrait-oriented composition, configuring the camera and lighting, and building water with bump textures and emission sky.
Refine a Blender scene by texture painting a mossy, wet rock surface, using ambient occlusion, color ramp, hue and saturation, and a masked third texture for realistic detail.
Explore a Blender texture painting workflow to add wet, glossy detail to wooden train planks using noise, Musgrave, and gradient textures with color ramps and mix shaders.
Apply an AI-generated moss texture to the yellow terrain, create yellow moss material, unwrap UVs, adjust roughness with color ramps and bump, paint the moss mask, and save it.
Texture moss onto metal parts, create and apply masks, and refine UVs with smart UV project and mirror separation, then configure shaders and save textures for a polished render.
Learn how to create torn edgewear by layering textures with a bevel edge mask, color ramps, and surface imperfections for realistic detail.
Refine textures and materials, tweak roughness and reflections, fix UVs and door textures, and resolve the mirror modifier to prepare the train for animation.
animate the train, refine composition, and adjust camera placement for a cinematic final chapter; learn keyframe timing, graph editor tweaks, and water motion driven by frame values.
Explore efficient compositing strategies in Blender by applying glow and aberration effects, camera shake, and lens distortion to achieve cinematic look while keeping render times light.
Create a water wave animation in Blender using dynamic paint, adjust time scale, damping, speed, and depth change, then bake and render for cinematic scenes.
In this 12+ hour-long course, we will be doing our realistic take on one of the iconic scenes from Spirited Away. This tutorial is ideal for Blender beginners who have watched a video or two already and are now looking to expand their knowledge. Split into 56 videos, each between 10-20 minutes on average, this course is designed for ease of learning and flexibility, allowing you to progress at your own pace. I divided it into three main sections: Modeling, Texturing, and Animation.
Modeling: Here, I'll guide you through the process of installing free plugins and integrating useful shortcuts into your workflow. You'll delve into various modeling techniques, including hard surface modeling, mesh cleanup, and basic geometry node setups.
Texturing: Next, we will explore a variety of texturing methods. You'll learn how to find and utilize image textures, create your own procedural textures, and learn texture painting to bring depth and realism to your renders.
Animation: In the final phase, you’ll learn how to animate your scene and use dynamic paint to create a wavelike animation.
For accessibility, all of the compositing will also be done in Blender, but of course, if you are proficient in After Effects, I am more than happy to encourage you to do just that. I look forward to your results!