
Explore Blender's interface, from the splash screen and quick setup to the default layout, with editors like the 3D view, timeline, outliner, and properties editor.
Navigate the Blender 3D environment using zoom, pan, and orbit, via icons or keyboard shortcuts. Memorize editor-sensitive shortcuts to stay productive and switch between perspective and orthographic views.
Learn to delete and create objects in Blender using the default scene, via delete or X and the outliner, and add cube, uv sphere, cylinder, cone with the 3D cursor.
Explore blender's polygonal modeling tools, focusing on extrude, inset, and bevel to shape faces and edges, using shortcuts like E and Ctrl+B for efficient workflow.
Keep the object's scale at one on all axes to prevent tool distortions. Apply scale in object mode before modeling to ensure bevels and other tools work.
Apply a modeling exercise in Blender 3D to build an airplane by using edit mode, extrude along normals, inset, scale, and move tools to shape wings and a vertical stabilizer.
Apply subdivision surface modifiers in Blender to round models. Control edge sharpness with loops and crease, and mirror geometry for symmetry.
Learn how shade smooth creates rounded surfaces with fewer polygons using shade smooth, shade flat, and auto smooth with an angle parameter; pair subdivision surface modifier for controlled, organic models.
Model the robot head in Blender by creating a UV sphere eye, center the origin for accurate mirroring, then build a horizontal mouth from a rotated cylinder and add subdivision.
Learn to model robot’s body in Blender, center scene on the x axis, shape a cube with loop cuts, apply subdivision, and add an inward extruded strip for detail.
Model the robot hand in Blender 3D using a sphere for the wrist and a modified cube for the palm, then bevel edges, and adjust proportions.
Model the robot hand fingers by creating a single phalanx from a modified cube and cylinder, bevel its edges, then copy and join to form the full set of fingers.
Learn to create and assign multiple materials on a Blender object, adjust base color and roughness, preview materials in material preview mode, and add emissive LEDs for the robot’s eyes.
Finish applying blue and black materials to the robot’s body and joints using edit mode, face selection, and assign. Then transfer materials to hand objects with link materials and save.
Learn how to check and adjust object pivots and origins in Blender by repositioning pivots, using the 3d cursor, set origin options, and testing rotations at joints.
Learn how to create object parenting in Blender, making the head, eyes, mouth, and other parts follow a parent during transforms, using selection order, shift-clicks, and Ctrl P for parenting.
After version 4.1 the shortcut for inserting keyframes is not the letter i anymore. Now it is the letter K.
Create a six-pose robot animation in Blender, starting below the frame, entering, waving, then resting; set camera framing, use split viewports, and keyframe all objects on frame one.
Create sequential poses for the robot at frames 25, 50, 75, 100, and 125 by adjusting body, head, arms, and hands, generating keyframes for all objects, then review playback.
Set up three lights and area lighting to frame the robot, then render a final video using bloom, motion blur, and FFmpeg output settings.
Prepare your blender scene by importing front and side reference images, setting orthographic views, centering the references, adjusting opacity, and organizing files for character modeling.
Create a character collection and model the head from a cylinder with 16 vertices, align to front and side references, bevel the top edges, then grid fill the hole.
Model the character's mouth by building the oral cavity with edge loops and insert faces, mirror the geometry, adjust vertices for a neutral mouth, and save incremental files.
Model the face features by shaping a nose, eyes, and eyebrows from a subdivided cube with a subdivision surface. Align the geometry to the reference using x-ray and orthographic views.
Master mouth interior modeling in Blender 3D to enable open-mouth expressions, using the mirror modifier, subdivision surface, and solidify modifier for lip thickness.
Model the lower part of the hair by duplicating head polygons, separating them into a new object named airbase, and adjusting thickness with the solidify and subdivision modifiers.
Model hair strands on a character in Blender 3D by creating UV spheres, adjusting their segments and rings, and shaping with proportional editing and mirror and subdivision modifiers.
Model the character's legs in Blender from the torso, using eight-sided limb construction, a mirror modifier, x-ray view, and loop cuts to extrude and shape from a reference drawing.
Model the fingers by creating cylinders, adjusting vertices, inserting segments, and using vertex connections to refine joints and prepare the hand for animation.
Connect the hand to the body, align with the reference, refine the hand with proportional editing, then join to the torso and add subdivision for animation.
Model the character's shoes in blender by duplicating the selected polygons and separating them into a new shoes object. Inflate the geometry slightly and extrude along normals to add thickness.
Create a shirt model in Blender 3D by copying initial polygons, extruding edges, adding loops, and refining with solidify and subdivision for a natural fit.
Learn to fix symmetry issues in Blender by correcting misaligned central vertices with the mirror modifier, using single-vertex corrections or bulk alignment via median point and axis scaling.
Learn to fix common Blender modeling problems: loose geometry, overlapping vertices, and interior faces, using cleanup, merge by distance, and targeted selections.
Learn to create and assign clothing materials in Blender, applying blue pants material and red and white shirt materials with stripes, and use smooth shading with multiple material slots.
Create skin, eyes, and hair materials for a Blender character, adjusting subsurface color and roughness, applying materials to the head and hair parts, editing geometry and modifiers as needed.
Learn to build an animation skeleton, or rig, using bones and animation controls to deform a character, explore armature tools, the reify addon, and weight paint.
Learn to create an armature for animation in Blender: transform a cube into a sausage, build bones with extrusion in edit mode, and prepare for posing in pose mode.
Learn to set up vertex groups for an armature by weight painting in Blender, using empty groups and automatic weights, selecting bones in the 3D view, and enabling auto normalize.
Explore weight painting tools to assign vertex groups to model vertices using the draw and blur brushes, adjusting weight, radius, and strength, with symmetry and falloff options.
Check scene orientation and face the front before starting the rig creation. Center objects on x axis with the 3D cursor and rotate by 5-degree increments to align for rigging.
Create a metarig skeleton for rigging with Rigify, using a dedicated rig collection centered at the 3d cursor, apply transforms before generating the rig, and delete face and pinky bones.
Adjust the metarig to fit the character, test by generating the final rig, apply mirror modifiers, join body and head, and align torso and legs using the rigify guide.
Position the arm and hand bones for the metarig, aligning shoulder, elbow, and wrist. Use orthographic front view and volume snap to place finger joints and set the arm bend.
Learn to visualize bone axes, adjust the row parameter to align the x and z axes for phalanges, copy settings across fingers, and set Rigify rotation to X manual.
Generate the final rig for the character using Rigify, align the meta rig with the character's proportions, snap joints to active, then regenerate as needed and keep a backup.
Master Rigify controls to move the character and view rig layers in pose mode with x-ray. Apply weight painting after automatic weights and use tweak layers for deformations.
Master Rigify arm controls to pose hands: enable finger layers, rotate and scale finger controls, use IK and FK modes, and lock forearm axes for natural, flexible animation.
Parent non-deforming objects, such as hair strands and dental arches, to the head's deformation bones in Blender using outliner visibility, pose mode, and bone parenting.
Transfer weight paint from the character body to clothing in Blender using nearest face interpolated and by-name source. Apply the armature modifier and test poses to verify deformation.
Learn how to create and animate shape keys to build facial deformations and expressions in Blender, including editing modes, proportional editing, and keyframe animation.
learn to create shape keys for a character's facial expressions in blender 3d, starting from a base to mouth open, horizontal stretch, compression, smile, sadness, and teeth open, with symmetry.
Create and refine mouth shape keys in Blender, including out, in, happy, and set, adjusting inner mouth geometry with proportional editing and x-ray view, then test with the subdivision modifier.
Create a facial control rig with bones for eyes, eyebrows, and mouth that drive shape keys and expressions through vertex group influence, enabling unified control.
Customize the facial rig by replacing bone shapes with curve-based objects for user-friendly controls, then assign a circle curve to eyebrow bones, eye bones, and mouth bones in pose mode.
Learn how to use bone constraints to restrict facial rig controls in local space, using limit location constraints, effect transformer, and copied settings for consistency.
Configure drivers to control mouth shape keys via a control object in local space, using multipliers and inverted expressions on x and y axes for four expressions.
Finish configuring the facial rig by creating vertex groups for the eye and eyebrow bones, removing the head bone influence, and testing expressions in pose mode.
Create a simple character animation in blender by posing a four-pose sequence using fk and ik controls, tweaking torso, limbs, fingers, and facial expressions, and keyframing all controls.
Create the final video in Blender 3D by setting up lights and a camera, organizing them in a dedicated collection, and enabling ambient occlusion for a natural render.
Hello and welcome to the course Create Iconic Characters with Blender!
In this engaging and focused course, you'll have the opportunity to learn the essential techniques and tools of polygonal modeling in Blender to create memorable 3D characters from scratch.
This means you'll be guided through Blender from the very beginning. In the first section, you'll be introduced to the interface and learn to use the fundamental tools for navigation, creation, and transformation of objects. Additionally, you'll be challenged to create a simple project of an animated robot to apply and solidify the knowledge gained.
In the second part of the course, we'll begin the 3D character modeling from scratch. You'll learn how to set up references in the interface and model each part of the body. Furthermore, you'll be introduced to a simple and effective approach to create different pieces of clothing for your model. Later on, we'll delve into creating materials to add color and life to your creation.
After completing the modeling of your character, you'll learn to use the Rigify addon to create an animation skeleton for your character's body. Additionally, we'll explore the use of Shape Keys and Drivers to create controls for facial expressions. This will allow you to create customized poses and expressions, preparing your character for animation!
If you've always dreamed of creating your own 3D character, don't miss this opportunity and enroll now!