
Navigate Blender.org to explore the Blender 4.3 release, open source, donations, Blender Studio training, and core tools like render, modeling, sculpt, grease pencil, and Python scripting.
Learn how to download and install Blender 4.x on Windows, including using the MSI installer, accepting the license, choosing the install location, and launching Blender 4.3.
Explore Blender's official documentation and user manual, navigate version 4.3 in multiple languages, and learn to locate tools—from user interface to modeling and sculpting—using the interactive search.
Explore the Blender interface by navigating right and left tools, orbiting the scene, moving the camera, and zooming, while configuring personalized workspaces and essential preferences.
Open blender for the first time to the version 4.3 welcome screen, configure language and keymap, and learn to select objects with the left mouse button.
Explore Blender 4.3 interface through a guided tour of menus, layouts, and key windows like the 3D viewport, outliner, and properties, then customize and save your own layouts.
Save your layout per scene with save as, and save startup file to keep the layout across new scenes; use load factory settings to restore to factory layout.
Explore object visibility, selection, and outliner behavior in the Blender 3d viewport. Learn to use gizmos, overlays, wire mode, render mode, annotations, and the 3d cursor for precise modeling.
Navigate the blender 3d viewport by orbiting, bread movement (panning), and zooming with mouse and shortcuts; focus objects, switch views, and enter camera view with zero.
Blender preferences, including interface customization, tooltips, language, viewport options, input and navigation settings, add-ons, themes, and system performance controls for efficient 3D modeling.
Conclude by reinforcing 3D view navigation, selecting separate objects, and workspace customization in Blender, then explore advanced selection and modeling tools for future lessons.
Explore the Blender interface, learn the right and left tools, orbit the scene, move the camera, and zoom. Create personalized workspaces and adjust Blender preferences from scratch.
Learn to select single and multiple objects in Blender using left click, shift to add or remove from the selection, and Alt A to deselect; the active object glows yellow.
Understand how the Cartesian x, y, z axes define 3D space and how vectors determine an object's position, rotation, and scale. Explore positive and negative directions and global coordinates.
Move objects precisely on the x, y, and z axes in Blender by selecting, using the move tool and gizmos, and applying axis constraints with mouse or numeric input.
Learn to rotate 3D objects along x, y, and z axes with the rotation gizmo, constrained handles, and pivot point, and set precise degrees via shortcuts and panel inputs.
Scale objects by enlarging or deforming them along axes using the scaling gizmo and pivot point, with single or two-axis handles, cage scaling, and shortcuts like S, S X.
Learn the difference between scale and dimensions in Blender, observe how adjusting scale changes dimensions, and apply the modified dimensions to scale one using the object menu.
Learn to quickly reset object transformations in Blender using the Alt+G, Alt+R, and Alt+S shortcuts to return objects to the origin.
Compare global and local gizmo orientations in blender, showing how axis alignment follows the scene or the object, and demonstrate view, cursor, and parent orientations for precise modeling.
Master Blender pivot point handling to rotate single or multiple objects. Use options such as bounding box center, 3D cursor, individual origins, and active element to control transformations.
Master blender's snap tool, or magnet, for precise object movement using grid, absolute increase, vertex, edge, face, and volume snaps, with rotation alignment and back face cooling.
Explore how blender manages units of measure in the scene tab, switching between metric and imperial systems, blender units, and real-world scales for accurate modeling and export.
Apply transformations in blender to reset location, rotation, and scale with Ctrl A or the object menu. Set the origin to geometry and know when to apply for modifiers.
Explore Blender’s interface, navigate the scene, and master 3D space with move, rotate, and unit adjustments using the magnet tool for range-based snapping.
Learn to create geometries and understand what 3d meshes are composed of. Discover different geometries in a 3d project and use basic modeling tools to deform elements.
Learn to use the last operation menu after creating an object to adjust size, alignment, location, and rotation, and recover the panel with F9.
Explore how edit mode reveals vertices, edges, and faces in Blender, and switch to object mode with Tab to transform whole objects, mastering pivot points, selection levels, and mesh deformation.
Explore how vertices, edges, and faces form a 3D mesh in Blender, from points to edges to polygons, with shortcuts to select each element and view face centers.
Learn to customize Blender's selection colors for vertices, edges, and faces in the 3D view and preferences, improving contrast and visibility during editing.
Explore vertex, edge, and face selection modes in Blender, using active vertex, edge gradients, shift-click multi-selections, circular selection, and level switching (1–3) to deform meshes with transforms.
Explore viewport visualization modes in editing mode, switching between opaque, wire, and x-ray views with quick Z shortcuts and numpad mappings for render, material, and wire visuals.
Use the extrude tool (E) to copy and extend vertices, edges, and faces while staying attached to the original geometry, with options for normals, axis constraints, and cursor extrusion.
Learn to use the Blender loop cut and slide tool (R) to add edge loops across quad geometry, and combine cuts with extrusion for shaping.
Master offset edge slide in blender to cut edges and displace them, generating two loops on each side of a selected edge or loop. Alt-click selects loops; ctrl+shift+r creates loops.
Explore bevel in Blender: apply bevel to edges or vertices, adjust width with displacement, offset, or percentage, tune segments and profile, and experiment with groin, grid fill, and support loops.
Use the knife tool in Blender to cut geometry at vertex, edge, or face levels with the K shortcut. Create quads and learn plane bisect cuts for precise meshes.
Explore deleting and dissolving vertices, edges, and faces in Blender, comparing how delete creates holes and dissolving preserves geometry, with practical tips on selection and undo.
Reaffirm the basic tools of modeling—vertices, edges, and faces—and build a solid foundation for future projects. Continue exploring more tools to expand your modeling capabilities in the next section.
Practice building a house prototype to reach a first blocking, possibly a final model. Model a chair using unit-based methods and explore two ways of softening in Blender.
Prototyping a 3D house in Blender by building from a cube, extruding to form roof, adding windows, door, porch, fireplace, using loops, snapping, and 3D cursor for precise alignment.
Learn how to construct a centered chair base in blender using a five-by-five unit square, applying scale, and extruding along the x and y axes with proper unit management.
Create the chair by extruding four corner faces to form legs, stretching three units at once, then add a back by extruding edges and rows and adjusting to five units.
Place objects on the ground using precise unit measurements, set the object origin to the 3D cursor at 0,0,0, and use z-axis moves to align for clean exports.
Learn to achieve realistic softness in Blender by using smooth shading (shade smooth) and adding geometry with loop cuts to create even, rounded edges.
Learn the selection modes for mesh elements—vertices, edges, and faces—explore complex meshes, practice separating and joining objects, and master hiding elements in the scene.
Master edge loop selection in Blender’s edit mode, learn how poles terminate loops, and practice quad-based modeling using Alt, Shift, and extra selection techniques.
Learn to select edge rings in Blender by switching editing modes, using control-alt-left click to grab entire edge rings, and add selections with shift across vertex and face rings.
Master face loop selection in blender by using alt to select loops and rings, and add with alt+shift while navigating vertical or horizontal directions, quads and triangles.
Discover how separating and joining meshes affects faces, edges, and vertices in Blender, and how separating by selection with P creates new objects.
Hide vertex, edge, and face components in edit mode with h and alt+h, then isolate parts using L and shift+h, and switch to x-ray view for modeling.
Master advanced visualization forms and high-level modeling tools to tackle future 3d projects. Apply what you have learned and will learn in this section to model complex models.
Select faces in edit mode, flip normals, and use recalculate outward to ensure all faces point outward; explore face orientation, back face culling, and visualization repairs for clean shading.
Learn to create faces from edges and vertices in Blender, using F to fill and form quads or triangles, close holes, and refine geometry through editing modes and subdivisions.
Explore auto vertex connection in Blender, enabling auto merge or auto fusion to weld overlapping vertices, clean geometry, and convert polygons to quads during editing.
Learn to slide edges along connected edges in edge mode using double G, adjust the edge factor, and align parallel or diagonal edges for clean geometry and textures.
Enable proportional editing in Blender to move a vertex and deform vertices proportionally within influence area. Use O toggle, G movement, and profiles (softened, sphere, random) for controlled mesh deformation.
Demonstrates magnet snap in edit mode to align vertices to the same height, using front view, extrusion, and vertex merge, with x-ray aid.
Master the bridge edge loops tool to connect two equal-count loops on a single mesh, creating filled faces; also compare bridge faces for internal holes.
Master the Blender outliner elements to manage objects, collections, and hierarchy across scenes, using search, filters, visibility, and render controls in the visualization layer.
Learn to organize a Blender scene with collections. Create, rename, and delete collections from the outliner or 3d view, move objects into collections, and manage visibility for efficient rendering.
Select objects from the outliner with click, use control for multi-select, and shift for a range; right-click a collection to select its objects, with modifiers and hierarchy updating.
Model a hammer from scratch in Blender using a reference image, starting with blocking and progressing to the final model, while solving symmetry, skewer placement, and copy replication.
Learn to model a hammer head in Blender using blocking and symmetry. Start from a cube, align with a background image, and apply a mirror modifier for mirrored details.
In Blender, extract and extrude a selected face to shape the hammer head, use x-ray view to align with the background image, and adjust the geometry to match the drawing.
Model the top grip section by creating a cylinder, removing the lid, editing vertices in x-ray view, extruding and aligning to form the hammer head, crown, and handle.
Create an eight-vertex circle as the centered hole for the skewers, align it to the x and y axes with the 3d cursor, and organize naming for future steps.
Master duplicating and evenly arranging skewers around a crown in blender by centering the 3D cursor, rotating around the Z axis, and using repeat actions to create and align duplicates.
Learn to join multiple skewers into a single crown, unite meshes with Ctrl J, and seal loops using bridge edge loops to create a low-poly hammer.
Conclude by modeling a lego doll with millimeter-scale precision, shaping arms from circles, and mastering diverse curvatures, smoothing, angles, and holes in a quad-based mesh.
Gather reference images to guide realistic Lego doll modeling, analyze parts like head, neck, torso, hips, and limbs, and apply quad-based and circle-based techniques in Blender.
Set the scene units to millimeters, adjust the grid, and see how the head at 8.5 mm fits the scale in orthogonal views.
Bevel edge loops to soften the head mesh, using ctrl-b with six segments and clamp overlap, then remove duplicate vertices and apply the subdivision surface modifier for a smooth profile.
Apply a subdivision surface modifier with two levels, add support loops via control r, and adjust along the x axis to soften shoulders and refine the torso curve.
Softens the torso in Blender by adding subdivision loops to smooth shoulders and the neck. Visualize results with a matcap material to compare sharp and soft areas.
Create the hip piece by modeling a cube, aligning it to the torso, applying a cylinder boolean cut to shape curvature and separate the legs, then form quads with loops.
Softens the hip piece by adding a subdivision modifier and shaping with edge loops. Use Ctrl-R and the E key to adjust angles and sharpen edges, then apply the modifier.
Explore how to model the upper leg separation in Blender, adjusting the hip, extruding and merging loops, applying subdivision and support loops for a smooth, realistic leg segment.
Model the leg piece by extruding a cylinder, aligning vertices in front and x-ray views, and snapping and scaling along x, y, and z to form a precise leg blocking.
Project circles onto a quad leg mesh to form holes, using a 32-sided circle, edge loops, and a wrap projection from a separate circle to create aligned, quad-based holes.
Model the head from a cylinder primitive, align to a reference image, then extrude and scale in edit mode with x-ray to shape neck and head loops with 32 segments.
In editing mode, form four loops around the circle to create the leg holes, erase interior vertices with X, then join the circle to the mesh with Ctrl J.
Model the arm by placing and aligning a series of circles along the arm, duplicating and rotating to form a curved limb, then unite the parts for a complete arm.
Model the hand in Blender by building a doll, duplicating loops, and extruding to fit inside the hole and align with the wrist; adjust centers, normals, and edges.
Create the hand width and shape by selecting loops and edges. Apply proportional addition, strut scale, bevels, shade smooth, and subdivision surface, then join pieces for symmetry.
Apply full symmetry with the mirror modifier to create identical left and right parts. Convert all objects to Maya, apply subdivision surfaces, and copy modifiers while managing the merge option.
Learn how Blender handles materials, from default slots and multiple materials per object to assigning colors and textures, previewing in the viewport, and using the shader editor.
Shows how to import a Lego man scene, scale it, apply yellow, red, and blue materials, and render with higher passes and adjusted resolution for a realistic plastic look.
Do you want to master Blender 3D modeling from scratch and become confident creating characters, game assets, and professional 3D projects?
This complete Blender course teaches you step by step, from beginner to advanced, how to model, sculpt and render in Blender — with practical projects and professional techniques.
This course also includes the use of artificial intelligence tools to improve your workflow and speed up your 3D modeling process.
What you’ll learn
Master Blender’s interface and navigation in 3D space.
Understand polygon structure and learn all the essential modeling tools.
Create both high-poly and low-poly 3D assets for games and projects.
Model real projects such as a Lego character and Thor’s Hammer.
Practice advanced modeling tools for professional workflows.
Render your final models with a provided 3D scene with lighting and background for realistic results.
Why this course?
Start from zero and progress to advanced techniques.
Learn through step-by-step practice, building confidence with each project.
Work with both game-ready low poly assets and high-quality detailed models.
Lifetime access to all course resources and files.
24/7 support in the Q&A forum.
Who this course is for
Beginners who want to learn Blender from scratch.
Aspiring 3D artists looking to model characters, props, and environments.
Anyone who wants to understand 3D modeling concepts and use Blender like a professional.
Game developers who need to create game assets and characters.
By the end of this course, you will be able to confidently use Blender to model any object in 3D and create professional-quality assets for games, characters, and product visualization.