
Discover Blender's interface, from the splash screen and preferences icon sizing to creating and managing resizable areas like the 3D viewport, outliner, properties, and timeline, and switching editor types.
Learn to duplicate faces and extrude them, detach selections with P, and fix normals using recalculate and flip options, guided by face orientation in Blender.
Learn how to model a simple table in Blender from a reference image, using extrusion, edge looping, hiding and mirroring techniques, and normal corrections for a clean, smooth result.
Explore Blender modifiers and non-destructive geometry deformation, learning how twists, bends, and deforms shapes with tools like deform, bevel, and subdivision, and how modifier order affects results.
Master bevel modifier in blender: control bevel amount and segments, choose profile and angle, manage clamp overlap and weight-based targeting, and refine shading with auto smooth and hardened normals.
Learn practical blender techniques for modeling a simple house: create primitives, set the 3d cursor, edit vertices, extrude, convert between mesh and curve, refine with proportional editing, shading, and smoothing.
Start with a cylinder, shape vertices, extrude, and refine with a subdivision surface for a smooth bottle, then add thickness with solidify and adjust edge loops for quad faces.
Learn to model a bottle-like shape in Blender using basic primitives, loop cuts, extrusions, lattice and subdivision modifiers, and a mirror workflow for symmetry.
Model a bottle from a cube, refine vertices, and use mirror, bisect, and array modifiers, then sharpen via knife cuts, extrusions, and subdivision for a smooth final form.
Model a kitchen scene in Blender by building walls and a door, extruding faces, snapping vertices, and adding cylinders and pipes with curve depth for thickness.
Build a kitchen model in Blender from a base cube, using the 3D cursor, extrusion, scaling, circles and cylinders, then apply subdivision surface and bevel for smooth thickness.
Model Sony device details in Blender by creating circles and cylinders, extruding, cutting holes, and applying modifiers such as solidify and subdivision surface, while fixing face orientation.
Model and refine a Sony device-inspired part in Blender by adjusting vertices, using x-ray view, and adding holes and beams with a boolean difference.
Model a wall, cut details with the carver tool, and preview with subdivision surface. Connect vertices, use array and bisect techniques to create clean topology and even repetition.
Learn how to add internal details beneath a glass window in Blender, using boolean modifiers, solidify thickness, extrusion, bridging edges, and array-driven replication to create three cylinders around a window.
Begin with a cylinder and mirror modifier, extrude and refine vertices to shape the car body. Use knife, loop cuts, and subdivision to polish topology while avoiding triangles.
Blender from ground up walks through modeling a car fender by starting with a circle, extruding along curves, refining vertices, and using solidify, subdivision surface, and mirror with origin alignment.
Copy tires and position them with the 3d cursor, then mirror along the x-axis. Model the body, headlights, and glass using extrusion and subdivision surfaces.
Create two reflectors in Blender from a reference image by building cylinders, extruding faces, performing knife cuts, refining topology, and using subdivision surfaces and lattice for final shaping.
Master blender modeling by rotating a hip piece, adding a shock absorber and exhaust, extruding faces, and applying subdivision surface and solidify for a realistic Motoplan model.
In this blender level 4 modeling lecture, add realistic undercarriage details, pipes, and chassis connections using solidify, subdivision surface, and mirroring to enhance camera-ready realism.
Learn to unwrap with seams, adjust uv islands, compare angle-based and conformal methods, and transfer uv maps between objects, then bake the final uv layout.
Learn how to unwrap a house part in blender, create a new material, and apply an image texture. Mark seams and fix distortions for clean UV mapping.
Mark seams on the house pieces, unwrap with cube projection, and bake textures to achieve consistent materials across components, while isolating parts and aligning UVs to keep the same scale.
Learn how to create realistic materials in Blender, applying colors, textures, and node-based shading to car parts like the red body, rubber tires, bumper, grille, and logo under proper lighting.
Learn to create and assign materials in Blender, using multiple material slots. Apply image textures to selected faces and use HDRI environment textures for lighting in the viewport.
Create a textured wood table in blender by applying image textures, roughness and normal maps, and bevel modifiers, then light with an HDRI and render with refined settings.
Create white ceramic and dark cacao materials in blender using sculpting and shading. Apply subdivision surface and subsurface scattering to achieve realistic cocoa liquid and ceramic textures.
Apply realistic lighting in Blender using HDR environment textures and Cycles rendering; adjust adaptive sampling, shadows, and material settings to achieve balanced, photorealistic renders.
Learn to create a chrome material in Blender, adjusting roughness and glossy layers to apply to car parts like the frame, mirrors, and headlights.
Learn how to create a windshield material in blender from the ground up, apply it to the windshield, and copy the wrapper material to another piece with basic transmission tweaks.
Learn to create backlight materials in Blender, assign unique materials, apply wave textures and normal maps, adjust transmission for transparency, and use UV editing for accurate mapping.
Build a realistic wheel material in Blender by applying a gloss finish across the wheel, then layer textures, texture coordinates, and mix variations for dark and light areas.
Learn to illuminate an interior kitchen scene in Blender using spotlights and point lights, adjust sky textures, sun angles, and warm tones for sunset night lighting, and render the results.
Explore Eevee for real-time lighting in Blender, compare to Cycles, adjust a point light's color, power, and radius, and tune shadows with bias, contact shadow, and ambient occlusion.
Render an interior with Eevee by adjusting glass material, positioning the sun, enabling ambient and contact shadows, and using a sky texture and light probes to achieve realistic indirect illumination.
Learn to use the reflection cube map with a light probe in Eevee to create reflections on a reflective object. Adjust clip starts, bake, and fix artifacts by tweaking thickness.
In Blender from ground up, the lecture guides organizing a scene into collections, then applying displaced carpet and ground materials with adaptive subdivision, color, normal maps, and fresnel effects.
Create and assign cohesive materials for interior elements—the table, library, TV, and air conditioner—using texture maps, roughness, and normal maps, with cube projection and shared materials for consistent realism.
Add hidden lights to interior Blender scene, position and scale them near walls, then adjust materials and color curves to yield a yellowish light with a blue tint before rendering.
Blender from ground up guides you through an interior project with extra camera shots. Explore depth of field and focus using an empty, plus render and compositor workflows.
Hello everyone, I'm Marwan Hussein and I would like to welcome you to this new course, Blender is one of the very powerful 3D software on the market and it's free for everyone to use, when I started with Blender back in 2019 I didn't know the possibility of this software and what it could do, and when I start to learn it was amazing and easy to understand and it's so friendly for new users, especially the interface.
Now almost all my online courses focus on Blender and how to create a lot of complex designs with it.
In this new Blender course, I will go throw the most important things that every 3D artist should start with when it comes to using 3D software like Blender.
These things start with.
Understanding the software interface, that's something very important to start with.
The good news though, Blender has a very friendly user interface, it's easy to understand and flexible, I mean it's very easy to manage and change after that we will start to learn how to add objects how to move things understand the navigation system of the software and a lot of things.
When we complete the principles we will start with the modeling.
I divided the modeling section into 4 sections, from easy to complex, in the first section
we will learn how to create easy geometry, after that, we will learn in section 2 how to create something a bit harder, and some scenarios for the third section and the fourth section of modeling.
Modeling means you should know your tools to do something inside Blender, for example, if you want to create a simple table, you can't do that unless you know your tools better.
The modeling journey in this course is full of knowledge and I made a full section just focusing on modeling, we will model the easy geometries and as we go forward we will start with things a bit difficult, and we will go through this process step by step.
In the modeling section, I will use a new technic to explain any command, I will start creating things, and any command I use to achieve something I will give a special lecture
In this way, we can make the learning process more fun and interactive.
In the modeling section, we will discuss those things.
* How to add objects and how to use the navigation system.
* How to scale Rotate and move objects.
* What are object properties.
* Object mode and edit mode.
* Learn how to use Bevel in edit mode.
* Object shading.
* Face normal and selection types.
* Learn how to extrude inside edit mode.
* How to fix the normal fo face in Blender.
* Introduction to modifiers.
* Solidify modifier.
* Bevel modifier.
* Inset face command.
* Transformation orentation.
* Transform pivot point.
* Learning the snap system inside Blender.
* How to use subdivision modifier.
* Learn what's Quads, Triangles, and N-Gons.
* Delete and merge menu.
* Mirror and lattice.
The modeling section is not stopped here, there are a lot of things inside this section you can check them I jest mentioned a little bit of what we waiting for there.
The modeling section is a long journey, when we finish it we will start with the unwrapping.
Unwrapping is a very important technic after modeling is done, unwrapping means you need to make what you create ready to receive the texture correctly because if we don't we will get a problem and the texture will apply in a weird way.
Everything now is ready to go, now it's the time to give what we created life by adding material to it.
Adding the materials is something very important if you want to give your geometry a life
and make them realistic.
Materials mean you will add color to a surface and make that surface rough or glossy or if you want that surface to be old or new, or make it lucks like glass or like a metal,
and a lot of stuff.
We will use the designs that we made in the modeling section to give them materials for most of them, and we will do that step by step.
After we complete the materials section and understand it we will start with the lighting.
Lighting means after you make t everything ready you need to add a source of light like
what's happen in real life, because without adding lighting you can not make a render.
In the lighting section, we will discuss all sources of lighting inside Blender and the environment lighting like a skylight and HDRI Lighting.
Lighting section
* Quick overview about the light source in Blender.
* Learn how to use spotlight, area light, point light, and sunlight.
* How to use Emission light.
* How to use HDRI lighting ( High Dynamic Range Imaging )
* How to use portal lights.
* What's an IES light and how to use it.
* How to illuminate an interior scene with sunlight
* How to illuminate an interior scene with spotlights
* How to create volumetric lighting.
All of that for cycles and Eevee.
After all of that, we will learn how to use the camera, now everything is ready and the only thing we need is to set up a camera for our scene, inside Blender, we can't make a render unless we add a camera so it's very important to learn how to use the camera in Blender.
Now everything is finished for the course and it's very important to say that what you just read is just a brief intro to the course.
The course videos reached 185 videos 48hr and 30 min of video content.
After we learn everything we will create together an interior scene from start to finish.
In this project we will go through everything from modeling to rendering, we will create all the elements of the 3D scene together and we will unwrap it and make it ready to add the materials, everything step by step.
After that, I can say we reached the end of this course.
I hope you find this course useful and thank you for reading.
Marwan Hussein.