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BLENDER FROM GROUND UP
Rating: 4.4 out of 5(234 ratings)
1,711 students

BLENDER FROM GROUND UP

In this course we will learn how to use Blender from start to finish with Marwan Hussein
Created byMrawan Hussain
Last updated 9/2025
English

What you'll learn

  • Understand User interface
  • Learn Modeling, how to use Blender to create easy and complex objects
  • Learn how to prepare the object to receive the texture correctly by unwrapping the objects, we will take a lot of examples to understand that.
  • we will jump to the material section, there we will learn how to add the materials and how to edit them, a lot of stuff in this section.
  • We will learn how lighting works in Blender for Cycles and Eevee, we will take a lot of examples to understand that.
  • Camera, we will learn how to use camera correctly and how to control it in Blender.

Course content

7 sections187 lectures48h 19m total length
  • Introduction1:50
  • 002_Where to find the resource files.mp43:37
  • 003_How to download Blender and install it1:58
  • 004_Blender Interface9:40

    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.

  • 005_Blender Interface_26:39
  • 006_Learn how to add object and the navigation system9:33
  • 007_Learn how to move scale and rotate objects19:33
  • 008_object properties12:54
  • 009_Introduction to object mode and Edit mode5:59
  • 010_Modeling simple objects_ learn Bevel and object shading.11:31
  • 011_Learn tips about Normal and selection19:56
  • 012_Modeling simple objects_Learn how to extrude faces17:49
  • 013_Extrude command14:31
  • 014_Modeling a simple table11:31
  • 015_Learn how to duplicate faces and fix the normal4:59

    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.

  • 016_Modeling a simple table_215:58

    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.

  • 017_Learn how to use Mirror command and what's orgin point9:23
  • 018_Modeling a simple table_39:33
  • 019_ Introduction to modifiers7:18

    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.

  • 020_Modeling a simple table_4 using Solidify and Bevel modifier11:34
  • 021_Modeling a simple stools7:53
  • 022_Generate - Solidify Modifier12:45
  • 023_Generate-Bevel Modifier15:59

    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.

  • 024_Inset Face command3:31
  • 025_transformation orientation11:30
  • 026_transform pivot point6:32
  • 027_Snap_121:32
  • 028_Snap_26:37
  • 029_Modeling Level_2_Subdivision modifier16:21
  • 030_Modeling Level_2 modeling the TV26:18
  • 031_Modling Level_2 Quads, Triangles and N-Gons11:21
  • 032_Modeling Level_2 face, vertex and edge flow,16:28
  • 033_Delete and merge menu16:12
  • 034_Modeling Level_2 modeling simple house part 125:58
  • 035_Modeling Level_2 modeling simple house part 216:31
  • 036_Modeling Level_2 modeling simple house part 314:09
  • 037_Modeling Level_2 modeling simple house part 414:39
  • 038_Modeling Level_2 modeling simple house part 515:31
  • 039_Modeling Level_2 modeling simple house part 615:20

    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.

  • 040_Modeling Level_2 modeling small mug23:47
  • 041_Modeling Level_2 modeling bottle part 18:55

    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.

  • 042_Modeling Level_2 modeling bottle part 212:37
  • 043_Modeling Level_2 modeling bottle part 325:25

    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.

  • 044_Modeling Level_2 Mirror and lattice10:45
  • 045_Modeling Level_2 modeling bottle part 412:52

    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.

  • 046_Modeling Level_2 modeling teabot part 115:57
  • 047_Modeling Level_2 modeling teabot part 219:02
  • 048_Modeling Level_2 modeling teabot part 320:46
  • 049_Modeling Level_2 modeling kitchen part 119:19

    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.

  • 050_Modeling Level_2 modeling kitchen part 218:16
  • 051_Modeling Level_2 modeling kitchen part322:43
  • 052_Modeling Level_2 modeling kitchen part 414:59
  • 053_Modeling Level_2 modeling kitchen part 512:10

    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.

  • 054_Modeling Level_2 modeling kitchen part 613:30
  • 055_Modeling Level_2 modeling kitchen part 726:15
  • 056_Modeling Level_2 modeling kitchen part 810:14
  • 057_Modeling Level_3 Bool tool and carver tool17:21
  • 058_Modeling Level_3 modeling Sony device part 116:28
  • 059_Modeling Level_3 modeling Sony device part 218:52

    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.

  • 060_Modeling Level_3 modeling Sony device part 322:46

    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.

  • 061_Modeling Level_3 modeling Sony device part 423:08
  • 062_Modeling Level_3 modeling Sony device part 517:31

    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.

  • 063_Modeling Level_3 modeling Sony device part 623:31
  • 064_Modeling Level_3 modeling Sony device part 714:43
  • 065_Modeling Level_3 modeling Sony device part 826:12
  • 066_Modeling Level_3 modeling Sony device part 918:36
  • 067_Modeling Level_3 modeling Sony device part 1023:28
  • 068_Modeling Level_3 modeling Sony device part 1119:07
  • 069_Modeling Level_3 modeling Sony device part 1210:56
  • 070_Modeling Level_3 modeling Sony device part 1326:27
  • 071_Modeling Level_3 modeling Sony device part 1431:08
  • 072_Modeling Level_3 modeling Sony device part 1520:26
  • 073_Modeling Level_3 modeling Sony device part 1613:58
  • 074_Modeling Level_3 modeling sony device part 1721:57

    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.

  • 075_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 16:48
  • 076_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 223:00

    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.

  • 077_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 313:14
  • 078_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 423:34
  • 079_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 512:36
  • 080_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 612:33

    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.

  • 081_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 722:16
  • 082_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 820:07
  • 083_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 911:16

    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.

  • 084_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1013:01

    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.

  • 085_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1111:48
  • 086_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1221:34
  • 087_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1311:41
  • 088_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1419:58
  • 089_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1511:30
  • 090_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1610:55
  • 091_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1721:55
  • 092_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1829:10
  • 093_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1920:52

    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.

  • 094_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 209:37
  • 095_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2111:48
  • 096_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2214:47
  • 097_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 238:18
  • 098_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2425:11
  • 099_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2526:58

    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.

Requirements

  • Just go a head to Blender official website and download Blender from there to start the journey

Description

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.


Who this course is for:

  • This course is for everyone who want to learn Blender from start up.
  • This course works even for student how already knows Blender because there is a lot of advanced stuff they may help.