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BLENDER FROM GROUND UP
Rating: 4.4 out of 5(234 ratings)
1,713 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
English [Auto],

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

    Master Blender basics from the ground up with a step-by-step beginner path covering interface, navigation, geometry modeling, unwrapping, texturing, materials, lighting, and rendering, culminating in a complete interior scene.

  • 002_Where to find the resource files.mp43:37

    Discover how to locate and download resource files for Blender from ground up, including project folders and scene assets, and learn how reviews improve the course.

  • 003_How to download Blender and install it1:58

    Download Blender from blender.org, click download, run the installer, accept terms, choose the install location, complete the installation, and open Blender to start.

  • 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

    Learn to adjust the Blender interface by maximizing the 3D viewport with control space, manage headers and panels, and organize objects with the Outliner, collections, and render settings.

  • 006_Learn how to add object and the navigation system9:33

    Add objects in the 3d viewport using shift-a and place them with the 3d cursor, then master navigation with orbit, pan, and zoom, and switch between perspective and orthographic views.

  • 007_Learn how to move scale and rotate objects19:33

    Learn to move, rotate, and scale objects in Blender using left toolbar gizmo with x, y, z axes; master selection tools and shortcuts like G, R, S, X, Y, Z.

  • 008_object properties12:54

    Explore the Blender interface and object properties by adding a cube and cylinder, adjusting size and location, and choosing world, view, or 3D cursor alignment, proportional editing and visibility controls.

  • 009_Introduction to object mode and Edit mode5:59

    Switch between object mode and edit mode in Blender, learn vertex, edge, and face select with keys 1, 2, and 3, and manipulate geometry using move and extrude tools.

  • 010_Modeling simple objects_ learn Bevel and object shading.11:31

    Learn to model simple objects in Blender from a cube using bevel to create curved edges, adjust shading with flat and smooth options, and apply auto smooth for clean renders.

  • 011_Learn tips about Normal and selection19:56

    Explore Blender normals and selection, mastering front and back faces and face orientation, and learn selection tricks with Ctrl, Alt, Shift, box select, X-ray, and wireframe toggling via Z.

  • 012_Modeling simple objects_Learn how to extrude faces17:49

    learn to model simple objects in blender by extruding faces, scaling, and duplicating parts, using normals for aligned extrusions and refinements like smoothing and offset adjustments.

  • 013_Extrude command14:31

    Learn to use Blender's extrude command to push out faces, edges, and vertices with options like along normal, extrude manifold, and extrude individual faces, plus repeat and spin techniques.

  • 014_Modeling a simple table11:31

    Create a simple table in Blender by modeling a base cube, extruding faces for thickness, using loop cuts and x-ray view, and separating selections.

  • 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

    Learn how to use the mirror command and set the origin to the geometry center to control rotation and scale, and align mirroring with global axes in Blender.

  • 018_Modeling a simple table_39:33

    Learn how to model a simple blender table by shaping vertices and edges, extruding faces, and aligning the origin while refining shading with auto smooth and weighted normal modifiers.

  • 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

    Model a simple table in Blender by merging cubes, extruding faces, and applying solidify and bevel modifiers for thickness and edge definition, fixing normals and enabling auto smooth.

  • 021_Modeling a simple stools7:53

    Learn to model a simple stool in Blender by creating cylinders for legs and seat, extruding and insetting, duplicating and rotating legs, and thickness via curve.

  • 022_Generate - Solidify Modifier12:45

    Explore how to use the solidify modifier to add thickness, center-out and inner-out extrusion, adjust offsets, and apply even thickness with thickness clamp, angular clamp, and symbol modes.

  • 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

    Learn to use the inset face command in Blender, applying single or multi-face insets with per-face options. Explore boundary behavior, offset, and how to delete faces with X and F.

  • 025_transformation orientation11:30

    Explore transform orientation in Blender, comparing global and local axes and how objects' axes follow geometry. Switch between global and local, move with the gizmo.

  • 026_transform pivot point6:32

    Explore how Blender's pivot points affect transformations, from the default medium point to 3D cursor and bounding box centers, and learn using active elements and gizmo behaviors.

  • 027_Snap_121:32

    Explore Blender snapping options, including grid increments and grid lines, and learn to snap to vertices, centers, edges, faces, and volumes with active elements.

  • 028_Snap_26:37

    Master Blender snap basics by exploring vertex snaps, back-face culling, normals, and line rotation, then learn how project and visual element options influence snapping to faces and vertices.

  • 029_Modeling Level_2_Subdivision modifier16:21

    Explore the subdivision modifier in blender to create smooth geometry, use Catmull Clock to control support edges, and balance render versus viewport detail.

  • 030_Modeling Level_2 modeling the TV26:18

    Blender modeling from the ground up by building a tv, using vertex editing, subdivision surfaces, proportional editing, and modifiers such as mirror, with antenna detailing.

  • 031_Modling Level_2 Quads, Triangles and N-Gons11:21

    Explore triangles, quads, and ngons by vertex count, and see how subdivision shading favors quads over triangles and ngons. Keep the quad intact for better shading under subdivision.

  • 032_Modeling Level_2 face, vertex and edge flow,16:28

    Master clean face, vertex, and edge flow in Blender by learning selection directions, vertex connections, and tools like connect vertex, vertex snap, auto merge, and F to create edges.

  • 033_Delete and merge menu16:12

    Explore Blender's delete and merge menu, deleting vertices, edges, and faces, dissolving topology, and merging with center, collapse, at first/last, or distance, including automatic merging with a threshold.

  • 034_Modeling Level_2 modeling simple house part 125:58

    Learn to model a simple house in Blender by setting centimeter units, building walls, extruding and shaping features, applying solidify modifier for thickness, and detailing with windows, roof, and fence.

  • 035_Modeling Level_2 modeling simple house part 216:31

    Model a simple house part 2 in Blender by creating doors and windows, adding frames and glass, using boolean modifiers, and fixing shading and normals.

  • 036_Modeling Level_2 modeling simple house part 314:09

    Learn to model a house element in blender using the circle window, boolean operations (difference) to cut holes, adjust normals, and set up orientation and wireframe view for cuts.

  • 037_Modeling Level_2 modeling simple house part 414:39

    Model a house window in Blender by creating frames and panes, extruding and aligning edges, applying boolean modifiers, then mirroring and adding thickness for realism.

  • 038_Modeling Level_2 modeling simple house part 515:31

    Learn to model a simple house window and door in Blender using boolean operations, extrude, insert, solidify, and merge modifiers for clean, unified geometry.

  • 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

    Model a small mug in Blender from a cylinder, edit vertices, apply subdivision surface and solidify, and craft a handle with the spin tool and edge refinements.

  • 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

    Master Blender modeling by building a bottle form from a circle with 32 vertices, extruding, filling holes, and refining with knife cuts, subdivision surfaces, and sharp edge support.

  • 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

    Explore the lattice modifier to deform the Suzanne head with axis controls. Use the mirror modifier with bisect and clipping, and create symmetry with an empty as the mirror object.

  • 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

    Create a teapot in Blender by starting from a circle, extruding and shaping with vertex edits, adding loops and supports, then apply subdivision surface and smooth shading.

  • 047_Modeling Level_2 modeling teabot part 219:02

    Learn to model teapots in Blender from scratch using subdivision surface, extruding vertices, and modifiers like solidify and mirror, plus converting to curve for clean edges.

  • 048_Modeling Level_2 modeling teabot part 320:46

    Learn to model a teapot in Blender from basic shapes to a refined form, using extrusion, vertex manipulation, subdivision surface, and solidify and linked duplications for precise control.

  • 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

    Learn step-by-step to model a kitchen refrigerator in Blender, including building shapes, adding thickness, beveling edges, creating holes, and refining shading with auto smooth and modifiers.

  • 051_Modeling Level_2 modeling kitchen part322:43

    Apply hands-on Blender modeling techniques to create kitchen scene at level 2, extruding, beveling, and correcting normals, creating holes with boolean operations, and refining with mirror, solidify, and auto smooth.

  • 052_Modeling Level_2 modeling kitchen part 414:59

    Learn blender from the ground up by modeling a kitchen piece, starting with a cube, setting the 3d cursor, centering the origin, and duplicating with snapping.

  • 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

    Model a kitchen in Blender by starting with a plane, extruding along z, beveling edges, adding loops, converting to curves, and applying subdivision for a smooth, depth-rich result.

  • 055_Modeling Level_2 modeling kitchen part 726:15

    Create a kitchen cup in Blender from a base circle, extrude and shape with modifiers like screw, solidify, subdivision, and lattice, then refine topology for a smooth final form.

  • 056_Modeling Level_2 modeling kitchen part 810:14

    Convert curves to a mesh and apply subdivision to achieve a smooth surface. Add thickness with a solidify modifier, then craft joints using planes and cylinders, and mirror as needed.

  • 057_Modeling Level_3 Bool tool and carver tool17:21

    Learn to use blender's boolean tool and carver tool to cut, intersect, and slice models, exploring operations and auto boolean shortcuts for efficient, non-destructive mesh detailing.

  • 058_Modeling Level_3 modeling Sony device part 116:28

    Create a Sony device model in Blender by shaping a cube, scaling to size, using knife cuts, extruding faces, and beveling edges to match reference dimensions.

  • 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

    Build a Sony device part in Blender from the ground up. Create a cube, adjust vertices, add edges and subdivision, align geometry, and fix shading issues for a clean model.

  • 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

    Apply subdivision and build holes by adding cylinders, fix topology for clean cuts, and adjust shading with auto smooth and bevel weights for smooth, accurate geometry.

  • 064_Modeling Level_3 modeling Sony device part 714:43

    Learn to create precise holes on a Sony device part in Blender, using boolean cuts, bevels, shading tweaks, and edge/vertex editing to achieve a smooth, clean mesh.

  • 065_Modeling Level_3 modeling Sony device part 826:12

    Model a Sony device battery cover in blender using reference images, extrude, cut, and bevel. Apply a bevel modifier and solidify for thickness, then fix normals for smooth shading.

  • 066_Modeling Level_3 modeling Sony device part 918:36

    In Blender from ground up, learn level 3 modeling a Sony device part by constructing a cube, adding holes, and applying a solidify modifier.

  • 067_Modeling Level_3 modeling Sony device part 1023:28

    Model a Sony device button with Blender level 3 techniques, using box modeling, extruding faces, vertex edits, proportional editing, subdivision, and creating holes with cylinders.

  • 068_Modeling Level_3 modeling Sony device part 1119:07

    Edit mode in Blender refines a pattern by adjusting vertices, cropping, and moving 3D cursor, then adds cuts to form holes and horns and applies bible modifier for smoother corners.

  • 069_Modeling Level_3 modeling Sony device part 1210:56

    Model and refine a Sony device button set in Blender, using extrude, scale and thickness adjustments, vertex edits, and ultra smooth modifiers to achieve smooth shading and organized collections.

  • 070_Modeling Level_3 modeling Sony device part 1326:27

    Create and refine a Sony device part 13 model in Blender by building cubes, editing vertices, applying modifiers (bevel, bubble, weight normal), and resolving shading with booleans and auto smooth.

  • 071_Modeling Level_3 modeling Sony device part 1431:08

    Model a Sony device in Blender using cylinders, holes, and subdivision surfaces, adjust normals and edge loops for smooth shading, and apply the Walkman logo as a transparent texture.

  • 072_Modeling Level_3 modeling Sony device part 1520:26

    Create the Sony logo in Blender from a reference image, modeling with extrudes, mirroring, and bevels, while adjusting normals and thickness for a polished 3D result.

  • 073_Modeling Level_3 modeling Sony device part 1613:58

    Add small details to all objects, connect vertices with cuts, and apply boolean techniques to improve topology. Fix shading by recalculating normals and enabling auto smooth.

  • 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

    Model a small car in blender using front, back, left, right, and top blueprint images; align, center, and lock their visibility to build the car efficiently.

  • 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

    Follow a practical Blender workflow to model a car: edit vertices, align edges, merge geometry, apply subdivision surface, and add thickness with solidify while refining headlights and overall form.

  • 078_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 423:34

    Model the Motoplan windshield in Blender from the ground up by extruding, mirroring, and refining vertices, using knife cuts, subdivision surface, and solidify with clipping for accurate thickness.

  • 079_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 512:36

    Learn hands-on Blender techniques for modeling a vehicle windshield and frame by adjusting vertices, extruding along normals, and applying subdivision and solidify modifiers for realistic thickness and wireframe visualization.

  • 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

    This Blender course guide demonstrates level-4 modeling of a car component, using vertex editing, knife cuts, extrudes, subdivision surfaces, a mirror modifier, and solidify to match a reference image.

  • 082_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 820:07

    Learn to model a wheel and tire in Blender, using circles, extrusion, normals, and an array with an empty pivot for six spokes, plus subdivision surface smoothing.

  • 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

    Blender level 4 modeling tutorial on Carl Jurisch's 1957 Motoplan part 11 demonstrates building from circles and vertices, applying shrink wrap and subdivision surface, and using vertex groups for shaping.

  • 086_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1221:34

    Model back lights in Blender by creating a plane, positioning three lights, and refining with lattice, subdivision surface, and solidify while adjusting normals and shading.

  • 087_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1311:41

    Build a light holder in Blender by shaping, extruding, and manipulating vertices; apply solidify and subdivision surface modifiers, mirror copies, and merge vertices to achieve clean geometry and even shading.

  • 088_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1419:58

    Model a Motoplan form in blender by converting curves to meshes, applying subdivision, and using mirror, knife, and proportional editing to refine edges and curves.

  • 089_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1511:30

    Master Blender modeling workflows by building a circular cover, extruding and inserting faces, applying subdivision surface, and mirroring across the x-axis to create a cohesive Motoplan-like mesh.

  • 090_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1610:55

    Master level 4 blender modeling by shaping a 1957 motoplan car part: edit vertices and edges, extrude, snap, mirror, and use proportional editing for a smooth mesh.

  • 091_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1721:55

    Model a mirrored Motoplan part in Blender by shaping circles and vertices, using proportional editing, extrusion, circle operations, and subdivision surfaces for a smooth result.

  • 092_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 1829:10

    Model detailed mechanical components in Blender, shaping features like the shock absorber and exhaust pipe, then extrude, bevel, mirror, and subdivision surfaces, correcting normals for clean shading.

  • 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

    Learn hands-on techniques for detailing a Blender model, including creating cylinders for components, aligning to the 3D cursor, beveling with vertex weights, adjusting normals, and distributing copies.

  • 095_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2111:48

    Create an underbody cover for a car in Blender, selectively extrude and move vertices, add subdivision surfaces, fix overlaps and normals, and ensure proper shading for a clean render.

  • 096_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2214:47

    Learn interior modeling in blender by building a simplified cabin, matching a reference, and refining topology with extruding, vertex edits, and mirrors, then apply subdivision and solidify thickness.

  • 097_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 238:18

    Create a camper driver model in Blender by extruding and shaping edges, and refining vertices. Apply a subdivision surface for a smooth result while ensuring proper face orientation.

  • 098_Modeling Level_4 modeling Carl Jurisch's 1957 Motoplan part 2425:11

    Master level-4 modeling in Blender by building a cushion and dashboard form through extruding, solidify thickness, subdivision surfaces, mirror modifiers, and precise edge and knife tool editing.

  • 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.