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Blender Strategies for Modeling and Texturing
Rating: 4.5 out of 5(53 ratings)
305 students

Blender Strategies for Modeling and Texturing

Learn strategies for modeling and texturing in Blender version 3.
Created byDarrin Lile
Last updated 1/2023
English
English [Auto],

What you'll learn

  • 3D Modeling in Blender
  • UV Mapping in Blender
  • Materials and Textures
  • Lighting and Rendering in Blender

Course content

3 sections23 lectures3h 2m total length
  • Course Introduction1:46

    begin by blocking the basic shapes of a dual lit toaster from reference images, then model and texture it in Blender using the provided project files to the final render.

  • The Bevel and Spin Tools10:08

    Model a dual lit toaster in blender from a cube, using bevel and spin tools, applying scale for uniform results, and aligning axes with reference images.

  • Blocking in the Basic Shapes11:03

    Split the model into modular parts, mirroring manufacturing, to block out basic shapes in Blender. Align edges, extrude, and use a mirror modifier to maintain quads for clean subdivision.

  • Pivot Points and the 3D Cursor10:27

    Position the 3D cursor to selected edges and set the pivot to the 3D cursor to reshape the side profile, extrude edges, bridge edge loops, and bevel for clean knobs.

  • The Boolean Modifier8:48

    Learn to create holes and slots with the boolean modifier using a cutter object, and apply solidify and bevel to refine the cuts.

  • The Subdivision Surface Modifier5:29

    Use the subdivision surface modifier to curve edges and create holes, add loop cuts, extrude faces, and test with different materials to preview curves and reduce artifacts.

  • Normals and the Array Modifier9:17

    Explore how normals influence smoothness and shading in Blender, including display face normals and auto smooth. Use the array modifier to duplicate geometry and assist with boolean cutters.

  • Blender's Modifier Stack3:41

    Apply scale, then use a boolean modifier and subdivision, and apply modifiers from the top-down because the order in the modifier stack affects results and can reduce artifacts.

  • Adding External Details13:19

    Clean up boolean results by deleting internal faces, then add external details with cylinders and washers, positioning with 3d cursor and beveling and auto smooth and solidifying for realism.

  • Adding Internal Details12:29

    Learn to add internal details in blender by selecting and extruding edge loops, deselecting unwanted edges, and using curves, arrays, and mirrors to create precise toaster slot details.

  • Geometry Issues7:38

    Learn to refine geometry in Blender by using subdivision surface modifiers, adding edge loops to fix curves, evaluate polygon counts, and decide when to apply modifiers for real-time engines.

  • Fixing Geometry Issues8:54

    Fix geometry issues by dissolving edges, beveling edges, extruding and merging vertices, and adding a black inner cube for shadow, then set up materials, lights, and render.

  • Finishing the Modeling9:11

    Finish the toaster model in Blender by adding a Philips cross detail and beveling edges with a boolean cut, then place four screws around and two on top.

Requirements

  • You will only need Blender for this course.

Description

Are you just beginning in Blender and having trouble putting all the pieces together to create a finished scene? Would you like to learn how to create a realistic render from start to finish? How to approach a complex project? And also learn some strategies and tips along the way?

This course will take you through the entire process of creating a scene in Blender, from the first polygon to the final render. And as we go I'll explain my thought processes and workflows so you can adopt and adapt these techniques to your own projects. You will have access to all of the Project Files for the course, including the Blender Scene files, the reference images, and the textures; allowing you to examine the Blender files each step of the way and follow along at your own pace.

For our project we will create a Dualit toaster; using reference images, Blender’s modeling tools, and its modifiers stack. We will be talking about Pivot Points and Normals, and fixing geometry issues. We’ll use Blender’s Shader Editor to create materials and textures. You will learn about Displacement Maps and Grunge maps. And in the end we will set-up an HDR image for lighting and reflections, adjust our Depth of Field, and render a final image.

So join me, as we explore Blender Strategies for Modeling and Texturing.

Who this course is for:

  • Beginning Blender users interested in learning more about modeling and texturing.