
Go to https://www.blender.org/ to download the free software Blender. Simply install it on your computer, open it up and you're ready to go!
In this video tutorial we delve into some of the most frequent issues faced by students and users of Blender—ranging from modelling intricacies to key frame snags. By walking you through real-time examples, the lecture aims to equip you with practical solutions to these common stumbling blocks, making your Blender experience smoother and more efficient.
Doubled-Up Vertices
Problem: Presence of redundant vertices causing shading, texturing, and other issues.
Example: Extruding a face but then deciding to inset, leading to overlapping vertices.
Solution: Utilizing the 'Merge by Distance' function to eliminate extra vertices.
Loop Cut Issues
Problem: Loop cuts not behaving as expected.
Example: Loop cut refuses to wrap around the mesh, usually stops at an N-gon.
Solution: Using the Knife tool to manually cut through the N-gon.
Things Disappear
Problem: Work disappearing when pressing the "1" key.
Example: Toggling collections on and off inadvertently.
Solution: Using the 'Control' key to unhide all collections.
Extruding a Vertex
Problem: Difficulty extruding a single vertex.
Example: Single vertex becoming invisible in Edge mode.
Solution: Switching to Vertex selection mode to extrude properly.
Limited Zoom
Problem: Restricted zooming in User Perspective mode.
Example: Difficulty zooming into third monkey head object.
Solution: Switching to Orthographic mode or using Fly Mode to bypass restrictions.
Keyframes
Problem: Unintended object movements due to Auto-Keying.
Example: Objects moving or disappearing when the space bar is hit.
Solution: Checking the status of the Auto-Keying button and toggling it off if needed.
Key Takeaways:
Learn the importance of the 'Merge by Distance' function to eliminate doubled-up vertices.
Gain insights into how to perform loop cuts on N-gons using the Knife tool.
Discover the functionalities of Blender's different modes to avoid unintended actions like disappearing collections or failed extrusions.
Grasp how to manage zoom limitations through the use of different view modes.
Understand the implications of the Auto-Keying feature and how to manage it effectively.
In this lecture we begin by modelling a segment that will form part of the track. The object is added in "Object Mode". Once an object is added, in this case the cube its origin point is now at the center of its mass at the point where it is added. To make modification to this cube we enter edit mode. This is where an individual object can be modeled into its shape.(Note: When an object is completely selected and moved in edit mode its origin point remains unchanged when you return to "Object mode"). Origin points can be easily reset or changed and we cover this later in the course. We will add an array modifier to this segment, automatically increasing the number of segments. Then we will add a curve modifier to the object. The curve modifier takes the object an aligns it to the curve we choose.
In this lecture we model the wheels that form the inside of the tracks. We add an object to the scene in object mode, in this case a cylinder. We enter edit mode and make the modifications necessary to form the wheels. Next we return to object mode and move the wheel into position. By moving this wheel in object mode the origin point move along with it and remains at its center of mass. This wheel is duplicated in object mode, thus creating separate objects with their own individual origin points. This allows them to rotate around their origin or pivot points, later in the tutorial when we add drivers to control their movement and rotation.
In this lecture we add a single driver to the tracks. The driver properties allow us to select an object to act as a control. This control object can now control the tracks rotation and their movement. Each track object has a driver applied. Also each wheel object has a driver applied. Each individual wheel object now rotates around its own pivot point.
In this lecture we begin to model the body of the rig. We add some loop cuts that allow us manipulate the mesh to the desired shape.
In this lecture we continue with the main body and add the main beam of the rig.
In this lecture we model the pipes and these are created using cylinders. When an object is first added to the scene the tool shelf on the left side of the screen allows changes to be made to the object, but after the object has been moved for example the user can no longer adjust these setting on the tool shelf only in the 3D space.
In this lecture we continue adding the pipes and also the pipe joints. These objects are UV spheres.
In this lecture we begin to model the rigs stabilizers as separate objects. The reason they remain as separate objects is that they will rotate independently of the rigs main body. This will require them to have a separate origin point from where they rotate.
In this lecture we add a little more detailing to the rig and add some cylinders to the back of the rig. These form the pain t drums of the rig.
In this lecture we need to separate certain objects from the main body of the rig.
In this lecture we make duplicates of the stabilizers and mirror these duplicates across the centre of the grid using the 3D cursor.
In this lecture we add an armature and place the bones in positions best suited for control purposes.
In this lecture we parent the bones to one another in the correct order.
In this lecture we add single drivers to the stabilizers so that control bones we add to the armature will control all four stabilizers rotation when moved along the y axis at the one time
In this lecture we add more drivers. This time it’s to the top mechanism of the stabilizer. Again the controlling bone will rotate all four at the one time.
In this lecture we parent any loose objects to the empty at the front of the rig. These objects will now follow the empty.
Welcome to Blender: 3D Modeling & Rigging for Beginners 2025 – your ultimate guide to crafting stunning 3D assets with Blender, the free, open-source 3D software. Perfect for beginners and aspiring creators, this course fast-tracks you to mastering 3D modeling and rigging with professional-grade skills, no prior experience needed.
Say goodbye to expensive third-party assets! Learn to model and rig custom 3D assets tailored to your projects, from games to animations. Through engaging, step-by-step video tutorials, you’ll master Blender 4x’s latest tools, streamlined for 2025 workflows, ensuring you stay ahead in the creative industry.
Why choose this course?
- **Expert-Led**: Learn from a top instructor with 100,000+ students worldwide.
- **Beginner-Friendly**: Start from zero and build advanced skills with ease.
- **Up-to-Date**: Master Blender 4x’s cutting-edge features and updates.
- **Efficient Workflows**: Save time with smart 3D modeling and rigging techniques.
What you’ll achieve:
- Model precise 3D assets from scratch with professional precision.
- Rig models for seamless animation and dynamic movement.
- Set object origins for perfect positioning and alignment.
- Use drivers for effortless wheel animations in vehicles.
- Create intuitive controls for dynamic, user-friendly rigs.
- Build a fully rigged asset ready for animation projects.
Don’t wait to unlock your 3D potential! Enroll now and start creating jaw-dropping 3D models and rigs with Blender 4x today, transforming your creative vision into reality.