
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!
Learn how to download and install Blender from blender.org, choose the latest stable version across Windows, Mac, and Linux, and navigate installation steps, archives, and initial user preferences.
Adjust Blender interface and navigation preferences to customize resolution scale, tooltips, themes, and keymaps, set up a project folder, and enable save incrementally.
Learn to recover work after crashes with Blender 4x using recover last session and autosave. Manage autosave intervals and temp folders to protect your blend files.
Explore a free Blender shortcut key guide showing object-menu commands, including shift+D for duplicating objects, to speed your workflow. Download the PDF for Mac and Windows on the asset page.
Master the Blender 3D view editor to display and modify objects, switch editor types, and operate in object and edit modes (mesh, sculpt, vertex weight, texture, armature) using quick shortcuts.
Master the tool shelf and selection types in Blender 4x, using select, circle, and lasso. Use the 3D cursor, move, rotate, and scale manipulators with shortcuts like G, R, S.
Use the annotate tool to draw freely and manage layers, colors, and opacity, then employ the measure and interactive creation tools for snapping, alignment to the 3d cursor, and blocking.
Learn to use extrude, bevel, and edge loop tools in Blender 4x, including extrude options (region, manifold, along normals, to cursor), plus inset and loop cut workflows.
Learn to use the knife, bisect, and poly build tools in Blender for precise edge cuts, through-mesh cuts, and efficient retopology with snap settings and shrink wrap integration.
Create and customize Blender workspaces by combining editors and splitting and joining views to streamline modeling, shading, and scripting with a 3D view, UV editor, and properties editor.
Learn how to organize your Blender scene with collections in the outliner, control visibility and render inclusion, move objects between collections, and manage cameras, lights, and meshes efficiently.
Learn how to use Blender 4x to manage face normals and the face orientation overlay, flipping and recalculating front and back faces to improve shading and rendering.
Learn to set up an asset library in Blender, link and append assets with the asset browser, mark objects as assets, and organize them into catalogs.
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.
Explore blender unit scale and unit systems, switching between metric and imperial, and using none for arbitrary units. Adjust a cube’s dimensions in millimeters, then convert to feet or inches.
Explore car assets from the Blender components library via the asset browser, model wheels from cylinders, and apply array, bolt factory add-on, bevel, and topology-aware edge flow.
Duplicate wheel edge loop to create a spork object, use an array modifier with object offset to place eight spokes around wheel, rotate 45 degrees, apply scale to both objects.
Learn to model wheel bolts in Blender using the Bolt Factory add-on, creating an array of 12 bolts around a wheel hub with precise origin alignment.
Model a car body from a cube in a top orthographic view, extruding and aligning vertices, then add edges and maintain a 25 mm thickness.
Model a car bonnet in Blender by starting with a plane, aligning vertices to the reference, extruding and beveling, then adding a hood ornament with a cylinder and sphere.
Model a fuel tank in Blender using bevel modifiers, edge loops, and knife project to create end caps, then organize into collections for tank and seats.
Learn to model a steering wheel in Blender using a cylinder and extrusions, align with faces using snap and normals, and apply Auto Smooth and a bevel modifier.
Model a frame in Blender by converting curve objects to a mesh, extruding, and shaping to fit the car body. Apply solidify and bevel modifiers, then mirror for symmetry.
Model the headlight in Blender by shaping a cylinder for the body with extrusion and scaling, adding a UV sphere for the front glass, and a cube for the bracket.
Learn to model the spotlight and a bracket in Blender, using vertex selection, duplicate and separate operations, precise alignment, and modifiers like bevel and mirror for a complete axle setup.
Model the fender bracket in Blender 4x, converting a curve to a mesh, beveling ends, extruding along the curve, and applying a mirror modifier for a symmetrical double-side bracket.
Model a wheel frame in Blender by duplicating the wheel, aligning and snapping parts, adjusting bevel and mirror modifiers, and organizing the result into a wheel frame collection.
Explore origin points and parent-child relationships in Blender, add parent constraints, and master keyframe interpolation types to control object motion.
Add and position armature joints, create a center-point circle for approximation, set x rotation to 90 degrees, and extrude joints along axes, naming them upper arm and forward arm.
Bind a mesh to an armature through skinning, weight painting, and vertex groups named after bones, then establish a root bone parenting and use pose mode for posing and animation.
Lock unwanted transform channels to constrain bone rotation to the z axis using the lock icon, and reset rotation, scale, and translation with Alt+R, Alt+S, and Alt+G in pose mode.
Apply location and rotation constraints to limit object motion and rotation in Blender, switching between world space and local space to control axes like z.
Learn how to add rig controls and custom shapes to a Blender armature, using a circle as a non intrusive control, aligning rotations and scales to each bone.
Explore keyframes and animation in blender's animation workspace, using the dopesheet and graph editor to create, edit, and preview bone animations with auto keying for efficient rigging and posing.
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.
You want a model you built, with a rig that actually moves, without buying someone else’s asset. This course is modelling and rigging in Blender 4 for beginners.
You model with modifiers so the work stays editable. The 2021 project is a vehicle-style asset: tracks on an array-and-curve, body, stabilizers, a boom armature, then a short animation. Live, that becomes a fully rigged asset with wheel drivers. Set origins so parts rotate where they should. Add controls you can actually use.
What we build
Tracks (array + curve)
Body and stabilizers
Boom armature
Wheel drivers
A short animation of the rigged asset
Who this is for Beginners, illustrators adding rigging, and game makers who want custom assets in free software.
Who this is not for Full character performance / Unreal export (those are later courses on the list). This is Blender modelling and rigging.
What you’ll learn
Model 3D assets in Blender 4 from a beginner start
Rig those assets for animation
Use modifiers in a non-destructive way
Set object origins correctly
Use drivers for wheels and simple motion
Build controls on a finished rig
Requirements
A computer that can run Blender (free)
Three-button mouse recommended
No prior Blender required
Who it’s for
Beginners starting 3D in Blender
Artists who need basic rigging
Game developers who want custom assets without a paid DCC