
Learn animation production with Blender 2.9 from a brand new scene to a final mp4 with sound. Explore 3d modeling, textures, and the note editor for materials.
Import and arrange top, front, side, and back reference images in Blender, align them to the ground plane, and set an accurate spaceship scale using a reference cube.
Begin modeling a cargo container in Blender 2.9 by creating a cube, organizing it into a ship collection, and applying a mirror modifier with bevels to shape it.
Begin by blocking the ship front from a cube, using quad view, extruding faces, and a mirror modifier while aligning the center across multiple views.
Block in the engines and thruster by extruding and beveling edges, then inset faces. Apply scale for uniformity and mirror the geometry around the 3D cursor.
Create a curved rear thruster in Blender 2.9 by adding and beveling geometry, applying scale, and using inset and extrude techniques, while refining shading and normals with auto smooth.
Create indentations on the cargo container in Blender 2.9 using edge loops, insets, and extrudes, then bevel edges with and without modifiers to prepare pieces for animation.
Model side clamps in Blender to secure a cargo container, using wireframe view, cube primitives, vertex edits, extrusions, bevels, and mirror operations to complete both sides.
Design a top hinge clamp in Blender by creating a cylinder, applying a mirror modifier, beveling edges, and using inset and extrude steps to shape the joint.
Learn to cut geometry in Blender using the boolean modifier with a cutter object. Mirror the result for symmetry, rename the cutter, and manage modifier order to apply changes cleanly.
Model and refine the landing gear in Blender 2.9 by building components, extruding, beveling edges, duplicating and adjusting origins to prepare for rigging.
Add exterior tiles and interior panels to the rear engine in blender using edge loops and bevels to create two-face tiles; smooth and apply a bevel modifier for clean detail.
Learn to create sci-fi ship panels in Blender by duplicating and offsetting faces, separating panels into objects, and using bevel and solidify modifiers for rim thickness and smooth shading.
Model the window frame details in a spaceship design by extruding, scaling, insetting, and beveling vertices, then split the window area, apply mirror, and refine thickness with insets and slides.
Learn to prototype sci-fi ship panels in Blender 2.9 by using the discombobulate add-on to generate panel details with edge loops, and apply the array modifier for repetition.
Practice adding front panel details to a ship model in Blender 2.9, using edit mode, extrude, scale, edge loops, inset, bevels, separate objects, and mirror modifiers.
Learn to add back of the ship details by creating edge loops, beveling edges, extruding panels, and using booleans with mirror and array modifiers for symmetric cuts and side panels.
Finish the back of the ship by beveling edges, extruding design lines, and duplicating via array; then clean up geometry by renaming, joining, and applying modifiers.
Learn how to clean up a messy ship model in Blender by renaming objects, applying modifiers such as bevel and mirror, and organizing parts into named collections for animation.
Frame the landing bay using a camera to plan what will be seen in the final frame. Model with the camera view in mind to avoid wasted effort.
Apply the solidify modifier to give the landing bay thickness, fix viewport artifacts with clip start adjustments, and craft floor and side panels with bevels, insets, and emissive lighting panels.
Master creating hoses with the path tool in Blender: bevel edges, extrude for thickness, duplicate props, and arrange cables in frame while considering camera movement.
Finish the modeling and organize the scene by cleaning the outliner, naming objects, and grouping cargo containers, hoses, and hose connector in the landing bay.
Design sci-fi ship panels in blender 2.9 using the node editor, with hdri lighting and reflections, and define panel lines via voronoi textures, color ramps, and bumps.
Apply grunge textures from blender cloud to the roughness channel of a principled shader using mapping, color ramp, and UV tuning.
Learn to texture and UV map sci-fi ship panels in Blender, duplicating materials, applying them to front and side components, and refining roughness and grunge for accurate visuals.
Create realistic textures for the rear engine and window frame in Blender 2.9 by building materials, adjusting base color, roughness, and metallic properties, and layering grunge textures and bump maps.
Create and assign front panel materials in Blender 2.9, adjust color, roughness, and specular, use smart uv projection and bevel edges for realistic details.
Create and assign ship materials in Blender 2.9, shaping metal clamps for landing gear with metallic, color, and roughness tweaks. Use UV mapping, generated coordinates, and texture painting for edgeware.
Create two cargo container materials: a main green worn surface and an edgeware layer that reveals metal as you paint the edges.
Paint edge wear on the container with texture painting, tuning brush strength, size, and jitter to create a natural, mirrored edge across sides via the edge wear image. Save the painted edge wear to disk with Alt+S and confirm no asterisk remains.
Learn to create and apply a metallic landing bay material in Blender 2.9, adjust roughness with a color ramp, assign it to panels, and review ambient occlusion and reflections.
Transfer materials between objects, adjust cargo container materials with uv mapping and smart uv project, add color variations and grunge, and create hoses, metal textures, plus emissive light panels.
Begin building a star field for the landing bay by creating outer stars, inner stars, and gases, using a transparent emission shader with a Voronoi texture and color ramp.
Finish the star field by transferring outer and inner star materials, rotating them to avoid moire, then create a gas layer with noise texture, color ramp, and mapping.
Create a planet by adding a sphere, apply subdivision surface and shade smooth, then craft continents and oceans with layered noise textures, RGB mixes, and a color ramp.
Learn to color a planet in Blender 2.9 by creating continents, land, and water frames, and wiring color ramps, mix RGB nodes, and RGB curves to shape oceans and land.
Add roughness and bump details to a planet texture in Blender 2.9 using color ramps, mix nodes, bump and normal maps, plus continents for realistic oceans and land.
Create cloud layers on a planet using spheres, color ramps, and colorants to vary land and ocean hues, then refine clouds with shader blends and alpha transparency.
Position area and spotlight lights for the landing bay, adjust power, size, and materials and textures, and preview results in the rendered view from camera and quad/front/top perspectives.
Add a sun light in Blender, rotate to illuminate the planet, turn off shadows for clean shading, organize lights into a collection, and render preview for the animation.
Use a Blender armature to animate the ship flying in as a unit, deploy the landing gear, and add a bounce on touchdown, with a boolean modifier carving gear holes.
Set up inverse kinematics in Blender by naming bones, creating an IK target, configuring the chain length, and using circle control objects with custom shapes to drive the rig.
duplicate the landing gear bone chains, rename them, and parent gear objects to their bones in pose mode, while using alt g and alt r to reset transforms.
Finish the ship rig by parenting landing gear to the main and bounce bones, convert control objects to circles, and set visibility for render, preparing for flight and landing animation.
Begin Blender 2.9 animation by setting up the interface and timeline, then block keyframes for location and rotation across 500 frames to stage the ship's entry into the landing bay.
Refine a Blender ship landing by shaping the motion path and keyframes, adjusting camera animation, and iterating on framing for a smoother, centered landing.
Use the graph editor to smooth keyframe curves for the ship's entrance, synchronize the graph editor with the timeline, and adjust location and rotation with handles.
Smooth the landing gear curve after banking by deleting a keyframe, then use a boolean difference with cutter objects to create holes. Animate the gear emerging around frames 150–300.
Refine the ship’s landing bounce by keyframing the z axis, adjusting timing, and using auto keyframes. Fine-tune curves and camera timing for a polished finish.
Learn to animate a plasma drive texture on ship engines in Blender 2.9 by using a Voronoi texture with object mapping, color ramp, emission, and bump, controlled by keyframes.
Create a jet exhaust in Blender 2.9 by converting a cone mesh to a volume, then tune density and emission with a principled volume shader and a cloud texture.
Create a rocket arrow, parent it to the engine, and drive the exhaust flame along the Y axis with a frame-based driver from frame 1 to 500, then test render.
Make final adjustments to a Blender 2.9 animation by tweaking flame visibility, light bleed, cloud distortion, star density, and color management, then render a clean final sequence.
Perform a Blender 2.9 test render to verify lighting and shadows, adjust light placement to prevent clipping, and render frames 50–160 at 1920x1080, 24 fps using Eevee GPU rendering.
Import sci-fi characters from Máximo dotcom, apply breathing idle, and place two characters for scale as the ship arrives; adjust materials to opaque, tweak lighting, and frame the camera.
Render the final animation by resolving image strip versus sequencer conflicts, render frames from 1 to 500, then export as mp4 via MPEG4 with 24 fps and 1920x1080.
In this course we will create an animated scene solely in Blender, from the first polygon to the final render. We will begin by bringing in and setting-up reference images that will help us create the 3D models of the ship, the cargo container, and the landing bay. We will then use Blender’s Node Editor to create the materials and textures for the 3D objects. Once that is complete we will begin work on creating the star fields, as well as the planet and cloud layers.
To prepare the ship for animation, you will learn how to create the rig for the landing gear, so that we can animate the legs and control the ship's bounce when it lands. You will also learn how to use Blender’s Graph Editor as we animate the ship coming in for a landing. And we will have some fun animating a texture to create the plasma-drive engines, and create a jet exhaust animation for the rear of the ship.
You’ll learn how to import characters into the scene and how to render a final animation. We will then bring in music and sound effects and mix the audio to picture in Blender’s Video Sequence Editor. Lastly, we will render out a video clip with both picture and sound.
If you’ve ever wanted to create your own animated scenes in Blender, then this course is for you. Using only free, open-source software you can create anything you can imagine.
So join me for this complete course where you'll Learn Animation Production with Blender 2.9.