
Welcome to the course, in this first lecture we will be going other the ground rules for this course such as what you will need before starting the course and what you will take from this course.
learn to navigate the Blender 3D viewport, delete extras, and scale a wedge along an axis, then switch to edit mode to bevel edges and refine the shape.
Learn to model a cardboard box in Blender by extruding faces, deleting the top, and applying solidify and bevel modifiers while adjusting normals to prevent back-face culling.
Create a finger ring in Blender by starting from a torus, shaping with edge loops, and applying a subdivision surface. Learn hotkeys, shading, and practical geometry considerations.
Attached to this lecture is the materials set up that I use with many of the assets that I create. I offer this to you so that you can create realistic looking materials to your objects simply and effectively.
Create a campfire in Blender by modeling wood with cylinders, using fire and smoke physics and particles, and refining the basic scene, lighting, and materials for a simple, realistic result.
Export Blender assets to Unity via FBX by exporting the mesh with apply transform, using the SBX addon if needed, and importing into Unity to assemble your scene.
In this lecture we will be creating a mayan style pyramid with a chamber room located on the top of the period. This asset will give us a lot of practice in extruding and scaling and we will also be adding a flight of stairs along one side of the pyramid. (part one)
In this lecture we will be creating a mayan style pyramid with a chamber room located on the top of the period. This asset will give us a lot of practice in extruding and scaling and we will also be adding a flight of stairs along one side of the pyramid. (part two)
In this lecture we will be creating a mayan style pyramid with a chamber room located on the top of the period. This asset will give us a lot of practice in extruding and scaling and we will also be adding a flight of stairs along one side of the pyramid. (part three)
In this lecture we will be creating a two storey house for which can be used as either a background asset or as an in game asset that the character can interactive with as place to enter or exit. (part one)
In this lecture we will be creating a two storey house for which can be used as either a background asset or as an in game asset that the character can interactive with as place to enter or exit. (part two)
In this lecture we will creating a basic classroom style table
In this lecture we will creating a basic classroom style table
In this lecture we will be creating a cereal bowl asset
In this lecture we will be creating a pasta bowl asset.
In this lecture we will be creating a teaspoon asset
In this lecture we will be creating a cutlery fork
In this lecture we will be creating a cutlery fork
In this lecture we will be creating a cutlery knife asset
Learn to model a drinking glass in Blender using a cylinder, vertex selection, bevels, and the solidify modifier, while using a background reference image for accuracy.
In this lecture we will be creating a cocktail glass asset.
In this lecture we will be creating a vase asset
In this lecture we will be creating a dinner plate asset
In this lecture we will be creating a square shaped dinner plate asset.
Learn to model a coffee cup in Blender from a cylinder. Add loop cuts, fatten the midsection, and create a curve-based handle converted to a mesh.
Join the handle and mug into a single coffee mug object. Fix non planar faces and apply a subdivision surface for smooth shading.
Learn to build a basic staircase in Blender by shaping a cube into steps, deleting faces, moving and scaling steps, and duplicating and snapping flights to form two connected staircases.
Learn to create a pillow asset in Blender using subdivision and extrusion, then simulate cloth physics with mass and collisions to refine shape.
Create a duvet placeholder in Blender, position it over a bed using a floor plane and placeholder asset, then refine its cloth simulation with collision, mass, stiffness, subdivision, and modifiers.
Build a bed frame in Blender by creating cylinders, rotating them 90 degrees, and duplicating with the array modifier to form rails that fit the mattress.
learn to model a bed frame in Blender, using scaling, mirroring, and boolean unions, then add detail with loop cuts and proportional editing, and position sheets and mattress.
In this lecture we will be creating a flag on a pole and introducing a cloth physics system to create the appropriate behaviour for the flags cloth material.
Learn how to create word assets in Blender by using the text tool, editing text in edit mode, and converting text to a mesh for billboard and scene use.
Learn to model a chain in Blender by duplicating segments, shaping with curves and circle modifiers, and using array and curve modifiers to achieve a seamless loop.
Learn to model a barbell with weights in Blender by creating the bar, applying loop cuts and extrusions, and using individual origins and bevels for evenly divided weight cylinders.
Duplicate parts before boolean operations to keep proportional weights, then use a mirror modifier for symmetry. Refine the geometry with bevels and subdivision to fix lighting and complete the asset.
Create a low poly sword in Blender using four primitive objects. Shape the blade and handle with vertex and face creation, scaling, and simple shading to build a reusable base.
In this lecture we will be creating a picket fence that can be used with garden and home assets to create a neibourhood scene.
Create a lamp post asset in Blender by starting with a cylinder, extruding and scaling sections, and refining with subdivision surface and edge split to balance smoothness and sharp edges.
Learn how to build a lamp post in blender using subdivision surface, add edge loops and cuts, adjust modifiers and proportional editing, and shape an access panel for realism.
Create roads and paths in Blender using a plane and a curve path, then duplicate along the path with a curve modifier and refine with edits to smooth edges.
Build a tunnel in Blender by extruding a high-segment cylinder, guiding it along a curve path, and using the solidify modifier for thickness while adjusting shading for a realistic tunnel.
Explore how to build fast with the archimesh add-on in Blender, creating walls, doors, rooms, and floors with boolean operations and measurements.
Build architectural layouts in Blender with the Archimesh add-on, create rooms and walls, and refine with grease pencil references, duplicating and aligning shelves and skirting boards for a finished building.
Explore building creation in Blender by combining grease pencil sketches with the Archimesh add-on, setting up top orthographic view, and editing height and thickness to refine rooms.
Learn to create a human 3d model in blender 3d using reference images and background planes, mastering extrude, loop cuts, and a mirror modifier to shape arms, neck, and legs.
Continue building the human model by shaping the arms and refining the loop cuts. Extrude from the shoulder toward the elbow, using sphere adjustments to achieve balanced muscle form.
Shape realistic human feet by refining geometry, applying a subdivision surface, adjusting edge loops, and preparing the foot to connect under the leg in Blender 3D.
Shape the low poly face by refining geometry and positioning vertices to match a reference image, building facial features (eyes, nose, mouth, ears) and adjusting the neck for proportion.
Model the eye by splitting the geometry into two pieces and joining them to form the iris and outer shell, using proportional editing and a subdivision surface to refine shape.
Watch how this Blender course builds the eye geometry using two methods to create eye sockets, with vertex-based shaping and knife-tool cuts, then refine with subsurface and proportional editing.
Rearrange face loops to match facial muscles, using knife cuts and subdivisions to create clean loops around the mouth and from the nose bridge to the chin for better rigging.
Create a skin material with the principal shader and subsurface scattering, then position a low-poly eyeball in the eye socket, and adjust lighting and roughness for realistic skin.
Adjust the head mesh to align geometry, refine the nose and eyes with loop cuts, and use proportional editing to reduce pinching and creasing before ear modeling.
In this lecture we will be create a low poly top hat model.
In this lecture we will be creating a second top hat that will look very similar to the hat we created in the previous lecture but will be made using a different set of tools.
learn to build a necklace in blender using a low-poly torus base, curve modifiers, and a bezier circle path. adjust segments and apply scale, then duplicate along the path.
Welcome to the blender asset creation course (version two) an upgraded version of the original blender asset creation course designed to give students an enjoyable experience of not only learning to use blender but also getting the most out of the program as well.
This course focuses on enhancing modelling skills using blender 3D by taking a learn by doing approach. Lectures focus on modelling assets that can then instantly be used outside of the course for whatever purpose you desire if its to use in games, animations and 3d printing.
The course is divided into sections based on object types rather than difficulty, meaning that a student can follow a single section of this course and by the end of that section they will have the models they need to create a scene. For example the course has a section on constructing objects found in the dining room.
If you have a basic understanding blender 3d, then this is the perfect course to begin creating your own 3D models for your own personal use. Even though we will dive in at the deep end for 3d modelling, every step of the modelling process will be explained for every model that you create.