
Create a base in Blender by starting with a circle, extruding to form a ring, adding cuts, and extruding faces to build a 3D figure.
Create repeating cubes along a curve in Blender using array and curve modifiers, with fit curve and bezier circle, then apply transforms and delete the curve.
Create clock hands in Blender by adding three planes, extending edges, resizing with S and X, and moving hands down along the z-axis with G and Z while preserving centers.
Practice Blender modeling by extruding center-facing faces, adding a UV sphere to form a dome, deleting bottom vertices, and moving and scaling the dome.
Apply and color materials across a clock model, selecting base and ring faces in edit mode, assigning materials, then materializing cubes, clock hands, and the dome in object mode.
Add bevel and subdivision surface modifiers to the clock base and cubes to create rounded edges, applying the modifiers to both.
Select all 3D shapes and shade them in Blender; press A to select everything, then Ctrl A for all transforms, and rotate 90 on the x-axis with R, X, 90.
Add a point light and set its power to 7w, place it in front of clock, and duplicate it behind clock with Shift D to compare Blender and Three.js lighting.
Rename the clock hands by assigning them the names hours, minutes, and seconds, demonstrating clear object labeling for organized workflows in Blender and Three.js.
Set up a three.js scene with orbit controls and GLTFLoader to import a blender clock, track current time, and animate hours, minutes, and seconds hands using clock delta.
Explore the results of Blender and Three.js practices, and understand how these tools integrate to achieve practical outcomes.
Explore practical techniques to speed up results in Blender and Three.js, focusing on optimized workflows and hands-on practices for efficient 3D work.
Learn to create a base in Blender by adding a circle with 12 vertices, extruding and scaling to form a 3D figure, using grid fill and face/edge operations.
Create materials to represent the roulette values using image textures, then assign each image by setting the base color to the image texture.
Assign textured materials to each face of the roulette in edit mode, selecting faces and applying materials where each prize will be placed.
Learn uv editing in blender by unwrapping textured faces, centering vertices with g, and resizing with s along x and y for each textured face.
Assign empties to prizes in Blender and three.js to track selections, using edit mode to snap the cursor to faces, then add empty spheres in object mode for each prize.
Add a cube at the world origin, move it down, enter edit mode, select the bottom face, and extrude the bottom and lateral faces to shape the roulette stand.
Add an arrow by creating a triangle from a circle, adjusting vertices, extruding downward, flipping to point down, and positioning it at the top of the roulette.
Add materials and colors to the remaining figures and refine the base color of the roulette to enhance detail.
Position all objects for export and rotate the selection along the x-axis by 90 degrees. Use A to select all, then press R, X, and 90 to complete the adjustment.
Add a point light to scene, place it in front of the roulette, set power to 7w, and duplicate it behind the roulette. Blender's low intensity reads strong in three.js.
Rename the empty objects in Blender to match each prize value, and implement a JavaScript function to detect the prize and its value.
Rename the arrow and the roulette to [Arrow] and [Wheel], so you can detect them with three.js and JavaScript.
Pair each empty with the wheel by selecting both, then set the parent to object so rotating the wheel in three.js preserves the prizes.
Learn to build a three.js scene by integrating blender assets with GLTFLoader, OrbitControls, and ambient lighting; manage canvas, renderer, camera, and animation loop to load and render a glb model.
Explore practical workflows for blending 3D modeling and real-time rendering by combining Blender techniques with Three.js, delivering tangible results for interactive visual projects.
Master Blender basics by creating a car base: add a cube, extrude front and back faces, add loop cuts, then refine with move and scale.
Create tires in blender in edit mode: position a circle at selected vertex, rotate 90 degrees on y axis, and press f to add faces for opposite and rear vertices.
Select two circles on the same side and extrude slightly, then repeat on the other side to add volume to the tires.
press ctrl r to add a loop cut at the bottom of the car, then select the faces for the windows and press i to inset.
Add the car base color by creating a new material and adjusting the base color. Assign separate materials for the windows, wheels, and bottom using face selection and material assignment.
Create a bezier circle as a path, apply a path constraint to the car, and animate the car along the curve, looping every 100 frames.
Bake the car animation in Blender for Three.js by selecting Bake Action, set end frame to 100, enable visual keying, and clear constraints to map frames 1–100.
Create a basic road path by modeling a circle, extruding, and adding loop cuts, then move the ring under the car tires to set up for Blender and Three.js practice.
Reshape the ring by selecting the upper edges and pressing g twice to move them down, then select the lower edges and press s to shrink them.
Place a point light in the Blender scene and set its power to 6 at the top. Duplicate the light with shift d and position the copy at the bottom.
Create and animate a three.js scene by loading a Blender glb with GLTFLoader, control the camera with OrbitControls, and display the current range value.
Discover practices for Blender and Three.js, focusing on the result, as outlined by the course title, to guide practical work.
Create a base in Blender by modeling a cube with edit mode operations, including inset, extrude, and duplicate, then separate the selection for displaying in Three.js as an iframe.
Add and assign materials to main figure, adjust its base color, apply a second material to the other figure, then press G and Y to reveal the iframe in threejs.
Add a point light, adjust power to six, and duplicate it to illuminate the front and back of the scene in Blender and Three.js.
Master practical workflows for Blender and Three.js to produce polished scenes and web visuals, achieving clear results through hands-on techniques.
Hello and welcome.
If you are a web developer who is interested in using 3D models for a website or if you are a 3D model designer and want to know how to prepare a basic scenario so that it can be exported and used in other applications, this course may be for you.
This course is oriented to put into practice the knowledge in blender and three.js through exercises.
In this course, you will learn:
How to do basic modeling in Blender.
How to use modifiers to perform some complex tasks in Blender.
To export the scene we created in blender to be used in different applications.
Create a basic html page to display our work in Blender.
Using Three.js to display a 3D scene
Load in the html page our model using Three.js
Animate the 3D model with the use of JavaScript
How to prepare Visual Studio Code to work with our Three.js project
Using Webpack to export the project
View the project on a local server
In addition, you will find these lessons attractive because they can serve as a basis to start creating a web page that can be used as a portfolio to display 3D figures that you have previously created.
Also for developers, these lessons can be attractive to learn how to use elements within a 3D model and modify them using JavaScript.
I hope you enjoy the videos and can use what you learn for your personal projects.
Have fun