Noobies' Guide to Modelling in Blender 3D

This course provides a basic overview of Blender's software interface and helps to develop basic 3D modelling skills.
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  • Lectures 78
  • Length 8 hours
  • Skill Level Beginner Level
  • Languages English
  • Includes Lifetime access
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About This Course

Published 7/2015 English

Course Description

This course is designed to help those interested in learning 3D modelling using the Open Source software Blender.

The course has 8.5 hours of video tutorials. Part 1 goes through Blender's interface, providing you with a Guided Tour to many of the software's features (4 hours of tutorials). Part 2 takes you through a single modelling project starting with preparing background images, through the modelling process, creating UV maps, adding textures, lighting the final model and rendering out a single image (4.5 hours of tutorials).

If you want to get straight to modelling you can start with Part 2 and then go back to dip into relevant sections of Part 1. However, if you want to get a good grasp of what Blender is capable of, you can methodically work your way through Part 1.

In Part 2 look out for supporting files which include Blender files a key parts of the modelling stage, reference images of the camera being modeled and texturemaps used.

3D modelling can be quite difficult, so I encourage you to ask question amongst your peers and to myself for support.

The course is structured as follows:

  • Section 1 - Introduction to course
  • Section 2 - PART 1 - A Tour of Blender's interface and the many features inside.
  • Section 3 - Where to get Blender and installation.
  • Section 4 - Blender 3D interface.
  • Section 5 - Exploring the 3D View.
  • Section 6 - Using the Object Menu.
  • Section 7 - Object Interactive Modes.
  • Section 8 - Other Buttons on the 3D View base.
  • Section 9 - Properties Region.
  • Section 10 - Outliner and Properties Editor.
  • Section 11 - Using Reference Images.
  • Section 12 - PART 2 - Modelling a 1967 Nikomat FTn 35mm film camera.
  • Section 13 - Getting started on your first model.
  • Section 14 - Modelling the Camera Prism.
  • Section 15 - Lens Construction.
  • Section 16 - Adding details to the Camera Body.
  • Section 17 - Modelling the Viewfinder and Hotshoe.
  • Section 18 - Creating UV Map and adding Texture.
  • Section 19 - Lighting and Rendering Final Images.
  • Section 20 - Course Conclusion.

In all the are over 70 lectures in the course.

If you have ever wanted to learn how to build models in 3D this is the course for you. So why not enroll today?

What are the requirements?

  • Download Blender. Installation using Mac OS X is currently covered and we hope to add installation on Windows. Installation on Linux is not yet included as there are a wide variety of Linux version.
  • Have Adobe Photoshop installed on you computer, or similar bitmap still image editing software.
  • A three button mouse installed (Blender does not work well with the single button Mac mouse, so this should be replaced with an inexpensive 3 button USB mouse).

What am I going to get from this course?

  • Navigate around the 3D software package, Blender.
  • Build 3D models using primitive shapes.
  • Build 3D models using extrude, scale, and translate.
  • Create a 2D template and spin a 3D shape.
  • Create Vertex Groups to select/deselect specific sections of the 3D model.
  • Use modifiers to mirror sections of the model for symmetrical modelling.
  • Use UV unwrap, export reference image for creating texturemaps in an image editing package, such as Photoshop.
  • Apply texturemaps to materials and assign sections to specific vertex groups.
  • Add lights and render the scene using Blender's internal rendering system.

What is the target audience?

  • This course is designed to those new to 3D modelling.
  • This course only covers basic modelling skills and DOES NOT discuss any techniques for animation.
  • This course provides a summary of most areas available in Blender in Part 1 but NOT in any extensive detail. The main focus is teaching basic modelling skills in Part 2.

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.

Curriculum

Section 1: Introduction to course
03:35

This video provides a brief overview of what is in the course.

Section 2: Where to get Blender and installation.
04:12

In this video you will see where to find Blender 3D on the Internet and how to download.

01:30

This video concentrates on using Mac OS X. However, Blender is available for WIndows and Linux.

Section 3: Exploring the 3D View
08:34

This video introduces the 3D View and how to add Primitive Objects to the project.

06:27

In the past, many of my students have struggled with orientation within Blender. Occasionally, they have zoomed in on an object and lost their perspective. This video provides some solutions to correct this if it happens to you.

04:12

On opening Blender you are presented with a single 3D View. In this video you will learn how to divide the Single 3D View into Multiple Views.

2 questions

How to add more views and the reduce the number of views?

07:34

In this video you will learn what features are available in the View Menu at the base of the 3D View window.

09:27

In this video you will learn about features in the Select Menu at the base of the 3D View window.

09:13

In this video you will learn how to add objects from the Add Menu.

Task for Section 5
00:53
Section 4: Using the Object Menu.
05:04

In this video you will be introduced to the Object Menu as a starting point to manipulate objects in the scene.

08:44

This video takes you through more features available in the Object Menu, focusing on the Quick Effects.

Task for Section 6
Preview
00:36
01:19

A quick overview of other features available in the Object Menu.

Section 5: Object Interactive Modes.
09:39

In this video you will learn about the 6 Object Interaction Modes and how they can help you creatively work on you 3D model.

1 question

Three ways of editing an object.

06:55

In the previous video we discussed Weight Paint. To demonstrate how this works, in the video a cube is modeled in three sections and bones added as an armature. The video goes on to demonstrate how, when the bones are attached to the model mesh, they influence the vertices.

02:01

In this video there is a quick overview of using the Texture Paint Interactive Mode.

Task for Section 7
Preview
01:20
Section 6: Other Buttons on the 3D View base.
03:06

In this video you will learn about the Viewpoint Shading Menus, which allow you to set the 3D View from Boundary Box view to Rendered view.

05:04

This video explores the relationship between two objects, where one is the parent and the other a child object, and how the rotate around each other in specific situations, depending on where the pivot point is.

04:46

Proportional Editing affects the way vertices move in relation to one another when modelling. This video explores the processes involved.

03:00

In this video you with learn how Blender uses Layers to make modelling easier.

05:20

In this video you will learn about how the Snapping Mode will allow you to build models around existing shapes.

Task for Section 8
00:57
Section 7: Properties Region.
10:47

The Properties Region provides information about the object selected in the scene. This video walks you through what features can be found in the Properties Region.

05:06

In this video you will learn how Clipping Planes work to cut out objects in your scene that you do not want to appear in the final render.

03:38

In this video you will learn how to add Background Images into different views to help you when building a complex model.

Task for Section 9
00:23
Section 8: Outliner and Properties Editor.
Task for Section 10
00:41
03:49

In this video you will learn how Constraints can be used to restrict motion tracking, transforms, tracking and relationships between objects in the scene.

05:48

In this video you will learn how Blender uses Modifiers to Modify, Generate, Deform and Simulate objects in the scene.

15:10

The Outline provides a hierarchical list of objects in the scene and allows you to see what the parent/child relationships are as your model develops. The Properties Editor allows you to set a range of different functions from Rendering to the Particle System inside Blender.

05:45

In the Scene section of the Properties Editor you can adjust how different Film Settings can affect the lighting set up in your scene and a range of other features.

08:00

This video explores how the ambient light can be adjusted to provide different colour settings for the scene.

05:14

In the Object Properties Editor, you will learn how the object data can be altered, such as the object name, local and layer the object is stored in.

05:56

A key feature, used later in this course, is the Object Data part of the Properties Editor. Here vertices in a selected shape within a mesh can be assigned names so that it is easier to select and deselect this portion of the model. This can help make the model less complicated when using UV Maps when creating Texturemaps (explained later in the course).

This video also looks at the Materials panel of the Properties Editor to change the colour of selected Vertex Groups.

1 question

Exploring why Vertex Groups are useful in 3D modelling.

07:08

In the Texture panel, images can be imported and applied to Materials. In this video we explore how this is done.

06:27

In this video you will learn from some simple examples how the Particles and Physics Properties Editors allow you to create smoke and drape fabric over a cube. Such techniques can then be adapted to create clouds, fire and clothing for characters (not explored in this course).

Section 9: Using Reference Images
02:31

In this video we look at where Reference Images can be sources on-line.

08:43

In this video you will learn how to prepare your Reference Images in PhotoShop to make them ready for use in Blender.

09:44

To complete this section, we take you through the process of adding the Reference Images into Backgrounds in Blender.

Task for Section 11
00:27
Section 10: PART 2 - Modelling a 1967 Nikomat FTn 35mm film camera.
00:57

This video introduces Part 2.

00:31

The attach zip file contains the texturemaps used in Parts 2

Tasks covering Section 13 through to Section 19.
00:51
Section 11: Getting started on your first model.
01:21

In this video we look at preparing the reference images that will be used to model the Nikomat FTn camera. An additional resource is also supplied as a zip file that contains the six reference images created in this video.

05:27

In this video, you we see how the reference images are loaded as background images and the how to begin modelling the camera body start off with a simple cube object.

Section 12: Camera Prism.
09:38

In this video we begin to model the Camera's Prism.

14:01

Having begun with a basic cube, in edit mode after extruding several segments, the Loop, Cut and Slide tool is used to help add more details to the model.

Section 13: Lens Construction
08:24

In this version of modelling the Lens Barrel as simple Cylinder Object is added then extruded to form the necessary shape.

10:34

Two lens elements are added, one created using a Sphere Primitive, and the second by using the Spin Tool.

05:59

In this video, we explore an alternative method of creating the Len Barrel, this time by generating a template outline of the side view of the lens, then using the spin tool.

Section 14: Adding details to the Camera Body.
05:57

In this video, we model the Film Winder.

14:41

More detail is added to the top plate.

01:10

A quick discussion about solving problems.

07:22

As the model is becoming more detail, we throw in some light to see how things are shaping up.

14:24

In this video, you will be introduced to how using a Mirror Modifier can help you model in symmetary.

17:34

More body features are added to the model.

Section 15: Modelling the Viewfinder and Hotshoe.
05:20

In this video we begin the process of modelling the viewfinder.

05:40

Though the Viewfinder initially starts off as a cylinder and extruded, in this video we see how the cylinder is halved and mirror to model the plate behind the viewfinder that will eventually become the platform for the hotshot.

09:17

In this video, we look at how the metal plate is shaped around the Prism.

07:41

The Hotshoe starts out as a cube, is the extruded, cut in two and a mirror modifier used to finish of modelling the top part of the Hotshoe.

1 question

Why a mirror modifier helps in the 3D modelling process.

Section 16: Creating UV Map and adding Texture.
03:29

This video provides a short summary of the processes involved in creating a texturemap. These principles are explore in great depth in subsequent videos.

14:51

In this video you will learn how to select section of the model and create Vertex Groups that will eventually be used as UV Maps.

06:39

In this video we use the Vertex Groups to help Unwrap sections of the model, create UV Maps and export the images to use in Photoshop.

13:21

Using the UV Map Image from Blender, we open it up in Photoshop to add the textures for the camera prism.

04:27

The texturemap is added to the model in Blender.

04:08

The Texturemap is imported into Blender, a new material is create and the texture applied to the model.

05:57

Having found that the are some amendments needed to the texturemap, the image is reworked in Photoshop.

06:14

In this video we look at how the detail elements on the top plate and the glass elements are created from UV Maps to Texturemaps.

05:00

This video provides a summary of the processes involved in creating the texturemap for the top plate.

05:44

Now the camera base plate has edges selects and seams added to help make the unwrap process produce more manageable UV Maps.

11:12

We return to Photoshop to create the Texturemap for the Camera Base Plate using the UV Map as a guide.

10:22

In this video we look at how the UV Map is produced for the Lens Barrel.

10:36

This was probably the most trickiest texturemap to create, being generated from the various views photographed from the actual camera.

06:45

In this video the Lens Barrel texturemap is imported into Blender and applied to the model. Further modelling adjustments are made so that the f-stop details on the lens image are positioned close to the prism.

Section 17: Lighting and Rendering Final Images.
11:14

In this video we look at lighting and the final render.

Section 18: Course Conclusion
02:20

A wrap up of the course.

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Instructor Biography

George Kingsnorth, Filmmaker, 3D Artist, Writer & Educationalist.

Experience

I have been a Media lecturer for twelve years, initially at UCE Birmingham and more recently at the Southern Regional College, where I was the Course Coordinator on the HND in Interactive Media Production and the new HND in Creative Media Production for three academic years.

My academic work involves designing and implementing courses from BTEC First Diploma Level 2 through to HND Level 5 courses; internal verification; planning and grading assignments; reviewing equipment and software needs for both classroom and studio based work; and pastoral care for students. I have also had a key role in setting up the NI SkillSet Academy between 2006 and 2008.

I have over thirty years experience in digital video, film and television, primarily as an editor but over the past twenty years also in production. I have worked for the BBC NI, UTV, RTE and many independent production companies. I have written numerous short scripts, which have been put into production and screened either in film festivals or broadcast on UK television. I have developed one of my feature film screenplays called 'The Fall' into a published novel and set up the new publishing company, Gullion Media Limited in 2008. I have been working with new authors to publish their books. To date the company has published 4 books: 'The Fall'; 'Hidden' ( both authored by George J. Kingsnorth); 'GeoCache' by Errol Bader and 'Stripping it back' by Billy Dixon.

With Jeff Marshall, as co-producer, I have written and director an award winning low-budget digital feature film called 'Fiddler's Walk'. I am currently producing a feature film called 'Monty's Quest'. In addition, I am co-producer, co-director and editor of the feature length documentary 'Bleeding Pines of Turpentine' (BPOT) about the devastation and recuperation of the long-leaf pines in North Carolina and how this has affected the local community. BPOT was the opening film at the 2nd Newry Film Festival 2013 on 16th September 2013.

Work History:

Managing Director of Youtreetv Ltd, a new company set up to produce video tutorials for on-line courses November 2013 - present.

Managing Director of Gullion Media Limited, a new publishing company Sept 2007 – Current.

Lecturer in Media Production, Southern Regional College Sept 2004 – Feb 2014 (Currently on a career break).

Course Director/Senior Lecturer – Digital Television Technology & Production, TIC Dec 2002 – Sept 2004.

Freelance Editor/Director & Managing Director Blue Sphere Productions now Kingsnorth Films Ltd Aug 1997 – Current.

Avid Editor, Callister Communications Ltd, Lisburn May 1995 – Aug 1997.

Freelance Editor/Director, Belfast, June 1989 – May 1995.

Picture Editor, Anglia Television, Norwich – June 1988 – May 1989. Assistant Film Editor, BBC NI, Belfast, Dec 1984 – June 1988.

Inhouse Productions Ltd, Manchester, April 1984 – Dec 1984.

Education: Master of Education, 2013 University of Ulster.

Master of Arts Degree in Media Studies, 2005 University of Ulster.

Postgraduate Diploma in Further & Higher Education, 2008, University of Ulster.

Postgraduate Certificate in Digital Television Technology & Production, 2003 UCE.

Postgraduate Certificate in Popular Culture 2003 O.U.

BA in General Studies 1997, O.U.

H.N.D. Film & Television 1983 Bournemouth & Poole College of Art & Design.

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