A super basic 1 hr introduction to working in 3D with Blender. If there's enough interest in moving forward, we can continue with sessions once a week covering different topics in greater detail.
Blender is [a cross-platform], free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation. Advanced users employ Blender’s API for Python scripting to customize the application and write specialized tools; often these are included in Blender’s future releases. Blender is well suited to individuals and small studios who benefit from its unified pipeline and responsive development process.
- Setup
- Environment
- Adding and Deleting Objects
- Editing Objects
- Modifiers
- You're pretty adept at using a computer.
- You have some design experience with tools similar to Adobe Creative Suite.
- You've never worked in 3D before, but have a basic understanding of 3D spaces (X, Y, Z axes and the like).
- You've already downloaded and installed Blender from here.
When you first open Blender, you'll be able setup some basic configuration options:
- Select with Left mouse button
- Spacebar pops up the Search feature (play animation with shift+spacebar)
- I like to use the Blender Dark theme
- Click Next for more options
- You can leave these set to their defaults.
- Click General in the New File section to continue with the setup.
There are still a few things to configure before we get started.
- Click Edit
- Click Preferences
- Click the Input tab
- If you're not using a full keyboard with a number pad, check the Emulate Numberpad box.
- Check Continuous Grab
- Check Release Confirms
- Click the Navigation tab.
- Set Orbit Method to Turntable
- Check Orbit Around Selection
- Check Perspective in the Auto section
Save these to load as the default for all future projects.
- Click the Menu "hamburger" at the lower left corner of the window and click Save Preferences
When you open Blender, the default General file should load with a Camera, Cube, and Light.
These objects are presented in a Viewport window. We'll explore the viewport window more in a second. For now we'll focus on the objects.
There are a few different kinds of objects in Blender:
- Lights
- Cameras
- Meshes
- Curves
- Surfaces
- Metaballs
- Text
- Empty Objects
- Force Fields
- and more!
In general, each object has an origin, location, rotation, and scale. Depending on the object type, it may also have other properties.
We'll focus on working with the basic objects given to us in our default General project and their specific properties.
- Use your left mouse button to click and select each of the objects, one at a time.
- Select the Camera then shift+click the Cube.
Notice how they're different colors. The last object you selected becomes the "active" object. This will become important when you are parenting objects together or sharing properties between them. More on this in future sessions.
In the upper right corner of your screen, you can see the selection in the Outliner. The Outliner gives us a hierarchical view of all the Objects in our Scene.
With as many features as Blender has packed into it, using hotkeys becomes absolutely essential. Return your cursor to the main Viewport and try the following:
- Press
command+i(MAC) to select the inverse - Press
ato select all - Press
option+a(MAC) oralt+a(PC) to deselect all - Click and drag to use box select to select all objects
- Zooming can be done with the
+and-keys. - Rotating your view can be done with your laptop track pad.
When working in 3D it's helpful to switch between two different view modes:
- Perspective - Parallel lines converge in the distance. This is how we typically experience the world.
- Orthographic - Parallel line remain parallel. This allows for precise relative positioning. When working with geometry, orthographic view is prefered so that our squares are squares and so on.
The Viewport by default is in Perspective mode. We can switch to Orthographic view mode and between different view angles such as top, bottom, left, right, and camera using the numberpad, or the numbered keys when keypad emulation is enabled (like we did in the setup).
Try the following:
- Press
5to switch to Orthographic View. - Press
1to view along the +Y axis (LEFT) - Press
control+1(MAC) to view along the -Y axis (RIGHT) - Press
3to view along the -X axis (FRONT) - Press
control+3to view along the +X axis (BACK) - Press
7to view along the -Z axis (TOP) - Press
control+7to view along the +Z axis (BOTTOM) - Press
0to view through the active camera
You can also use the GUI tools provided in your Viewport to change views:
Blender is a fully featured 3D modeling tool. From base meshes, one can build anything. We'll cover some basic skills including:
- Deleting and Adding Meshes
- Basic Transformations
- Editing a base mesh
- Duplicating
- Linking
- Modifiers
- Select the Cube and press
xto bring up the Delete? prompt - Press enter to Delete
- Press
shift+ato bring up the Add menu. - Mouse over Mesh
- Mouse over and click Cube
We now have a new cube where the old one was.
Hint: type shift+a then m then c in sequence.
Moving, rotating and scaling can be done in a number of different ways in a number of different places. I tend to use hotkeys over GUI for modeling when getting the general proportions set. If I have a specific dimension in mind, I'll enter changes into the GUI.
- Select the Cube
- Press
g(think "grab") and move the mouse around - Click the left mouse button to release.
- Not happy with where it landed? Press
option+gto clear location transformations.
You can precisely move an object along a given axis too:
- Select the Cube
- Press
g - Press
xto move along the X axis - Type
1.5andenterto move along the +X axis - Press
zand type.5andenter - Press
yand type-1andenter
- Select the Cube
- Press
rand move the mouse around - Click the Left mouse button or press enter to confirm
- Try the pressing
rtwice. - Use
option+rto clear rotation transformations
You can precisely rotate an object about a given axis too:
- Select the Cube
- Press
r - Press
xto rotate about the X axis - Type
270andenterto rotate about the +X axis - Press
zand type-125andenter - Press
yand type15andenter
- Select the Cube
- Press
sand move the mouse around - Click the Left mouse button or press enter to confirm
- Use
option+sto clear scale transformations
You can precisely scale an object:
- Select the Cube
- Press
s - Type
2andenterto scale from the object origin
You can scale an object along a given axis:
- Select the Cube
- Press
s - Press
xto scale along the X axis - Type
.5andenterto scale along the +X axis - Press
zand type.25andenter - Press
yand type1.5andenter
- Press
nin the Viewport to expose the Transform Menu - You can then manually enter values into any of the fields and press enter to confirm.
All the transformations above have bee performed on the mesh as a whole. A mesh is formed of vertices, between which edges are drawn, along which faces are formed. Let's edit the meshes directly.
- Press
command+nand click General to load a new scene and discard our old one. Don't save the old one unless you really want to. - Press
tabto enter Edit Mode - Press
option+ato deselect all the verticies. - You can select one at a time by simply clicking
command+clickto select multiple- press
cto do the same and pressescto confirm selection
To see verticies, edges, and lines through a mesh, you can toggle x-ray mode:
You can toggle and combine the selection modes by clicking and shift clicking the modes in the upper left of the viewport when in edit mode:
We're going to make a crude crystal
- Use Face selection to select the top face of the Cube
- Press
efor extrude and move you mouse to extrude the top face out
- Press
sto scale down the face
- Press
eand extrude upwards once more
- Press
mfor Merge andafor At Center
- Press
ifor Inset and move the mouse inwards a little
- Press
gthenzand move the inset face down a little
Sick! we have a funky little gem.
It's not quite faceted enough for my liking. Let's use modifiers to change this base mesh.
- In the Properties window, click the modifiers tab
- Click Add Modifier and select Bevel
Sick! Now we have a funky little gem. Future sessions will cover making materials for this mesh and rendering it out. Let's save this for next time!























