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Blender Tutorial for Beginners — Transcript

by Ice Guy · 4,583 words · 620 segments · language en · Watch on YouTube

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  1. 0:00Blender is a free program that can be
  2. 0:03used to create anything you can think
  3. 0:05of. Whether you aspire to be a digital
  4. 0:07artist or a game developer, you've
  5. 0:09probably been mesmerized by some Blender
  6. 0:11creations, but you you don't know how to
  7. 0:14do that. Or at least you don't know how
  8. 0:15to do that yet. Well, today you'll learn
  9. 0:18the basics of Blender and the bare
  10. 0:19basics of 3D modeling. This video has
  11. 0:22been split up into three parts. learning
  12. 0:24the controls, the simple modeling, and
  13. 0:26how to continue to learn and grow in
  14. 0:28Blender after this video. Let's get
  15. 0:30started.
  16. 0:33Okay, in order to download Blender, just
  17. 0:36type in blender.org
  18. 0:38into Google, go over to this download
  19. 0:41button right here. Then, if you use
  20. 0:42Windows, you can click right here. If
  21. 0:44you use something else, you can click on
  22. 0:46this dropdown and select Mac, Linux, or
  23. 0:49anything else. But since I'm using
  24. 0:50Windows, I'll just click download
  25. 0:52Blender. And you'll download it how you
  26. 0:54would any other app. You can also get
  27. 0:56Blender on Steam if you want to track
  28. 0:58how many hours you've done. Once you
  29. 0:59boot up Blender, you'll probably be met
  30. 1:01with this screen. And if you've used it
  31. 1:03before, you'll see all of your recent
  32. 1:05files, but you probably won't have that.
  33. 1:07So, you can click on a new file if you
  34. 1:10want to, but what I recommend doing is
  35. 1:12just clicking off that screen to the
  36. 1:14default workspace. Now, you're probably
  37. 1:16overwhelmed by all of the options you
  38. 1:18see at the moment, but just know that
  39. 1:20I've been using Blender for multiple
  40. 1:22years, and I've only used like 10% of
  41. 1:24the options here. Out of all of these
  42. 1:25workspaces, I've used like maybe three
  43. 1:28of them. So, don't worry, you don't have
  44. 1:30to learn everything. Just take your
  45. 1:31time, and just learn the tools that best
  46. 1:33fit you. Let's begin with some of these
  47. 1:36movement controls. Now, if you have a
  48. 1:38mouse, what you're going to do is click
  49. 1:39on that little scroll wheel, and that
  50. 1:41will allow you to rotate around the
  51. 1:43scene like this. What you can do next is
  52. 1:45you can hold shift in that middle mouse
  53. 1:47button and you can pan around like this.
  54. 1:49Now, if you don't have a mouse, what you
  55. 1:51can do is click right here and this will
  56. 1:53rotate around. Or you can hold right
  57. 1:55here and you can pan around. And another
  58. 1:57option you can do if you don't have a
  59. 1:59mouse is you can go up to references, go
  60. 2:01into this input right here and click on
  61. 2:03emulate threebutton mouse. Then what you
  62. 2:05can do is just hold alt and click and
  63. 2:07that will emulate as holding down that
  64. 2:09middle mouse button. And then you can
  65. 2:10also do shift altclick to pan. But since
  66. 2:13I have a mouse, I'm going to disable
  67. 2:15that. Then for zooming, you can just use
  68. 2:17your scroll wheel, or you can use this
  69. 2:19little icon right here to zoom in and
  70. 2:21out. Now, let's do some little snapping
  71. 2:23tricks to help you lock onto different
  72. 2:25axes. So, what you can do, you can go up
  73. 2:27to this gizmo and click on any of these
  74. 2:29and it'll snap you there. Or if you have
  75. 2:31a mouse pad on your keyboard, you can
  76. 2:33click on any of these numbers and it'll
  77. 2:35snap you to different axes. But what I
  78. 2:37prefer doing is simply rotating around
  79. 2:39with the middle mouse button and holding
  80. 2:41alt. and that will snap you to different
  81. 2:43points of view. That's just a very fast
  82. 2:45way of doing it. Then let's say you get
  83. 2:47lost in a scene and you have no idea
  84. 2:48where you are. You know, you're just
  85. 2:50completely flipped around. You have no
  86. 2:52idea where your original object is. What
  87. 2:54you can do is you can click on right
  88. 2:55here. Then you can click on the number
  89. 2:57pad decimal and it will snap to your
  90. 2:59object. If you don't have a number pad,
  91. 3:01what you can do is simply hit the tilda
  92. 3:03key and view selected and it will snap
  93. 3:05you back. Now, let's go over some of the
  94. 3:06basic object controls. Select
  95. 3:09everything. Then you can press delete to
  96. 3:11remove everything or you can press X to
  97. 3:14delete everything. Then if you want to
  98. 3:15add in an object, you can do shift A,
  99. 3:17which pulls up this entire menu right
  100. 3:19here. And you can add a whole lot of
  101. 3:21different things. But for now, we're
  102. 3:22just going to stay in this mesh tab. And
  103. 3:23I'm going to add in a cube. And that's
  104. 3:25just how you add in more objects to the
  105. 3:27scene. But let's say for instance, you
  106. 3:29want to add in a cylinder. Once you add
  107. 3:31it in, you'll get this little popup
  108. 3:33right here. You want to click on this
  109. 3:34arrow. And then you can adjust all these
  110. 3:37different properties of the cylinder.
  111. 3:38For instance, if you want it to be like
  112. 3:40a wide short cylinder, you can. You can
  113. 3:43adjust as many vertices as you want as
  114. 3:44well. But once you click off, that menu
  115. 3:47disappears and you can't pull it back
  116. 3:49up. So, let's add back in a cube. Then,
  117. 3:52if you want to move this cube around,
  118. 3:54what you want to do is press G and
  119. 3:56that'll grab the object and allow you to
  120. 3:58move anywhere within the scene. And
  121. 3:59then, one thing you'll probably do a lot
  122. 4:01is wanting to snap it to an axis. So,
  123. 4:03what you can do is press G and hold it.
  124. 4:05Then hold one of the axis keys, which is
  125. 4:08Z, X, and Y. And that will simply snap
  126. 4:10it to all the different axes, so you can
  127. 4:13make sure it's aligned. Next is scaling
  128. 4:15the objects. And that simply is using
  129. 4:17the S key. So you can scale it any way
  130. 4:19you want. And similar to the movement
  131. 4:21key, if you hold S, you can snap it to
  132. 4:23an axis. That'll only scale it in one
  133. 4:26direction. Next, in order to rotate, all
  134. 4:28you need to do is press R. And again,
  135. 4:30similar to the scale and movement key,
  136. 4:32you can press from the axis keys, and it
  137. 4:33will snap it to that axis. So you can
  138. 4:35only rotate in one direction, which is
  139. 4:37something you'll do quite a lot when
  140. 4:39modeling. Now, another thing you can do
  141. 4:40when rotating is hold R and type in a
  142. 4:43number, for instance, 45, and that will
  143. 4:45rotate at 45° in the desired angle,
  144. 4:48which is great for creating precise
  145. 4:50rotations. Next, let's go over how to
  146. 4:52undo and redo. It's similar to most
  147. 4:54programs where just Z will undo
  148. 4:56everything and shift control- Z will
  149. 4:58redo it. Then if you want to get an
  150. 5:01exact replica of this object, you can do
  151. 5:03shift D to duplicate it. You can do this
  152. 5:05as many times as you want. It'll always
  153. 5:07be a perfect replica of the object you
  154. 5:09duplicated. Then let's say you want to
  155. 5:11select everything in your scene. If you
  156. 5:13simply press A, it'll select all the
  157. 5:16objects in your scene. And you can move
  158. 5:18these and rotate these as you wish. Now
  159. 5:20there's a lot of different modes and
  160. 5:22views you can use in Blender, but the
  161. 5:24ones you'll be using most in modeling is
  162. 5:25the object mode and the edit mode. The
  163. 5:27difference between this is the object
  164. 5:29mode is this entire object. And the edit
  165. 5:31mode is used to edit the different
  166. 5:33vertices within this model. In order to
  167. 5:36get to edit mode, you can go up to this
  168. 5:37tab right here and select edit mode. Or
  169. 5:40what you can do is simply press tab and
  170. 5:42it will quickly swap to edit and object
  171. 5:45mode. Now, if you're unable to get into
  172. 5:46edit mode, make sure you select an
  173. 5:48object. And whichever object you select,
  174. 5:50you'll go into edit mode for that
  175. 5:51specific object. Now, once you're in
  176. 5:53edit mode, a lot of the controls are
  177. 5:55similar to object mode. You can use this
  178. 5:57simple G to move, S to scale, R to
  179. 6:01rotate. All of those work in edit mode.
  180. 6:03Now, as I mentioned before, the
  181. 6:04difference between edit and object mode
  182. 6:06is that you can highlight the vertices,
  183. 6:08the edges, and the faces in a specific
  184. 6:11object in which you can more finely
  185. 6:13tweak a model. Now, you can swap between
  186. 6:15these different selections by going up
  187. 6:17to here. This is the vertex mode, which
  188. 6:19is these individual little points right
  189. 6:21here. This is the edge mode, which is
  190. 6:23the distance between two vertices that
  191. 6:25you can quickly select. And this right
  192. 6:27here is the face mode in which you can
  193. 6:29select any face you want. You can swap
  194. 6:31quickly between these modes by pressing
  195. 6:33one, two, or three. Then let's say you
  196. 6:35want to extrude one of these faces out.
  197. 6:37You can simply do that by selecting one
  198. 6:39of these faces and pressing E. And that
  199. 6:42will extrude a portion of this model out
  200. 6:44based on the face. You can also do this
  201. 6:47for vertices and edges, but usually you
  202. 6:49want to stick to faces. Next, let's say
  203. 6:51you want to have more points to edit
  204. 6:52within a model. What you can do is press
  205. 6:54CtrlR and add in a loop cut to the
  206. 6:57model. You can click and then drag where
  207. 7:00you want this loop cut to happen. And
  208. 7:02once you let go, it creates a loop cut,
  209. 7:04which adds more faces and separates the
  210. 7:06model and gives you more planes to play
  211. 7:08with. And when you're adding loop cuts,
  212. 7:10you can use the scroll wheel to add as
  213. 7:12many as you want at a time. You can add
  214. 7:14a whole lot or you could just add a
  215. 7:16couple. And then you can drag it where
  216. 7:18you want them, or you can press
  217. 7:19rightclick, and that perfectly centers
  218. 7:21it between the face. Now, let's say you
  219. 7:23want to select multiple faces at once.
  220. 7:25What you should do is click on a face,
  221. 7:27then hold shift and click on another
  222. 7:29one, then another one, and another one,
  223. 7:30as many as you want, and then you can
  224. 7:32edit all of these faces at once. Another
  225. 7:34thing you can do is click on one face,
  226. 7:36then hold control and click on another
  227. 7:38face that's further away from the model,
  228. 7:40and select everything between the two.
  229. 7:42You can use this for edges and vertices
  230. 7:44as well. And another quick way to select
  231. 7:47multiple points is using altclick, and
  232. 7:49this will select every single point
  233. 7:51within the edge loop. Now, you might not
  234. 7:53know what edge loops are, and that's
  235. 7:54fine at the moment because it's used for
  236. 7:56more complicated topology, but for now,
  237. 7:58you should just use it as a quick way to
  238. 7:59grab certain areas and certain points.
  239. 8:02And also, you can see many tools right
  240. 8:03here. So, if you don't know the
  241. 8:05shortcuts and you want to experiment,
  242. 8:07you can simply click on one of these
  243. 8:08panels and add in anything you want.
  244. 8:11Next, let's talk about beveling. Now, in
  245. 8:13order to bevel, you simply press CtrlB,
  246. 8:16and that adds a little bevel between two
  247. 8:18points. And through this bevel, you can
  248. 8:20use the scroll wheel to add multiple
  249. 8:23areas to soften out that edge a little
  250. 8:25bit more. Then what you can also do is
  251. 8:27click P and then you can tweak the angle
  252. 8:30of this bevel. So if you want to insert
  253. 8:31it, you can. Now for a lot of these
  254. 8:33different tools, you can look down at
  255. 8:35the bottom of the screen and see all the
  256. 8:38different keybinds you can use to tweak
  257. 8:40it slightly. But a lot of these you'll
  258. 8:42probably never use, but I would
  259. 8:43recommend experimenting with them and
  260. 8:45see the different results. Then let's
  261. 8:47talk about insetting. If you select the
  262. 8:49face, you can press I and that will
  263. 8:51insert it like so. Then with this
  264. 8:53inserted face, you can do anything you
  265. 8:54want. You can press E to extrude it. And
  266. 8:57extrusions don't always have to go
  267. 8:59outwards. They can also go inwards. So
  268. 9:01you can have a little inlet like this.
  269. 9:03Now, since all of this was done in edit
  270. 9:05mode, if you tab back out to object
  271. 9:07mode, everything was saved within this
  272. 9:09object. So if you duplicate it,
  273. 9:11everything will be the same. Now you can
  274. 9:13easily move this entire mesh across and
  275. 9:16rotate it and size it however you want.
  276. 9:18Next, let's talk about smooth shading.
  277. 9:20If you right click on this object,
  278. 9:22you'll see shade smooth, shade auto
  279. 9:23smooth, and shade flat. Currently, by
  280. 9:26default, it's shaded flat. If you click
  281. 9:27on shade smooth, all of the edges will
  282. 9:29disappear and everything will have this
  283. 9:31weird smooth shading. But since this
  284. 9:33model wasn't built for smooth shading,
  285. 9:35it looks pretty bad as is. So, go back
  286. 9:37to shade flat. For an example, what I'm
  287. 9:40going to do is go back into edit mode,
  288. 9:41then add in a little bevel right here,
  289. 9:44like so. Now, as you can see here, these
  290. 9:46things aren't smooth. You can see the
  291. 9:47different edges, but what I like doing
  292. 9:49is clicking on shade auto smooth. And
  293. 9:52this will add in a modifier. Now, to see
  294. 9:54all the modifiers on an object, click on
  295. 9:56this little wrench icon right here. Then
  296. 9:58you can see smooth by angle. This was
  297. 10:00caused by clicking shade auto smooth. If
  298. 10:02you click shade flat, that'll go away.
  299. 10:04And then, as you can probably tell, they
  300. 10:06smooth out this edge based on this
  301. 10:08angle. If you set this angle very low,
  302. 10:10then nothing will be shaded smooth. But
  303. 10:12if you set this very high, every edge
  304. 10:14will be shaded smooth based on this
  305. 10:16angle. So if you have a 90° angle like
  306. 10:18these, it will be shaded over. But if
  307. 10:20you like an 89° angle, since these are
  308. 10:22perfect right angles, it won't be shaded
  309. 10:24smooth. So if you want to add in a
  310. 10:27cylinder and you don't want all this
  311. 10:28sharp shading, simply just add in a
  312. 10:30shade auto smooth modifier, and that
  313. 10:32will smooth it out. Now, I don't want to
  314. 10:34overwhelm you with all the possible
  315. 10:35modifiers because trust me, there are a
  316. 10:37lot. But I'll explain one of the other
  317. 10:39most used modifiers, the mirror
  318. 10:41modifier. Now, if you add in a mirror
  319. 10:44modifier to an object, you probably
  320. 10:46won't see any difference. This is
  321. 10:48because it's based on this origin point,
  322. 10:50which is shown by this orange dot right
  323. 10:52here. Now, this origin point is by
  324. 10:54default the center of the added in
  325. 10:56object. So, if I delete this cylinder
  326. 10:58and add in a cube, it'll be at the
  327. 11:00center of the cube. Now you can adjust
  328. 11:02where this origin is by going into edit
  329. 11:04mode and sliding this across. This will
  330. 11:07move all the geometry but won't move the
  331. 11:09origin. But if you move in object mode,
  332. 11:11it'll move the geometry and will move
  333. 11:13the origin. So this correlates to the
  334. 11:15mirror modifier because if I add in one
  335. 11:17now and select the yaxis, as you can
  336. 11:21see, it reflects across based on this
  337. 11:23origin point. So if I go back into edit
  338. 11:25mode and move this across, you can see
  339. 11:27it perfectly reflects across this origin
  340. 11:30point. So keep in mind whenever you're
  341. 11:32editing a model, if you want to reflect
  342. 11:34something, make sure that it's across
  343. 11:36this origin point. Now, as you probably
  344. 11:38have noticed, there's a lot of key binds
  345. 11:40to learn. So I recommend just learning
  346. 11:42the simple ones and slowly progressing.
  347. 11:45You can always just search up on Google
  348. 11:47and it'll show a lot of different ways
  349. 11:49to do it. So if you ever forget
  350. 11:50something, just quickly search it up,
  351. 11:52and it'll probably instruct you on how
  352. 11:54to do it.
  353. 11:55Okay, let's now do some basic modeling.
  354. 11:59What we're going to first do is get some
  355. 12:01references. Now, references are very
  356. 12:03good because as a beginner, you really
  357. 12:05don't know which direction you want to
  358. 12:07go. So, I'm just going to pull up some
  359. 12:09references off of Google and just bring
  360. 12:11them into Blender. Now, the way you
  361. 12:13should bring them into Blender is by
  362. 12:14locking yourself on an axis and then
  363. 12:17doing shift a image reference, then
  364. 12:20select the image you just saved. Now,
  365. 12:23I'm going to be showing you how to make
  366. 12:25three different models. Each of these
  367. 12:27models uses different techniques, so
  368. 12:30hopefully you'll be able to learn. Let's
  369. 12:31first start with this crate right here.
  370. 12:34You can also do altg and that'll snap
  371. 12:37the origin to the center of the
  372. 12:38viewport. So, I'll just bring that back.
  373. 12:40Now, we're starting with low poly models
  374. 12:43because you shouldn't be attempting
  375. 12:45anything realistic at this point. If you
  376. 12:47try making something realistic, you'll
  377. 12:49probably run into a whole lot of issues
  378. 12:51and try to make a whole lot of details
  379. 12:53that you're not prepared or know enough
  380. 12:55about to make. So, we're going to keep
  381. 12:57it simple, keep it low poly, that way
  382. 12:58it'll be optimized if you want to import
  383. 13:00it into a game. So, I'm going to start
  384. 13:02with adding in a cube. Then, before we
  385. 13:06do anything, I like setting up my
  386. 13:07viewport a little differently. So, I'm
  387. 13:09going to go up to here, click on this
  388. 13:10arrow right here, click on cavity,
  389. 13:12change the type to both, and increase
  390. 13:14this ridge and valley. That way, you
  391. 13:16have nice edge highlights. Makes the
  392. 13:18model a little nicer to look at and
  393. 13:19easier to work with. Then, before we
  394. 13:22begin, there's a whole lot of different
  395. 13:23viewport shadings you can look at. For
  396. 13:25this tutorial, we're going to be looking
  397. 13:26at the normal model view and the
  398. 13:28wireframe view. Now, you can change
  399. 13:31between these different viewports up
  400. 13:32here, or you can hold Z and then quickly
  401. 13:35change right here. For this tutorial,
  402. 13:37you won't be using rendered or material
  403. 13:39preview at all. Just wireframe and
  404. 13:41solid. Now, use solid for most of the
  405. 13:43time and use wireframe if you want to
  406. 13:45see something that's being hidden by the
  407. 13:46model or if you want to select a side
  408. 13:48like that. Now, let's begin with
  409. 13:50modeling. I'm going to bring this
  410. 13:52reference up a little bit so it's not
  411. 13:53completely covered by my object. So to
  412. 13:56begin, what I'm going to do is press A
  413. 13:57to select everything and I to insert it.
  414. 13:59Now, if your inset doesn't work, press
  415. 14:01it again. That way, it's individual
  416. 14:03faces. Then I'm going to bring it in a
  417. 14:05little bit. I'd say like right about
  418. 14:06there. Then I want to extrude these
  419. 14:08inward. And to do that, I'm going to do
  420. 14:11alt E, extrude faces along normals. And
  421. 14:14this way all of them extrude at the same
  422. 14:17angle. Because if you did the normal
  423. 14:18extrude here, all of it would follow the
  424. 14:20same direction. But by extruding along
  425. 14:22normals, each face will be inseted. So
  426. 14:24I'll set it like right there. Then
  427. 14:26that's the basic shape already. Next,
  428. 14:28what I want to do is add in these little
  429. 14:30panels right here. Now, one thing a lot
  430. 14:31of beginners like to do is having
  431. 14:33everything stem out of one object, which
  432. 14:35can work. But what I would recommend
  433. 14:37doing is being comfortable adding in
  434. 14:38multiple objects to a single model. So
  435. 14:40I'm going to hop out of edit mode into
  436. 14:42object mode and add in a cube. Then I'm
  437. 14:45going to bring this cube out a little
  438. 14:46bit and I'm going to make it fit the
  439. 14:49dimensions of this panel right here. So
  440. 14:51I'm going to scale it inwards like this
  441. 14:53so it's thin. Then I want to rotate it
  442. 14:5645° like so. It rotated evenly along
  443. 14:59this axis because I've snapped into it.
  444. 15:01If I were to have rotated 45° from this
  445. 15:04angle, it would have looked weird. But
  446. 15:06since I've snapped, it'll rotate
  447. 15:07perfectly along this axis. Now, another
  448. 15:09thing you can do is when you're scaling,
  449. 15:11you can press one of the axis keys to
  450. 15:12scale along axis. But you can press the
  451. 15:15axis key again to fit the rotation. And
  452. 15:17it scales more uniformly. So I want it
  453. 15:19to be about that thick. Then I can bring
  454. 15:22it in like right there. Then I'll scale
  455. 15:24it up a little bit more to fit the crate
  456. 15:26size like so. Then just copy this
  457. 15:29around. I'll duplicate it with shift D
  458. 15:31and bring it over right there. Then I'll
  459. 15:33select both of these. Shift D to
  460. 15:35duplicate. Then rotate it 90°. That way
  461. 15:39all the panels fit inside the crate like
  462. 15:41so. That's one model done. Then if you
  463. 15:43don't want to see this model anymore,
  464. 15:44you can select everything and press H to
  465. 15:47hide it and alt H to reveal everything.
  466. 15:50So I'll undo that and keep it hidden.
  467. 15:52Next, let's make this barrel. So I'm
  468. 15:54going to do alt G to snap it to the
  469. 15:55middle. I'll bring it back and up a
  470. 15:57little bit. And since barrels are
  471. 15:58cylindrical, I'm going to do shift A and
  472. 16:01add in a cylinder. This already has too
  473. 16:03many faces. You can count how many faces
  474. 16:05there are here. There appears to be
  475. 16:06eight. So I'll set this verticy count to
  476. 16:08eight. Next, what I'm going to do is
  477. 16:10simply scale this to fit about the
  478. 16:12general proportions of the reference.
  479. 16:15So, I think about think about that
  480. 16:16works. Then, I'm going to hop into edit
  481. 16:18mode. Then, I'm going to do CtrlR to add
  482. 16:21in a loop cut. And I'll add in three
  483. 16:23like so. Then, with these loop cuts, I'm
  484. 16:25going to scale them out a little bit to
  485. 16:27create a more stylized proportion. So,
  486. 16:30I'll scale this middle one out a little
  487. 16:31bit. I'll scale these outer ones out a
  488. 16:34little bit. That way, it looks a little
  489. 16:35bit rounded. Like so. Then, you can see
  490. 16:37these little metal rings that go around
  491. 16:38it. The way I'm going to do that is by
  492. 16:42adding in another loop cut right here
  493. 16:44and a loop cut right here. Then with
  494. 16:46these loop cuts, I'm going to bevel them
  495. 16:49with only one edge. That way it splits
  496. 16:51the edge and gives me some faces I can
  497. 16:53work with. I want it to be about that
  498. 16:55size. Then I'm going to altclick this to
  499. 16:58select the edge loop. I'll altclick the
  500. 17:00other one to select this edge loop. Then
  501. 17:02I'll do alt e extrude along normals. And
  502. 17:05this is a quick way to add some little
  503. 17:07edge rings. Then to get this little
  504. 17:09inseted bit, what I'm going to do is
  505. 17:11select this top face, press I to insert
  506. 17:13it a little bit, set it like right
  507. 17:15there, then E to extrude it downwards.
  508. 17:17That's just a simple little low poly
  509. 17:18barrel. Next, let's move on to the tree
  510. 17:20model. So I'll press H to hide these.
  511. 17:23Also, you can unhide things by pressing
  512. 17:24this little I icon right here. Let's
  513. 17:27work on this tree model. Now let's start
  514. 17:29with the trunk. This looks like a six
  515. 17:31face cylinder as a trunk. So what I'm
  516. 17:33going to do is add in a cylinder. Set
  517. 17:34this to six faces and bring it down. I'm
  518. 17:37going to go into wireframe view and size
  519. 17:39it about accordingly to the reference.
  520. 17:42Like so. Something like this will work.
  521. 17:45Then I'm going to scale this bar inward
  522. 17:48a little bit. Then E to extrude it. Then
  523. 17:50scale it inward a little bit and just
  524. 17:52fit the basic shape of the tree from
  525. 17:53what I can tell. So since the rest of
  526. 17:55this will be covered by these leaves,
  527. 17:57I'll just extrude it up and scale it
  528. 17:59like this. Okay, that's the simple trunk
  529. 18:02done. Next is these leaves. So, I'm
  530. 18:04going to bring in another cylinder.
  531. 18:07Then, I'm going to go into edit mode,
  532. 18:09select these vertices, bring it down,
  533. 18:11and scale it inward like this. I'll
  534. 18:13scale these ones outward a little bit
  535. 18:15more. And that's just a basic shape.
  536. 18:16Then, I'll go into object mode and
  537. 18:18duplicate this and bring it up and scale
  538. 18:21it in object mode like this to add some
  539. 18:23variation. Then, I'll duplicate it in
  540. 18:25object mode again, scale it down, scale
  541. 18:27it up a little bit, and just repeat this
  542. 18:29process, copying the reference. Then
  543. 18:31once we're at the top here, what you can
  544. 18:33do is select all of these vertices,
  545. 18:35scale it inward, click on zero when
  546. 18:38you're scaling so they're all at the
  547. 18:40same point, then do m merge by distance
  548. 18:42so there's no stray vertices so it
  549. 18:44becomes one conjoined point. Then just
  550. 18:46bring this upward and scale this as so.
  551. 18:48Then you can just refine all these
  552. 18:50different tree points. And that's just a
  553. 18:52simple little tree. To make it a little
  554. 18:54more stylized, you can rotate these
  555. 18:56points slightly just to add some
  556. 18:57variation to them like so. That's how
  557. 18:59you make a simple little low poly
  558. 19:01stylized tree. All right, now let's talk
  559. 19:04about how you can continue to learn
  560. 19:06Blender after this tutorial. And before
  561. 19:08you click off, I would argue that
  562. 19:09learning how to learn is arguably more
  563. 19:12important than anything shown so far.
  564. 19:13Let's start with easily the most common
  565. 19:15way people learn programs through
  566. 19:17YouTube tutorials. Now, tutorials are
  567. 19:19great, and don't let anyone tell you
  568. 19:21otherwise. For Blender especially, there
  569. 19:23are hundreds of tutorials for basically
  570. 19:24every facet of the program, as well as
  571. 19:27dozens of tutorials for specific item
  572. 19:29models if you need a more direct
  573. 19:30instruction. Now, there are two ways of
  574. 19:32watching a tutorial. Active watching and
  575. 19:35passive watching. If you were to
  576. 19:36actively watch something, then you would
  577. 19:38be following step by step with the
  578. 19:40tutorial, and in the end, you would have
  579. 19:41a similar, if not the same result as
  580. 19:43shown in the video. For passive
  581. 19:45watching, you're simply watching the
  582. 19:46video without applying what you're
  583. 19:48seeing. I personally have had great
  584. 19:50results with both methods. Active
  585. 19:52watching is great for learning how to
  586. 19:53make specific things and retaining the
  587. 19:55knowledge of hotkeys and techniques.
  588. 19:57While passive watching is great for
  589. 19:59learning more complicated things and
  590. 20:00finding out unique concepts. Eventually,
  591. 20:03you'll learn the basics, and when you
  592. 20:04do, you shouldn't be afraid to tackle
  593. 20:06something without a guide or tutorial.
  594. 20:08You should start relying less and less
  595. 20:10on tutorials and build up your own
  596. 20:11strength and independence as you move
  597. 20:13on. Of course, you should still watch
  598. 20:15things that interest you or if you get
  599. 20:17completely stuck. But remember, solving
  600. 20:19problems on your own is where true
  601. 20:21learning occurs. And pretty soon, you'll
  602. 20:23no longer be a beginner and might be
  603. 20:25interested in purchasing a paid course.
  604. 20:27Now, I want to be transparent and say
  605. 20:28I've never personally bought a course.
  606. 20:30So, you don't need it to learn Blender,
  607. 20:32but don't be afraid of purchasing one.
  608. 20:34There's a lot of great courses, and they
  609. 20:36tend to be more structured and
  610. 20:38consistent, which creates a greater
  611. 20:39learning experience. They're also often
  612. 20:42created by genuine professionals that
  613. 20:43have years of experience. Ultimately,
  614. 20:46how you decide to learn is up to you.
  615. 20:48There's no single best option for
  616. 20:49anyone. But always remember that
  617. 20:51learning something will take time. As
  618. 20:53long as you strive to get a little
  619. 20:54better each day, you'll become a
  620. 20:56professional in no time. You got this.

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