Blender Tutorial for Beginners — Transcript
Full transcript
- 0:00Blender is a free program that can be
- 0:03used to create anything you can think
- 0:05of. Whether you aspire to be a digital
- 0:07artist or a game developer, you've
- 0:09probably been mesmerized by some Blender
- 0:11creations, but you you don't know how to
- 0:14do that. Or at least you don't know how
- 0:15to do that yet. Well, today you'll learn
- 0:18the basics of Blender and the bare
- 0:19basics of 3D modeling. This video has
- 0:22been split up into three parts. learning
- 0:24the controls, the simple modeling, and
- 0:26how to continue to learn and grow in
- 0:28Blender after this video. Let's get
- 0:30started.
- 0:33Okay, in order to download Blender, just
- 0:36type in blender.org
- 0:38into Google, go over to this download
- 0:41button right here. Then, if you use
- 0:42Windows, you can click right here. If
- 0:44you use something else, you can click on
- 0:46this dropdown and select Mac, Linux, or
- 0:49anything else. But since I'm using
- 0:50Windows, I'll just click download
- 0:52Blender. And you'll download it how you
- 0:54would any other app. You can also get
- 0:56Blender on Steam if you want to track
- 0:58how many hours you've done. Once you
- 0:59boot up Blender, you'll probably be met
- 1:01with this screen. And if you've used it
- 1:03before, you'll see all of your recent
- 1:05files, but you probably won't have that.
- 1:07So, you can click on a new file if you
- 1:10want to, but what I recommend doing is
- 1:12just clicking off that screen to the
- 1:14default workspace. Now, you're probably
- 1:16overwhelmed by all of the options you
- 1:18see at the moment, but just know that
- 1:20I've been using Blender for multiple
- 1:22years, and I've only used like 10% of
- 1:24the options here. Out of all of these
- 1:25workspaces, I've used like maybe three
- 1:28of them. So, don't worry, you don't have
- 1:30to learn everything. Just take your
- 1:31time, and just learn the tools that best
- 1:33fit you. Let's begin with some of these
- 1:36movement controls. Now, if you have a
- 1:38mouse, what you're going to do is click
- 1:39on that little scroll wheel, and that
- 1:41will allow you to rotate around the
- 1:43scene like this. What you can do next is
- 1:45you can hold shift in that middle mouse
- 1:47button and you can pan around like this.
- 1:49Now, if you don't have a mouse, what you
- 1:51can do is click right here and this will
- 1:53rotate around. Or you can hold right
- 1:55here and you can pan around. And another
- 1:57option you can do if you don't have a
- 1:59mouse is you can go up to references, go
- 2:01into this input right here and click on
- 2:03emulate threebutton mouse. Then what you
- 2:05can do is just hold alt and click and
- 2:07that will emulate as holding down that
- 2:09middle mouse button. And then you can
- 2:10also do shift altclick to pan. But since
- 2:13I have a mouse, I'm going to disable
- 2:15that. Then for zooming, you can just use
- 2:17your scroll wheel, or you can use this
- 2:19little icon right here to zoom in and
- 2:21out. Now, let's do some little snapping
- 2:23tricks to help you lock onto different
- 2:25axes. So, what you can do, you can go up
- 2:27to this gizmo and click on any of these
- 2:29and it'll snap you there. Or if you have
- 2:31a mouse pad on your keyboard, you can
- 2:33click on any of these numbers and it'll
- 2:35snap you to different axes. But what I
- 2:37prefer doing is simply rotating around
- 2:39with the middle mouse button and holding
- 2:41alt. and that will snap you to different
- 2:43points of view. That's just a very fast
- 2:45way of doing it. Then let's say you get
- 2:47lost in a scene and you have no idea
- 2:48where you are. You know, you're just
- 2:50completely flipped around. You have no
- 2:52idea where your original object is. What
- 2:54you can do is you can click on right
- 2:55here. Then you can click on the number
- 2:57pad decimal and it will snap to your
- 2:59object. If you don't have a number pad,
- 3:01what you can do is simply hit the tilda
- 3:03key and view selected and it will snap
- 3:05you back. Now, let's go over some of the
- 3:06basic object controls. Select
- 3:09everything. Then you can press delete to
- 3:11remove everything or you can press X to
- 3:14delete everything. Then if you want to
- 3:15add in an object, you can do shift A,
- 3:17which pulls up this entire menu right
- 3:19here. And you can add a whole lot of
- 3:21different things. But for now, we're
- 3:22just going to stay in this mesh tab. And
- 3:23I'm going to add in a cube. And that's
- 3:25just how you add in more objects to the
- 3:27scene. But let's say for instance, you
- 3:29want to add in a cylinder. Once you add
- 3:31it in, you'll get this little popup
- 3:33right here. You want to click on this
- 3:34arrow. And then you can adjust all these
- 3:37different properties of the cylinder.
- 3:38For instance, if you want it to be like
- 3:40a wide short cylinder, you can. You can
- 3:43adjust as many vertices as you want as
- 3:44well. But once you click off, that menu
- 3:47disappears and you can't pull it back
- 3:49up. So, let's add back in a cube. Then,
- 3:52if you want to move this cube around,
- 3:54what you want to do is press G and
- 3:56that'll grab the object and allow you to
- 3:58move anywhere within the scene. And
- 3:59then, one thing you'll probably do a lot
- 4:01is wanting to snap it to an axis. So,
- 4:03what you can do is press G and hold it.
- 4:05Then hold one of the axis keys, which is
- 4:08Z, X, and Y. And that will simply snap
- 4:10it to all the different axes, so you can
- 4:13make sure it's aligned. Next is scaling
- 4:15the objects. And that simply is using
- 4:17the S key. So you can scale it any way
- 4:19you want. And similar to the movement
- 4:21key, if you hold S, you can snap it to
- 4:23an axis. That'll only scale it in one
- 4:26direction. Next, in order to rotate, all
- 4:28you need to do is press R. And again,
- 4:30similar to the scale and movement key,
- 4:32you can press from the axis keys, and it
- 4:33will snap it to that axis. So you can
- 4:35only rotate in one direction, which is
- 4:37something you'll do quite a lot when
- 4:39modeling. Now, another thing you can do
- 4:40when rotating is hold R and type in a
- 4:43number, for instance, 45, and that will
- 4:45rotate at 45° in the desired angle,
- 4:48which is great for creating precise
- 4:50rotations. Next, let's go over how to
- 4:52undo and redo. It's similar to most
- 4:54programs where just Z will undo
- 4:56everything and shift control- Z will
- 4:58redo it. Then if you want to get an
- 5:01exact replica of this object, you can do
- 5:03shift D to duplicate it. You can do this
- 5:05as many times as you want. It'll always
- 5:07be a perfect replica of the object you
- 5:09duplicated. Then let's say you want to
- 5:11select everything in your scene. If you
- 5:13simply press A, it'll select all the
- 5:16objects in your scene. And you can move
- 5:18these and rotate these as you wish. Now
- 5:20there's a lot of different modes and
- 5:22views you can use in Blender, but the
- 5:24ones you'll be using most in modeling is
- 5:25the object mode and the edit mode. The
- 5:27difference between this is the object
- 5:29mode is this entire object. And the edit
- 5:31mode is used to edit the different
- 5:33vertices within this model. In order to
- 5:36get to edit mode, you can go up to this
- 5:37tab right here and select edit mode. Or
- 5:40what you can do is simply press tab and
- 5:42it will quickly swap to edit and object
- 5:45mode. Now, if you're unable to get into
- 5:46edit mode, make sure you select an
- 5:48object. And whichever object you select,
- 5:50you'll go into edit mode for that
- 5:51specific object. Now, once you're in
- 5:53edit mode, a lot of the controls are
- 5:55similar to object mode. You can use this
- 5:57simple G to move, S to scale, R to
- 6:01rotate. All of those work in edit mode.
- 6:03Now, as I mentioned before, the
- 6:04difference between edit and object mode
- 6:06is that you can highlight the vertices,
- 6:08the edges, and the faces in a specific
- 6:11object in which you can more finely
- 6:13tweak a model. Now, you can swap between
- 6:15these different selections by going up
- 6:17to here. This is the vertex mode, which
- 6:19is these individual little points right
- 6:21here. This is the edge mode, which is
- 6:23the distance between two vertices that
- 6:25you can quickly select. And this right
- 6:27here is the face mode in which you can
- 6:29select any face you want. You can swap
- 6:31quickly between these modes by pressing
- 6:33one, two, or three. Then let's say you
- 6:35want to extrude one of these faces out.
- 6:37You can simply do that by selecting one
- 6:39of these faces and pressing E. And that
- 6:42will extrude a portion of this model out
- 6:44based on the face. You can also do this
- 6:47for vertices and edges, but usually you
- 6:49want to stick to faces. Next, let's say
- 6:51you want to have more points to edit
- 6:52within a model. What you can do is press
- 6:54CtrlR and add in a loop cut to the
- 6:57model. You can click and then drag where
- 7:00you want this loop cut to happen. And
- 7:02once you let go, it creates a loop cut,
- 7:04which adds more faces and separates the
- 7:06model and gives you more planes to play
- 7:08with. And when you're adding loop cuts,
- 7:10you can use the scroll wheel to add as
- 7:12many as you want at a time. You can add
- 7:14a whole lot or you could just add a
- 7:16couple. And then you can drag it where
- 7:18you want them, or you can press
- 7:19rightclick, and that perfectly centers
- 7:21it between the face. Now, let's say you
- 7:23want to select multiple faces at once.
- 7:25What you should do is click on a face,
- 7:27then hold shift and click on another
- 7:29one, then another one, and another one,
- 7:30as many as you want, and then you can
- 7:32edit all of these faces at once. Another
- 7:34thing you can do is click on one face,
- 7:36then hold control and click on another
- 7:38face that's further away from the model,
- 7:40and select everything between the two.
- 7:42You can use this for edges and vertices
- 7:44as well. And another quick way to select
- 7:47multiple points is using altclick, and
- 7:49this will select every single point
- 7:51within the edge loop. Now, you might not
- 7:53know what edge loops are, and that's
- 7:54fine at the moment because it's used for
- 7:56more complicated topology, but for now,
- 7:58you should just use it as a quick way to
- 7:59grab certain areas and certain points.
- 8:02And also, you can see many tools right
- 8:03here. So, if you don't know the
- 8:05shortcuts and you want to experiment,
- 8:07you can simply click on one of these
- 8:08panels and add in anything you want.
- 8:11Next, let's talk about beveling. Now, in
- 8:13order to bevel, you simply press CtrlB,
- 8:16and that adds a little bevel between two
- 8:18points. And through this bevel, you can
- 8:20use the scroll wheel to add multiple
- 8:23areas to soften out that edge a little
- 8:25bit more. Then what you can also do is
- 8:27click P and then you can tweak the angle
- 8:30of this bevel. So if you want to insert
- 8:31it, you can. Now for a lot of these
- 8:33different tools, you can look down at
- 8:35the bottom of the screen and see all the
- 8:38different keybinds you can use to tweak
- 8:40it slightly. But a lot of these you'll
- 8:42probably never use, but I would
- 8:43recommend experimenting with them and
- 8:45see the different results. Then let's
- 8:47talk about insetting. If you select the
- 8:49face, you can press I and that will
- 8:51insert it like so. Then with this
- 8:53inserted face, you can do anything you
- 8:54want. You can press E to extrude it. And
- 8:57extrusions don't always have to go
- 8:59outwards. They can also go inwards. So
- 9:01you can have a little inlet like this.
- 9:03Now, since all of this was done in edit
- 9:05mode, if you tab back out to object
- 9:07mode, everything was saved within this
- 9:09object. So if you duplicate it,
- 9:11everything will be the same. Now you can
- 9:13easily move this entire mesh across and
- 9:16rotate it and size it however you want.
- 9:18Next, let's talk about smooth shading.
- 9:20If you right click on this object,
- 9:22you'll see shade smooth, shade auto
- 9:23smooth, and shade flat. Currently, by
- 9:26default, it's shaded flat. If you click
- 9:27on shade smooth, all of the edges will
- 9:29disappear and everything will have this
- 9:31weird smooth shading. But since this
- 9:33model wasn't built for smooth shading,
- 9:35it looks pretty bad as is. So, go back
- 9:37to shade flat. For an example, what I'm
- 9:40going to do is go back into edit mode,
- 9:41then add in a little bevel right here,
- 9:44like so. Now, as you can see here, these
- 9:46things aren't smooth. You can see the
- 9:47different edges, but what I like doing
- 9:49is clicking on shade auto smooth. And
- 9:52this will add in a modifier. Now, to see
- 9:54all the modifiers on an object, click on
- 9:56this little wrench icon right here. Then
- 9:58you can see smooth by angle. This was
- 10:00caused by clicking shade auto smooth. If
- 10:02you click shade flat, that'll go away.
- 10:04And then, as you can probably tell, they
- 10:06smooth out this edge based on this
- 10:08angle. If you set this angle very low,
- 10:10then nothing will be shaded smooth. But
- 10:12if you set this very high, every edge
- 10:14will be shaded smooth based on this
- 10:16angle. So if you have a 90° angle like
- 10:18these, it will be shaded over. But if
- 10:20you like an 89° angle, since these are
- 10:22perfect right angles, it won't be shaded
- 10:24smooth. So if you want to add in a
- 10:27cylinder and you don't want all this
- 10:28sharp shading, simply just add in a
- 10:30shade auto smooth modifier, and that
- 10:32will smooth it out. Now, I don't want to
- 10:34overwhelm you with all the possible
- 10:35modifiers because trust me, there are a
- 10:37lot. But I'll explain one of the other
- 10:39most used modifiers, the mirror
- 10:41modifier. Now, if you add in a mirror
- 10:44modifier to an object, you probably
- 10:46won't see any difference. This is
- 10:48because it's based on this origin point,
- 10:50which is shown by this orange dot right
- 10:52here. Now, this origin point is by
- 10:54default the center of the added in
- 10:56object. So, if I delete this cylinder
- 10:58and add in a cube, it'll be at the
- 11:00center of the cube. Now you can adjust
- 11:02where this origin is by going into edit
- 11:04mode and sliding this across. This will
- 11:07move all the geometry but won't move the
- 11:09origin. But if you move in object mode,
- 11:11it'll move the geometry and will move
- 11:13the origin. So this correlates to the
- 11:15mirror modifier because if I add in one
- 11:17now and select the yaxis, as you can
- 11:21see, it reflects across based on this
- 11:23origin point. So if I go back into edit
- 11:25mode and move this across, you can see
- 11:27it perfectly reflects across this origin
- 11:30point. So keep in mind whenever you're
- 11:32editing a model, if you want to reflect
- 11:34something, make sure that it's across
- 11:36this origin point. Now, as you probably
- 11:38have noticed, there's a lot of key binds
- 11:40to learn. So I recommend just learning
- 11:42the simple ones and slowly progressing.
- 11:45You can always just search up on Google
- 11:47and it'll show a lot of different ways
- 11:49to do it. So if you ever forget
- 11:50something, just quickly search it up,
- 11:52and it'll probably instruct you on how
- 11:54to do it.
- 11:55Okay, let's now do some basic modeling.
- 11:59What we're going to first do is get some
- 12:01references. Now, references are very
- 12:03good because as a beginner, you really
- 12:05don't know which direction you want to
- 12:07go. So, I'm just going to pull up some
- 12:09references off of Google and just bring
- 12:11them into Blender. Now, the way you
- 12:13should bring them into Blender is by
- 12:14locking yourself on an axis and then
- 12:17doing shift a image reference, then
- 12:20select the image you just saved. Now,
- 12:23I'm going to be showing you how to make
- 12:25three different models. Each of these
- 12:27models uses different techniques, so
- 12:30hopefully you'll be able to learn. Let's
- 12:31first start with this crate right here.
- 12:34You can also do altg and that'll snap
- 12:37the origin to the center of the
- 12:38viewport. So, I'll just bring that back.
- 12:40Now, we're starting with low poly models
- 12:43because you shouldn't be attempting
- 12:45anything realistic at this point. If you
- 12:47try making something realistic, you'll
- 12:49probably run into a whole lot of issues
- 12:51and try to make a whole lot of details
- 12:53that you're not prepared or know enough
- 12:55about to make. So, we're going to keep
- 12:57it simple, keep it low poly, that way
- 12:58it'll be optimized if you want to import
- 13:00it into a game. So, I'm going to start
- 13:02with adding in a cube. Then, before we
- 13:06do anything, I like setting up my
- 13:07viewport a little differently. So, I'm
- 13:09going to go up to here, click on this
- 13:10arrow right here, click on cavity,
- 13:12change the type to both, and increase
- 13:14this ridge and valley. That way, you
- 13:16have nice edge highlights. Makes the
- 13:18model a little nicer to look at and
- 13:19easier to work with. Then, before we
- 13:22begin, there's a whole lot of different
- 13:23viewport shadings you can look at. For
- 13:25this tutorial, we're going to be looking
- 13:26at the normal model view and the
- 13:28wireframe view. Now, you can change
- 13:31between these different viewports up
- 13:32here, or you can hold Z and then quickly
- 13:35change right here. For this tutorial,
- 13:37you won't be using rendered or material
- 13:39preview at all. Just wireframe and
- 13:41solid. Now, use solid for most of the
- 13:43time and use wireframe if you want to
- 13:45see something that's being hidden by the
- 13:46model or if you want to select a side
- 13:48like that. Now, let's begin with
- 13:50modeling. I'm going to bring this
- 13:52reference up a little bit so it's not
- 13:53completely covered by my object. So to
- 13:56begin, what I'm going to do is press A
- 13:57to select everything and I to insert it.
- 13:59Now, if your inset doesn't work, press
- 14:01it again. That way, it's individual
- 14:03faces. Then I'm going to bring it in a
- 14:05little bit. I'd say like right about
- 14:06there. Then I want to extrude these
- 14:08inward. And to do that, I'm going to do
- 14:11alt E, extrude faces along normals. And
- 14:14this way all of them extrude at the same
- 14:17angle. Because if you did the normal
- 14:18extrude here, all of it would follow the
- 14:20same direction. But by extruding along
- 14:22normals, each face will be inseted. So
- 14:24I'll set it like right there. Then
- 14:26that's the basic shape already. Next,
- 14:28what I want to do is add in these little
- 14:30panels right here. Now, one thing a lot
- 14:31of beginners like to do is having
- 14:33everything stem out of one object, which
- 14:35can work. But what I would recommend
- 14:37doing is being comfortable adding in
- 14:38multiple objects to a single model. So
- 14:40I'm going to hop out of edit mode into
- 14:42object mode and add in a cube. Then I'm
- 14:45going to bring this cube out a little
- 14:46bit and I'm going to make it fit the
- 14:49dimensions of this panel right here. So
- 14:51I'm going to scale it inwards like this
- 14:53so it's thin. Then I want to rotate it
- 14:5645° like so. It rotated evenly along
- 14:59this axis because I've snapped into it.
- 15:01If I were to have rotated 45° from this
- 15:04angle, it would have looked weird. But
- 15:06since I've snapped, it'll rotate
- 15:07perfectly along this axis. Now, another
- 15:09thing you can do is when you're scaling,
- 15:11you can press one of the axis keys to
- 15:12scale along axis. But you can press the
- 15:15axis key again to fit the rotation. And
- 15:17it scales more uniformly. So I want it
- 15:19to be about that thick. Then I can bring
- 15:22it in like right there. Then I'll scale
- 15:24it up a little bit more to fit the crate
- 15:26size like so. Then just copy this
- 15:29around. I'll duplicate it with shift D
- 15:31and bring it over right there. Then I'll
- 15:33select both of these. Shift D to
- 15:35duplicate. Then rotate it 90°. That way
- 15:39all the panels fit inside the crate like
- 15:41so. That's one model done. Then if you
- 15:43don't want to see this model anymore,
- 15:44you can select everything and press H to
- 15:47hide it and alt H to reveal everything.
- 15:50So I'll undo that and keep it hidden.
- 15:52Next, let's make this barrel. So I'm
- 15:54going to do alt G to snap it to the
- 15:55middle. I'll bring it back and up a
- 15:57little bit. And since barrels are
- 15:58cylindrical, I'm going to do shift A and
- 16:01add in a cylinder. This already has too
- 16:03many faces. You can count how many faces
- 16:05there are here. There appears to be
- 16:06eight. So I'll set this verticy count to
- 16:08eight. Next, what I'm going to do is
- 16:10simply scale this to fit about the
- 16:12general proportions of the reference.
- 16:15So, I think about think about that
- 16:16works. Then, I'm going to hop into edit
- 16:18mode. Then, I'm going to do CtrlR to add
- 16:21in a loop cut. And I'll add in three
- 16:23like so. Then, with these loop cuts, I'm
- 16:25going to scale them out a little bit to
- 16:27create a more stylized proportion. So,
- 16:30I'll scale this middle one out a little
- 16:31bit. I'll scale these outer ones out a
- 16:34little bit. That way, it looks a little
- 16:35bit rounded. Like so. Then, you can see
- 16:37these little metal rings that go around
- 16:38it. The way I'm going to do that is by
- 16:42adding in another loop cut right here
- 16:44and a loop cut right here. Then with
- 16:46these loop cuts, I'm going to bevel them
- 16:49with only one edge. That way it splits
- 16:51the edge and gives me some faces I can
- 16:53work with. I want it to be about that
- 16:55size. Then I'm going to altclick this to
- 16:58select the edge loop. I'll altclick the
- 17:00other one to select this edge loop. Then
- 17:02I'll do alt e extrude along normals. And
- 17:05this is a quick way to add some little
- 17:07edge rings. Then to get this little
- 17:09inseted bit, what I'm going to do is
- 17:11select this top face, press I to insert
- 17:13it a little bit, set it like right
- 17:15there, then E to extrude it downwards.
- 17:17That's just a simple little low poly
- 17:18barrel. Next, let's move on to the tree
- 17:20model. So I'll press H to hide these.
- 17:23Also, you can unhide things by pressing
- 17:24this little I icon right here. Let's
- 17:27work on this tree model. Now let's start
- 17:29with the trunk. This looks like a six
- 17:31face cylinder as a trunk. So what I'm
- 17:33going to do is add in a cylinder. Set
- 17:34this to six faces and bring it down. I'm
- 17:37going to go into wireframe view and size
- 17:39it about accordingly to the reference.
- 17:42Like so. Something like this will work.
- 17:45Then I'm going to scale this bar inward
- 17:48a little bit. Then E to extrude it. Then
- 17:50scale it inward a little bit and just
- 17:52fit the basic shape of the tree from
- 17:53what I can tell. So since the rest of
- 17:55this will be covered by these leaves,
- 17:57I'll just extrude it up and scale it
- 17:59like this. Okay, that's the simple trunk
- 18:02done. Next is these leaves. So, I'm
- 18:04going to bring in another cylinder.
- 18:07Then, I'm going to go into edit mode,
- 18:09select these vertices, bring it down,
- 18:11and scale it inward like this. I'll
- 18:13scale these ones outward a little bit
- 18:15more. And that's just a basic shape.
- 18:16Then, I'll go into object mode and
- 18:18duplicate this and bring it up and scale
- 18:21it in object mode like this to add some
- 18:23variation. Then, I'll duplicate it in
- 18:25object mode again, scale it down, scale
- 18:27it up a little bit, and just repeat this
- 18:29process, copying the reference. Then
- 18:31once we're at the top here, what you can
- 18:33do is select all of these vertices,
- 18:35scale it inward, click on zero when
- 18:38you're scaling so they're all at the
- 18:40same point, then do m merge by distance
- 18:42so there's no stray vertices so it
- 18:44becomes one conjoined point. Then just
- 18:46bring this upward and scale this as so.
- 18:48Then you can just refine all these
- 18:50different tree points. And that's just a
- 18:52simple little tree. To make it a little
- 18:54more stylized, you can rotate these
- 18:56points slightly just to add some
- 18:57variation to them like so. That's how
- 18:59you make a simple little low poly
- 19:01stylized tree. All right, now let's talk
- 19:04about how you can continue to learn
- 19:06Blender after this tutorial. And before
- 19:08you click off, I would argue that
- 19:09learning how to learn is arguably more
- 19:12important than anything shown so far.
- 19:13Let's start with easily the most common
- 19:15way people learn programs through
- 19:17YouTube tutorials. Now, tutorials are
- 19:19great, and don't let anyone tell you
- 19:21otherwise. For Blender especially, there
- 19:23are hundreds of tutorials for basically
- 19:24every facet of the program, as well as
- 19:27dozens of tutorials for specific item
- 19:29models if you need a more direct
- 19:30instruction. Now, there are two ways of
- 19:32watching a tutorial. Active watching and
- 19:35passive watching. If you were to
- 19:36actively watch something, then you would
- 19:38be following step by step with the
- 19:40tutorial, and in the end, you would have
- 19:41a similar, if not the same result as
- 19:43shown in the video. For passive
- 19:45watching, you're simply watching the
- 19:46video without applying what you're
- 19:48seeing. I personally have had great
- 19:50results with both methods. Active
- 19:52watching is great for learning how to
- 19:53make specific things and retaining the
- 19:55knowledge of hotkeys and techniques.
- 19:57While passive watching is great for
- 19:59learning more complicated things and
- 20:00finding out unique concepts. Eventually,
- 20:03you'll learn the basics, and when you
- 20:04do, you shouldn't be afraid to tackle
- 20:06something without a guide or tutorial.
- 20:08You should start relying less and less
- 20:10on tutorials and build up your own
- 20:11strength and independence as you move
- 20:13on. Of course, you should still watch
- 20:15things that interest you or if you get
- 20:17completely stuck. But remember, solving
- 20:19problems on your own is where true
- 20:21learning occurs. And pretty soon, you'll
- 20:23no longer be a beginner and might be
- 20:25interested in purchasing a paid course.
- 20:27Now, I want to be transparent and say
- 20:28I've never personally bought a course.
- 20:30So, you don't need it to learn Blender,
- 20:32but don't be afraid of purchasing one.
- 20:34There's a lot of great courses, and they
- 20:36tend to be more structured and
- 20:38consistent, which creates a greater
- 20:39learning experience. They're also often
- 20:42created by genuine professionals that
- 20:43have years of experience. Ultimately,
- 20:46how you decide to learn is up to you.
- 20:48There's no single best option for
- 20:49anyone. But always remember that
- 20:51learning something will take time. As
- 20:53long as you strive to get a little
- 20:54better each day, you'll become a
- 20:56professional in no time. You got this.
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