Getting Started Modeling in Blender Part 1 BEGINNERS START HERE

By The CG Essentials

In this video, I’m going to teach you the basics of getting started with Blender. Note that this video is created in Blender version 2.82, so if you have a different version, this might look a bit different, though the fundamentals are still going to be similar.


Now, let’s open up the file that was installed and take a look. When you first open up Blender, you’re going to get this little opening screen with some options you can select, like the kind of file you’d like to create, recent files you’ve used, and some other information as well.
In this case, we’re just going to open up a general file by clicking on “general.” When you first open up a Blender file, it will look slightly different than mine because you’ve probably not changed your default model – you should have a cube right here. That’s the default cube, and it opens up in every “stock” Blender file.
Now let’s take a look at the Blender workspace – we’ll get into all this in more detail in future videos, but for right now, we’ll just look at this high level.
At the top of the page, you have your file bar – this has all the standard stuff you’d expect from any program – opening, saving, undo, redo, preferences, etc. You can also use this bar to adjust your windows, and save renderings.
To the right of your file bar, you have a number of different tabs – these take you to different preset workspaces for different kinds of work, like modeling, sculpting, texturing and more. Notice that these are really just customized Blender workspaces. You can also create your own custom tabs up above.
Now let’s take a look at our workspace down below (click on the layout tab so we’re all looking at the same thing.) This is actually made up of 3 “editors.” These are basically windows that are set to display different kinds of information. Notice that if you click the little drop downs you can customize what each of these editors does. You can also add more windows or remove them as well.
The 3D viewport is where you’re going to make changes to your actual 3D objects (more on this in a minute). Off to the right, you’ve got your outliner, which shows you all the different objects in your model, and your properties. With properties, you can control everything from camera settings to adding modifiers, to much much more. You’ll do a lot in the properties section.
Within your viewport, notice that there are a number of navigation options in the upper right hand side of your screen, including a 3D navigation gizmo, some different buttons up above this, and some menus to the right.
At the bottom of the page, you’ve got your timeline for animation.
Notice that you can edit and adjust all of these items by clicking and dragging or selecting other editor types. More on this in the future.
Now let’s talk a little bit about how we’re going to create and work with geometry inside of Blender. There are 2 modes you should know about to get started. The first is object mode. Blender breaks up your geometry in the 3D space into different “objects.” You move them around and make changes to them overall in object mode. I think we’ll talk about object mode in this first video, then edit mode in the next video.
This is where you’re going to add different objects into you scene. You can do that either by clicking the little “add” button at the top of the page, or by typing “Shift+A” onto your keyboard. That’s one thing you’re going to notice about most Blender tutorials – they use a lot of keyboard shortcuts because that’s a lot faster than clicking the buttons on the screen, so try to learn these as you go.
Let’s add a sphere into our model by typing Shift+A on your keyboard and selecting the option for UV sphere. First thing you might notice is that your sphere comes in at a different place than mine. That’s because your object is being inserted centered on where this 3D cursor is. You can place the cursor by typing a “Shift+Right Click” on your mouse.
Notice that now an object for your sphere shows up in your list of objects in your outliner.
Let’s select our sphere and move it around a bit. You can adjust things like the movement, rotation, and scale of this sphere in object mode.
Click on your sphere, then there’s an option on the left hand side for move – you can use the different arrows to move this around, or you can activate the move tool by tapping “g” on your keyboard. Notice that at the moment it’s a bit tricky to get everything to go where you want it to go – you can tap “x,” “y,” or “z” on your keyboard to lock a tool to an axis, or by holding shift and tapping one of these keys to exclude an axis.
There are also options for rotating and scaling your object.