9. Hit 0 to enter Camera view. Then do SHFT ~ which will then let you move the camera around with the WASD keys with the mouse changing where you're looking. Left click the mouse to stop. And just like in an FPS game, holding shift while moving moves you faster.
@@WorldInfoIn3D some modifiers like bevel and array will not function as intended if scale and rotation aren't applied respectively. With time you'll see why but always apply those 2 anytime you modify them
Summary, to watch with the video. 1) Apply your transforms before you edit it or it won’t work properly (ctrl+A). 2) Loop cut, quick and easy way to subdivide (ctrl+R). use your mouse wheel to increase and decrease subdivides. 3) Build simple versions of reusable shapes to save time instead of remaking the entire thing (windows, books, etc). 4) Array modifier, use it to duplicate your shapes, and how far they are apart (roofs, stairs, tires, etc). 5) Use constrain by axis(X, Y, Z)to rotate things the way you want instead of leaving it to the camera work. 6) Inset tool to push things in into the object. 7) Extrude (E) works well with inset, the shield to the sword, use it to expand things and use inset to empty things. 8) Use the materials side panel as a substitute for until you can apply your textures. 9) Hit 0 to enter Camera view. Then do SHFT ~ which will then let you move the camera around with the WASD keys with the mouse changing where you're looking. Left click the mouse to stop. And just like in an FPS game, holding shift while moving moves you faster. 10) If you want to render things quickly to see how the final product would look, change your passes to 10 instead of 4000
Great and useful tips thank you. I may add. -The "." key on the num pad to focus the view on an active object. - file > recover > autosave. To recover your work after a blender crash - shift + C to reset the 3D cursor to its original position
Tip number 5: You don't need to be looking straight at an object to rotate it at your desired axis, all you need to do is press x, y or z acter cmd(windows) + R and the object will snap at the GLOBAL axis selected. If you press X, Y or Z twice, the rotation will snap on the LOCAL axis of the object. It's pretty handy ^^
Also if you press shift + x,y or z it will select every axis BUT the one you pressed. only useful for moving / scaling since in rotation it works the same as without shift
As someone who recently got into blender, I'm quite amazed at how many of the keyboard shortcuts add up to a lot of time saved; makes the workflow so efficient.
@@Soulsphere001 That's why I would prefer to teach others to only apply the scale instead of all transformations when scaling an object in object mode
Instead of changing the number of passes I bump the noise threshold. With denoising you can move the threshold to 0.1 or 0.5 instead of 0.01 and it will render much faster, but you are controlling the quality not the quantity by doing so... meaning, shots that the renderer struggles with will get a bit more TLC but the easy frames will fly by quickly. This also means, for animations, that the quality throughout the animations stays consistent (not great or amazing, but consistent to the rest of the render)
If i'm not mistaken, the way that works is that the samples number is the max number of samples it will do, and the noise threshold basically is just how good it has to look before the computer says "yep, good enough, we're done here" and stops sampling. So yes, bumping up the noise threshold will speed up your renders significantly on simple scenes while still allowing a high quality image on more complex scenes (simple or complex in terms of lighting calculations).
For rotating some thing on the axis you want when in Perspective view, you can also hit the key for the axis you want to rotate around (e.g if I want to rotate something on the x-axis, hit R to rotate and then X). Then it will only rotate on that axis no matter if you're looking at it dead on, inside out or upside down! :D
Bonus tip for this: Hit the axis key twice(i.e. RXX) to rotate it on the *local* axis of the object. Super useful if the object isn't perfectly grid/axis-aligned
If you select a jagged line of vertices, edges of faces, then press S(resize) + X/Y/Z + 0 it will straighten the vertices along that axis. It's pretty useful
And if you double press the axis it will transform along the local orientation or the normal of that axis (I have noticed which of the two it actually uses can be random, just like the result sometimes is). Also transforming and pressing Shift + the axis on which you don't want to move, makes the move happen on 2 axis except for the one you used to exclude by pressing it with Shift pressed as well.
Loved this video! Blender tip, if you go to inset (i) and shrink it down, you'll find it crosses the verts and messes up the mesh, but, if you so an inset, click to set it, and then you resize it (s) it'll shrink as the same size without messing up your mesh. Also, Shift+D to duplicate faces and objects within edit mode is incredibly useful at times. Good luck, and happy modeling!
The "frame selected" command changed my life. It not only adjusts your view's zoom to fit your selection, it also changes the center of your view's orbit, do that when you rotate your view, it revolves around you selection. It's also very handy when switching between working on very large objects vs very small objects because it fixes how zooming works to be scale appropriate
You are straight on the point, Blender is huge and it is impossible to learn everything, all you need to learn is what you need, so learn one thing at the time. I watched Imphenzia anf his 10 minute challenges and even those are not tutorials I learned that you just need to know some few commands to be able to build things, the hard part is the human creativity. My favorite key is F3 that help you search for what you want to do, like "smooth" or "subdivide".
I'm a blender noob and i'd be sure to come back to this from time to time as its easy to forget some of the basic stuff when you're trying to learn more complex stuff. Thanks for sharing
This will help a lot later down the road, but a very good thing to jump on earlier: set up your scene settings to operate in measurements that are comfortable for whatever you are making. I tend to use meters, but you can use centimeters if you are making small objects. This becomes important when using the various simulators and when you start messing with tiling in your shaders. Helps to keep your scenes at a consistent scale too if you aren't already. I use many standard measurements, like door widths, in my scenes so it is easy to just type those values in during scale and grab operations.
@@darkstar3116 for those of us who don't care to make those changes it's not pointless. Blender is an incredibly diverse piece of software and it's cool that we can do this. My point about consistency and my own workflow already shows this isn't pointless. With such a wide variety of workflows and possibilities, it shows a level of arrogance, ignorance, or both to call someone else's approach "pointless".
To those who are wondering, why their ctrl+r might not be working. You can't actually cut everything, the face has to be a quad (A face that has 4 vertices). Topology is a rather difficult thing to learn, but in the beginning everything that you should really know is that you should try to keep almost everything as a quad (a face that has 4 vertices). PS! This is for the people, who have started to use alot more editing in their workflow.
Yes, this is very important, even if you need more rounded objects, you still use a cube then you can add the subdivision surface modifier and add a couple of levels(but not too much) and if you still want a more refined finish, right click your object and choose shade smooth.
Ok so I went into this video thinking "cool, I'm still a noob, this should help me!" but watching it has shown me just how much I've progressed, so keep going and never give up! Here's some additions to your tips: 5. When rotating on axis you can just hit the key of the axis you're rotating on (holding shift and pressing a key rotates on everything but that axis) 6. When you have multiple faces selected and you press i to inset, you can press i again to inset each one individually. 7. If you have multiple faces selected (that are facing different directions) and you try to extrude them you get some weird results, so to extrude them press alt+e and extrude along normals. 8.1. You can add multiple materials to an object by going into edit mode, selecting a face and in the material panel hitting assign. 8.2. If you are having issues with shader nodes, just remember that the colors mean something (yellow is color images, gray is 1 channel images, purple is normals/vector stuff, green is shaders), if you match the colors, then you should be fine. 10. Finally, you have an m1 mac, it has a gpu (albeit not a great one), use it: at the top hit edit - preferences - system, then select whatever is available there and in the render tab in your projects change device from cpu to gpu compute.
Just did experiments on an M1 Mac Mini using Blender 3.1 between using the CPU & the GPU for Cycles rendering and, for the type of work I do, I found that using the GPU cut quite a bit of time off the render. (It has to be turned on in Preferences.) But then I tried your Number of Samples idea, knocking it down to 10 (the interface has changed, you now set the specific number of samples rather than Max/Min), and I found that THAT made an even BIGGER difference. And, also, the CPU was a little faster than the GPU when both were set to 10 samples. It had cut the render time down to a THIRD of what the CPU did in the baseline, which I had been using for months. I saved the images from every test variation, put them all onto one page of AD, and I could tell NO difference between any them. So, THANK YOU. Your suggestion has finally cleared away the main irritation of rendering in Cycles.
Others have mentioned it, but i'l mention it here as well. Increasing your noise threshold may be a better idea than decreasing max samples. Noise threshold tells cycles how much noise is acceptable to stop sampling that frame, thus with a scene where 10 samples will do enough to not tell the difference, noise threshold adjustments should get you down to 10 samples regardless of what the max is. But rendering glass objects will likely look like trash if you have your max samples set to 10. So noise threshold more puts a standard on the quality you need rather than the time.
if you want, while rotating in 3d space, you can tap an 'axis key' after you start the rotation to constrain it. so for example if you hit 'R' to rotate, and then hit 'Y' you can constrain that rotation (also works with scale and transform) to only that one single axis, even while the viewport is in whatever orientation. i use it allll the time in 3d because i want to see some perspective view of the object but still need it constrained
On #10, I suggest increasing the noise threshold rather than decreasing the passes. Just leave it at 4096, but set the noise threshold up from 0.01 to 0.5. This tells blender that more noise is acceptable to call it good and move on to the next frame. I find that with 0.5 my renders rarely go above 30 passes. Another great speed up for rendering is to decrease the light paths. if you have no volumetrics, set those to 0. Under volume settings if you nave no reflections or refractions just turn those off so it doesn't waste time calculating. Someone did a video comparing render times of the same frame with various of these done and they were getting significant speed gains. Like 20x or more per frame.
I randomly took a screenshot of your comment last week ‘cause it sounded reasonable, I just remembered I had it and gave your advice a try. SIR!! Holy cow, a render that normally would have take me 2 hours became a one minute render, I’m completely serious and speechless. Thanks a lot.
@@Parchiguaya Right?! That was my reaction when I first tried it too. I was stunned. What a freaking life saver. Really glad you got to try them. Suddenly you aren't dreading rendering any more. Game changer for lower spec machines, but really insane on high end machines.
I love blender I've been using it since they sold on CD at bookstores it even came with a book but I ended up with severe head injuries and can never remember stuff like this love the video
Came here for the reviews on pen displays, stayed for the high quality Blender content, Go Brad! One tip that I havent seen anybody mention in the comments: you can organise your blender editor panels/windows (dont know correct name) very easily by clicking and dragging the corners of said windows/panes/panels. I always have several square viewport panels for top/side and camera views, 1 larger shader editor (nodes) etc. Also, you can add a new window that you can use on another monitor (if you have multiple monitors), or just stretch the main window. Looking forward to a top 10 tips on the grease pencil....or geometry nodes :P
Thanks for the camera tip. Didn't know that one. When I want to move the camera, I've just been moving myself through the scene to where I think I want the camera view, then select View |Align Camera to View (or something like that). Your method seems to do the same but you get the benefit of the framing. Blender: everything you know, you stumbled upon somewhere else.
I like to bind the middle mouse button to spacebar, Coming from drawing programs it is more natural to change that key bind. I have been using blender for a number of years but I don't use it enough to know what im doing, This video was actually was really helpful :)
To cut down on render time you could do less passes then take the image into something like Lightroom and add your own noise reduction and sharpening. Also making sure you know what resolution you want your final image to be because a larger image resolution is gonna take longer to render. I personally like to render at a 25%-50% larger resolution than I need just so I can make sure the image is sharp when it’s scaled down or cropped. You never want to have to scale up an image if you can help it.
Apply Transforms is something I learned very early on is just necessary and saves so many headaches. Great tip to point out something that really is so simple, but also not so obvious for beginners.
9:02 Don't know if you just forgot to turn it on, but if you have a GPU, you can switch it on under the rendering engine you are using and it gets alot faster. Since the CPU isn't super good for rendering images.
this helped so much. after some advanced tutorials and self exploration i was all over the place. i knew a lot about some things while i knew nothing about other basics. thank you
5:11 you can also press x, y, or z to rotade only around that axis so if you want to rotade 4 example on the x axis you would press r to rotade and then x to rotade around the x axis this also works with moving (g) or scaling (s) extruding (e) ...
Yes! Lock Camera To View is awesome, I use it all the time. On that little menu in the right, where the checkbox is, you can right click on the checkbox and add the command to your favourites. Then at any time, you can press Q to bring up your favourites menu, right where your mouse pointer is. I use favourites to avoid digging for stuff I use all the time. For the rotating part, what you're doing works perfectly, and if you want to not have to switch to side view or front view, use axis constraint (so you press R and then you press X or Y or Z).
Regarding the render speed, a RUclipsr named Smeaf uploaded a video with fiveish tips to improve render times without messing with the quality too much. One that helps a lot is right above the max samples setting shown in this video is the noise threshold, if you turn that number up to something like 0.1 instead of the default 0.01 and make sure the denoise checkbox right under the samples is on, the image looks almost no different but it cuts the time in half!
Alright one thing I'll definitely recommend newbies is for your camera, try having at least one more window open for camera view, you can close it later if you want. Unlike how Brad does it, don't move your camera and then go to the camera view and rendered view. Just open another window, make it rendered view, go to the camera view, and then move the camera. Trust me, it's a better practice than Moving your camera around. The trick brad showed is better for getting the initial camera view. Another little trick is, in your viewport, move your viewport as you like and then just press Ctrl+alt+Num0 or command if you're a mac user. It moves your viewport view to camera view.
Dude, you are the digital art's lifeboat of the internet. Can you make a video about Grease Pencil someday? A guy called Dedouze has been doing crazy stuff mixing 3D and 2D in Blender. Thanks for the video.
for number 5 if you use the tool on the left to rotate instead of just pressing R you get some handy circles to rotate along a specific axis, i also highly recommend getting the lazy viewport add on that makes it so those tools get selected automatically when pressing the tool shortcut, works for rotating, scaling and moving (R, S and G respectively)
You use instance collection at 2:58, but the origin is not in the geometry which make it hard to transformed, to fixed that you can move the actual object to centre of the world, alternatively if don't want to move your object to centre you can navigate to - object properties - collections, under collections you would see XYZ values so copy the actual location value at N side panel and paste it there respectively.
Other tips for speeding up cycles: Lower your resolution (this helps a TON) Limit your light bounces Disable caustics Turn on fast GI approximation, turn up ao factor to 2 Under performance, there's a setting where you can lower your viewport resolution. Change it from automatic to manual. Hit the drop down and select 2x (for a balance of quality and performance) or 4x (for maximum performance without it being unreadable. I wouldn't recommend using 8x because that's too pixelated)
at 5:10 for the rotate on axis, I find it better for me to click the x,y, or z key to totate along those axis. Click R to rotate and then click X,Y, or Z to constrain that rotation to those axis. That way you can rotate properly in whatever view you want. Also, a tip for the Scale tool, you can also press X, Y, Z to constrain extrude to that axis, BUT you can also press Shift + X, Y, or Z to constrain the extrude to that plane. Say for example you have a tall pole and you want to make it thicker without making it taller. If you press S for scale, then Shift+Z, it'll only scale along the X and Y Axis (the Z plane) and allow you to make it thicker but not any taller.
I've been using Blender for more than 5 years and I never stop watching this kind of videos because... you never know! It's the first time I hear about the Inset tool ^^u
Thank you very much for this video, it's exactly what I needed to know for building my own models for my game. All I've done is create some trees a few stylized rocks and some low poly cliffs but I needed to know how make structures and decorations. This is exactly what I need to learn how blender works and help me start modelling.
This is awesome... also the fact that I'm 8 minutes in and I just realized you've been animating your little dude the whole time to match the voiceover is way cool
Just today I posted a blog about some beginner tips I've picked up, and Apply transform was the first thing on the list. Nice. Thanks for the video- very clear
Wow! Such a great teacher! You speak like a regular person starting out in Blender! The problem is after people become experts, they don't remember that people don't know all those things you take for granite
If you want to make two additional loopcuts on both sides of an existing loopcut, select the loopcut (Alt + left click) then Shift + Ctrl + R (or Ctrl + Shift + R, doesn't matter)
That last tip is going to help me so much with my renders! Thank you so much. 😊 As for my tips in return, I have several that I think will help you a lot. For your assets, I recommend learning to make use of Blender’s “asset browser” once you have your assets in an asset catalogue, you can just drag them into any scene in seconds, without even using the appender. When it comes to rotating on an axis, you don’t even need to bother with rotating the viewport. After hitting Cmd+R, you can press the X, Y, or Z key on your keyboard, and that will lock the rotation to that axis. For the camera, I recommend going into the camera view, selecting the camera, and then pressing G to move it or R to rotate. Then you can press X, Y, or Z twice to transform the camera on one axis at a time relative to its orientation. Also, to make things even easier, you can add an Empty to the scene and then add a “Track To” constraint to the camera (using the Constraints tab in the Properties bar). Select the Empty as a target, and voilà! The camera will always point towards the Empty, and you can move that to wherever you want the camera to point at.
I thought there were hotkeys in blender - that if you want to scale/rotate on axis, all you need to do is to hit rotate, then the axis (e.g. z key) and voila - it rotates only on that axes. But I am not sure, it was years since I've last time tried some 3D modeler...
Additionally, after hitting which axis you want, if you then type 90 or -90 it will then apply that value. So, R then X then -45 will rotate the object -45 degrees on the X Axis. Don't forget to hit Enter to accept the changes.
The other point I'd add is that there's two general ways to rotate, move and scale things: Global and Local. By double tapping the axis you want to rotate, move or scale on you use it's Local orientation. This gets reset to align with the Global axis if you apply the rotation. There's also other options for Normals and such if you're working in edit mode but that's getting into the weeds.
Thank you so much for this great video, I'm a bonafide noob, have only just started playing around with Blender a week or two ago and am starting to get the hang of it from the various tutorials I've watched and applied, your video has a number tips I've not seen in the other videos I watched, will definitely download your video and use it for reference!
This video just gave me a great idea for a company I work for. I’m a project manager for a concrete construction company, wonder if showing our work at pre-cons would help any.
For the rotation thing, you can rotate, translate and scale on a single axis by pressing the letter on the keyboard. For example, for rotating press R and then Y to rotate only on the Y axis.
Ctrl+Space choose whether you want to move/Rotate/Scale be using Global axes, local, view etc R > X Rotate by x Axis Y by Y axis G > X move sideways on X axis G > Shift+Y move on a horizontal plane When moving verices G > G move along connected edges, G > G > C lock on picked edge to be able to move further off it K cut, Space/Enter to apply, Right click to end current cut pick another point K > C Cut through, so that back side will be cut also Lots of such optional keys are visible on a statusbar on the bottom of Blender. I found out yesterday that if I want to fold surface, I had a grid of duplicated triangles, I can Ctrl+Space > Normals, Select surface I want to fold and select edge to fold along, so it would be highlighted, and rotate along Y axis. Works marvelously.
And I never rotate or scale objects, only mesh in edit mode. Sometimes I want objects origin to be in some position and rotation, then yes, I do rotate and translate it there.
Great stuff but when u rotate and object u don't need to go to the coordinate 2D view u just need to press R to rotate then X, Y or Z for locking the rotational axis each desired coordinates
Someone probably already pointed this out, but for tip 5, when you want to rotate an object, some times you don't want to have to switch to front or side view (x or y axis) if this is the case, you can hit R to rotate and than either X,Y, or Z to have it rotate along that world direction! BONUS! If you double tap that (so hit z twice for instance) you can rotate around that objects Z axis instead, so if it is already at a weird angle you can still rotate it normal :D
5:26 another way to do that, which I find more practical, is to click r for rotate and then click either x, y or z and that will lock the rotation to only that axis.
When you're rotating, moving, or scaling something on one axis, instead of going to the orthographic (flat) view of that axis, just hit the key on the keyboard that corresponds to the axis you're using. AKA hit x for x axis, y for y axis, and z for z axis. You can also do shift and the letter for every axis except that one, like make something bigger on the x and y axis, but not the z (shift+z).
07:40 you can also hit shift + ` (the `~ key on top right) to change to kinda flying mode where you can control and change the camera just like a video game with WASD keys or space and E and Q
Expounding on #3 - If time is of the essence then kitbash everything you can - lumber, buildings, even body parts (then in sculpt mode remesh them together and use clay strips/smooth until they join seamlessly). It can save a lot of time and make what would be otherwise bigger projects seem much easier and much more manageable.
i need to try the last one. but i also need to add those short cuts into the blender pie menu i did find out how to make my custom one so this can be useful.
Omg, keep making Blender vids! I love your normal animated style blooped in with the tutorial. Animated Brad made the tutorial different and, interestingly enough, more accessible than standard real-person tutorials. That’s not to say that Real Brad would be bad to see. Animated Brad was just a different take than most. (We still love your real face.)
Tip that I find usefull: whenever scaling, rotating, or moving something, you can hit 'x', 'y' or 'z' to show & use that direction. Also F3 to search all possible settings.
In stead of using orthographic view to replace Tate objects, you can press "R" and then "x/y/z" and it will rotate on that axis. If the objects isn't aligned to one of those axis then you can go to the top next to proportional editing and select local orientation. Also, learn your keybinds, your workflow will zoom so much quicker
Great tips. I am a Mechanical Designer by trade. and I have been using traditional modeling programs like Solidworks for 20 years now. I also build scale models and traditional design programs suck at complex surfaces. So I am trying to teach myself Blender so I can make 3D printable scale model car parts. Your video really is a great place to start. Thanks!
Another way to raise the quality of the final render is to render it in a higher resolution and downscale it. I usually would do a 4k and downscale it to 2k. Another camera tip that I highly suggest is In Preferences - Navigation - Orbit Around Selection, it is much more convenient for me this way.
I've been using SketchUp 2017 since it's introduction as a form of stress relief, so I know I'll never get my stuff on places like ArtStation, but it is an enjoyable hobby. Since the SketchUp family of software has gone strictly cloud-based, I've been giving serious consideration to switching to Blender, but the learning curve is significantly higher compared to SU. There are a dearth of "tutorial" channels and artists out there, but what they claim is a back-to-basics or "noob-friendly" tute invariably requires some pre-existing knowledge of Blender, such as all the tools. Little tricks that enable things such as even just movement inside the work-space are assumed, applying bevels are a second thought to those channel owners, so this "10 Tools" video was a fascinating and enjoyable lesson in some of the most basic of acts while using this wonderful, free program. Thanks for the time you took to help this absolute noob get interested in opening Blender up again. Cheers, eh.
a few notes for easier. with rotation you do not have to do it head on ASLONG AS you press the key to rotate(R) and then press X Y or Z witch will restrain it to rotating along that axysis. same thing with moveing things on an axysis (but with g (these are default hotkeys)) you can also use shift x y or z to allow it to move along that plain. also pressing 1 3 and 7 numpad will put your view to orthographic x y and z respectivly and 9 to flip them
The one thing any new Blender user should know, is using ONLY edit mode. Move objects in edit mode, scale them in edit mode. You should use object mode only if your using Mirror or some other modifier that uses object origin
Hey Brad, here’s a Blender tip that Might help you. If your object is rotated in a specific way, and you want to move, scale or rotate it on their local axis, press X, Y or Z twice when transforming. Also I have a tip for the apply transforms one. You can also click rotation and scale, this doesn’t reset the position and that fixes the issue where your center point moves
if you are in camera view mode , you can press shift + tilda key (tilda key is below escape) to move around like you do in video games. wasd to move around, q and e for up and down. use scroll wheel to adjust speed and when you are done, press left click to confirm
For things you should learn next, pick one between textures (using or drawing your own), easier animations, particles, shaders or rigging. - Textures (regular and normalmaps) are going to instantly make your things have a not more detail even without shaders. - Easier animations would be things like making the cars wheel spin and then moving it along the road for example, making plants sway, opening a window or door, making a ball bounce. - Particles are like arrays on crack for smaller things like grass, hair, special effects like fires, fireworks, rain. - Shaders well. they make things look even nicer. - Rigging and wightpainting makes it easier to animate more complex shapes, like animals, humans, details on models that has a lot of moving parts or even things like brushes, it let's you make shapekeys which also helps with animation. and Inverse Kinematics (IK) work especially well when animating any animal. - Environments, easier than you think. Look up A.N.T in the add-ons and it let's you go to meshes and make a mesh pretty much instantly of a landscape. After you learn all of this you can make pretty much anything really, maybe you'd want to do sculpting?
1:24 Actually the center point always gets reset. Applying transforms means that all transforms get converted into actual geometry, so instead of a cube you've moved somewhere, after applying it's a cube that hasn't been moved for which the vertices are somewhere away from the origin
On rendering: fewer samples work well in outdoor scenes lit by a "sun" or some enviroment map; in indoor scenes with artificial lighting, you'll definitely need more samples in order foe the image to become less grainy. And all of this is independent of the image resolution.
Oh dang, I have followed probably 6 tutorials now and 2 of Grant Abbit's courses, and maybe they mentioned it... but Apply transforms has just changed my blender life!
9. Hit 0 to enter Camera view. Then do SHFT ~ which will then let you move the camera around with the WASD keys with the mouse changing where you're looking. Left click the mouse to stop. And just like in an FPS game, holding shift while moving moves you faster.
Damn i didn't know about that ngl
what is shift ~ at the german keyboard??? thx in advance!
@@erdbeerbus Oh, I'm not sure. Sorry. Hopefully someone comes along with an answer for you.
And use Q and E to move up an down :)
@@erdbeerbus Hochstelltaste (die mit der du Großbuchstaben machst)
The “apply transform” and “camera view” tips have instantly changed my life. You are awesome.
For info it's mostly the apply scale that works to have a uniform bevel. No need to apply rotation and location when they haven't changed
I think this video would answer about 50% of all questions asked on reddit's blender-help subreddit.
@@kemtimussign5383 As a noob I have a question, why applying Scale, Rotation, or Transformation is even necessary?
@@WorldInfoIn3D some modifiers like bevel and array will not function as intended if scale and rotation aren't applied respectively. With time you'll see why but always apply those 2 anytime you modify them
Summary, to watch with the video.
1) Apply your transforms before you edit it or it won’t work properly (ctrl+A).
2) Loop cut, quick and easy way to subdivide (ctrl+R). use your mouse wheel to increase and decrease subdivides.
3) Build simple versions of reusable shapes to save time instead of remaking the entire thing (windows, books, etc).
4) Array modifier, use it to duplicate your shapes, and how far they are apart (roofs, stairs, tires, etc).
5) Use constrain by axis(X, Y, Z)to rotate things the way you want instead of leaving it to the camera work.
6) Inset tool to push things in into the object.
7) Extrude (E) works well with inset, the shield to the sword, use it to expand things and use inset to empty things.
8) Use the materials side panel as a substitute for until you can apply your textures.
9) Hit 0 to enter Camera view. Then do SHFT ~ which will then let you move the camera around with the WASD keys with the mouse changing where you're looking. Left click the mouse to stop. And just like in an FPS game, holding shift while moving moves you faster.
10) If you want to render things quickly to see how the final product would look, change your passes to 10 instead of 4000
Great and useful tips thank you.
I may add.
-The "." key on the num pad to focus the view on an active object.
- file > recover > autosave. To recover your work after a blender crash
- shift + C to reset the 3D cursor to its original position
Autosave is my best friend and has saved me from so much agony.
Hi im curious is 12gb of laptop ram enough for doing these kind of things ?
Tip number 5: You don't need to be looking straight at an object to rotate it at your desired axis, all you need to do is press x, y or z acter cmd(windows) + R and the object will snap at the GLOBAL axis selected. If you press X, Y or Z twice, the rotation will snap on the LOCAL axis of the object. It's pretty handy ^^
Also if you press shift + x,y or z it will select every axis BUT the one you pressed. only useful for moving / scaling since in rotation it works the same as without shift
As someone who recently got into blender, I'm quite amazed at how many of the keyboard shortcuts add up to a lot of time saved; makes the workflow so efficient.
Exactly my thoughts
On point 5: Brad, you may try to use constrains by axis (keys X,Y, Z). Double tap to key - constrain rotation in object normals. Pretty useful.
Of course, that only works if you do not apply the rotation. That might be something he would accidentally do.
@@Soulsphere001 Yeah. That's why apply rotations should not be like an action by default. Keep rotation can be pretty useful.
And with shift + the axis you can make it so the object rotates on all but that axis.
@@Soulsphere001
That's why I would prefer to teach others to only apply the scale instead of all transformations when scaling an object in object mode
@@manollobango also if you dont wanna keep on applying scale, you can simply go to edit mode. press A to select all and then S to scale.
Instead of changing the number of passes I bump the noise threshold. With denoising you can move the threshold to 0.1 or 0.5 instead of 0.01 and it will render much faster, but you are controlling the quality not the quantity by doing so... meaning, shots that the renderer struggles with will get a bit more TLC but the easy frames will fly by quickly. This also means, for animations, that the quality throughout the animations stays consistent (not great or amazing, but consistent to the rest of the render)
If i'm not mistaken, the way that works is that the samples number is the max number of samples it will do, and the noise threshold basically is just how good it has to look before the computer says "yep, good enough, we're done here" and stops sampling. So yes, bumping up the noise threshold will speed up your renders significantly on simple scenes while still allowing a high quality image on more complex scenes (simple or complex in terms of lighting calculations).
For rotating some thing on the axis you want when in Perspective view, you can also hit the key for the axis you want to rotate around (e.g if I want to rotate something on the x-axis, hit R to rotate and then X). Then it will only rotate on that axis no matter if you're looking at it dead on, inside out or upside down! :D
Honestly baffled that he didnt mention that
I was just about to say this, i have gotten so used to using shortcuts like R+Y+90, or cmd+S+X+ -5
Also if you want to rotate/move something on both the X+Y axis without changing it's Z, use Shift+Z to exclude Z
@@TheTinyCreeperGaming he probably didnt know if hes a noob himself
Bonus tip for this: Hit the axis key twice(i.e. RXX) to rotate it on the *local* axis of the object. Super useful if the object isn't perfectly grid/axis-aligned
5:28 u can use combination R+X/Y/Z to rotate in any specific axis
If you select a jagged line of vertices, edges of faces, then press S(resize) + X/Y/Z + 0 it will straighten the vertices along that axis. It's pretty useful
huhhh litrally done whole animations , made rigs done full room scenes and never once have i seen this mentioned ... legend
And if you double press the axis it will transform along the local orientation or the normal of that axis (I have noticed which of the two it actually uses can be random, just like the result sometimes is).
Also transforming and pressing Shift + the axis on which you don't want to move, makes the move happen on 2 axis except for the one you used to exclude by pressing it with Shift pressed as well.
Loved this video! Blender tip, if you go to inset (i) and shrink it down, you'll find it crosses the verts and messes up the mesh, but, if you so an inset, click to set it, and then you resize it (s) it'll shrink as the same size without messing up your mesh. Also, Shift+D to duplicate faces and objects within edit mode is incredibly useful at times. Good luck, and happy modeling!
The "frame selected" command changed my life. It not only adjusts your view's zoom to fit your selection, it also changes the center of your view's orbit, do that when you rotate your view, it revolves around you selection.
It's also very handy when switching between working on very large objects vs very small objects because it fixes how zooming works to be scale appropriate
once i learned to press (.) it was awesome , instantly mapped it to one of the extra buttons on my mouse . game changer
You are straight on the point, Blender is huge and it is impossible to learn everything, all you need to learn is what you need, so learn one thing at the time. I watched Imphenzia anf his 10 minute challenges and even those are not tutorials I learned that you just need to know some few commands to be able to build things, the hard part is the human creativity.
My favorite key is F3 that help you search for what you want to do, like "smooth" or "subdivide".
I'm a blender noob and i'd be sure to come back to this from time to time as its easy to forget some of the basic stuff when you're trying to learn more complex stuff. Thanks for sharing
This will help a lot later down the road, but a very good thing to jump on earlier: set up your scene settings to operate in measurements that are comfortable for whatever you are making. I tend to use meters, but you can use centimeters if you are making small objects. This becomes important when using the various simulators and when you start messing with tiling in your shaders. Helps to keep your scenes at a consistent scale too if you aren't already. I use many standard measurements, like door widths, in my scenes so it is easy to just type those values in during scale and grab operations.
@@darkstar3116 for those of us who don't care to make those changes it's not pointless. Blender is an incredibly diverse piece of software and it's cool that we can do this.
My point about consistency and my own workflow already shows this isn't pointless. With such a wide variety of workflows and possibilities, it shows a level of arrogance, ignorance, or both to call someone else's approach "pointless".
To those who are wondering, why their ctrl+r might not be working. You can't actually cut everything, the face has to be a quad (A face that has 4 vertices). Topology is a rather difficult thing to learn, but in the beginning everything that you should really know is that you should try to keep almost everything as a quad (a face that has 4 vertices).
PS! This is for the people, who have started to use alot more editing in their workflow.
Yes, this is very important, even if you need more rounded objects, you still use a cube then you can add the subdivision surface modifier and add a couple of levels(but not too much) and if you still want a more refined finish, right click your object and choose shade smooth.
Could you recommend any other areas of study that can help me with blender? I’m just asking cause I’m about to go google “vertices” and “topology” 😂
@@MrFightforyourlife I recommend Blender Guru, he has an amazing beginner tutorial.
ruclips.net/video/nIoXOplUvAw/видео.html
The infamous donut.
You can do a loop cut-ish by selecting your vertices and beveling it. Works when loop cut doesn't (on isospheres)
one of the most helpful things i learned was that for easier viewport navigation, you can use shift ~ to enter first person wasd controls.
Ok so I went into this video thinking "cool, I'm still a noob, this should help me!" but watching it has shown me just how much I've progressed, so keep going and never give up! Here's some additions to your tips:
5. When rotating on axis you can just hit the key of the axis you're rotating on (holding shift and pressing a key rotates on everything but that axis)
6. When you have multiple faces selected and you press i to inset, you can press i again to inset each one individually.
7. If you have multiple faces selected (that are facing different directions) and you try to extrude them you get some weird results, so to extrude them press alt+e and extrude along normals.
8.1. You can add multiple materials to an object by going into edit mode, selecting a face and in the material panel hitting assign.
8.2. If you are having issues with shader nodes, just remember that the colors mean something (yellow is color images, gray is 1 channel images, purple is normals/vector stuff, green is shaders), if you match the colors, then you should be fine.
10. Finally, you have an m1 mac, it has a gpu (albeit not a great one), use it: at the top hit edit - preferences - system, then select whatever is available there and in the render tab in your projects change device from cpu to gpu compute.
Just did experiments on an M1 Mac Mini using Blender 3.1 between using the CPU & the GPU for Cycles rendering and, for the type of work I do, I found that using the GPU cut quite a bit of time off the render. (It has to be turned on in Preferences.)
But then I tried your Number of Samples idea, knocking it down to 10 (the interface has changed, you now set the specific number of samples rather than Max/Min), and I found that THAT made an even BIGGER difference. And, also, the CPU was a little faster than the GPU when both were set to 10 samples. It had cut the render time down to a THIRD of what the CPU did in the baseline, which I had been using for months.
I saved the images from every test variation, put them all onto one page of AD, and I could tell NO difference between any them.
So, THANK YOU. Your suggestion has finally cleared away the main irritation of rendering in Cycles.
Others have mentioned it, but i'l mention it here as well. Increasing your noise threshold may be a better idea than decreasing max samples. Noise threshold tells cycles how much noise is acceptable to stop sampling that frame, thus with a scene where 10 samples will do enough to not tell the difference, noise threshold adjustments should get you down to 10 samples regardless of what the max is. But rendering glass objects will likely look like trash if you have your max samples set to 10. So noise threshold more puts a standard on the quality you need rather than the time.
Like that animated guy during the voiceover, makes the tutorial enjoyable without loosing interest. Cool topics too
if you want, while rotating in 3d space, you can tap an 'axis key' after you start the rotation to constrain it. so for example
if you hit 'R' to rotate, and then hit 'Y' you can constrain that rotation (also works with scale and transform) to only that one single axis, even while the viewport is in whatever orientation.
i use it allll the time in 3d because i want to see some perspective view of the object but still need it constrained
On #10, I suggest increasing the noise threshold rather than decreasing the passes. Just leave it at 4096, but set the noise threshold up from 0.01 to 0.5. This tells blender that more noise is acceptable to call it good and move on to the next frame. I find that with 0.5 my renders rarely go above 30 passes. Another great speed up for rendering is to decrease the light paths. if you have no volumetrics, set those to 0. Under volume settings if you nave no reflections or refractions just turn those off so it doesn't waste time calculating. Someone did a video comparing render times of the same frame with various of these done and they were getting significant speed gains. Like 20x or more per frame.
I randomly took a screenshot of your comment last week ‘cause it sounded reasonable, I just remembered I had it and gave your advice a try. SIR!! Holy cow, a render that normally would have take me 2 hours became a one minute render, I’m completely serious and speechless. Thanks a lot.
@@Parchiguaya Right?! That was my reaction when I first tried it too. I was stunned. What a freaking life saver. Really glad you got to try them. Suddenly you aren't dreading rendering any more. Game changer for lower spec machines, but really insane on high end machines.
I love blender I've been using it since they sold on CD at bookstores it even came with a book but I ended up with severe head injuries and can never remember stuff like this love the video
I loved this, I may no longer be a complete Noob but still found it really good fun and nodded through every one of the tips - brilliant
--- Shortcut reminders ---
Shift+A: Apply transform (or you scale inside 'edit mode' and it won't change the scale proportions of the object)
Ctrl+B: Bevel
Ctrl+R: Loop cut
E: Extrude
I: inset
Came here for the reviews on pen displays, stayed for the high quality Blender content, Go Brad!
One tip that I havent seen anybody mention in the comments: you can organise your blender editor panels/windows (dont know correct name) very easily by clicking and dragging the corners of said windows/panes/panels. I always have several square viewport panels for top/side and camera views, 1 larger shader editor (nodes) etc.
Also, you can add a new window that you can use on another monitor (if you have multiple monitors), or just stretch the main window.
Looking forward to a top 10 tips on the grease pencil....or geometry nodes :P
Thanks for the camera tip. Didn't know that one.
When I want to move the camera, I've just been moving myself through the scene to where I think I want the camera view, then select View |Align Camera to View (or something like that).
Your method seems to do the same but you get the benefit of the framing.
Blender: everything you know, you stumbled upon somewhere else.
I like to bind the middle mouse button to spacebar, Coming from drawing programs it is more natural to change that key bind.
I have been using blender for a number of years but I don't use it enough to know what im doing, This video was actually was really helpful :)
To cut down on render time you could do less passes then take the image into something like Lightroom and add your own noise reduction and sharpening.
Also making sure you know what resolution you want your final image to be because a larger image resolution is gonna take longer to render. I personally like to render at a 25%-50% larger resolution than I need just so I can make sure the image is sharp when it’s scaled down or cropped. You never want to have to scale up an image if you can help it.
Apply Transforms is something I learned very early on is just necessary and saves so many headaches. Great tip to point out something that really is so simple, but also not so obvious for beginners.
9:02 Don't know if you just forgot to turn it on, but if you have a GPU, you can switch it on under the rendering engine you are using and it gets alot faster. Since the CPU isn't super good for rendering images.
As an experienced blender user I sometimes watch these for noobs stuff and it at once warms my heart and hurts my soul.
this helped so much. after some advanced tutorials and self exploration i was all over the place. i knew a lot about some things while i knew nothing about other basics. thank you
5:11 you can also press x, y, or z to rotade only around that axis so if you want to rotade 4 example on the x axis you would press r to rotade and then x to rotade around the x axis
this also works with moving (g) or scaling (s) extruding (e) ...
Yes! Lock Camera To View is awesome, I use it all the time. On that little menu in the right, where the checkbox is, you can right click on the checkbox and add the command to your favourites. Then at any time, you can press Q to bring up your favourites menu, right where your mouse pointer is. I use favourites to avoid digging for stuff I use all the time.
For the rotating part, what you're doing works perfectly, and if you want to not have to switch to side view or front view, use axis constraint (so you press R and then you press X or Y or Z).
Dude made the best Blender for dummies video ever. Nice tips, funny, direct to the point. Thanks for this video Brad!
Regarding the render speed, a RUclipsr named Smeaf uploaded a video with fiveish tips to improve render times without messing with the quality too much. One that helps a lot is right above the max samples setting shown in this video is the noise threshold, if you turn that number up to something like 0.1 instead of the default 0.01 and make sure the denoise checkbox right under the samples is on, the image looks almost no different but it cuts the time in half!
Alright one thing I'll definitely recommend newbies is for your camera, try having at least one more window open for camera view, you can close it later if you want. Unlike how Brad does it, don't move your camera and then go to the camera view and rendered view.
Just open another window, make it rendered view, go to the camera view, and then move the camera. Trust me, it's a better practice than Moving your camera around. The trick brad showed is better for getting the initial camera view.
Another little trick is, in your viewport, move your viewport as you like and then just press Ctrl+alt+Num0 or command if you're a mac user. It moves your viewport view to camera view.
Dude, you are the digital art's lifeboat of the internet. Can you make a video about Grease Pencil someday? A guy called Dedouze has been doing crazy stuff mixing 3D and 2D in Blender. Thanks for the video.
for number 5 if you use the tool on the left to rotate instead of just pressing R you get some handy circles to rotate along a specific axis, i also highly recommend getting the lazy viewport add on that makes it so those tools get selected automatically when pressing the tool shortcut, works for rotating, scaling and moving (R, S and G respectively)
I am just now starting on blender and this helped SOOOOOOOOOOOOOOOOOOOOOOOO much. Especially the tip for rotating one axis at a time.
You use instance collection at 2:58, but the origin is not in the geometry which make it hard to transformed, to fixed that you can move the actual object to centre of the world, alternatively if don't want to move your object to centre you can navigate to - object properties - collections, under collections you would see XYZ values so copy the actual location value at N side panel and paste it there respectively.
I NEEDED THIS LIKE A YEAR AGO OMG! THIS IS THE BEST BLENDER TUTORIAL I'VE EVER FOUND
Other tips for speeding up cycles:
Lower your resolution (this helps a TON)
Limit your light bounces
Disable caustics
Turn on fast GI approximation, turn up ao factor to 2
Under performance, there's a setting where you can lower your viewport resolution. Change it from automatic to manual. Hit the drop down and select 2x (for a balance of quality and performance) or 4x (for maximum performance without it being unreadable. I wouldn't recommend using 8x because that's too pixelated)
at 5:10 for the rotate on axis, I find it better for me to click the x,y, or z key to totate along those axis. Click R to rotate and then click X,Y, or Z to constrain that rotation to those axis. That way you can rotate properly in whatever view you want.
Also, a tip for the Scale tool, you can also press X, Y, Z to constrain extrude to that axis, BUT you can also press Shift + X, Y, or Z to constrain the extrude to that plane. Say for example you have a tall pole and you want to make it thicker without making it taller. If you press S for scale, then Shift+Z, it'll only scale along the X and Y Axis (the Z plane) and allow you to make it thicker but not any taller.
I've been using blender for a year almost but still watched the video through Goodluck on your journey Brad
I'm trying to model exactly what you have here in this video! Some medieval looking stuff. Super cool!
I've been using Blender for more than 5 years and I never stop watching this kind of videos because... you never know! It's the first time I hear about the Inset tool ^^u
Thank you very much for this video, it's exactly what I needed to know for building my own models for my game. All I've done is create some trees a few stylized rocks and some low poly cliffs but I needed to know how make structures and decorations. This is exactly what I need to learn how blender works and help me start modelling.
This is awesome... also the fact that I'm 8 minutes in and I just realized you've been animating your little dude the whole time to match the voiceover is way cool
Just today I posted a blog about some beginner tips I've picked up, and Apply transform was the first thing on the list. Nice. Thanks for the video- very clear
Wow! Such a great teacher! You speak like a regular person starting out in Blender! The problem is after people become experts, they don't remember that people don't know all those things you take for granite
If you want to make two additional loopcuts on both sides of an existing loopcut, select the loopcut (Alt + left click) then Shift + Ctrl + R (or Ctrl + Shift + R, doesn't matter)
Have been using Blender for over a year and loved your video so much! You explained the array modifier in a very nice way 😄
That last tip is going to help me so much with my renders! Thank you so much. 😊
As for my tips in return, I have several that I think will help you a lot.
For your assets, I recommend learning to make use of Blender’s “asset browser” once you have your assets in an asset catalogue, you can just drag them into any scene in seconds, without even using the appender.
When it comes to rotating on an axis, you don’t even need to bother with rotating the viewport. After hitting Cmd+R, you can press the X, Y, or Z key on your keyboard, and that will lock the rotation to that axis.
For the camera, I recommend going into the camera view, selecting the camera, and then pressing G to move it or R to rotate. Then you can press X, Y, or Z twice to transform the camera on one axis at a time relative to its orientation.
Also, to make things even easier, you can add an Empty to the scene and then add a “Track To” constraint to the camera (using the Constraints tab in the Properties bar). Select the Empty as a target, and voilà! The camera will always point towards the Empty, and you can move that to wherever you want the camera to point at.
Your idea about constraining the camera to track to an empty is FANTASTICO!!
I thought there were hotkeys in blender - that if you want to scale/rotate on axis, all you need to do is to hit rotate, then the axis (e.g. z key) and voila - it rotates only on that axes. But I am not sure, it was years since I've last time tried some 3D modeler...
Yep, just tested it - works the same way in move, rotate and scale.
NICE! great to know!
Additionally, after hitting which axis you want, if you then type 90 or -90 it will then apply that value. So, R then X then -45 will rotate the object -45 degrees on the X Axis. Don't forget to hit Enter to accept the changes.
Also you can use "shift+any axis" to lock that axis and transform the object only in the other two axis.
The other point I'd add is that there's two general ways to rotate, move and scale things: Global and Local.
By double tapping the axis you want to rotate, move or scale on you use it's Local orientation. This gets reset to align with the Global axis if you apply the rotation.
There's also other options for Normals and such if you're working in edit mode but that's getting into the weeds.
Thank you so much for this great video, I'm a bonafide noob, have only just started playing around with Blender a week or two ago and am starting to get the hang of it from the various tutorials I've watched and applied, your video has a number tips I've not seen in the other videos I watched, will definitely download your video and use it for reference!
This video just gave me a great idea for a company I work for. I’m a project manager for a concrete construction company, wonder if showing our work at pre-cons would help any.
For the rotation thing, you can rotate, translate and scale on a single axis by pressing the letter on the keyboard. For example, for rotating press R and then Y to rotate only on the Y axis.
Some people are simply just good at teaching, and this guy is one of them.
Ctrl+Space choose whether you want to move/Rotate/Scale be using Global axes, local, view etc
R > X Rotate by x Axis Y by Y axis
G > X move sideways on X axis
G > Shift+Y move on a horizontal plane
When moving verices G > G move along connected edges, G > G > C lock on picked edge to be able to move further off it
K cut, Space/Enter to apply, Right click to end current cut pick another point
K > C Cut through, so that back side will be cut also
Lots of such optional keys are visible on a statusbar on the bottom of Blender.
I found out yesterday that if I want to fold surface, I had a grid of duplicated triangles, I can Ctrl+Space > Normals, Select surface I want to fold and select edge to fold along, so it would be highlighted, and rotate along Y axis. Works marvelously.
And I never rotate or scale objects, only mesh in edit mode. Sometimes I want objects origin to be in some position and rotation, then yes, I do rotate and translate it there.
I’ve been using Blender for years and still learned something. Always love your vids
Great stuff but when u rotate and object u don't need to go to the coordinate 2D view u just need to press R to rotate then X, Y or Z for locking the rotational axis each desired coordinates
Someone probably already pointed this out, but for tip 5, when you want to rotate an object, some times you don't want to have to switch to front or side view (x or y axis) if this is the case, you can hit R to rotate and than either X,Y, or Z to have it rotate along that world direction!
BONUS!
If you double tap that (so hit z twice for instance) you can rotate around that objects Z axis instead, so if it is already at a weird angle you can still rotate it normal :D
Didn't know about the double tap for object relative transformation. Thanks!
Bonus tip, if you shift+ z,x or y instead of just a,x or y you rotate, scale etc in both other axes but not in the one you typed!
The Array, Camera and Render Cycle Tricks Really helped me out
5:26 another way to do that, which I find more practical, is to click r for rotate and then click either x, y or z and that will lock the rotation to only that axis.
5:12 you can actually press X, Y or Z on the keyboard to lock the axis of rotation without needing to move the camera
When you're rotating, moving, or scaling something on one axis, instead of going to the orthographic (flat) view of that axis, just hit the key on the keyboard that corresponds to the axis you're using. AKA hit x for x axis, y for y axis, and z for z axis. You can also do shift and the letter for every axis except that one, like make something bigger on the x and y axis, but not the z (shift+z).
07:40 you can also hit shift + ` (the `~ key on top right) to change to kinda flying mode where you can control and change the camera just like a video game with WASD keys or space and E and Q
Expounding on #3 - If time is of the essence then kitbash everything you can - lumber, buildings, even body parts (then in sculpt mode remesh them together and use clay strips/smooth until they join seamlessly). It can save a lot of time and make what would be otherwise bigger projects seem much easier and much more manageable.
i need to try the last one.
but i also need to add those short cuts into the blender pie menu i did find out how to make my custom one so this can be useful.
this is the type of video I want whenever I'm learning new software. best video I have ever seen.
Omg, keep making Blender vids! I love your normal animated style blooped in with the tutorial. Animated Brad made the tutorial different and, interestingly enough, more accessible than standard real-person tutorials. That’s not to say that Real Brad would be bad to see. Animated Brad was just a different take than most.
(We still love your real face.)
Tip that I find usefull: whenever scaling, rotating, or moving something, you can hit 'x', 'y' or 'z' to show & use that direction. Also F3 to search all possible settings.
In stead of using orthographic view to replace Tate objects, you can press "R" and then "x/y/z" and it will rotate on that axis. If the objects isn't aligned to one of those axis then you can go to the top next to proportional editing and select local orientation.
Also, learn your keybinds, your workflow will zoom so much quicker
6:30 thats a cool tool, I just always use extrude + scale, i didnt know about inset.
This is the best blender tutorial in existence oh my God thank you! Saved me so much time
Great tips. I am a Mechanical Designer by trade. and I have been using traditional modeling programs like Solidworks for 20 years now. I also build scale models and traditional design programs suck at complex surfaces. So I am trying to teach myself Blender so I can make 3D printable scale model car parts.
Your video really is a great place to start. Thanks!
Another way to raise the quality of the final render is to render it in a higher resolution and downscale it.
I usually would do a 4k and downscale it to 2k.
Another camera tip that I highly suggest is In Preferences - Navigation - Orbit Around Selection, it is much more convenient for me this way.
I've been using SketchUp 2017 since it's introduction as a form of stress relief, so I know I'll never get my stuff on places like ArtStation, but it is an enjoyable hobby.
Since the SketchUp family of software has gone strictly cloud-based, I've been giving serious consideration to switching to Blender, but the learning curve is significantly higher compared to SU. There are a dearth of "tutorial" channels and artists out there, but what they claim is a back-to-basics or "noob-friendly" tute invariably requires some pre-existing knowledge of Blender, such as all the tools.
Little tricks that enable things such as even just movement inside the work-space are assumed, applying bevels are a second thought to those channel owners, so this "10 Tools" video was a fascinating and enjoyable lesson in some of the most basic of acts while using this wonderful, free program.
Thanks for the time you took to help this absolute noob get interested in opening Blender up again. Cheers, eh.
Im not even half way through this and love how you do tutorials. Appreciate the work put into this, you even went above and animated yourself XD
Wooow! You have to do more Blender Tutorials Brad, you're like the Genee of Blender Tutorials, COOOOL!!
a few notes for easier. with rotation you do not have to do it head on ASLONG AS you press the key to rotate(R) and then press X Y or Z witch will restrain it to rotating along that axysis. same thing with moveing things on an axysis (but with g (these are default hotkeys)) you can also use shift x y or z to allow it to move along that plain. also pressing 1 3 and 7 numpad will put your view to orthographic x y and z respectivly and 9 to flip them
The one thing any new Blender user should know, is using ONLY edit mode. Move objects in edit mode, scale them in edit mode. You should use object mode only if your using Mirror or some other modifier that uses object origin
Please do a tutorial series for blender. I really enjoy the pace of your videos and you explain things well
Great video! Been working with Blender full time for about 4 years now and yeah, great tips for beginners!
Hey Brad, here’s a Blender tip that Might help you. If your object is rotated in a specific way, and you want to move, scale or rotate it on their local axis, press X, Y or Z twice when transforming.
Also I have a tip for the apply transforms one. You can also click rotation and scale, this doesn’t reset the position and that fixes the issue where your center point moves
i want this channel to hit 1 million subscribers. learning animation is super borring and he made it fun and effective at the same time.
Thank you for this. I need more of these in my life. I learned so much here than reading the dual documentation.
if you are in camera view mode , you can press shift + tilda key (tilda key is below escape) to move around like you do in video games. wasd to move around, q and e for up and down. use scroll wheel to adjust speed and when you are done, press left click to confirm
To avoid the rotating issue, you can just press R plus X, Y, or Z depending g on which axis you want to rotate on. Also works for scale and transform.
The jump scare at 6:46 almost killed me. Ugh my heart. The sound effect was so loud. 😵💫
The last blender tip was exactly what i was looking for THANK YOU!
For things you should learn next, pick one between textures (using or drawing your own), easier animations, particles, shaders or rigging.
- Textures (regular and normalmaps) are going to instantly make your things have a not more detail even without shaders.
- Easier animations would be things like making the cars wheel spin and then moving it along the road for example, making plants sway, opening a window or door, making a ball bounce.
- Particles are like arrays on crack for smaller things like grass, hair, special effects like fires, fireworks, rain.
- Shaders well. they make things look even nicer.
- Rigging and wightpainting makes it easier to animate more complex shapes, like animals, humans, details on models that has a lot of moving parts or even things like brushes, it let's you make shapekeys which also helps with animation. and Inverse Kinematics (IK) work especially well when animating any animal.
- Environments, easier than you think. Look up A.N.T in the add-ons and it let's you go to meshes and make a mesh pretty much instantly of a landscape.
After you learn all of this you can make pretty much anything really, maybe you'd want to do sculpting?
This is one of the most entertaining videos I've ever watched
1:24 Actually the center point always gets reset. Applying transforms means that all transforms get converted into actual geometry, so instead of a cube you've moved somewhere, after applying it's a cube that hasn't been moved for which the vertices are somewhere away from the origin
On rendering: fewer samples work well in outdoor scenes lit by a "sun" or some enviroment map; in indoor scenes with artificial lighting, you'll definitely need more samples in order foe the image to become less grainy. And all of this is independent of the image resolution.
Oh dang, I have followed probably 6 tutorials now and 2 of Grant Abbit's courses, and maybe they mentioned it... but Apply transforms has just changed my blender life!
8:58 i can recommend using the gpu to speed up renders aswell on my mid tier gpu from 2020 I was able to do 1000 samples in 2 minutes
Oh man, I just talked myself out of installing Blender to add yet another creative skill to my toolbox, but this video has me reconsidering.