This Blender tutorial provides a comprehensive, methodical introduction to 3D production, covering fundamental modeling techniques. The video details the workflow (concept art/reference, modeling, UV unwrapping, texturing, rigging, animation, lighting, rendering), explains Blender's edit mode tools (vertex, edge, face selection; extrusion, loop cuts, inset/outset, proportional editing, snapping, deleting/dissolving), and emphasizes understanding transform orientation and pivot points. The instructor encourages Patreon support for continued free content and access to additional resources. This segment details the core steps in 3D modeling, starting with the creation of objects using 3D geometry. It introduces UV unwrapping, a critical process for applying 2D textures to 3D surfaces, explaining the concept of UV coordinates and their role in mapping textures onto 3D models. The speaker provides a clear overview of this often misunderstood process.This segment focuses on texturing, a key aspect of 3D production, explaining how it involves adding surface attributes like color, reflectivity, smoothness, and material properties. The speaker introduces physically-based rendering (PBR), a common workflow that uses different maps to define surface attributes, and emphasizes the broad applicability of these principles across different 3D software.This segment covers rigging and animation, two crucial steps in creating dynamic 3D content. It explains rigging as the process of adding joints and bones (armatures) to a 3D model to enable movement and animation. The speaker also briefly touches upon animation techniques and the concept of drivers for controlling object motion, highlighting the interrelation between rigging and animation.This segment discusses lighting and rendering, the final stages of 3D production. It explains the importance of lighting for visual appeal and rendering optimization, emphasizing the use of path tracing in Blender for achieving realistic results. The speaker also notes the possibility of stylized approaches for specific artistic effects. This segment outlines the initial stages of 3D production, emphasizing the crucial role of concept art and reference images in guiding the 3D modeling process. It explains how having a clear concept prevents wasted effort and unnecessary rework. The speaker highlights that this applies to both fictional and real-world objects. This segment explains the concept of transform pivot points in Blender, demonstrating how changing the pivot point (e.g., median point, 3D cursor, individual origins, active element) affects rotation and scaling operations on 3D objects. It highlights the importance of understanding pivot points for efficient and predictable modeling workflows. This segment provides a foundational understanding of mesh construction in Blender. It explains the three fundamental components of a mesh (vertices, edges, and faces), clarifies the difference between object mode and edit mode, and introduces essential keyboard shortcuts for switching between them. This segment lays the groundwork for understanding more advanced modeling techniques. This segment introduces Blender's snapping functionality, explaining how to use the magnet icon and control key for temporary snapping. It details different snapping options (increment, grid, vertex, edge, face, volume, etc.) and shows how to snap to various mesh elements (vertices, edges, faces) simultaneously, enhancing precision and efficiency in modeling.This segment focuses on the differences between deleting and dissolving components (vertices, edges, faces) in Blender's edit mode. It explains how deleting affects connected components and how dissolving preserves connections, offering a nuanced understanding of mesh manipulation techniques for precise control over geometry. Video talking through things This segment focuses on the inset and outset tools within Blender's editing mode. The presenter meticulously explains the functionalities of these tools, demonstrating their individual uses and combined effects with extrusion. The explanation includes keyboard shortcuts, on-screen prompts, and practical examples, making the learning process efficient and effective. This segment demonstrates proportional editing, a crucial tool for creating smooth, organic shapes by influencing neighboring vertices. It also covers the often-overlooked functionality of the 3D cursor as a placement point for newly added objects and how to reset the cursor to the world origin using the shortcut `Shift+S`.This segment teaches how to add loop cuts in Blender using the shortcut `Ctrl+R`, demonstrating how to control the direction and number of cuts, and how to precisely position them using the mouse and right-click. It also shows how to dissolve loop cuts using `Ctrl+X`, offering a comprehensive understanding of this essential modeling technique.This segment provides a detailed explanation and demonstration of Blender's proportional editing tool, showcasing its various falloff options (smooth, sphere, root, sharp, linear, constant, random) and how they affect the editing process. The presenter clearly demonstrates the tool's functionality and impact on modeling, making it a valuable resource for beginners. We have to go through, go through things very thoroughly and talk through things. So, this is a little bit different If you just want to get little small snippets of information, there are thousands of videos out there that you can go to the problem. Moving & manipulating mesh in Blender your view is. If you double tap R, it'll enter into more of a free rotation here. We can hold down shift to fine-tune what we're doing. And then the last one is S for scale And we can combine these with those keys that we had in our last video, x, y and Z for the different axises. So for example, we can go G for grab and then Z to grab this and move, move it only on the vertical z-axis or the y. ais or the x axis. These are, this is kind of the basics of manipulating, um, objects or mesh in Blender. Now this manipulation, this is called modeling and this is where we really start to create things. Of course, we have way more flexibility than just grabbing points and edges and faces and moving them around and scaling them. We need to actually create new geometry and to delete geometry. So now let's talk about creating and deleting geometry and the various tools that we have for affecting this mesh. So one of the very first ones i'm going to talk about is extrusion. Now think of this, like you're working with clay and we're going to build more clay. On top of this cube, we're going to extrude it up so that we have more to work with. Of course we could just grab this face and grab it and move it up on the Z-axis. that's just moving our our clay here as you can picture it. But what if we actually build more on top of it that is called extruding and to extrude we just press E key E for extrude. Very easy to remember. So if we press E you can see that it has automatically locked to the Z axis. If you don't want it to lock to the Z-axis you could just press Z and that'll stop that. Locking it just locked to that Z-axis because it was trying to predict what we were trying to do And so it locked it on Z. You could press Z get rid of that lock and we can extrude this. Now if we left click to confirm this what you see is instead of just moving that existing face upwards we've extruded and that's allowed us to come off in this other direction. We're starting to create an actual shape of something. We can uh rotate this new face. We can lock lock it to an axis when we rotate i'm not being very scientific or precise about anything right now just because i'm going to be showing you a few different tools um we can extrude that again we can extrude and this time it's locking on what's called a local axis so a global axis is something that's always true z is always straight up and down that's always true regardless of what object you're