1. Introduction to 3D graphics
Blender’s interface and workspace configuration set the foundation for efficient work in 3D. This section covers panels, windows, and workspaces, along with preferences for input devices, shortcuts, system settings, and add-ons, then moves to viewport navigation, camera positioning, and display options.
- interface — panels, workspaces and windows; configuring the interface according to one's own needs and the nature of the work,
- preferences — configuring mouse and keyboard operation, keyboard shortcuts, system settings and add-ons,
- navigating in the 3D scene — camera positioning and quick switching between viewport windows,
- configuring the way objects are displayed in the 3D scene.
2. Basics of working with objects
Managing a 3D scene begins with confident handling of objects and their structure. Participants work with selection, creation, deletion, grouping, and hierarchy, while distinguishing object mode from edit mode and using vertices, edges, and faces as the basic elements of further modeling tasks.
- selecting, creating, deleting and grouping objects,
- managing the hierarchy of objects in the scene,
- working in object mode and in edit mode,
- components of the object/solid: vertices, edges, faces.
3. Basics of modeling
Core modeling operations in Blender are introduced through direct work on object components and mesh structure. The section covers transforms, tools such as Extrude, Inset, Bevel, Loop Cut, and Knife, plus key modifiers, symmetry, edge loop control, quad-based topology, and mesh density management.
- moving, rotating and scaling objects and their components,
- modeling using key tools: Extrude, Inset, Bevel, Loop Cut, Knife,
- modeling using key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, Simple Deform
- modeling principles: building an object's mesh from quadrilaterals and avoiding triangles and n-gons, controlling the flow of edge loops,
- modeling in symmetry,
- controlling the density of the object's mesh.
4. Modeling in practice
Working on complete forms requires combining topology discipline with methods suited to different model types. Participants practice organic and hard surface approaches, connect shapes with different cross-sections, support modeling with sculpting tools, and transfer sculpted detail onto simplified geometry.
- general principles of creating organic and inorganic solids (hard surface modeling),
- joining fragments of a solid with different cross-sections,
- principles of modeling with regard to correct mesh topology,
- supporting the process of modeling the object mesh with sculpting tools,
- transferring sculpted surface details of the object onto a solid with simplified topology.
5. Introduction to PBR materials (short)/ creating photorealistic materials compliant with physics-based light rendering
PBR materials rely on a consistent set of texture channels that describe how a surface should be rendered. The section introduces the role and practical use of Color, Roughness, Normal, AO, bump, and displacement maps, with short exercises focused on physically based material structure.
- discussion of material types and their specifics (Color, Roughness, Normal and AO, bump, displacement) (exercises).
6. Creating UV maps
Before textures can be applied effectively, the mesh needs a UV layout that is technically sound and easy to manage. This section covers seam planning, creating single- and multi-part UV maps, optimizing their arrangement, merging smaller islands, and aligning outer borders for cleaner texture placement.
- general principles of creating an object's UV map,
- planning the placement of the object's mesh cut edges (Mark seem),
- creating single- and multi-element UV maps,
- optimizing the UV map,
- combining small fragments of the UV map into larger areas,
- aligning the outer edges of the UV map.
7. Texturing
Principled BRDF provides the base for building materials that react convincingly to light. Work here includes reflections, roughness behavior, anisotropy, transparency, subsurface scattering, normal and displacement maps, and the construction of common surface types, including textures derived from photographs.
- basics of creating materials using the Principled BRDF shader,
- basics of the physics of surface reactions to light,
- controlling light reflections and environmental reflections on the surface of an object,
- scattering of light reflections,
- angular reflections (anisotropic reflections),
- creating smooth, “milky” and tinted transparent surfaces,
- creating the effect of light penetrating the surface (subsurface scattering),
- principles of creating basic types of surfaces: plastics, metals, glass, organic matter, wood, fabrics,
- creating normal maps (normal map) and displacement maps (displacement map),
- basics of creating your own textures from photos.
8. Lighting
Light defines form, depth, and mood, which is why the training moves from building a virtual studio to controlling illumination at object and group level. It includes lamps, emissive planes, HDR images, reflected light parameters, light falloff, and light linking for more selective scene control.
- creating a virtual studio — background, ground, atmospheric effects,
- lighting of single objects,
- lighting of groups of objects,
- lighting using lamps and planes with emissive materials,
- lighting using HDR images,
- controlling the reach and range of light influence,
- controlling the parameters of reflected light,
- lightlinking.
9. Rendering
Rendering combines scene preparation with engine-specific decisions that affect speed and image quality. The section explains preview versus final renders, CPU and GPU workflows, render camera settings, layer-based output, and the practical differences between Cycles and Eevee in production work.
- technical aspects of the image rendering process,
- rendering using the processor and graphics card,
- preview and final rendering,
- configuring the parameters of the rendering camera,
- rendering to layers,
- rendering using the Cycles engine,
- rendering using the Eevee engine.
10. Post-production/Compositing
Final output must match its intended use, so this part concentrates on exporting the finished image with the right format and technical parameters. The focus is on choosing settings that preserve image quality while meeting delivery requirements for further use or publication.
- exporting the final image to a format and parameters compliant with its intended use.
11. Camera and animation
Animating a scene starts with deliberate camera work and a clear understanding of keyframes. Participants set camera parameters, build motion along paths, use target constraints, and work in Timeline, Dope Sheet, and Graph Editor, then add DOF, shake effects, basic particle animation, object animation, and core rigging concepts.
- discussion of camera functionalities / virtual camera vs physical camera (briefly),
- setting up cameras in the scene and adjusting their parameters,
- animating the camera by key points,
- animating camera movement along a path,
- creating a target camera constraint,
- introduction to particle animation and simulation (particles system),
- discussion of the functionality and specifics, Dope Sheet and Graph Editor,
- working with the Timeline and keyframing values (introductory exercises),
- animating the camera along a path – different techniques (exercise),
- creating a camera shake effect / handheld camera shake effect,
- animating DOF,
- rendering a scene using multiple cameras,
- animation in the context of lighting,
- animating entire objects using animation keys,
- what rigging is – skeleton and animation bones – basic concepts.
12. Plugins (Addons) and introduction to 3D printing
Addons extend Blender in areas tied to modeling, material setup, texturing, and scene lighting, so the section focuses on the tools most useful in daily work. It also covers preparing meshes for 3D printing, checking topology, optimizing vertices, and exporting print-ready STL or OBJ files.
- discussion of the most important addons with particular emphasis on the context of broadly understood modeling, material creation / work with textures, and lighting the virtual scene,
- preparation of models for 3D printing, verification of the correctness of the solid mesh topology, optimization of vertices for correct 3D printing,
- saving the project for printing as STL, OBJ format.