Blender 2.8 Beginner Tutorial – Part 3: Organic Modeling

Blender 2.8 Beginner Tutorial – Part 3: Organic Modeling

– [Zach] Welcome to the third video of the Blender 2.8 Beginners Tutorial, where you will learn how to create juicy apples in Blender 2.8 and learn the most important
fundamentals while doing that. In this video, we will take a look on how to work with objects, how to transform the objects, and how the Edit Mode works to model an apple out of a sphere. And very important, in the
last section of this video I will show you how to
solve a certain problem which is number one on my top list for a problem causing things in Blender. So make sure to watch till the end. As always, you find all the timestamps and important links in
the video description, and if you want to follow along, you can sign up to our
resource section free of charge to download all the blend files, textures and videos of this project and our handy Blender 2.8 shortcut PDF. Hi, everyone, Zach here for, and let’s get started. In our default scene,
we have this cube here which is already selected. Let’s open up the sidebar
here and, as you can see, the selected object has a dimension of two by two by two meters. So this cube is actually really big. But we wanna create a scene with relative small objects,
like the apple, for example. And to make this easier for us, let’s change the units here. So let’s go over to the Properties editor and go to the Scene settings. Here you find Units and, first of all, let’s change the display
length to centimeters, now you can see we won’t
see meters anymore, here we see 200 centimeters instead. And, let’s change the Unit Scale, let’s click in here, to 0.1. Let’s hit Enter. And now you can see the scene has scaled and the objects too, this cube is now just 20 by
20 by 20 centimeters in size. So and this will help us to work with very small
objects much better. Let’s press N to hide the sidebar. And you can see in our default 3D scene, we have the camera, the cube, and the lamp but for now we don’t need all of that so let’s left click, select and draw a box around
the cube and the lamp, press X and then click Delete. Now these two objects are deleted. And up here in the Outliner where we can see all the
objects of our scene, let’s click on the little
eye behind the camera to hide the camera because
it’s just in the way, the camera we need later
on to output an image. And for the lighting part later
on, we will add new lamps. Let’s also get rid of
the Timeline down here since we don’t want to animate anything. We can simply remove it by
right-clicking on the edge here, click on Join Area and click
on the arrow down here. Now this is gone and we
have big space for modeling. Whenever you wanna start
creating a new object, you think about what
basic shape you can use which looks similar to the
object you wanna create, and this makes the whole
modeling process much easier. In case of an apple, you guessed it, it’s certainly a sphere. To add a new object, you
simply click on Add up here then go to Mesh, and here we
have a bunch of basic shapes. As you can see, we also have
a lot of other categories but in most cases, if you model something, you just need the Mesh objects, so we can ignore the other stuff for now. And in this case, let’s use the UV sphere, so this is relatively big,
so let’s zoom back a bit. And you can see the objects will be placed on the position of the 3D
cursor, this little thing here. You can easily change the
position of the 3D cursor by using the Cursor tool and then left-clicking
somewhere in 3D space. And now if I, for example,
add another object, for example, a Cube here, you can see it will be added over here. The rotation of the 3D cursor
doesn’t matter in this case. Let’s also click over here, and let’s also add a simple cylinder. So now let’s change back to
the Box Select tool over here. And as you can see, we are in Object Mode, that means we can, with left
click, select the objects. With Shift + Left Click,
I can select multiple. And if I simply wanna deselect everything, left click somewhere into the empty space. Then we have certain tools
to transform the objects. That means place them
somewhere in 3D space. For that, we have the Move tool. That means I can select an object, then we have this Gizmo here. And if I click on these arrows, I can move these around
on the x, y and z-axis. Same works for the other objects. And it also works if I have
multiple objects selected. Then we also have the Rotate tool, which allows us to rotate
along a certain axis. Or if I just left click
somewhere in empty space, I can also freely rotate this. And the last option we have
here is the Scale tool, which allows us to change
the size of an object. If I left click in empty space and hold and move my mouse around, you can see I can change the
whole volume of an object, or I simply click on one of those axes to change the scale along a certain axis. If I go back to the Move tool, and left click on this cube here, you can see that this Gizmo down here is not rotated along the cube’s rotation. In order to see the Gizmo
also rotated along the cube, you can change the Transform
Orientation up here from Global to Local. And now as you can see, I can simply move this along
the local axis of the cube. Same works over here, and if I, for example, rotate this, now also the Gizmo for the Rotate tool is changing accordingly. Let’s press N again to open the sidebar. And here you can also have a look at the Location, Rotation
and the Scale of the object. So, for example, if
quickly wanna reset this, you can left click and hold to select all the three
values and enter zero. Same for rotation. And the default scale value is one. And now you can see the object
is back as it should be. So, now let’s press N to hide the sidebar, get back to the Box Select tool. Press A to select everything, then let’s press X and
delete all the objects here. Now you can see the
cursor is somewhere here, I want to have it back in the center. So I’ll right click, click on Snap, and then click on Cursor to World Origin. Now the cursor is back in the center. And now let’s start to model the apple. Again, let’s go to Add,
Mesh, add a UV Sphere. Now let’s rename this object, double click up here in
the Outliner on the object. Call it Apple so we don’t lose track of all the objects here. And as soon as you add an object or do anything here in the 3D Viewport, this little thing appears down here. So if I click on that, a menu pops up. And this menu relates to the last action we have
done in the 3D Viewport. So, and here you can see Add UV Sphere, that means we added the UV sphere. And now we can change
things on the sphere, for example, the segments and rings, which is basically the resolution. So let’s reduce this a bit. Let’s change this to
16, and the rings to 12. If you think this looks
a little bit too angular for an apple, don’t worry, we will add a higher resolution later on. But to make the modeling
process easier for us, the lower the resolution is,
the less trouble we have. And now let’s change also
the radius of the sphere to eight centimeters. Because the apple I have here as reference has a radius of eight centimeters. All right, stop, certainly the radius of an ordinary apple is
not eight centimeters, this would be way too big, but
while recording this video, I just hit my head that
the radius is a diameter. And certainly it’s not. So please reduce the radios
down to four centimeters to have a diameter of eight centimeters. In this video, I will go on
working with eight centimeters. But in the end, I will we adjust the size of the finished apple. OK, now let’s go on. So, the problem with this
little window down here is as soon as you do anything
else, it will disappear. So if I now, for example,
move the sphere around, you can see we now have the
move information down here. Let’s press Control + Z to undo this. And that means as soon
as you add an object, you have to change the
properties down here to make this work. Because as soon as you do anything else, you won’t get this menu back. So the sphere is relatively
small, so let’s zoom in a bit. And as you can see, sometimes it happens that we got stuck in the viewport. And if this happens, basically, you have to recenter the
viewport to the selected object. And you can simply do it
by selecting the object and press period on the nampad,
then this will be centered. And you can also find this option up here under View, Frame Selected,
if you don’t have an nampad. And now I can easily
zoom in and out again. Now we wanna shape this object to make it look like an apple. So, first of all, the object is selected, then let’s go over here to Edit Mode. So now you can see the appearance of this object has changed. Everything is selected here right now. So let’s left click
somewhere in empty space to deselect everything. And now we have access to
the mesh of the sphere here. So I can select vertices with left click or multiple vertices
with Shift + Left Click. With the Box Select tool selected, I can also draw a box here. And we also can change the
selection mode to Edges. So we can select Edges over here, again, with Shift we can select multiple. And we can also use the face selection, so I can select full faces here or with Shift, multiple faces. You can also change the
selection modes up here by pressing one, two and
three on the keyboard, the numbers above the letters. Similar as in Object Mode, as
soon as you select something, you can use the transform tools again, That means we can use the Move tool to move these elements around, I can use the Rotate tool. And I can even use the Scale tool here. And in this way, I can
start shaping this object. But for now, let’s undo
this with Control + Z. Besides the transform tools up here, we also have some other
tools to manipulate the mesh. We will take a look at some of these tools while we are modeling the
objects for the scene here. So before you start modeling something, I always recommend to
have reference images or objects on hand, because
it can be really hard to just model something
out of your imagination. So I have an apple here on my table. So I know exactly how this looks like. And in order to start
the modeling process, let’s enable the vertex selection, up here and left click on the upper vertex. Now let’s use the Move tool. And now I could just move
this one vertex around. But I wanna create this nice rounded shape of the apple up here. So I enabled this little button which stands for proportional editing. That means I can lift click
and hold, move this around and then you can see the circle appears. And this circle defines
in radios with a falloff, that means everything which is connected to this one selected vertex will now move along with the vertex. And while I hold down left click, I can scroll the mouse
wheel to define the radios. And if I make it a bit smaller, and move the one vertex to the inside, you can see that the shape
of the apple will be created. And we can do the same thing down here. Let’s select one vertex, move it up a bit, make this a bit smaller,
something like this. And again, don’t worry that this looks so angular at this moment, in the end, this will
look very nice and smooth. So now let’s adjust the shape
of the apple a bit further. First of all, let’s hold
down Alt + Left Click on this horizontal edge here. Now you can see with holding
down Alt + Left Click, we select loop. So we have a whole circle selected here. If you Alt + Left Click
on a vertical line, the loop will go
vertically, as you can see. So let’s select this one here and use the Scale tool
and scale this down a bit. Scroll your mouse wheel to adjust the size of the radius of the proportional editing, something like this looks good to me. And now let’s use the Move tool, click on the z-axis up here
to show the apple from above. And in a real life an apple has
never a perfect round shape. So let’s simply select a
vertex over here, for example, and left click and hold
somewhere here in empty space. And then we can move it
around, as you can see. And if you like, you can
also change the radius a bit. And now I just want to form this bit because it’s an organic object. And this shouldn’t look like
a perfect circle from above. So, we can also change the view a bit and pick a few vertices here and there and change the shape a bit. So, I think that looks good to me. Now very important, disable
proportional editing because if you keep it
enabled accidentally and later on edit the mesh, you might wonder why everything moves along with your selection. Now let’s switch back to Object Mode. And now I mentioned that we will make the apple
look very nice and smooth. So in order to do that,
we have to do two things. First of all, we add so-called
subdivision surface modifier. So the apple is selected, let’s go to the blue
wedge symbol down here. Then let’s click on Add Modifier. And down here under the Generate category, we find Subdivision Surface. As you can see, as soon
as I add this thing, the mesh will be subdivided and the whole thing looks way smoother. If I increase the viewport
subdivisions to two, for example, this looks even better. And the modifiers are
basically kind of mesh filters which will be added to the mesh. They are non-destructive, that means we can always disable them or remove them completely. But in Edit Mode, the original mesh, as you can see from the black
mesh here, stays intact. So we don’t subdivided the original mesh. Just imagine how crazy this would be if we have so many vertices
here, which we need to edit. So let’s get back to Object Mode. But we still can see
all the tiny faces here. So it doesn’t really look that smooth. What we have to do, the
apple is still selected, right click and click on Shade Smooth. Now all the transitions between
all these little faces here will be basically blurred. And now this looks like
one big smooth surface. Now one thing is missing,
the little stem up here. So first of all, let’s
use the Cursor tool. Let’s place it somewhere
here in the center. And as you can see, as soon
as I click on an object, the cursor will stay on the
surface, which is pretty cool. But as mentioned, the rotation of the cursor
doesn’t matter in this case. Let’s click on Add, Mesh. And by the way, if you don’t
always wanna go up here to the Add menu, you
also can press Shift + A to open the Add menu directly
on your mouse position. And in this case, let’s add a cylinder because the stem looks
kind of like a cylinder. So, let’s zoom back a bit,
you can see it’s very big. So first of all, down here, let’s change the radius
to 1.5 millimeters, the depth to one centimeter and the resolution to eight, I would say. Let’s zoom in here, and I
can see this little stem. So now this looks very tiny, but don’t worry, we will make it bigger. First of all, let’s rename this to stem and the sphere to apple. Now let’s select the stem. For this, we need to
select the Select Box tool, select the stem and now
switch over to Edit Mode. In order to switch between
Object and Edit Mode, without going to the menu up here, you simply have to press the Tab button. And as you can see, as soon
as you select an object and press Tab, you will enter Edit Mode. And if you press Tab again, you will get back to Object Mode. So now I’m in Edit Mode of the stem here. First of all, let’s zoom in
a bit and move on just a bit. It still should stick a
bit inside of the apple. And one thing if I zoom
inside of the apple here, let’s use the Face selection, left click somewhere else
to deselect everything and just select the lower face here. This is inside of the apple,
so we don’t need this. So I can press X and then
this Delete menu appears and in this case, I wanna delete the face. So I click on that. And then you can see
this mesh is now open. If you want to close a hole, let’s select the vertex selection, with Alt + Left Click, let’s
select the whole loop here. And then you have to press
F to fill this open hole. So basically, you have
to select everything around the whole, and then press F. But in this case, we want to have it open. And now let’s select the upper face here and press on this green dot
here to see it from front view. But as you can see, the stem
is now behind the apple. And in order to make this visible, we can click on the X-ray button up here. And now we can see through the apple. And we can also see through the mesh. So for example, if I
disable this, once again, use the vertex selection,
I can’t select the vertices which are down here on the other side. But if I have X-ray enabled, I can select this, which is very useful. So, now let’s click on
the green dot here again, let’s go to the Face selection. Select the upper face here. And now let’s use the Extrude tool. If I left click over here
with the double arrow and move it to the side, we can also see the names of the tools. So here we have the Extrude widget tool. If I click on that, I can
extrude the selected faces here, works also for vertices and edges. Left click on this plus
and hold and move it up, to create this extrusion. Then let’s use the Scale
tool here and scale this up. In order to not always change between Move, Rotate, Scale,
we can also use shortcuts. For example, if I wanna scale something, I have to select this, I don’t even need the
Scale tool to be selected. And then I can simply press
S, pretty easy to remember. And make it bigger. If you wanna move things
without using the tool here, you have to press G, G you
can remember like grab, because now it sticks on my mouse, I can move it somewhere and
simply left click to place it. And we can use the Rotate
tool by pressing R. Now I can rotate this, as you can see. These shortcuts also works
in Object Mode, by the way. Now the stem is a bit straight. So let’s add a cut over here. And this we can do with the Loop Cut tool. So let’s select this. And as you can see, as soon as I move my
mouse above the mesh here, this yellow preview line appears. And, for example, if I
zoom in a bit, you can see, if I move my mouse above
vertical line edges, the cut will be placed horizontally. If I place my mouse above horizontal line, it will be cut vertically, so we wanna add a cut over here. And if we like, we can even add more cuts. So let’s increase the cuts to two. Let’s take a look from
the side here, once again. And now let’s press G for
moving this to the side. Let’s zoom back a bit, Tap to
Object Mode and disable X-ray. This is how this looks now. What we can do over here is, again, right click, Shade Smooth. And we can also add the
Subdivision Surface modifier to make this a bit more smooth. And let’s change the
viewport subdivisions to two. The only thing we can see up here is then this looks a bit too smooth, because the stem of an apple
is relatively flat up here. So what we can do, let’s
Tab back to Edit Mode and add another loop cut over here. Then let’s get back to Select Box. And as you remember, I can
press G to move this around. And there’s a little
trick, if I press G again, so basically pressing G
twice, I can slide the edges. And as soon as I slide
two edges closer together, the subdivisions of the
Subdivision Surface modifier will create a sharper edge, so I don’t have this long
rounded shape anymore. Now this is relatively flat. And if you feel that the stem
is too thick or too thin, you can press A to select everything and use the Shrink Fatten tool. So if I click on that, now simply with everything here selected, left click and hold and then
move my mouse to the side, I can make it thinner or thicker. So you can adjust this as you like. Now let’s Tab back to Object Mode. And now we have one little problem left. If I select the apple and
press G to move it around, you can see I can move the apple but the stem just stays where it is. Certainly, I could Shift select
both and move them around. But just imagine you have
multiple apples in your scene and you don’t always
wanna select the apple and all the stems, we
can join two objects. In this case, this works because the stem use a Subsurf modifier with two subdivisions,
and the apple as well. If you have different
qualifiers on both objects, this can cause problems
if you join both objects. But in this case, that’s fine. In order to join two objects, simply select one object you
want to join to another object, then with Shift, select the other object, in this case, the apple and then right click and click on Join. You can also press
Control + J if you like. Now, both objects are
joined into one object. That means these objects were not grouped, you can see there’s just one object left. The stem was now really added
to the mesh of the apple here. It’s still separated, as you
can see in the Edit Mode, but they both belong into
one mesh and one object. I think the apple needs just
one little adjustment up here, I think this whole area is too flat. So what we do, let’s
disable the Subsurf modifier for a second, so we can
see the mesh better. Let’s zoom into the mesh. Let’s select one vertex up here. And using the Move tool,
let’s move it down a bit and with Alt + Left Click,
let’s select this loop, press S, scale it down a bit. And maybe here again scale this. Now as you can see, the
stem is hovering in the air. Let’s simply deselect everything and move your mouse cursor above the stem and then simply press
L, then as you can see, all the connected
vertices will be selected. And now if I like, I can simply
press S to scale it a bit. And even move it down if I like. Maybe let’s rotate this a bit to make this not look too straight. So, now let’s Tab back to Object Mode. And re-enable the Subsurf modifier and this is the finished apple. Now let’s go to File, Save
As, over here in the volumes, you can navigate to your hard drives, over here you can navigate the folders, then enter a name, my case
I already saved the file, So I simply click on the plus
symbol to add a new version and then save as Blender file. Voila, you just learned
modeling in Blender and how to create an apple. So as I mentioned in the video, I was using a wrong
scaling for the apple here. So let’s press N to open up the sidebar. And here under dimensions, you can see the actual size of the object. So if I take a look from the side, each axis has its own size value. And, for example, in the z direction, this takes the furthest
point of the mesh over here and the furthest point
of the mesh down here, and calculates the distance. And this is the values we have over here. And basically, as you can see over here, for the x value we have 14 centimeters. And if you imagine an apple
with 14 centimeters diameter, this is really huge. But the good thing is in 3D,
we can simply scale objects. So in general, this is
absolutely no problem. So let’s press S and
simply scale this down until the x value, which is
roughly eight centimeters. So it doesn’t have to be perfect because this is just an organic object. So after all, it was
good that this happens, because then I can show you
one very specific problem, which is one of the most top things which causes problems later on. And this is a non uniform scale value or in other words a scale value, which is not one, one, one for x, y and z. You can see we have the
dimensions over here, which basically shows us the
actual size of the object. But we also have this scale value here, which is basically
something like a factor. So if I press S and simply
enter two on the keyboard and confirm this by pressing Enter, you can see the scale value doubled, and certainly also the dimensions
has changed accordingly. Let’s redo this. And what is the scale value? Basically when you add a new object, so for example, let’s add a cube here, Blender remembers the default size and the default size of an
object is always one, one, one. So as soon as I scale the object, you can see that the scale value changes. So, if I change it down here, you can see we have a different value. But as soon as I set this
back to one, one, one, we have the original
size of the object back. So the problem here is that as soon as I scale the
object in Object Mode, the change scale value does not only affect
the size of the object, but also many things which
are attached to the object, I give you a quick example here. The cube is selected,
let’s go to the modifiers, and simply add a Bevel modifier. This Bevel modifier adds
this beveled edge over here. And let’s change the
width to 10 centimeters. Now, since the scale
value is one, one, one, this edge is perfectly
10 centimeters in size. However, if I now press
S to scale the object, you can see the edge gets smaller but the width value is
still 10 centimeters. So the width of this 10 centimeters basically were also scaled
down by the factor of 0.212. And not only modifies will be
affected by the scale value, also materials and
textures can be affected, and also the behavior
of tools in Edit Mode. So in general, this can cause problems. So what we can do, we can tell Blender that this new size of the object should be the new default
scale value of the object. In order to do that, the
object need to be selected, then we click on Object, Apply,
or simply press Control + A, and then we apply the Scale. So I click on that. Now you can see the size of
the object has not changed, but the scale value is
back at one, one and one. And now you can also see that the size of the beveled
edge has changed again to its original 10 centimeters, because now these 10
centimeters are scaled by one. And why do I talk about
this topic so much? Because it’s so important, it will cause a lot of
problems while modeling. So this is something you
have to keep in mind. Basically, whenever you scale
an object in Object Mode, after that, press Control +
A and simply apply the scale. Or if you just noticed that tools in Edit Mode behave strangely or that your modifiers behave
different than you expected, check the scale value of your object and if this is not one, one, one, press Control + A and apply the scale. So now we have an apple
with a realistic size. Let’s press N and let’s press Control + S to save this blend file again. Yay guys, now you have a rough idea on how to work with objects in Object Mode and how to change the shape
of an object in Edit Mode. We will practice more
modeling in the next videos. And if you enjoyed this video, make sure to like,
subscribe and ring the bell. And let me know in the
comments section below what is the number one thing
you would like to model when you learn Blender properly. By the way, if you enjoy our content and wanna dive even
deeper into Blender 2.8, check our Blender 2.8 Launchpad course. There, besides other
things, you will learn how to create this animated
car scene here from scratch. So there you will learn how to
model this car step by step. Follow the link in the video
description to learn more. And by the way, all the people that enroll in our courses
support this YouTube channel here so that we can create more videos. Thanks a lot for watching
guys, now check the next video where we will model the
knife for the scene. There we will use some reference
images directly in Blender to model the knife. I will see you there. Goodbye. (subtle electronic music)

53 thoughts on “Blender 2.8 Beginner Tutorial – Part 3: Organic Modeling”

  1. Let's model some apples in Blender! 🍎🍎🍏
    ⇨ Blender 2.8 Hotkey PDF and Project Files (email required):

    ⇨ Blender 2.8 Launch Pad course:


    00:00 – Introduction

    00:55 – Change scene units

    02:48 – Adding Objects, Selection and Transformation

    06:39 – Changing properties of objects

    09:11 – Edit Mode basics

    10:49 – Apple modeling

    13:57 – Smooth Shading & Subsurf Modifier

    15:28 – Stem modeling

    21:50 – Joining objects

    24:11 – Save a project

    24:35 – Solve one of the most common problems (Apply Scale)

    29:15 – Outro

  2. Though it is very Helpful for us. Don't you think Giving away the Videos for free Download, Lesser your Youtube Views count. which indirectly affects Recommendation

  3. the number one thing i'd be able to do is modeling a face and be able to rig it properly to try to animate it and make expressions, smile, put tongue out etc… but i guess it's a bit advanced, i'm still learning basic stuffs but i'm aiming for this ! anyway it's a very good video and a good reminder ! i knew that if we don't apply scale it could cause problem with modifiers etc… but i didn't know exactly why, so i learned something too. i think it's important to know why not only doing it without thinking about it.

  4. I'd like to know more about sculpting non organic things like stones, plates, wood. Also character creation lessons wood be great! And Zac, could you please explain less basic stuff. Thanks.

  5. Hi, Zach
    As always you made a greaaaat tutorial again! By the way, I would like to encourage all folks to enroll in your Blender 2.8 launchpad course, because it's really helpful to learn modeling and animation part of the Blender. I almost finish after that, I am going to enroll sculpting course as well.

  6. Hey Zach,
    once again, a masterpiece of a tutorial.
    I can see how much work you put into this free series.

    Thanks for doing this!
    You really made a name for yourself in this scene.

  7. Great tutorial, thanks for explaining why you need to apply scales, ive known you had to but wasnt sure the exact reason, how does it apply to position and rotation? is that more important for lighting or animation?

  8. I think it is worth noting that changing the metric values/scale to cm or even mms (e.g. 3Dprints) can cause issues if you use it in simulation scenarios.
    But in this case scenario of course it is the right thing to do. Just keep that in mind, that drove me mad now a LOT of times. Very good video, Zach. Thx.

  9. I really dont understand why peaple teach others to use UV Spheres… UV Spheres have triangles and it makes a really bad shading. Yeah sure, This is a tutorial for beginners but wouldnt it be better to teach them correctly from start? for hard surface modelling then yea sure, Some triangles doesnt matter, Or if you are going to import models to a game then it will be triangles anyway so in these cases triangles are fine. But in most cases triangles should not be used. Its really not that difficult to show people how to install the addon "Mesh: Extra Objects" or subdivide a cube and use Cast Modifier and set Factor to 1, even if you are a beginner at blender you should still be able to follow that because really its not advanced at all.

  10. NO 1 thing which I want to Model is a Exterior or a interior scene, Which only Deals with Extrusion, as starting with a curved or a organic shape would be Tedious for a Beginner that leads to frustration.

  11. A very good tutorial, but also a very long one. There is a LOT of explaining for complete begginers (shift a for that option, loop, etc.) And it's kinda frustrating as most people are not that much of a beginners.

  12. Hey all, I'm wondering, wouldn't it be so much easier if we drew models by hand?
    Is there a way that the pc screen be casted onto a touch device like mac to ipad?

  13. Thanks for tutorial!!!
    But I have a problem! When I move one top of vertex of UV sphere, the whole vertices move! I selected just one in edit mode, but why all of vertices move?

  14. Very easy to understand. Blender guru is good too but I like your tutorials more, because you explain each tool or function very clearly with name, location and hot key instead of hot key only. It makes things much easier. Thanks you very much for your hard work.

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