Blender is a free and open-source graphics application for creating animations, art, visual effects, 3D models, and interactive 3D applications. In this learning path, you can build a basic knowledge of Blender for 3D modeling, texturing, rigging and skinning, sculpting, animating, rendering, compositing, and more.
Explore the fundamental features of Blender.
Practice your skills through project-based courses.
Develop workflows for rendering and completing your work.
Provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender.
9h 9m • COURSE
Blender: Hard Surface Modeling with Darrin Lile
Interested in using Blender to model hard surface objects like vehicles or machinery? Learn how to create realistic hard surfaces, such as the skid-steer loader featured in this course.
4h 30m • COURSE
Blender: Character Rigging with BlenRig with Darrin Lile
Learn how to use BlenRig—a character rigging system provided by the Blender Foundation—to rig a character for animation in Blender.
2h 56m • COURSE
Sculpting a Game Asset in Blender with Darrin Lile
Learn how to use Blender's Multiresolution modifier and sculpting tools to create high-poly texture maps for 3D game assets.
1h 41m • COURSE
Texturing a Game Asset in Blender with Darrin Lile
Learn how to texture game assets—or any other 3D models—in Blender, the open-source 3D rendering software.
43m 25s • COURSE
Creating a Finished Character Animation in Blender with David Andrade
Learn how to sketch, animate, and render a character in Blender, and create a fully rendered animation with dialog and complex facial movements.
1h 29m • COURSE
Blender: Interior Environments for Games with Alan Thorn
Learn the best workflow for building clean, optimized, and reusable environments for games in Blender.
4h 37m • COURSE
Modeling a Motorcycle in Blender with Darrin Lile
Learn how to replicate man-made machined parts in Blender and build up a complex object with proper scale and proportions—a Harley-Davidson Fat Boy motorcycle.
4h 1m • COURSE
Creating PBR Materials with Blender & Quixel with Christian Bradley
Learn how to create photorealistic game-based materials using physically based rendering (PBR) techniques in Blender and Quixel.
2h 20m • COURSE
Learning V-Ray 3.0 for Blender with Brian Bradley
Create more professional renders in Blender using V-Ray 3.0, the fast and flexible lighting and rendering plugin.
2h 35m • COURSE
V-Ray: Control Color Bleed in Blender with Brian Bradley
Learn how to limit, contain, or prevent color bleed when working with global illumination renders.
1h 5m • COURSE
You'll master Blender with these experts
George Maestri is an animation director and producer. His clients include Disney and Comedy Central.
George Maestri is an animation director and producer based in Los Angeles. He has written a number of books on 3D character animation, including Digital Character Animation (New Riders), and Maya at a Glance (Sybex Books). His credits include work for such studios as Nickelodeon, Disney, Warner Brothers, and Comedy Central.
Darrin Lile is an animator, writer, and full-time faculty member at the Art Institute of Wisconsin.
He teaches courses in 3D modeling, lighting, texturing, and rigging in the Media Arts and Animation program. He received bachelor's and master's degrees in film and media studies from the University of Kansas, and has been a technical reviewer for several books from Packt Publishing. In addition, Darrin develops casual games for iOS and Android platforms. He currently lives in Wisconsin with his wife and children, near the shores of Lake Michigan.
David Andrade is an award-winning animator for the animation, visual effects, and gaming industries.
He has worked on films like R.I.P.D. and Percy Jackson, games like Transformers, and even coproduced the animated series Ray & Clovis. He is an active runner, former Kung Fu martial artist, and likes getting lost on long SCUBA dives (and has plenty of stories to tell). He is an alumnus of the University of Tampa and graduate of Animation Mentor's inaugural class. In 2013, he cofounded Theory Animation as an outlet for animators worldwide to collaborate on great stories.
Alan Thorn is a multidisciplinary game developer, author, and educator with 17 years of industry experience.
Alan makes games for PC, mobile, and virtual reality. He founded Wax Lyrical Games and created the award-winning game Baron Wittard: Nemesis of Ragnarok, working as designer, programmer, and artist. He has written 23 technical books on game development and presented many video training courses, covering gameplay programming, Unity development, 3D modeling, and animation. He has worked in game development education as a senior lecturer for Teesside University, a lead teacher for Uppingham School, and a visiting lecturer for London South Bank University. He is currently the head of department for Games Design and Development at the National Film and Television School.
Christian Bradley is a director of game content and curriculum development and a professor of digital media.
Christian has been involved with PC, console, and online game development for the last twelve years as an environment artist and texture artist. He's worked on over 35 commercial video game titles for various formats, including PC, PS2, XBOX, and GBA. Before developing a freelance business of his own over seven years ago, Christian worked in-house at Interplay, The Dreamers Guild Studios, and The Collective Studios. While in-house or contracting, he worked on game titles such as Of Light and Darkness, Deep Space Nine, The Fallen, Unreal Tournament 2004, Unreal 2: The Awakening, and Battle Engine Aquila. Some of his clients include Activision, Interplay, Digital Extremes, Legend Entertainment, Codemasters, and Totally Games.
Since 2003, Christian has worked as an instructor and academic director of game art and design at the Art Institute of California, San Diego. Christian currently lives in Southern California with his wife, Angela, son, Andrew, and a very charismatic box turtle.
Brian Bradley is a self-taught 3D artist and business owner.
Brian started experimenting with creative software and 3D applications around the end of 1993, wondering whether or not he could make a living working with such cool tools! By 1998 he had started his own multimedia business, working on projects ranging from flying logos to graphic design for clothing and vehicles to entire product and architectural visualization projects.
While learning the tools of his trade, Brian developed a keen awareness of the need for well-explained, high-quality training that could make software tools accessible and open to anyone who wanted to learn them. In 2007 he turned the attention of his family business toward the full-time teaching of the graphic design and production tools he loves to others.