Blender — Full Course

Beginner → Intermediate → Advanced

Blender — Full Course

A practical, structured syllabus that takes you from opening Blender for the first time to producing polished renders, animations and VFX. Each module includes detailed lessons, exercises, tips, and recommended time to master.

View Syllabus
Estimated course length
~80–120 hours (self-paced)
Tools
Blender 3.x / 4.x, Cycles & Eevee

Quick course map

  1. Getting started & UI
  2. Modeling & Sculpting
  3. UVs, Textures & Shaders
  4. Rigging & Animation
  5. Simulation, VFX & Rendering
  6. Scripting, Optimization & Projects
Scroll down for a fully-detailed syllabus with lessons, exercises, and resources.

Module 1 — Blender Basics

Overview: What Blender is, installation, versions, interface basics, preferences and saving your first .blend file.

Lesson 1.1 — Installation & Setup (Estimated: 20–30 min)

Download official builds from blender.org. Choose the stable release compatible with your OS and GPU drivers. Install or extract the portable build. Configure Preferences > System for proper CUDA/OptiX support if you have an NVIDIA GPU, or Metal on macOS. Enable experimental features only if you know what you need.

  • Set file paths: Render output, add-ons, and temporary directories.
  • Enable Auto Save and adjust file recovery settings.

Exercise: Install Blender and open a new default scene. Save a copy as first_scene.blend.

Lesson 1.2 — Blender Concepts & File Types (Estimated: 30–45 min)

Understand objects vs data-blocks: meshes, curves, materials, textures. Learn file types: .blend for scene data, .obj/.fbx for interchange, .glb/.gltf for web-friendly formats. Know the Outliner and how Blender stores linked libraries.

Exercise: Export the default cube as an .obj and import it back. Inspect the Outliner and identify each data-block.

Lesson 1.3 — Interface & Basic Navigation (Estimated: 1–2 hours)

Get comfortable with the 3D viewport: orbit, pan, zoom (middle mouse / trackpad gestures). Learn selection modes (object, edit, pose), transform gizmos, and the header menus. Customize workspaces and switch between Layout, Modeling, Sculpting, UV, Shading, Animation, and Compositing.

Keyboard tips: G = move, R = rotate, S = scale, Tab = toggle edit mode, A = select all / none, B = box select, Ctrl+Z = undo.

Exercise: Create a simple scene: add a plane, cube and light. Move objects, switch to edit mode and extrude a face.

Module 2 — UI & Navigation Deep Dive

Overview: Customize Blender UI, workspaces, keymaps, and efficient viewport navigation and selection strategies.

Lesson 2.1 — Workspaces & Layouts (Estimated: 30–60 min)

Create custom workspaces for tasks: modeling, sculpting, UVing, shading, animation. Save startup file (File > Defaults > Save Startup File) only after you are sure of your layout. Use split/merge areas, and link editors across multiple monitors.

Exercise: Make a modeling workspace with Tool and Sidebar visible and save it as a workspace preset.

Lesson 2.2 — Keymaps & Productivity (Estimated: 1–2 hours)

Understand Blender's default keymap and how to remap keys. Use pie menus for quick access, and learn powerful shortcuts like Shift+D duplicate linked, Alt+D duplicate linked-data, and M to move objects to collections.

Exercise: Remap a key to a frequently used operation, and create a quick pie menu using add-ons.

Module 3 — Modeling (Polygon & Precision Modeling)

Overview: Extrude/Inset/Loop cuts, modifiers, topology, boolean modeling, retopology, and hard-surface workflows.

Lesson 3.1 — Edit Mode Essentials & Mesh Tools (Estimated: 2–3 hours)

Master extrude (E), inset (I), loop cut (Ctrl+R), bevel (Ctrl+B), knife tool (K). Use selection modes (vertex, edge, face) and toggles like proportional editing (O) for organic adjustments.

Exercise: Model a low-poly chair, paying attention to edge flow. Create nice bevels for edges to catch highlights when rendered.

Lesson 3.2 — Modifiers & Non-destructive Workflow (Estimated: 1–2 hours)

Learn commonly used modifiers: Subdivision Surface, Mirror, Array, Boolean, Solidify, Bevel, Shrinkwrap. Place modifiers non-destructively and apply only when needed. Use collections to organize modifier-heavy scenes.

Exercise: Create a lamp model using Mirror, Array and Subdivision Surface to keep workflow efficient.

Lesson 3.3 — Retopology & Clean Topology (Estimated: 3–5 hours)

Retopologize high-poly sculpts into animation-friendly low-poly meshes. Use tools such as Shrinkwrap, Knife, and Poly Build. Maintain quads for deformation and even edge flow. Learn decimation for quick results and manual retopo for production quality.

Exercise: Take a sculpted head and retopologize a clean mesh suitable for animation.

Module 4 — Sculpting

Overview: Dynamic topology, brushes, multiresolution modifier, alphas, and combining sculpting with retopology.

Lesson 4.1 — Brushes & Workflow (Estimated: 2–4 hours)

Understand brushes: Clay, Draw, Grab, Smooth, Inflate, Crease. Tweak brush settings: strength, radius, autosmooth. Use dynamic topology (Dyntopo) for exploratory sculpting and Multiresolution modifier for production-level detail.

Exercise: Sculpt a stylized creature head and build up forms from large to small, finishing with skin pores using alphas.

Lesson 4.2 — Baking & Detail Transfer (Estimated: 1–2 hours)

Bake normal maps, displacement maps and ambient occlusion from high-res sculpt to low-poly mesh. Use these maps in shading to preserve detail without heavy geometry.

Exercise: Bake a normal map from your sculpt and apply it to the retopologized mesh in the shader editor.

Module 5 — UV Unwrapping

Overview: Seams, unwrap strategies, island packing, UDIM workflow for large assets and texturing pipelines.

Lesson 5.1 — UV Basics & Seams (Estimated: 1–2 hours)

Mark seams strategically to minimize visible texture distortion. Use Smart UV Project for quick results, but prefer manual seam placement for production. Learn to pin and relax UV islands.

Exercise: Unwrap a backpack model and pack islands efficiently for maximum texel density.

Lesson 5.2 — UDIMs & Large-Scale Texturing (Estimated: 2–3 hours)

UDIM allows multiple tiled texture sets per mesh—essential for film-quality assets. Learn to paint across UDIMs in external tools (Substance Painter) or within Blender with proper setup.

Exercise: Create a multi-tile unwrap and export UVs for use in a dedicated texturing app.

Module 6 — Texturing & Baking

Overview: Image textures, PBR workflow (albedo/roughness/metalness/normal/height), baking maps, and texture painting in Blender.

Lesson 6.1 — PBR Fundamentals (Estimated: 1–2 hours)

Understand PBR maps: base color (albedo), roughness, metallic, normal, and ambient occlusion. Use texture references and physically-based values for realistic results. Learn to convert between different map types.

Exercise: Texture a simple metal can using PBR textures and tweak roughness to see specular differences.

Lesson 6.2 — Baking Workflows (Estimated: 1–2 hours)

Bake high-poly details to low-poly using Cycles. Bake maps: normal, ambient occlusion, curvature, position. Use proper cage or ray distance settings to avoid artifacts.

Exercise: Bake AO and normal maps for a weapon model and inspect in the shader editor.

Module 7 — Shading & Nodes

Overview: Principled BSDF, node basics, texture mapping, mixing shaders, and advanced node setups for procedural materials.

Lesson 7.1 — Principled Shader & Material Basics (Estimated: 1–2 hours)

Use the Pri