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  • ruRussian
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00:00:02
you have never heard of me
00:00:04
welcome to the Internet in this video I
00:00:08
will tell you about my experience of learning a blender
00:00:10
and share a couple of tricks.
00:00:12
For the last seven years I have been doing 2D
00:00:14
illustrations and at one fine moment
00:00:16
I wanted to radically change my
00:00:18
life and start doing 3d illustration
00:00:22
I got acquainted with blender
00:00:24
in April 2020. It was not the first
00:00:26
2-d program in which I worked, but
00:00:29
if with the others I only had
00:00:31
fleeting affairs, then in the case of
00:00:32
blender I immediately realized everything was serious,
00:00:35
but I’m not going to to sing the praises of
00:00:37
blender, like any other software, it is not
00:00:39
perfect and let’s just say it has a number of
00:00:42
features that, although you get used to it, well, it’s
00:00:44
not straight away to break before such a
00:00:50
border [
00:00:52
music]
00:00:54
you need to go all the way here and yet it is a
00:01:03
free b is constantly updated c
00:01:07
has enormous potential and even more
00:01:10
huge community, so in my
00:01:12
humble opinion, if you are just
00:01:14
starting to learn 3D graphics, then
00:01:17
the best way to do it is in blender and I had a
00:01:19
clear goal: why do I want to study types of
00:01:21
graphics and what do I want to do with it?
00:01:23
I wanted to make 3D illustrations,
00:01:27
I really like it the author's works in
00:01:29
which I will now show on the
00:01:30
screen and I wanted to learn how to do the same
00:01:33
even more, my desire was fueled by the demand of the
00:01:35
customers for 3D illustrations, they
00:01:38
just became a trend but also
00:01:39
paid very well 80 10 customers
00:01:43
who contacted me for 2D graphics
00:01:45
after hearing the price tag like the rule was that they said
00:01:48
something in style, it was necessary to agree on the
00:01:51
budget, only large clients remained;
00:01:54
in the case of 3d illustrations, there
00:01:57
was no such problem, but it’s not just
00:01:59
about money 3 yes, it’s cool and not as
00:02:02
scary as it might seem at first
00:02:04
glance, however, when I studied blender I was very
00:02:06
suffered greatly due to the lack of a
00:02:08
training plan, constant jumping from one topic
00:02:11
to another with a superficial consideration of
00:02:14
each of them led to the fact that after
00:02:17
completing the next lesson or course, I
00:02:19
still could not answer the question of
00:02:21
what I actually learned to do other than
00:02:24
repeat the same tomorrow twice this
00:02:26
Grazhina makes a vertebrate,
00:02:29
however, the question was, why did I even
00:02:31
go through the Turks visited me at least less often,
00:02:33
so I began to set myself
00:02:35
tasks that interested me, to look for
00:02:37
solutions and to structure all the
00:02:40
information received from different sources, and now
00:02:42
I want to share tips that would be
00:02:45
very saved my time a lot if
00:02:47
I heard them when I was just starting
00:02:49
and after these sites I’ll talk about
00:02:51
how I see the ideal training in blender
00:02:54
for illustrators and also about a surprise
00:02:56
that I haven’t been working on for a long time let’s go tip
00:03:00
number 1 first of all learn to work
00:03:03
with a grid let’s get together let's compare these
00:03:06
two lessons 1 and 2 and honestly answer the
00:03:12
question which of them, according to our
00:03:14
subjective feelings,
00:03:16
seems the most relevant and useful; in
00:03:21
the first, the author, who I deeply respect, by the
00:03:23
way, without sarcasm,
00:03:24
connects several cylinders to
00:03:27
get beautiful chamfers at the junction; they
00:03:29
carry out some manipulations with the mesh and
00:03:32
along the way explains about the principle of
00:03:34
modeling an object under the eyes or
00:03:37
planting in the second lesson we see the
00:03:41
opposite situation, the author does not burden
00:03:45
us with work with a grid, do not worry about
00:03:47
smoothing and chamfering, but with the help of
00:03:50
simple intuitive tools
00:03:52
makes full lustration, adds
00:03:56
details, sets lighting and brings the work to the
00:04:03
final render
00:04:08
done according to the second lesson, you can
00:04:11
show off on Instagram, collect
00:04:13
a few likes and sign something
00:04:16
inspired in the style of sawing slowly a
00:04:18
blender to the approving hooting of
00:04:21
subscribers on the faces of former classmates,
00:04:23
but if you post the work from the first
00:04:27
lesson, there is a high probability that after
00:04:29
some time I
00:04:30
will stop calling for meetings
00:04:32
graduates, therefore, returning to the
00:04:36
question asked from the
00:04:38
consumer’s point of view, the answer to it is obvious, but
00:04:41
of course the second lesson is better, the number of
00:04:44
likes and views clearly
00:04:46
hints to us about this, however, if we dig
00:04:49
a little deeper, it turns out that only the first
00:04:52
lesson teaches modeling; from the second, no,
00:04:56
I’ll clarify right away, I respect both authors 1
00:05:01
I respect for the ability to explain how to
00:05:03
correctly work with mesh topology 2
00:05:07
for the ability to select interesting examples and
00:05:10
also for some exorbitant
00:05:12
productivity. I
00:05:14
wouldn’t be surprised if the missing
00:05:16
freelancer in Russia in the basement of his house in the
00:05:19
Czech Republic is churning out one video with another, but
00:05:22
let’s return to ours the topic at the heart of
00:05:24
modeling is the work of the mesh for
00:05:27
further smoothing and I confess
00:05:30
around this topic how to
00:05:32
model correctly and how to properly teach this
00:05:34
craft by sitting quietly in a holivar,
00:05:38
personally, I do not belong to any camp,
00:05:40
so I can objectively say that
00:05:43
modeling under a sub div is
00:05:45
not a panacea panacea and the
00:05:48
obligatory presence of chamfers or creating a
00:05:51
solid object, sometimes this is simply
00:05:53
unnecessary, for example, this detail did
00:05:57
not have to be made into a solid
00:05:58
object because the junction is hidden from
00:06:01
our eyes, but what if we had a
00:06:04
large scene in which the scooter would be
00:06:07
one of many elements and the
00:06:09
whole thing would look like this, for example, then there would be
00:06:13
no need for chamfers, no one would see them anyway, no one would
00:06:15
appreciate them, as for example in this
00:06:18
work of mine, there’s no
00:06:20
need for chamfers, no
00:06:22
modeling of a landing net div, unless of course you
00:06:25
take into account the machines,
00:06:27
but the inability to work meshes will
00:06:30
greatly affect the quality of your work,
00:06:32
you will not be able to model a normal
00:06:34
car body, a beautiful robot,
00:06:37
and of course a character, even a trivial one,
00:06:40
any object that is not primitive in shape,
00:06:42
for example, the streamlined shape of a mouse for a
00:06:46
computer,
00:06:47
the inability to work with meshes dictates the conditions,
00:06:49
and any dictatorship is very, very
00:06:51
bad, but the thing is that when a
00:06:54
person is faced with such lessons,
00:06:56
he becomes terribly bored, I
00:06:59
really understand him in a
00:07:01
childish way, what is this, I came here
00:07:05
to do an illustration, why do I
00:07:07
need all this, the paradox is that the
00:07:10
principles of operation of a grid are the same as for a
00:07:13
cylinder that for a character, stylized
00:07:15
characters, if you look closely,
00:07:18
consist in principle of stren of Greek forms,
00:07:20
another question is that it would be much more pleasant and logical to
00:07:23
quickly study these points using the
00:07:26
example of something mini abstract, for
00:07:28
example, a figure league, but
00:07:31
anyone can criticize, but there are long queues of
00:07:34
people who want to shoot quality content and
00:07:36
I don’t see anything to chew on, so
00:07:38
let’s say thank you to this author for
00:07:40
his hard work and to the training ground for
00:07:43
finding such a form of presenting lessons that
00:07:45
appeal to the average user,
00:07:47
returning to what we discussed
00:07:49
earlier, my advice is to learn to model according to the
00:07:52
classics after a couple of gobs houses, you will definitely
00:07:55
run into the need to learn how to
00:07:57
work with a mesh; treat this
00:07:59
lesson as a healthy diet, yes, but not
00:08:02
as tasty as a fat juicy burger,
00:08:04
but when, after a couple of months of the regime, you
00:08:06
see the cubes in the mirror, you will immediately
00:08:08
appreciate all its power at the end of this video,
00:08:11
I will tell you how to do this you can learn quickly and
00:08:13
painlessly but for now let’s
00:08:18
move on to the material tip number two don’t get too carried away with
00:08:20
realism from the author of the channel blender
00:08:22
guru Andrew Price I heard a very
00:08:24
cool phrase in the section is digital
00:08:26
perfection
00:08:27
if I adapt it into Russian and
00:08:29
consider the topic then imperfection
00:08:31
means a certain
00:08:33
they make your model completely broken using the example of a
00:08:37
can of gasoline, the author showed how
00:08:39
rust and roughness add
00:08:41
life to an object and make it realistic
00:08:42
and believable
00:08:44
despite my tender love cool, I
00:08:47
completely agree with this phrase,
00:08:49
excessive plastic does not look
00:08:51
very good, however, and excessively aged is
00:08:55
also clearly needed -the golden
00:08:57
mean, let’s look at the example in front of
00:09:01
us of four canisters, the material of which
00:09:03
varies from unnaturally glossy to one that
00:09:05
has seen life for the registrar, the
00:09:08
golden mean is between these
00:09:10
two, that is, you don’t need to roll down
00:09:13
here, but you don’t need to stay here,
00:09:17
the task essentially comes down to
00:09:20
achieving natural appearance and the password for
00:09:23
this is enough to just add
00:09:25
roughness to the object, as in this example,
00:09:28
if we turn to hydrants, we will notice
00:09:31
that in reality they do not always
00:09:32
have metal visible from under the paint; we can see the
00:09:36
same characteristic of rust in old
00:09:40
hydrants, but not in new ones
00:09:42
and if we compare all the considered
00:09:45
examples, we can easily come to the conclusion that the
00:09:47
new gitrann looks quite
00:09:49
natural and much more attractive than
00:09:52
its more experienced comrades,
00:09:54
therefore,
00:09:56
to make a visually good
00:09:58
hydrant material, three things are enough: first,
00:10:02
make the surface not smooth, second,
00:10:07
add small depressions,
00:10:09
and third, work with the reflection map that
00:10:15
is, to make the hydrant material
00:10:17
look physically correct, not
00:10:20
like here, but rather like here, if for the
00:10:26
last year you’ve only been doing that greedy-
00:10:28
sounding blender, then I’ll give you my teeth, you’ve
00:10:30
repeatedly heard how many gurus
00:10:32
divide the material into physically correct and
00:10:35
[ __ ], I’m sure you’re already great
00:10:39
you understand where the legs come from,
00:10:40
if you make the material not physically, that
00:10:43
is, unlike its real
00:10:46
analogue,
00:10:47
then the result will not be very good, to put it mildly,
00:10:50
but realistic, attractive
00:10:52
is not always the same thing, the
00:10:55
porn director and
00:10:56
professional 3D designer are well aware of this, and
00:10:58
in contrast to plastic there
00:11:01
can be no surface
00:11:03
scattering from human skin, however, look what a
00:11:05
deliciously rich color we get if we
00:11:08
break this rule, it’s not realistic, well, to
00:11:11
hell with it, therefore,
00:11:14
no one canceled the artistic part, and in order
00:11:16
to achieve a tasty result, we
00:11:18
can transfer the properties of one material
00:11:20
to another, for example, instead yellow
00:11:23
plastic, we now have yellow skin
00:11:25
just like the Simpsons, and if in reality
00:11:28
the object looks too glossy, then you can
00:11:31
safely add texture to it, as
00:11:34
Oliver Harris did,
00:11:35
the whole point is that when the work looks
00:11:37
juicy, no one cares whether
00:11:40
your coefficient is set correctly or not, but if
00:11:43
the work looks dull, even
00:11:46
fresnel won’t help here, the same is
00:11:48
true for rendering, for example,
00:11:51
chrome-plated metal with a smooth
00:11:53
surface has strong reflective
00:11:55
properties and specifically in this scene it
00:11:58
played a cruel joke, we got an
00:12:01
unwanted reflex in this part and the
00:12:03
chair leg looks unnatural although
00:12:07
its material physically correct, one
00:12:08
gets the feeling that it seems to be drowning in the
00:12:11
background. The problem of unnecessary
00:12:15
reflexes is often encountered by those who
00:12:17
are engaged in product photography, and in the
00:12:21
case of shooting in a specific situation,
00:12:26
retouching during subsequent processing could save us; the
00:12:28
final results,
00:12:29
but we work in a blender, why do we need
00:12:34
these dances with a tambourine if
00:12:36
you can simply add a card to our lighting scheme
00:12:39
that will not be visible during the final
00:12:42
render, the reflected light from the card
00:12:46
blocks the unwanted reflex in this
00:12:49
part and our problem is completely solved
00:12:53
tip number 3
00:12:55
study in detail how the light works, it’s cool
00:12:59
that we smoothly moved on to the topic of lighting
00:13:01
at first you’re just getting started working on 3D
00:13:04
lighting somehow you don’t really pay
00:13:06
attention, leaving it for later, but as
00:13:10
soon as you learn how to model, you immediately
00:13:12
begin to notice that your work is
00:13:15
somehow much inferior to the work of more
00:13:17
experienced authors and it becomes a little
00:13:20
offensive that you spent so much time,
00:13:22
the result is not at all pleasing on the Internet
00:13:27
there are many lessons and even ready-made schemes for
00:13:29
working with lighting,
00:13:31
however, without understanding how light works,
00:13:34
these schemes most often turn out to be either
00:13:36
completely useless
00:13:38
or do not help to achieve the desired
00:13:40
results, so I suggest giving up
00:13:42
blindly following dogmas
00:13:44
and trying to create lighting from
00:13:46
scratch, focusing not on what they write on the
00:13:49
Internet is what we see with our
00:13:51
own eyes and for clarity, I
00:13:53
turned off absolutely all the light in this
00:13:55
scene with hydrants. The first main light
00:13:58
is a resource, also known as keylight,
00:14:00
its task is to reveal the light and shadow pattern of the
00:14:04
object and divide everything into an area of
00:14:06
light and an area of ​​no
00:14:08
use pay attention to the shadow, it
00:14:11
turned out black, it looks, to put it mildly,
00:14:14
not a very good day, obviously you need to make it
00:14:16
not so contrasting and shooting
00:14:19
for these purposes using fill
00:14:21
light or fill light,
00:14:22
its task is to fill in the shadow
00:14:24
areas of the object, that is, to highlight the shadow,
00:14:26
however, we work in a blender, they are a
00:14:28
photo studio therefore, we can highlight the
00:14:31
shadow area due to the fact that we slightly
00:14:33
increase the strength of the light surrounding the shadow; the shadow is
00:14:38
not so black because the ambient
00:14:40
light softly illuminates the object from all
00:14:42
sides; in the end, we got rid of the
00:14:44
need to add a fill
00:14:47
light source. What is the fundamental
00:14:49
difference between the ambient light and the
00:14:51
fill light source in the context of a
00:14:54
scene with hydrants in which we could
00:14:56
achieve a similar effect using a
00:14:58
fill light source as
00:14:59
shown in the diagram,
00:15:00
but if we had another object,
00:15:03
say somewhere here,
00:15:05
then its shadow would also turn out black and
00:15:07
for it we would have to add
00:15:09
another fill light or just
00:15:13
plug in an ambient light, don’t worry,
00:15:14
this is an example to clearly show that the
00:15:17
same problem can be solved in different
00:15:18
ways, just some quicker, more
00:15:20
logical way let’s return to our hydrant, in
00:15:23
principle, what we see now already
00:15:25
looks pretty good, let’s
00:15:27
think about what we need Do we need any other lighting sources? Let's
00:15:29
look at this area of ​​the hydrant's body; in
00:15:33
this place it merges with the side cylinder;
00:15:35
therefore,
00:15:36
in this place we lose volume to
00:15:40
visually separate one part and with the other I
00:15:43
use back light, also known as rim light,
00:15:45
and placing it on the right,
00:15:48
the task of the back light is to create a line
00:15:51
light of the shadow pattern in the place where
00:15:54
we lose volume compare the difference, this is
00:15:58
how it looks with it and like this without it, the
00:16:01
line of light of the shadow contour is needed not
00:16:04
only to separate the merging
00:16:06
parts of the object from each other, but also to
00:16:08
separate the object from the background, for example, if
00:16:11
you make the background color is red, as I
00:16:14
intended while working on this
00:16:16
composition, then in this part the object
00:16:19
completely merges with the background and
00:16:21
only backlight can save it, however,
00:16:25
despite the fact that now parts of the
00:16:27
objects the object itself stands out well against the
00:16:29
background in this place it creates the feeling that
00:16:34
the object does not fit into the price
00:16:35
due to the unnatural black outline
00:16:38
that is formed along the edges of the objects;
00:16:41
if we turn to the academic
00:16:44
drawing of cylinders, we will see that in this
00:16:46
place we have a reflex because all
00:16:48
objects reflect something, but in a composition
00:16:51
with hydrants there is nothing to reflect because the background
00:16:54
we are not there
00:16:56
if we add some small background
00:16:59
behind and turn off its visibility for the
00:17:03
camera so that it does not spoil the final
00:17:08
render, we get a reflection in this
00:17:11
place and the result now does not look
00:17:13
as if our object is in a vacuum,
00:17:17
however the reflection is too weak, I want to
00:17:20
make it in contrast after all, we have
00:17:22
only one object in the scene and it should
00:17:25
look as bold as possible and even like
00:17:27
in advertising, so instead of
00:17:30
adding a background,
00:17:32
we will add another backlight on the left
00:17:35
but a little stronger to get a
00:17:39
sharper light contour in this
00:17:41
part, for my task it was important to
00:17:43
control the strength lighting along the edges of
00:17:45
the object, so I refused to
00:17:47
use a studio background from behind,
00:17:50
thanks to this I can fit the hydrant into
00:17:53
any background or even into an Avengers poster,
00:18:00
what superpower do you think it has,
00:18:02
write in the comments if you read
00:18:04
my Instagram, then one hundred percent saw
00:18:06
this post in which I analyzed example with
00:18:09
hydrants, however, here I deliberately
00:18:11
missed one important point,
00:18:13
look at this part of the hydrant, it
00:18:17
turned out clearly dark, but if
00:18:20
you look at the final result, which I
00:18:21
also posted, it looks much more
00:18:24
natural and
00:18:26
we don’t see any dark spots here, therefore the area of ​​​​the
00:18:29
base of the hydrant is also necessary than then
00:18:31
highlighting and
00:18:32
adding another light source below
00:18:35
is not an option; we can bend the entire
00:18:37
cut-off pattern that we built
00:18:40
before; it is much better to use
00:18:43
reflected light for this task, which we can
00:18:46
get
00:18:47
if we add a background below; the light from the lamps
00:18:53
reflected from the surface illuminates
00:18:56
the base of the cylinder and allows us to
00:18:58
get rid of unnatural dark
00:19:00
spots in the area based on the results that we have,
00:19:03
despite the fact that we
00:19:06
used only three lighting sources,
00:19:09
as we see, our object is ultimately
00:19:11
affected by reflected light and
00:19:13
light from the environment, therefore,
00:19:16
universal lighting schemes suitable
00:19:18
for any situation do not exist when
00:19:21
working with with light they strictly follow
00:19:24
some established canons,
00:19:25
we are guided by tasks by stylistics
00:19:29
by composition and of course by the shape of the
00:19:32
object if it is the only one the dog says
00:19:35
to bark and says me all of the video and with
00:19:38
tips on the blender says to ask me often
00:19:40
and today I will not violate
00:19:42
you've spent the last six months
00:19:44
asking me when my blender course on
00:19:46
dividing tractors will be released and I'm glad to
00:19:48
say that the time has come. One day
00:19:51
I asked my obscenely talented even
00:19:53
more indecently hardworking student
00:19:55
why she hasn't learned blender yet and hasn't
00:19:58
started making her illustrations in 3D
00:20:00
she answered me that the blender is difficult for
00:20:03
a long time and in general it’s scary, it’s
00:20:06
also possible that it’s painful, and I partly agree with her, the
00:20:09
functionality of the blender makes my
00:20:11
eyes pop not only onto my forehead, but rather
00:20:13
back, and look, for example, what
00:20:16
this guy is doing, he assembles
00:20:20
road nodes the cone is not a model from, namely it
00:20:23
assembles from nodes, is it really necessary to be able to
00:20:26
do this the day the good news is
00:20:29
that most of the blender functions for
00:20:31
recorders are not particularly needed
00:20:33
attractiveness your work 90
00:20:36
percent does not depend on buttons on
00:20:39
how cool you are at working with models
00:20:41
material and light in the course we will
00:20:44
analyze only those functionalities of the blender
00:20:47
that are relevant to the real
00:20:48
practical tasks facing an
00:20:50
illustrator, which is why the course
00:20:53
is immodestly called the best course
00:20:55
on blender when I myself studied blender, I
00:20:58
suffered very much because of the incredibly
00:21:00
dull examples in the lessons after the next a
00:21:03
raspberry donut and a low-poly house, I was
00:21:07
close to giving up the whole thing,
00:21:10
so the training will be based on
00:21:12
examples that are interesting to do; some
00:21:15
of them you see on the screen
00:21:16
are illustrative examples. from a
00:21:19
technical point of view, but they are also variable,
00:21:22
instead of mindless repetition, you will be able to
00:21:24
create your own version by adding
00:21:26
cool work to your portfolio, we are still in the
00:21:28
learning process, after completing the course you will
00:21:31
receive exactly those skills with
00:21:33
which you can easily create
00:21:35
such 3D illustrations and earn
00:21:37
good money from them as far as good, I
00:21:40
already told you at
00:21:41
the beginning of the video and since you watched my videos
00:21:44
before this part, the prospect
00:21:46
of doing 3D illustration seems
00:21:48
very tempting to you and
00:21:50
only one question remains open: where to get it for all this
00:21:53
time? they are
00:21:59
clearly not satisfied with their side, as a result, you
00:22:02
keep putting off learning until later, I
00:22:05
understand you perfectly, so the main
00:22:07
feature of the course is that it saves
00:22:09
time, the course pursues a specific
00:22:11
practical task, painlessly teach
00:22:14
yourself from scratch to make rich materials
00:22:16
professionally arrange light,
00:22:18
model characters and create
00:22:20
full-fledged illustrations
00:22:21
if you I've been eyeing 3D graphics for a long time and have
00:22:24
n't started it yet, or I've
00:22:26
already completed dozens of lessons and courses
00:22:28
but haven't started creating my
00:22:30
own work, earning money then
00:22:32
the best blender course for you,
00:22:34
the course is also perfect as a
00:22:36
gift for your friend or significant other
00:22:38
halves to do illustrations in 3D is not
00:22:40
only an incredibly exciting activity,
00:22:42
but also profitable; training will be conducted in
00:22:45
two programs in a blender; we will
00:22:48
model; set the light and do
00:22:50
a scan; our own spaintur; we will
00:22:53
work with textures; in 15 hours of
00:22:55
content, you will not only create all the
00:22:57
necessary technical parts
00:22:59
three cool works in the
00:23:01
portfolio lessons will be gradually
00:23:03
released every month starting in July
00:23:06
access to the lessons will remain forever
00:23:07
so you can complete the course at your own
00:23:10
pace communication feedback on the
00:23:13
course will be organized according to the canon in
00:23:15
our closed discord server there you will
00:23:17
be able to communicate with other students
00:23:19
ask questions and so on you can send for
00:23:22
feedback the work done on the course, the full
00:23:25
cost of the course is 15 thousand 900
00:23:28
rubles, but at the pre-sale stage, 20
00:23:30
students will be able to take the course with a
00:23:33
50 percent discount for 7 thousand nine hundred and
00:23:36
fifty rubles for students who
00:23:39
bought any of my courses, the price will be even
00:23:41
lower than 6950 rubles, but according to
00:23:46
only 20 places are available at this price, no more than the main
00:23:49
condition for purchasing the course at a reduced
00:23:51
price, be sure to leave an honest,
00:23:53
detailed review of
00:23:54
our product after completing the course,
00:23:57
to sign up, pay or
00:24:00
reserve a place at a discount on
00:24:02
training, write to me on VKontakte using
00:24:05
this link,
00:24:06
go to my page in VKontakte and
00:24:09
click here you can also write to me
00:24:14
on Instagram or directly in
00:24:21
telegram, that’s why the login links to
00:24:25
my social networks can also be found in the
00:24:27
description of this video, don’t forget
00:24:30
to subscribe to my telegram and of
00:24:32
course youtube channel so as not to miss
00:24:34
information about the release of new videos and
00:24:36
useful content by the way about the video, they
00:24:39
usually insert gratitude at the beginning with
00:24:42
a video, but I decided to do it at the end,
00:24:44
so I would like to take this opportunity to
00:24:45
thank two people, one to Razin
00:24:48
for making the software that radically
00:24:50
changed my life and Oleg Krasny for
00:24:53
motivating me to quit
00:24:54
learning blender and, well, of course, thank you for
00:24:57
watching my first but not
00:24:59
the last video about blender, see you soon

Description:

В этом не совсем уроке я хочу поделюсь советами, которые бы очень сильно сэкономили мое время, если бы я услышал их, когда начинал, а в конце ролика я расскажу про свой подход к обучению. Мы подключили беспроцентную рассрочку на наш «Самый лучший курс по Блендеру». Чтобы уточнить условия рассрочки и оформить ее, переходите на сайт курса. 🍩 Сайт курса: https://bestblendercourse.com/ Подписывайся на меня в социальных сетях: 🐕 Вконтакте — https://vk.com/im?sel=-35734428 ✈ Телеграм — https://t.me/mr_mad_rabbit 💃 Инстаграм — https://www.facebook.com/unsupportedbrowser

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