Choose your language
Blender 4.4 Beginner Course
More than 2 million students worldwide

Blender 4.4 Beginner Course

Get up and running in Blender 4.4 with a complete, structured foundation covering every core discipline. From modelling and shading to rigging, rendering, and geometry nodes, this course builds the skills that every serious 3D artist needs. Stop guessing and start creating with confidence.

Dedika for businesses

What you will learn:

  • Configure Blender 4.4's interface, preferences, and file management for a professional workflow.

  • Build and transform 3D objects using precise selection, duplication, and coordinate system tools.

  • Create clean mesh geometry with extrude, bevel, loop cuts, and non-destructive modifiers.

  • Develop physically based materials, UV maps, and procedural textures using the Shader Editor.

  • Set up lights, cameras, and render settings for polished output in Cycles and EEVEE Next.

  • Assemble procedural geometry systems and composite final renders for production-ready delivery.

How you study in practice Blender 4.4 Beginner Course

How you practise Blender 4.4 Beginner Course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

Click here

Course content

8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Getting Started with Blender 4.4

  • Lesson 1 • Navigating the 3D Viewport

    Teaches orbit, pan, zoom, and view presets using mouse, keyboard, and numpad. Fluid viewport navigation is prerequisite to every modelling and rendering task.

  • Lesson 2 • Working with Files and Projects

    Explains .blend file structure, saving strategies, and asset linking basics. Proper file hygiene prevents data loss and supports team collaboration later.

  • Lesson 3 • Installing and Configuring Blender

    Covers downloading, installing, and setting up Blender 4.4 for optimal performance. Establishes the baseline environment every subsequent chapter depends on.

  • Lesson 4 • Understanding the Blender Interface

    Maps every major UI region: menus, headers, editors, and status bar. Students gain spatial awareness of the interface needed to follow all future workflows.

Chapter 2See details

Core Object Operations and Transforms

  • Lesson 1 • Selecting Objects Effectively

    Introduces click, box, circle, and lasso selection methods along with selection modifiers. Accurate selection is the entry point to every editing operation.

  • Lesson 2 • Organising the Scene with Collections

    Teaches creating, nesting, and managing collections for scene organisation. Structured scenes reduce clutter and enable efficient rendering and export workflows.

  • Lesson 3 • Duplicating and Instancing Objects

    Distinguishes between copy, linked duplicate, and collection instances. Efficient duplication strategies reduce file size and speed up scene assembly.

  • Lesson 4 • Object Origin and Coordinate Systems

    Explains global, local, and custom coordinate systems and how object origin affects transforms. Understanding origins prevents common misalignment errors in modelling.

  • Lesson 5 • Transforming Objects in 3D Space

    Covers grab, rotate, and scale with axis constraints and numeric input. These transforms are the fundamental manipulation tools used in every Blender discipline.

Chapter 3See details

Mesh Modelling Fundamentals

  • Lesson 1 • Topology Best Practices

    Explains edge flow, pole management, and quad-dominant topology for clean deformation. Good topology is essential for animation, subdivision, and UV unwrapping.

  • Lesson 2 • Edit Mode and Mesh Components

    Introduces Edit Mode, mesh element types, and selection modes. Understanding mesh topology is the prerequisite for every modelling and sculpting technique.

  • Lesson 3 • Modifiers for Non-Destructive Modelling

    Introduces the modifier stack with Subdivision Surface, Mirror, and Solidify as primary examples. Non-destructive workflows preserve flexibility throughout the design process.

  • Lesson 4 • Essential Modelling Operations

    Covers extrude, inset, loop cut, bevel, and merge as the core mesh-building toolkit. Combining these tools enables construction of virtually any hard-surface shape.

  • Lesson 5 • Proportional Editing and Sculpt-Like Shaping

    Teaches proportional editing falloff modes for smooth organic deformation in Edit Mode. This bridges hard-surface modelling and organic shaping workflows.

Chapter 4See details

Shading, Materials, and Textures

  • Lesson 1 • UV Unwrapping for Texture Mapping

    Covers seam placement, unwrapping methods, and UV layout optimisation in the UV Editor. Accurate UVs are required for any image-based texture to appear correctly.

  • Lesson 2 • Principled BSDF and PBR Workflow

    Teaches the Principled BSDF shader and its key parameters for physically based rendering. Mastering this single node covers the majority of real-world material needs.

  • Lesson 3 • Introduction to the Shader Editor

    Orients students to the node-based Shader Editor and its relationship to the 3D Viewport. Node thinking is the foundation for all material and compositing work in Blender.

  • Lesson 4 • Image Textures and Texture Painting

    Explains loading image textures, setting colour space, and painting directly on 3D surfaces. These skills enable custom surface detail beyond procedural approaches.

  • Lesson 5 • Procedural Textures and Node Groups

    Builds procedural materials using noise, wave, and voronoi texture nodes combined into reusable node groups. Procedural textures scale infinitely and require no UV maps.

Chapter 5See details

Lighting and Rendering with Cycles and EEVEE

  • Lesson 1 • Camera Setup and Composition

    Covers camera properties, depth of field, and viewport composition guides. Camera control translates artistic intent into the final rendered frame.

  • Lesson 2 • Rendering with EEVEE Next

    Configures EEVEE Next for real-time quality output including shadows, reflections, and ambient occlusion. EEVEE is essential for fast iteration and interactive previews.

  • Lesson 3 • Rendering with Cycles

    Configures Cycles render settings including samples, denoising, and light paths. Cycles produces photorealistic results and is the industry benchmark for Blender output.

  • Lesson 4 • Lighting Fundamentals in Blender

    Introduces point, sun, spot, and area lights with their key parameters and placement strategies. Proper lighting is the single greatest factor in render quality.

  • Lesson 5 • Output Settings and Render Passes

    Explains resolution, frame rate, file format, and render pass configuration for compositing. Correct output settings ensure renders are usable in any downstream pipeline.

Chapter 6See details

Rigging and Basic Animation

  • Lesson 1 • Skinning Meshes with Armatures

    Explains automatic weights, weight painting, and vertex group management for mesh deformation. Accurate skinning ensures the mesh follows the rig without unwanted artefacts.

  • Lesson 2 • Graph Editor and Curve Interpolation

    Teaches F-curve editing, handle types, and interpolation modes for polished motion. Curve control is what separates mechanical animation from natural, expressive movement.

  • Lesson 3 • Keyframe Animation and the Timeline

    Introduces keyframes, the Timeline editor, and playback controls for basic object animation. The Timeline is the entry point to all time-based work in Blender.

  • Lesson 4 • Constraints and Inverse Kinematics

    Introduces bone constraints, IK solvers, and control bone setups for animator-friendly rigs. Constraints reduce manual keyframing and make rigs intuitive to operate.

  • Lesson 5 • Armature Creation and Bone Basics

    Covers adding armatures, editing bone chains, and understanding bone relationships. Armatures are the skeleton system that drives all character and mechanical rigs.

Chapter 7See details

Geometry Nodes and Procedural Workflows

  • Lesson 1 • Fields and Attribute Manipulation

    Explains the field system, named attributes, and how to read and write per-element data. Attributes are the data layer that makes procedural systems context-aware.

  • Lesson 2 • Building Parametric Assets

    Guides students through building a reusable parametric asset with exposed group inputs. Parametric assets are the deliverable format for modern procedural pipelines.

  • Lesson 3 • Procedural Animation with Geometry Nodes

    Animates geometry node parameters and uses the scene time input for driver-free motion. Procedural animation reduces keyframe overhead for repetitive or complex motion.

  • Lesson 4 • Geometry Nodes Editor Overview

    Orients students to the Geometry Nodes workspace, node categories, and data flow logic. Understanding data types and flow is prerequisite to building any node graph.

  • Lesson 5 • Instancing and Scattering Geometry

    Covers instance on points, distribute points on faces, and randomisation for environment population. Procedural scattering is a core production technique for environments.

Chapter 8See details

Compositing, Output, and Pipeline Integration

  • Lesson 1 • Colour Management and Grading

    Explains ACES, Filmic, and AgX colour transforms and how to apply look grading in Blender. Consistent colour management ensures renders match across monitors and delivery formats.

  • Lesson 2 • Exporting Meshes and Animations

    Covers FBX, OBJ, glTF, and Alembic export settings for game engines and DCC pipelines. Correct export settings prevent scale, axis, and material errors in target applications.

  • Lesson 3 • Working with Render Passes in Compositing

    Teaches combining diffuse, specular, shadow, and AO passes for flexible post-processing. Pass-based compositing gives artists non-destructive control over every lighting element.

  • Lesson 4 • Compositor Editor Fundamentals

    Introduces the node-based Compositor, its render layer input, and basic colour correction nodes. The Compositor is where raw renders become polished, deliverable images.

  • Lesson 5 • Video Sequence Editor for Final Output

    Introduces the VSE for assembling rendered image sequences into final video deliverables. The VSE closes the production loop from 3D render to finished video file.

Certification

Your valid completion certificate

This course is for you:

  • Hobbyist creators: keen to turn 3D ideas into finished, shareable artwork.

  • Graphic designers: ready to add dimensional work to their existing visual skill set.

  • Game developers: needing a solid Blender pipeline before tackling asset production.

  • Career changers: pursuing roles in animation, VFX, or architectural visualisation.

  • Students: building a portfolio foundation before entering a competitive creative industry.

  • Educators: learning Blender to teach 3D concepts in classroom or workshop settings.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

Top qualifications

FAQ

Who is Dedika?

Is the certificate valid in the United Kingdom?

Are the courses free?

What is the course workload?

What are the courses like?

How do the courses work?

What is the duration of the courses?

What is the cost or price of the courses?

What is an EAD or online course and how does it work?

PDF Course