
Welcome to my course on Blender 2.8
We create a new Mesh-->Plane
We add a subdivision modifier.
We add a displacement modifier and import the SRTM data as an image.
We add a second subdivision modifier to increase the resolution of the height displacement.
We begin to spherise our plane by adding simple deform modifier along the x-axis
We continue to spherise our plane by adding a second simple deform modifier along the z-axis.
We import the high resolution Blue Marble texture and see that it is instantly correctly aligned to the height map.
We experiment with the material colours in the Material Preview viewport.
We also apply the modifiers, demonstrate editing some of the vertices manually, and then undo the application of modifiers.
We export, and then reimport the model, ensuring 'apply modifiers' is selected and experiment further with the colours in the Rendered viewport.
The finished model is now yours to share, or use in your 3d games or presentations.
We learn about the UV Editor by adding a moon texture.
Now we add a moon heightmap that matches the moon texture.
We can also show the sea floor heights by using images created from GEBCO data.
I demonstrate the difference between using images with 8bit values versus 16bit bit values for displacement textures.
Requiring higher resolution models requires higher resolution textures and heightmaps, with a compromise of them covering smaller areas. In this video I show a way to achieve a higher resolution model using higher resolution resources while adjusting the boundaries of the model.
We import 1 minute per pixel textures and heightmaps, and I show you how to zoom into the heightmaps even further by using the UV Editor to zoom into the texture and heightmaps concurrently.
Welcome to my course teaching you how to create a topographical 3D model of the earth in Blender.
In this course, you will learn how to build a very complicated 3d model using advanced modelling techniques, but presented to you in a way, which is accessible for beginners.
At the end of the course, you would have learned how to convert a minimal 4 vertices 3d object, all the way up to an object with millions of vertices, faces and textures, gradually applying modifiers along the way, until you produce a high quality 3d topological model of the earth using data provided by Nasa.
At the end of the course, these techniques will become easy for you to understand and implement for yourself,
You will also have your own 3d model, which you can use as an asset in a game or any further presentations, and you will also have the skills to reproduce and re generate your model in order to cover any other further use cases where needing a 3d topological model of the earth would apply.
So, this course would be suitable for you, if you are a complete beginner at blender, and you want to jump right in and produce a high quality 3d model, and you want to learn sophisticated modelling techniques, but presented to you in a way which is accessible from a beginners point of view.
Thanks for taking part if my course and I'll see you there.
Sean