Blender Materials and Texture Series - Volume two
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Blender Materials and Texture Series - Volume two

Advanced blender render tools and basics of UV mapping
5.0 (2 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
78 students enrolled
Created by Joe Baily
Last updated 7/2018
English [Auto-generated]
Current price: $69.99 Original price: $99.99 Discount: 30% off
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This course includes
  • 3 hours on-demand video
  • 1 article
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Create metal and plastic materials
  • Create organic materials like skin
  • Unwrap objects of different shape types
  • Get objects to emit light
  • A basic understanding of the blender interface and how to create at least basic models is highly recommended before beginning the materials and texture series.
  • Volume one should be completed before volume two is started but not a total requirement

Welcome to volume two of the Blender material and texture series. This series of courses is designed to guide students from being beginners in material application for blender towards mastering the ability of creating any materials the student wants to create for any purpose whether that be for Pixar style animation or creating PBR materials for lifelike scenes.

In volume two we have a look at some of the more advanced tools in blender render such as the ability to manipulate an objects shading properties or actually having and object become a light source. The second stage of this volume will be focused on the process of UV mapping, which is a must know for anyone who wants to successfully texture 3D models. This is where we learn how to map out the 3D object onto a 2D UV grid so that we can begin the process of apply textures, which prefer a 2D surface rather than a 3D one.

Who this course is for:
  • Those how are very new to the world of 3D modelling should start here if they are interested in materials application.
Course content
Expand all 23 lectures 03:09:25
+ Introduction
3 lectures 18:26

In this lecture we will be going over the topics that we will be covering in this volume of the blender texture series. Including an overview of the two main sections on advanced blender render tools and the art of UV mapping.

Preview 04:27

Blender Render allows you to choose between four different material types. These are Surface, Wire, Volume and Halo. Surface is the standard Geometry of your material. Wire turns your object into a wireframe mesh. Volume uses the object shape but not actual geometry (like a cloud). Halo uses the vertices and has them emit light.

Preview 11:10
+ Blender render tools
7 lectures 01:17:46

Shading defines an objects ability to create shadows and even emit its own light. With this tool we can choose if the object in question absorbs light or produces it.

Preview 10:02

We begin to learn about the three different forms of transparency. Mask transparency blends the object texture with the environmental texture. Therefore it is not actually made completely invisible and the shape is still noticeable if we view with other objects around it.

Mask Transparency

Used for creating plastics it allows transparency while also allowing the object to be reflective to light. This means that we can now make an objects transparent but still visible based on their reflective (specular) properties.

Z transparency

The most complex of the three which is used to create glass based materials. We have many options when using raytrace but their is a consequence to all this power. That is the increase in render times to get the realistic results that raytrace can provide.

Raytrace Transparency

A demonstration of transparency in effect in a basic scene. This scene will give us a chance to view the benefits of the different transparency methods.

Transparency in effect

Learn to create reflective metal materials and actual mirrors thanks to the mirror tool. We can also create more grainy reflection for the trade off of increased render times to help create non shiny metals such as iron or tempered steel.

The mirror tool

This is a more advanced version of diffuse color and is used for organic materials such as skin and milk. This works by providing a very smooth base material that is part transluscent meaning it can still allow light to pass through it.

Subsurface scattering
+ UV mapping
12 lectures 01:32:53

An introduction to the section of UV mapping

UV mapping

Learn how to map your 3D object onto a UV grid

UV unwrap

Get blender to do the work an unwrap the object for you without and faces overlapping

Smart UV project

This unwraps an object that is based of a primitive object such as cube projection

Shape projection
Project from view

Same as project view bounds but the map stretches across the entire Uv grid

Project from view bounds

We mark the seams of the cube to see how this effects unwrapping.

Mark seams one

We mark the seams of the uv sphere and the cylinder

Mark Seams Two

We mark the seams for the ico sphere and torus objects

Mark seams three

The first challenge focuses on UV mapping

Volume challenge

The second challenge focuses on materials

Volume challenge Two

Thank you for completing the course

Thank you
Volume two quiz
6 questions
+ Bonus Section
1 lecture 00:19
Bonus Lecture: What to do next