Blender Materials and Texture Series - Volume two
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- 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.
- Those how are very new to the world of 3D modelling should start here if they are interested in materials application.
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.
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.
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.