Complete Blender Creator: Learn 3D Modelling for Beginners
4.6 (37,263 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.
193,594 students enrolled

Complete Blender Creator: Learn 3D Modelling for Beginners

Use Blender to create beautiful 3D models for video games, 3D printing, house design etc. No prior knowledge required.
Bestseller
4.6 (37,263 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.
193,566 students enrolled
Last updated 5/2020
English
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Current price: $135.99 Original price: $194.99 Discount: 30% off
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This course includes
  • 63 hours on-demand video
  • 5 articles
  • 19 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Use Blender and understand it's interface
  • Understand the principles of modelling
  • Create 3D models with simple colors
  • Learn the basics of animation
  • Explore and have fun with particle effects
  • Create your own materials
  • UV map and unwrap your models
  • Export your models to external packages
  • Use Blender's physics engine to create destruction
  • Combine CGI with real life footage
Requirements
  • Mac or PC capable of Running Blender Version 2.77 or above
Description

**THE COURSE IS CURRENTLY BEING UPDATED TO BLENDER 2.8**

We are busy updating the course for 2.8 and including many student suggestions.  We are really excited and hope you are as well!

This course is continually updated in response to student suggestions

Blender is a fantastic platform which enables you to make AAA-quality models which can be exported to any game engine, 3D printer, or other software. Here are some of the reasons why you want to learn Blender with this online tutorial...

  • Create assets for video games.

  • Make unique 3D printed gifts.

  • Design your dream house, car, etc

  • Express yourself through 3D artwork.

Learn how to create 3D Models and Assets for games using Blender, the free-to-use 3D production suite. We start super simple so you'll be ok with little or no experience. With our online tutorials, you'll be amazed what you can achieve.

Ben Tristem is one of Udemy's top instructors, and Michael Bridges is an experienced 3D artist. Together Ben and Michael will provide world-class support, encouragement and plenty of challenges.

The course is project-based, so you will applying your new skills immediately to real 3D models. All the project files will be included, as well as additional references and resources - you'll never get stuck. There are talking-head videos, powerful diagrams, quality screencasts and more.

For each of the models that you build you will follow this process... 

  • Be challenged to build the entire model yourself.

  • Be shown step-by-step how to build it.

  • Apply your knowledge regularly.

Have a more specific focus? Check out our other Blender courses which focus on characters and environments. Want to bring your models to life in a video game engine? Check out our Complete Unity Developer 3D course. Just look for our green leaf logo - a sign of passion & quality.

You will get full lifetime access for a single one-off fee. The creators are qualified and experienced with modelling and coding, so are able to explain complex concepts clearly, as well as entertain along the way. By the end of the course, you'll be very confident in the basics of 3D modelling and rendering, and hungry to learn more.

If you're a complete beginner, we'll teach you all the modelling fundamentals you'll need. If you're an artist, we'll teach you to bring your assets to life. If you're a coder, we'll teach you modelling and design principles.

Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Dive in now, you won't be disappointed!


Who this course is for:
  • Competent and confident with using a computer.
  • Artists who want to learn to bring their assets alive.
  • Game Developers who wish to expand their Skill Set.
  • Complete beginners who are willing to work hard.
Course content
Expand all 357 lectures 63:04:07
+ Getting Going In Blender
18 lectures 02:23:13

Michael welcomes you to the course.

(Unique Video Reference: 1_GG_CBC)

Preview 00:57

This is the Start of the Blender Remaster to 2.8, this is the new content.

Preview 02:04

In this video (objectives)…

  1. Introduce Blender 2.8.
  2. How to Install Blender 2.8 Beta.
  3. Check everything is Working.

After watching (learning outcomes)…

You will have Blender 2.8 installed.

(Unique Video Reference: 1a_GG_CBC)

Install and Overview
09:40

In this video (objectives)…

  1. Back up previous work.

  2. Save often.

After watching (learning outcomes)…

You will understand that opening and saving in Blender 2.8 comes with risks.

  • (Unique Video Reference: 2_GG_CBC)

WARNING
01:50

In this video (objectives)…

  1. Learn about the 3D cursor.

  2. How to add a new primative.

  3. How To delete objects.

After watching (learning outcomes)…

You will be able to add various objects, understand the outliner and delete objects from your scene.

(Unique Video Reference: 3_GG_CBC)

Adding Objects
08:22

In this video (objectives)…

  1. Learn about Scaling Rotating and Tranlating.

  2. See the various ways of accessing those tools.

  3. Apply Rotation and Scaling Transforms.

After watching (learning outcomes)…

You will be able to transform any object in Blender.

(Unique Video Reference: 4_GG_CBC)

Transforms
13:52

In this video (objectives)…

  1. Learn how to duplicate objects.

  2. Experience how useful the skill can be to rapidly make something.

  3. Great for prototyping.

After watching (learning outcomes)…

Be able to Rapidly prototype shaves and ideas.

(Unique Video Reference: 5_GG_CBC)

Duplication
16:44

In this video (objectives)…

  1. Add a material to your object.

  2. Look over the properties a material can have.

  3. Understand this is the default principal shader.

After watching (learning outcomes)…

You will be able to add materials to your mesh objects, adding colour to your model.

(Unique Video Reference: 5a_GG_CBC)

Your First Materials
16:28
Quiz 1
5 questions

In this video (objectives)…

  1. Enable Snapping.
  2. Swtich between different snapping modes.
  3. Understand some of the pitfalls.

After watching (learning outcomes)…

Be able to position and align your objects with precision.

(Unique Video Reference: 6_GG_CBC)

QT - Intro To Snapping
05:36

In this video (objectives)…

  1. Look at the scene through the camera.

  2. Position the Camera ready form.

  3. learn how to quickly move the camera and around the world.

After watching (learning outcomes)…

Be able to setup your camera ready for your first render.

(Unique Video Reference: 7_GG_CBC)

Camera Setup Moving Around Your Models
07:55

In this video (objectives)…

  1. Setup a 3 point lighting rig.

  2. Edit a lamps basic properties.

  3. Parent the lights to the camera.

After watching (learning outcomes)…

You will be able to light a scene in Blender.

(Unique Video Reference: 8_GG_CBC)

A Basic 3 Point Light Setup
14:18
The Outliner
03:49

In this video (objectives)…

  1. Setup Resolution Settings.

  2. Render Out your first render!

  3. Switch between cycles and Eevee Rendering.

After watching (learning outcomes)…

Have something extrnal to Blender that you can share with others.

(Unique Video Reference: 9_GG_CBC)

Rendering Out Your Scene
07:00

In this video (objectives)…

  1. Q&As are for questions.

  2. Please Share work on the FB group or Community Site.

  3. Join Our Discord!

After watching (learning outcomes)…

You will understand where to ask questions and where to share your work!

(Unique Video Reference: 10_GG_CBC)

Sharing Your Work And Our Community
03:14
Quiz 2
4 questions

In this video (objectives)…

  1. Learn a few tips a tricks.

  2. Focus on what the viewer will see.

  3. Make your end of section simple model.

After watching (learning outcomes)…

You'll be sure that you know all of the modelling knowledge in this section.

(Unique Video Reference: 11_GG_CBC)

Intro and Setup Final Challenge
14:45

In this video (objectives)…

  1. Undeterstand how the interface is organised.

  2. Be able to select and add existing layouts.

  3. Know how to split and combine windows.

After watching (learning outcomes)…

Be Confortable with Blender's Interface.

(Unique Video Reference: 12_GG_CBC)

Blender's Interface
06:41

In this video (objectives)…

  1. Take a Look at Blender's preferences.

  2. Understand some key settings.

  3. Know what .blend1 files are.

After watching (learning outcomes)…

You will understand where the preferences are and see just how customisable Blender is.

(Unique Video Reference: 13_GG_CBC)

User Preferences
08:56

In this video (objectives)…

  1. Mike summarises the sections learning points and their usefulness.

After watching (learning outcomes)…

You will have a recap of the section

(Unique Video Reference: 14_GG_CBC)

Intro and Setup Section Wrap Up
01:02
+ Your First 3D Model In Blender
22 lectures 02:52:13

In this video...

  1. Understand above box modelling.

  2. Use this fundamental skill to make unique meshes.

  3. Understand about basic geometry manipulation.

After watching...

You will be set up and ready for the rest of the section.

(Unique Video Reference: 1_BK_CBC)

Introduction to Box Modelling
00:40

In this video...

  1. We goes over some fundamentals of how the 3D world works.

After watching...

You will have a overview of how the 3D world works.

(Unique Video Reference: 2_BK_CBC)


Basic Modelling Concepts
01:19

In this video...

  1. Switch between edit mode and object mode.

  2. Edit the positions of vertices edges and faces.

  3. Understand that editing in edit mode is different from transforming in object mode.

After watching...

You will be able to edit the mesh data of a mesh object.

(Unique Video Reference: 3_BK_CBC)

Edit Mode
08:18

In this video...

  1. Delete a vertex edge or face.

  2. Create a new face or edge by filling.

  3. Learn about dissolving.

After watching...

You will be able to do basic edits to your mesh data.

(Unique Video Reference: 4_BK_CBC)

Vertices, Edges And Faces
07:31

In this video...

  1. Learn how to avoid duplicate vertices.

  2. Learn when they are necessary.

  3. Removing doubles.

After watching...

You will know how to remove unnecessary geometry and understand why this is bad.

(Unique Video Reference: 5_BK_CBC) 

Merging Vertices In Blender
13:31

In this video...

  1. What extruding is.

  2. Planning your model.

  3. How it applies to Faces, Edges and Vertices.

After watching...

You will be able to start expanding mesh data based on existing mesh data.

(Unique Video Reference: 6_BK_CBC) 

Extruding In Blender
08:33
Quiz 3
4 questions

In this video...

  1. We’ll take a closer look at pivot points.

  2. How to change them.

  3. Things to watch out for.

After watching...

You will be able to adjust the pivot point and use it to position objects and edit geometry.

(Unique Video Reference: 7_BK_CBC) 

Pivot Points
11:59

In this video...

  1. Add multiple material slots.

  2. Assign more than one material to an object in edit mode.

  3. Understand that you will lose any unassigned materials open reopening the file.

After watching...

You will be able to assign multiple materials to one object.

(Unique Video Reference: 8_BK_CBC) 

Multiple Materials
14:00

Michael gives you a mid-section challenge to test your knowledge so far.

(Unique Video Reference: 9_BK_CBC) 

Mid-Section Challenge A Small Scene
10:51

In this video...

  1. "Normal" means 90-degrees.

  2. Normals are vectors at 90-degrees to the faces.

  3. Think of them like hairs.

  4. Hairs should grow outwards!

After watching...

You will understand what normals are and be able to prevent them from causing you problems later on!

(Unique Video Reference: 10_BK_CBC) 

What Are Normals?
02:52

In this video...

  1. Learn about Normals.

  2. Why they are important.

  3. How to fix them if they have gone wrong.

After watching...

You will understand what normals are and be able to prevent them from causing you problems later on!

(Unique Video Reference: 11_BK_CBC) 

Normals In Blender
10:26
Quiz 4
3 questions

In this video...

  1. Learn how to use the inset tool.

  2. See the impact of using different pivot points.

After watching...

You will be able to use the inset tool.

(Unique Video Reference: 12_BK_CBC) 

Insetting In Blender
11:32

In this video...

  1. What edge loops are.

  2. How to select an edge loop.

  3. Show the power of the loop cut.

  4. How to control the slide function.

After watching...

You will be able to add loop cuts to your model for fine model control.

(Unique Video Reference: 13_BK_CBC) 

Edge Loops, Loop Cut and Slide
10:10

In this video...

  1. Moving twice will active slide.

  2. Slide constrains the movement.

  3. Works on vertices edges and faces.

After watching...

You will slide Vertices Edges and Faces altering your model's geometry.

(Unique Video Reference: 14_BK_CBC) 

QT - Sliding
03:38

In this video...

  1. Identify mistakes before they become issues.

  2. OK for rapid prototyping.

  3. Potentially fine for finished work as well.

After watching...

You will have a taste of topology arguments and have a deeper understanding of what is acceptable and when.

(Unique Video Reference: 15_BK_CBC) 

Mistakes When Subdividing A Surface
11:04

In this video...

  1. Refresher of what we have done so far.

  2. Learn about different selection tools.

  3. Learn about expanding the selection.

After watching...

You will be competent in selecting in many different ways, expanding your choice and options when modelling.

(Unique Video Reference: 16_BK_CBC) 

QT - Different Selection Methods
09:51
Quiz 5
3 questions

In this video...

  1. Learn another way to constrain movement.

  2. Using the Snapping Tool in edit mode

  3. How to snap objects into place.

  4. Control whether or not you merge vertices during the moving process

After watching...

You will be able to use the snapping tool whilst editing a mesh object in Blender.

(Unique Video Reference: 17_BK_CBC) 

The Snapping Tool
10:14

Michael discusses the many many ways things can be done in Blender.

(Unique Video Reference: 18_BK_CBC) 

More Than One Way
02:21

In this video...

  1. Repeating objects using the Array modifier.

  2. Modifiers are great because they are non destructive unless you apply them.

  3. How to separate your geometry.

After watching...

You will be able to use the array modifier to repeat your mesh objects.

(Unique Video Reference: 19_BK_CBC)

Using The Array Modifier
11:00

In this video...

  1. Joining mesh objects together.

  2. Everything joins to the active selected mesh object.

  3. Objects will lose their modifiers and inherit the active selected mesh objects. 

After watching...

You will understand why you may want to join objects together into one mesh object.

(Unique Video Reference: 20_BK_CBC)

Joining Mesh Objects
05:59

It's time to put everything you have learn so far into this end of section challenge.

Make use of lighting, and modelling and finish off your Mayan pyramid.

(Unique Video Reference: 21_BK_CBC)

Finish Your Mayan Pyramid
05:19
Quiz 6
3 questions

Well done for completing section 2!

(Unique Video Reference: 23_BK_CBC)

Block Modelling Wrap Up
01:05
+ Bowling Ball And Pins
21 lectures 02:48:49

In this video (objectives)…

  1. Michael welcomes you to the section.

  2. We will cover making a model using curves.

  3. Explore other modelling techniques.

  4. Import Blender files together into one scene.

After watching (learning outcomes)…

You will know what the section is about and have an overview of what to expect upon completion of the section.

(Unique Video Reference: 1_BA_CBC)

Welcome To Bowling Ball And Pins
01:05

In this video (objectives)…

  1. Understanding your subject.

  2. Planning your model.

  3. Know the importance of research.

After watching (learning outcomes)…

Understanding the importance of preparing you work before you start on any project.

(Unique Video Reference: 2_BA_CBC)

Knowing Your Topic And Specification
05:38

In this video (objectives)…

  1. Blender used to use an arbitrary unit called a Blender Unit.

  2. By default Blender uses metres.

  3. You can change that to other units.

  4. Units are important when working on large or small objects.

After watching (learning outcomes)…

You will be able to set the appropriate Scale within Blender to the model you are working on.

(Unique Video Reference: 3_BA_CBC)

Blender Model Scale And Units
04:58

In this video (objectives)…

  1. There are 2 ways of importing reference material.

  2. Background images and textured planes.

  3. We'll be using background images.

After watching (learning outcomes)…

You be able to import reference images into Blender.

(Unique Video Reference: 4_BA_CBC)

Importing Reference Material
09:39

In this video (objectives)…

  1. Discuss another way of manipulating reference material.

After watching (learning outcomes)…

You'll know more ways to import reference material.

(Unique Video Reference: 4a_BA_CBC)


Importing Reference Alternative
03:36

In this video (objectives)…

  1. Placeholders serve many purposes

  2. In this lecture we look at using one as a guide for our reference material

After watching (learning outcomes)…

Be able to create placeholders and understand why you might need them in the first place.

(Unique Video Reference: 5_BA_CBC)

Placeholders
08:44

In this video (objectives)…

  1. What are are Bézier curves.

  2. Why we're using them for our pin.

  3. Drawing your first Bézier curve.

After watching (learning outcomes)…

You will be able to add and manipulate Bézier curves

(Unique Video Reference: 6_BA_CBC)

Introduction To Bézier Curves
15:25
Quiz 7
4 questions

In this video (objectives)…

  1. We convert a curve object to another object type, a mesh object.

  2. This allows you to perform operations that are only available on that object type

After watching (learning outcomes)…

You will be able to convert between various compatible object types.

(Unique Video Reference: 7_BA_CBC)

Converting A Curve To Mesh
05:54

In this video (objectives)…

  1. Understand about the positioning of the objects origin is important as that is the rotational axis

  2. Using the spin tool we will make our pin.

After watching (learning outcomes)…

You will be able to use the spin tool to create objects that have rotational symmetry.

(Unique Video Reference: 8_BA_CBC)

Spin In Blender
10:17

In this video (objectives)…

  1. Assign a material to a face.

  2. Inheriting material properties.

  3. Adjust properties of a material.

After watching (learning outcomes)…

You will be able to control the material properties of an object

(Unique Video Reference: 9_BA_CBC)

Different Material Properties
11:16

In this video (objectives)…

  1. Learn that the sphere is the defining shape.

  2. The mesh topology can vary greatly.

  3. UV sphere, ico sphere and cube!

  4. Brief look at subdivision modifier.

After watching (learning outcomes)…

You will be able to choose different topology to suit your needs

(Unique Video Reference: 10_BA_CBC)

Choosing An Appropriate Sphere
10:40

In this video (objectives)…

  1. Create geometry from a single vertex.

After watching (learning outcomes)…

You will be able to use the Bevel Vertex mesh tool.

(Unique Video Reference: 11_BA_CBC)

Bevel Vertex
04:38
Quiz 8
4 questions

In this video (objectives)…

  1. Adjusting geometry to become more uniform.

After watching (learning outcomes)…

You will be able to circularise geometry whether a face or more 3 dimensional.

(Unique Video Reference: 12_BA_CBC)

QT - To Sphere
02:56

In this video (objectives)…

  1. Change the axis for extrusion for finer control.

  2. Another look at transform orientations.

After watching (learning outcomes)…

You will have a better knowledge of transform orientations and pivot points.

  1. (Unique Video Reference: 13_BA_CBC)

Extruding To A Normal
05:30

In this video (objectives)…

  1. Auto smooth mesh data.

  2. Pros and cons of additional local geometry.

  3. Using the Sub-division modifier effectively.

After watching (learning outcomes)…

You will be able to circularise geometry

(Unique Video Reference: 14_BA_CBC)

Sharp Edges On Curved Surfaces
13:41

In this video (objectives)…

  1. Showing you how to import multiple Blender files into a scene.

  2. Learning the difference between append and linked.

  3. Understanding that a composited scene can exist with both types.

  4. Look at appending vs linking.

After watching (learning outcomes)…

You will be able to append objects and settings from other blend files.

(Unique Video Reference: 15_BA_CBC)

Importing Simple Blender Files
08:59

In this video (objectives)…

  1. Create your own collections.

  2. Organise your work.

  3. Add Objects to existing collections.

After watching (learning outcomes)…

You will be able to create your own collections and add to existing ones.

(Unique Video Reference: 16_BA_CBC)

Collection Basics
05:53

In this video (objectives)…

  1. Create a new scene in Blender.

  2. Name and rename scenes.

  3. copy data from one scene to another.

After watching (learning outcomes)…

You will be able to create multiple scenes to setup and showoff your work in various ways in a single Blender file.

(Unique Video Reference: 17_BA_CBC)

Adding New Scenes
08:09

In this video (objectives)…

  1. Look at the various shadow options in Eevee.

  2. Understand that shadows are controlled from the lights in Eevee.

After watching (learning outcomes)…

You will be able to create multiple scenes to setup and showoff your work in various ways in a single Blender file.

(Unique Video Reference: 18_BA_CBC)

Eevee’s Shadow Options
17:58

In this video (objectives)…

  1. Understand that Eevee has its limits.

  2. You have to turn on features in Eevee for them to work.

  3. Reflections are one such feature.

After watching (learning outcomes)…

You will be aware that Eevee's rendering features need to be turned on in order to use them.

(Unique Video Reference: 19_BA_CBC)

Eevee Render Settings
13:11
Quiz 9
5 questions

In this video (objectives)…

  1. A final lecture concluding this section.

  2. We hope you have enjoyed in and will see you in the next section.

After watching (learning outcomes)…

You have completed the section well done!  See you in the next one.

(Unique Video Reference: 21_BA_CBC)

Bowling Pin and Ball Wrap Up
00:42
+ Low Poly Chess Set
40 lectures 06:09:05

In this video (objectives)…

  1. Introduced to what is coming up in this section.

After watching (learning outcomes)…

You will know what is coming up in this section.

(Unique Video Reference: 1_CP_CBC)

Introduction To The Low Poly Chess Set
01:26

In this video (objectives)…

  1. Understand that a larger project requires some forward thinking.

  2. You will need to create a folder structure.

  3. Be prepared to change as the project becomes clearer.

After watching (learning outcomes)…

You will have your file system all setup for the project ahead and understand the importance of organisation in a larger project.

(Unique Video Reference: 2_CP_CBC)

Managing A Larger Project
05:08

In this video (objectives)…

  1. Check out the design specs of a chess board.

  2. Design our chess board using that info.

  3. Decide on a working scale.

  4. Play about in Blender to get it feeling right.

After watching (learning outcomes)…

You will have collected all the necessary reference material for the section and have all the measurements for your pieces and understand the importance of doing this for any other projects.

(Unique Video Reference: 3_CP_CBC)

Planning Your Project
04:15

In this video (objectives)…

  1. Start creating our chess board.

  2. Take over the cube object.

  3. Use the grid mesh to create the grid.

  4. Start creating our chess board.

  5. Replace a cube mesh object’s mesh data.

  6. Demonstrate the grid mesh option too.

After watching (learning outcomes)…

Understand the fundamental difference between Mesh Data and the Mesh Object that contains it.

(Unique Video Reference: 4_CP_CBC)

Mesh Objects Vs Mesh Data
11:47

In this video (objectives)…

  1. How to centre your model in the view.

  2. Learn how to control an objects origin.

After watching (learning outcomes)…

You will have control of the origin of an object, and be able to manipulate your view with better precision.

(Unique Video Reference: 5_CP_CBC)

Re-centring Your Objects
03:53

In this video (objectives)…

  1. Chose a style of chess set.

  2. Decide on construction method.

  3. Start creating our asset.

  4. Construction Method.

  5. Split our models in two.

  6. Make a standard base asset that we can work from for all the other models.

After watching (learning outcomes)…

You will be able to identify repeating geometric shapes allowing you to create a standard asset to streamline your workflow.

(Unique Video Reference: 6_CP_CBC)

Creating A Standard Asset
09:42

In this video (objectives)…

  1. Box model the chess piece base.

  2. Using the bevel tool to round off our sharp edges.

After watching (learning outcomes)…

You will understand the use of the bevel tool and using the bevel tool we can smooth out a sharp edge, but it comes at a cost.

(Unique Video Reference: 7_CP_CBC)

Using The Bevel Tool
11:57

In this video (objectives)…

  1. Learn about clipping distance and how they affect your workflow.


After watching (learning outcomes)…

Be able to work at large and small

(Unique Video Reference: 8_CP_CBC)

QT View port and Camera Clipping
04:53

In this video (objectives)…

  1. It is a style.

  2. It is a relative comparison of what technology is capable of.

After watching (learning outcomes)…

You will have a better understanding of the terminology we are using.

(Unique Video Reference: 9_CP_CBC)

What Is Low Poly?
03:09

In this video (objectives)…

  1. How to start taking geometry away from a model.

  2. Simplifying the model as much as possible.

  3. As much geometry as necessary, no more.

After watching (learning outcomes)…

You will have a better grasp of the underlying geometry you will need to make your models.

(Unique Video Reference: 10_CP_CBC)

Dissolving Geometry
07:08

In this video (objectives)…

  1. Learn about edge rings.

  2. How they help you manage your geometry.

  3. Definition: A series of edges which are not directly connected, but share faces.

After watching (learning outcomes)…

You will have know how to select edge rings.

(Unique Video Reference: 11_CP_CBC)

Edge Rings
07:14

In this video (objectives)…

  1. Think about future workflow.

  2. Too much geometry.

After watching (learning outcomes)…

Yes, you probably knew this already - there is more than one way to do something!

(Unique Video Reference: 12_CP_CBC)

Exploring Alternatives To Bevelling
10:02

In this video (objectives)…

  1. Learn when you would duplicate an asset model.

  2. Choose when appending would be better.

  3. Duplicating Vs Appending.

  4. Appending picks out key parts of a blend file.

  5. Other Scene data would have to be appended separately.

  6. Duplicating would be exactly the same as the original file with everything intact.

After watching (learning outcomes)…

You will understand more about the choices you will make when combining and reusing your models.

(Unique Video Reference: 13_CP_CBC)

Appending Vs Duplication
11:06

In this video (objectives)…

  1. Learning the power of bridging edge loops.

  2. Oops our pawn is lovely but has too many polygons!

After watching (learning outcomes)…

You will be able to link geometry together with the same number of edges.

(Unique Video Reference: 14_CP_CBC)

Bridging Edge Loops
13:39

In this video (objectives)…

  1. Looking for commonality to use again.

  2. Speeds up our workflow no having to repeat ourselves.

After watching (learning outcomes)…

Reinforcement of the idea of reusing previous work to speed up your workflow.

(Unique Video Reference: 15_CP_CBC)

Using Common Features
12:22

In this video (objectives)…

  1. Take another look at our reference pieces.

  2. Look for commonality to save us time with modelling.

  3. Use the 3D Cursor and Origin to accurately control our piece.

After watching (learning outcomes)…

Greater understanding on controlling the mesh datas location relative to the objects origin.

(Unique Video Reference: 16_CP_CBC)

3D Cursor And Origins
10:01

In this video (objectives)…

  1. Experiment with a Boolean modifier.

  2. Understand how to apply it to our model.

  3. Can been used constructively and destructively.

  4. It can work in edit mode.

  5. Real time and live!

After watching (learning outcomes)…

You will be able to use the boolean modifier to create new more complex geometry.

(Unique Video Reference: 17_CP_CBC)

Boolean Modifier
06:15

(Unique Video Reference: 17a_CP_CBC)

Boolean In Edit Mode
03:55

In this video (objectives)…

  1. See how parents can group together objects, their children.

  2. Create a hierarchy which is easy to navigate.

  3. We'll be using this to logically group our pieces.

  4. Parent > Child > Grandchild > Great Grandchild!

After watching (learning outcomes)…

You will be able to give your objects a hierarchy in your scene, allowing another way of controlling your pieces

(Unique Video Reference: 18_CP_CBC)

Parent And Children - Collections and Organisations
12:54

In this video (objectives)…

  1. Introducing the concept of an empty.

  2. An empty is a null object, and has no geometry.

  3. They can be used as a handle to control objects.

  4. Used as a parent object for a group of objects.

  5. Many other uses.

  6. Append the bishop into our chess scene.

  7. Check everything is right proportion wise.

  8. Start filling up our board, creating the white pawns.

  9. Link duplicate our bishop and pawns.

  10. Managing our models in this scene.

After watching (learning outcomes)…

You will understand what empties are and a few uses for them.

(Unique Video Reference: 19_CP_CBC)

Introduction To Empties
15:54

In this video (objectives)…

  1. Great for working around more complex scenes.

  2. We're changing the user preferences.

  3. Demonstrate both zoom to mouse and rotate around selection.

  4. Other view options available.

  5. View Options

  6. View>View Selected (Number Pad .)

  7. View Dolly: Ctrl + Shift + Middle-Mouse / Ctrl+ Shift + +/-.

  8. Walk/Fly Mode: Shift + F.

After watching (learning outcomes)…

You will have much better control of the 3D Editor.

(Unique Video Reference: 20_CP_CBC)

QT Better Viewport Control
07:24

In this video (objectives)…

  1. Understand that lamps apply to Blender Render.

  2. Light is handled differently in Cycles.

  3. Adjusting lamps properties and seeing it's affect.

  4. We will switch to rendered mode in the viewport shading options to see this effect.

  5. Further Reading on Blender Render Lighting:

  6. http://wiki.blender.org/index.php/Doc:2.4/Manual/Lighting/Lights/Light_Attenuation

After watching (learning outcomes)…

You will understand lighting much better and be able to use if effectively to light your scene.

(Unique Video Reference: 21_CP_CBC)

Lighting - Lamp Types
15:44

In this video (objectives)…

  1. Need to understand these for getting rendering right.

  2. Looking at the two in isolation.

  3. Combining them to see the effect.

  4. Still using Blender Render.

  5. Diffuse vs Specular Reflections

  6. Both are types of reflection.

  7. Diffuse is when Light scatters as it hits a surface.

  8. Specular is direct reflection of the light to the viewer.

  9. Materials are often a mix of the two.

After watching (learning outcomes)…

You will have a better understanding of material setups and  of how light interacts with your models.

(Unique Video Reference: 22_CP_CBC)

Controlling Materials - Roughness
08:22

In this video (objectives)…

  1. Discover it is useful when working on larger and more complex assemblies or scenes.

  2. Control whether you are hiding groups of objects as well as individuals.

  3. Hide construction elements from your scene, from both view and rendering.

After watching (learning outcomes)…

You will be able to selective hide parts of your model.

(Unique Video Reference: 23_CP_CBC)

Hiding Unneeded Objects
05:51

In this video (objectives)…

  1. Show you how to add a texture to your material.

  2. Reinforce the diffuse and specular settings.

  3. Model the board surround.

  4. Apply a texture to the board surround.

After watching (learning outcomes)…

You will have learnt the basics allowing you to be able to assign a texture to your models.

(Unique Video Reference: 24_CP_CBC)

Your First Texture
15:21

In this video (objectives)…

  1. How to link together dis-similar geometry.

After watching (learning outcomes)…

You will have learn how to join together geometry with differing connected edges.

(Unique Video Reference: 25_CP_CBC)

Introduction To The Mapping Node
15:32

In this video (objectives)…

  1. Decide how we can manage our materials.

  2. Creating materials in one blend file.

  3. Each project will have a different way of handling materials depending on it's size and scope.

  4. Materials In Our Project

  5. 32 Pieces: Black & White.

  6. Board: Black & White & Wooden Surround.

  7. 5 Materials in the project.

  8. We're going to assign materials in a Chess Scene Blend file.

After watching (learning outcomes)…

You will understand that pausing and taking note of your project, thinking about how it is developing and how you might need to re organise your project are it gets larger.

(Unique Video Reference: 26_CP_CBC)

Managing Your Chess Scene Assets
05:14

In this video (objectives)…

  1. Introduce procedural textures.

  2. Apply some to the chequers on the board.

After watching (learning outcomes)…

You will have looked at your first procedural texture!

(Unique Video Reference: 27_CP_CBC)

Generated Textures
07:47

In this video (objectives)…

  1. Better overall to make models using quads.

  2. Explain what they are.

  3. Whatever you use- it is being converted back to triangles in the background.

  4. Watch out making things non planer…

After watching (learning outcomes)…

You will have a better understanding of different basic topology types and their advantages and disadvantages.

(Unique Video Reference: 28_CP_CBC)

Topology - Tris, Quads, nGons
17:31

In this video (objectives)…

  1. Only happens with quads and NGons.

  2. Rendering & Exporting always converts geometry into triangles.

  3. Lose control over the rendering.

  4. You cannot always see this in the 3D window.

  5. Makes a huge difference with flat models and flat shading.

  6. Triangles and NGons.

  7. If your model comes to a point you might need a triangle.

  8. When subdividing part of you model you are likely to create an NGon elsewhere.

  9. You will break loops when doing this.

  10. Solutions

  11. Good mesh topology from the beginning.

  12. Be lean and check your model through.

  13. Turn on mesh analysis (not 100%).

  14. Manually make face(s) Planar again. Normal, SZZ0.

After watching (learning outcomes)…

You will understand that non-planar geometry can ruin the surface of a model and ways to cure it.

(Unique Video Reference: 29_CP_CBC)

Non-Planar Geometry
04:32

In this video (objectives)…

  1. How to setup and use the Mirror modifier.

  2. Start creating our Knight.

After watching (learning outcomes)…

You will know that with models which have symmetry you should consider speeding up your workflow by using the mirror modifier.

(Unique Video Reference: 30_CP_CBC)

The Mirror Modifier
31:08

In this video (objectives)…

Start the Rook from the “LP Chess Piece Base” we made earlier.

Remember to use the reference material for a rough scale and shape guide.

After watching (learning outcomes)…

You will have complete your Rook piece.

(Unique Video Reference: 31_CP_CBC)

Rook Challenge
08:22

In this video (objectives)…

  1. Suggest using the queen as a starting point.

  2. To make the King the right size by out specs, a base of 4 > 4.5 is a scale of 1.125.

  3. Make the king your own, and have fun.

After watching (learning outcomes)…

You will have complete your King piece.

(Unique Video Reference: 32_CP_CBC)

King Challenge
15:24

Let's setup our chess scene. Import the remaining pieces and make our scene a little more interesting.

(Unique Video Reference: 33_CP_CBC)

Setup Your Chess Scene
07:26

In this video (objectives)…

  1. Setup multiple cameras.

  2. Learn how to switch active cameras.

After watching (learning outcomes)…

You will know how to control multiple cameras in a scene.

(Unique Video Reference: 34_CP_CBC)

Multiple Cameras
09:37

In this video (objectives)…

  1. Learn about camera placement.

  2. They're a directional object.

  3. Overview of the camera settings.

  4. You can have more than one camera, but only one active camera.

After watching (learning outcomes)…

You will be able to alter the properties of a camera.

(Unique Video Reference: 35_CP_CBC)

Camera Properties
04:03

In this video (objectives)…

  1. Setup the camera's "aperture" correctly.

  2. Turn On Depth Of Field for Eevee.

After watching (learning outcomes)…

You will understand what DOF is and how to set it up in Eevee

(Unique Video Reference: 36_CP_CBC)

Depth Of Field In Eevee
10:21

In this video (objectives)…

  1. Learn additional techniques to organising larger projects.

  2. Introduction to using groups.

  3. Great for organisation.

  4. Great for moving multiple items from one Blender file to another.

After watching (learning outcomes)…

You will be able to group objects together to help with export/import.

(Unique Video Reference: 37_CP_CBC)

Grouping for Export / Collections
04:07

In this video (objectives)…

  1. Grouping and organising your models.

  2. Creating various scenes .

After watching (learning outcomes)…

You will be able display your work in file in such a way that other users can see the contents easily.

(Unique Video Reference: 38_CP_CBC)

Creating An Assets Portfolio Scene
07:47

In this video (objectives)…

  1. Wrap up the chess up.

  2. What we have covered in this section.

  3. Some other things you can try...

After watching (learning outcomes)…

You will have completed the section and feel ready to take on more complex projects.

(Unique Video Reference: 39_CP_CBC)

Chess Set Wrap Up
00:52
+ An Animated Lamp
51 lectures 08:04:59
  • Introduce the Animated Lamp Section.

  • Mikey gives a quick run through of what is coming up in the next section.

Animated Lamp Introduction
00:53

In this video (objectives)…

  • We will make a design document.

  • This will outline our project.

  • This will help help you and prevent scope slip.

After watching (learning outcomes)…

You will have a spec to work to moving forward through this section.

(Unique Video Reference: 2_PL_CBC)

Animation Design Document
08:17

In this video (objectives)…

  • We will design out assets and scene.

After watching (learning outcomes)…

You will have a good idea of the design of you scene and lamp.

(Unique Video Reference: 3_PL_CBC)

Scene and Asset Design
04:32

In this video (objectives)…

  • Learn about a new tool.

  • How to use the grease pencil to mock up a scene.

After watching (learning outcomes)…

You will be able to add and manipulate the grease pencil.

(Unique Video Reference: 4_PL_CBC)

Introduction To The Grease Pencil
14:24

In this video (objectives)…

  • To give you are firm understanding of the way we are doing things in this section.

After watching (learning outcomes)…

You will understand the reasons behind the methodology chosen with this section and understand that once you have learnt these techniques you might chose a more separated work flow in future.

(Unique Video Reference: 5_PL_CBC)


Workflow Choices
03:34

In this video (objectives)…

  • Setup a backdrop for your scene

  • Add the rest of your props

After watching (learning outcomes)…

You will be able to create a clean backdrop for your models

(Unique Video Reference: 6_PL_CBC)

Creating A Backdrop
07:01

In this video (objectives)…

You will convert your grease pencil sketch to real geometry.

After watching (learning outcomes)…

You will be able to convert your grease pencil sketch to real geometry.

(Unique Video Reference: 7_PL_CBC)

Making The Grease Pencil Real
04:28

In this video (objectives)…

  • Eevee is generally quick and you get a very good results quickly.

  • Cycles is a physical based renderer is accurate but takes longer. It is designed for GPUs but runs fine on CPUs.

Why Use Cycles?

  • We are going to use Cycles, since we are modelling a lamp!

  • The two are cross compatible, Light is different.

  • You can use other renderers as well, if you have access to them. We won't be covering these.

Render Time Difference

  • I will be showing you 3 Clips of a 4 second bowling ball animation.

  • Eevee - 4 Mins

  • Cycles - 40 Mins

Your Machine Specs : CPU

  • Lots of different machine specs- vary massively.

  • More Cores and Higher Frequency CPU.

  • You are unlikely to hit memory limits when using CPU Rendering.

  • You cannot use CPU and GPU at the same time.

Your Machine Specs: Graphics Card

  • nVidia cards- any that support CUDA.

  • AMD Cards - OpenCL

  • You may hit memory issues if using a GPU.

  • If in doubt or having trouble switch to CPU rendering.

After watching (learning outcomes)…

You will have a good idea of the major differences between the Cycles and Eevee rendering engine.

(Unique Video Reference: 8_PL_CBC)


Cycles Vs Eevee
05:07

In this video (objectives)…

  • Use the CPU

  • Apple deprecated Open GL / Open CL support in 2018

  • No time time on Apple being more inclusive

  • Nvidia used to be a viable option, that is no longer the case.

After watching (learning outcomes)…

You will understand that CPU is really your only choice on MacOS for the time being.

(Unique Video Reference: 9_PL_CBC)

Cycles On A Mac
03:36

In this video (objectives)…

  • Cycles runs with AMD and nVidia Cards.

  • Install the latest drivers for your GPU.

  • If you do not have a dedicated nVidia or AMD Card

  • NOT ALWAYS QUICKER!

Setup Blender For GPU Rending

  • Optional, if you do not have a **dedicated** GPU, this lecture will not apply to you.

  • You may find that your GPU is **slower** than your CPU at rendering.

  • Your CPU is free to do other things…

After watching (learning outcomes)…

You will know how to use a dedicated GPU with Blender Cycles

(Unique Video Reference: 10_PL_CBC)

Dedicated Graphics Cards
09:38

In this video (objectives)…

  • Lighting is nearly always darker in Eevee.

  • How to create a light source as geometry and then apply an emissive material to that object- something not possible in Eevee.

After watching (learning outcomes)…

You will have a good understanding of the major lighting difference between Cycles and Eevee.

(Unique Video Reference: 11_PL_CBC)

Lighting Cycles Vs Eevee
16:04

In this video (objectives)…

  • Reflection are another thing that are less accurate in Eevee.

  • Reflections in Cycles are fully calculated.

After watching (learning outcomes)…

You will have a good understanding between Cycles and Eevee and how they handle reflections.

(Unique Video Reference: 12_PL_CBC)


Reflections Cycles Vs Eevee
07:20

In this video (objectives)…

  • Show you how to render just a part of your scene.

  • Great for those with slower machines.

  • Great for complex Scenes on ANY computer.

  • CAUTION ALT + B (view clipping)

After watching (learning outcomes)…

Great tips for rending only the areas you want to render.

(Unique Video Reference: 13_PL_CBC)

Rendering A Small Area
05:32

In this video (objectives)…

  • Using curves makes it infinitely editable.

  • Changing the bézier handle type.

  • Generate a 3D object by defining curves.

After watching (learning outcomes)…

You will be able to use a curve object to create geometry.

(Unique Video Reference: 14_PL_CBC)

Using Curves To Generate Geometry
17:04

In this video (objectives)…

  • Culling Unnecessary Geometry

  • We kept the curve data so have two options:

  • Remake our mesh object, from those curves.

  • Fiddle about with the geometry itself.

After watching (learning outcomes)…

You will be able to adjust the curves to balance out the geometry that is being created.

(Unique Video Reference: 15_PL_CBC)

Altering Curve Resolution
09:18

In this video (objectives)…

  • Convert the Curve data to Mesh Data.

  • Watch out for the issues you might face.

  • Learn how to keep previous data for editing later.

After watching (learning outcomes)…

You will be able to convert a curve object to a mesh object.

(Unique Video Reference: 16_PL_CBC)

Converting A Curve Obj To A Mesh Obj
12:38

In this video (objectives)…

  • Use an existing face to create a new face.

  • Separate immediately creating a new object.

  • This allows us to match up parts of our model, even when they're not exact sizes.

After watching (learning outcomes)…

You will be able to fit together multi-part models without issue.

(Unique Video Reference: 17_PL_CBC)

Existing Geometry To Create New
09:12

In this video (objectives)…

  • Use Edge Split Modifier

  • Adjust Mean Crease

After watching (learning outcomes)…

You will be able to adjust geometry that has been smoothed using the subdivision surface modifier.

(Unique Video Reference: 18_PL_CBC)

Creating Sharper Edges
08:45

In this video (objectives)…

  • How to change your Render settings.

  • You will have to run multiple tests.

  • Different scenes will have different characteristics depending on there complexity, but in general will follow a similar pattern.

After watching (learning outcomes)…

You will be able to adjust cycle's rendering settings allowing you to get the most out of it.

(Unique Video Reference: 19_PL_CBC)

Lowering Your Cycles Render Time
13:51

In this video (objectives)…

  • Learn about the armature object.

  • Add an armature to your model.

After watching (learning outcomes)…

You'll be able to add your first skeletal rig in Blender.

(Unique Video Reference: 20_PL_CBC)

Introduction to Armatures
08:05

In this video (objectives)…

  • Learn how to use another object as the point of reflection.

  • Understand that it is the origin that acts as the point of reflection.

  • See other objects rotational values change the axes of reflection.

After watching (learning outcomes)…

You will be able to use the mirror modifier in a more advanced way.

(Unique Video Reference: 21_PL_CBC)

Revisiting the Mirror Modifier
13:09

In this video (objectives)…

Learn how to add additional bones to an armature.

Understand that a new bone does not have to be connected to the previous one.

After watching (learning outcomes)…

You will be able to add additional bones to your armature

(Unique Video Reference: 22_PL_CBC)

Adding Bones To Our Armature
10:49

In this video (objectives)…

  • Quick Reminder

  • If not done can have some very confusing issues

  • Remember Edit mode for editing

After watching (learning outcomes)…

You will be reminded of the importance of applying transforms.

(Unique Video Reference: 23_PL_CBC)

Applying Transforms With Animations
07:15

In this video (objectives)…

  • Be introduced to pose mode

  • Understand that we use this mode to test our models movement.

  • Know that this the best mode to be in to parent mesh objects to individual bones, and to make alterations.

Rest Position and Pose Position

  • Understand the differences between rest position and pose position.

  • You can see the rest position when in edit mode.

  • How to clear the pose back to the rest state.

After watching (learning outcomes)…

You will be able to switch into pose mode and start to pose your model how you want.

(Unique Video Reference: 24_PL_CBC)

Pose Mode
06:42

In this video (objectives)…

  • Be able to lock movement to a single axis.

  • Constrain the degree of movement possible.

After watching (learning outcomes)…

You will be able to constrain the movements of your armature's bones.

(Unique Video Reference: 25_PL_CBC)

Constraining Bones Movement
09:36

In this video (objectives)…

  • You will construct the upper arm of the lamp.

After watching (learning outcomes)…

This micro-challenge will test a section of your recent knowledge.

(Unique Video Reference: 26_PL_CBC)

The Lamp Upper Arm
05:22

In this video (objectives)…

  • Learn about the screw modifier.

  • Adjust its settings to create springs.

After watching (learning outcomes)…

You will be able to use the screw modifier.

(Unique Video Reference: 27_PL_CBC)

The Screw Modifier
13:13

In this video (objectives)…

  • Create a 3D object from just curves.

  • Give the new object thickness using the solidify modifier.

After watching (learning outcomes)…

You will be able to use the bevel properties of the curve data.

(Unique Video Reference: 28_PL_CBC)

The Solidify Modifier
11:41

In this video (objectives)…

  • Look at the bevel modifier.

See that it works on mesh and curve objects

After watching (learning outcomes)…

You will be able use the bevel modifier.

(Unique Video Reference: 29_PL_CBC)

The Bevel Modifier
11:08

In this video (objectives)…

  • Use you existing knowledge to add your last bone and ball joint to the lamp.

After watching (learning outcomes)…

You will have completed the modelling and skeleton part of your lamp.

(Unique Video Reference: 30_PL_CBC)

Finishing The Lamp And Rig
07:11

In this video (objectives)…

  • Open up the shader editor.

  • Create some basic materials.

  • Apply these materials to our model.

  • See how adjustments in the node editor affect our model.

After watching (learning outcomes)…

You will have a basic understanding of the Shader Editor.

(Unique Video Reference: 31_PL_CBC)

Introduction To The Shader Editor
20:13

In this video (objectives)…

  • You will learn about the MixRGB node.

  • You will learn of the geometry node.

  • you will be able to adjust values using a brightness and contrast node.

After watching (learning outcomes)…

You will be able to use a simple not setup to show 2 different colours on the surface of your model.

(Unique Video Reference: 32_PL_CBC)

Simple Worn Edges
14:43

In this video (objectives)…

  • Learn the differences between light sources when using the cycles engine.

  • How the light source affects the output quality.

  • Understand that there is time and place for each time of light source.

After watching (learning outcomes)…

You will be better equipped  to use lights effectively in Blender.

(Unique Video Reference: 33_PL_CBC)

Lamps And Emissive Materials
13:08

In this video (objectives)…

  • Learn how to turn on Auto IK.

  • Realise that this is a starting point and not perfect!

  • Understand it applies to the whole rig.

  • See that it allows us to control the connected bones all at once.

  • Auto IK ignores any existing bone constraints.

After watching (learning outcomes)…

You will be able to setup an IK bone system.

(Unique Video Reference: 34_PL_CBC)

Auto Inverse Kinematics (IK)
07:11

In this video (objectives)…

  • You will setup IK control bones.

  • You will use them to guide the rest of the rig.

After watching (learning outcomes)…

You will be able to use IK control bones to control your rig.

(Unique Video Reference: 35_PL_CBC)

IK Control Bones
09:03

In this video (objectives)…

  • We have lost the use of our bone constraints.

  • Replace now with IK constraints instead.

After watching (learning outcomes)…

You will be able to re-constrain the movement of bones, now that we are using IK to control our rig.

(Unique Video Reference: 36_PL_CBC)

Auto IK Constraints
09:54

In this video (objectives)…

  • Limit the range of moment an IK bone can do.

After watching (learning outcomes)…

Limit the range of moment an IK bone can do.

(Unique Video Reference: 37_PL_CBC)

IK Limits
08:43

In this video (objectives)…

  • Be introduced to the timeline.

  • Shown how to adjust the playback and rendering range.

  • How to alter the Frames Per Second (FPS) of your animation.

After watching (learning outcomes)…

You will have a refresher of the Timeline and be able to use the time line effectively

(Unique Video Reference: 38_PL_CBC)

The Timeline
07:40

In this video (objectives)…

  • Understand what they are and how they are used.

  • Be shown how to automatically add them and remove them from the Timeline view.

  • Realise almost everything can be keyframed.

  • Be able to use key frames to animate your lamp.

After watching (learning outcomes)…

You will be able to keyframe in positions you want the lamp to be in.

(Unique Video Reference: 39_PL_CBC)

Keyframes
15:17

In this video (objectives)…

  • Keyframing can be done automatically.

  • Understand that it overwrites all transform keyframes, not just the one you are changing.

After watching (learning outcomes)…

You will be able to record your movements and understand the associated risks with recording.

(Unique Video Reference: 40_PL_CBC)

Auto Keyframing
03:36

In this video (objectives)…

  • Introduction to the Dope Sheet.

  • The Dope Sheet is like a detailed timeline.

  • Shows where keyframes happen.

After watching (learning outcomes)…

You will understand what the Dope Sheet is used for and be comfortable using it.

(Unique Video Reference: _PL_CBC)

The Dope Sheet Overview
06:14

In this video (objectives)…

  • You will have an overview of the graph editor.

  • The Graph Editor controls how keyframes transition.

After watching (learning outcomes)…

You will understand what the Graph Editor is used for and be comfortable using it.

(Unique Video Reference: _PL_CBC)

The Graph Editor Overview
16:52

In this video (objectives)…

  • Understand that the camera view is for our animation rendering as well as a normal rendering.

  • Setup the camera ready for the Animation.

  • Animate the Camera!

After watching (learning outcomes)…

You will be able to configure the Camera ready for rendering.

(Unique Video Reference: _PL_CBC)

Setting Up The Camera
09:21

In this video (objectives)…

  • Discover a series of options for rendering out animations as quickly as possible.

After watching (learning outcomes)…

You will have multiple options for exporting your animations.

(Unique Video Reference: 44_PL_CBC)

Rough Render Techniques
09:55

In this video (objectives)…

  • Learn how to render your animation.

  • How to stop the rendering.

  • What settings to use for good results.

  • How to preview an animation once it has finished rendering.

After watching (learning outcomes)…

You will be able to export your animation ready to share as an mp4.

(Unique Video Reference: _PL_CBC)

Rendering An Animation
10:47

In this video (objectives)…

  • Be Introduced to the Video Editor.

  • Combine your rendered images into a final video.

  • Explore various exporting options.

  • Export the images to a movie file.

After watching (learning outcomes)…

You will know how to manage larger or mission-critical renders.

(Unique Video Reference: 46_PL_CBC)

Safely Rendering Longer Animations
11:00

In this video (objectives)…

  • Use multiple computers to render an animation.

  • Learn how to use multiple instances of Blender to utilise the CPU and GPU on your computer.

  • Decide on how many samples for the final animation.

After watching (learning outcomes)…

You will be able to employ multiple machine to render you animation.

(Unique Video Reference: 47_PL_CBC)

Multi-Blender Renders
12:08

In this video (objectives)…

  • Learn what a vertex group is.

  • Assign vertices to a vertex group.

  • See that because we created our model in parts, it is really easy to assign groupings.

After watching (learning outcomes)…

You will have a basic understanding of vertex groups.

(Unique Video Reference: 48_PL_CBC)

Vertex Groups
08:46

In this video (objectives)…

  • Un parent your lamp meshes and join them together ending up with one mesh object.

  • Rename your Vertex Groups and Bones so that they match.

  • Test your new rig.

  • Whilst it might seem we're undoing work- we couldn't make the lamp model without separate mesh objects because of the various modifiers we used eg Mirror Modifier.

  • Remember you can jump to this step in future if you want to.

After watching (learning outcomes)…

You will be able to quickly re-rig a rig ready for export from Blender.

(Unique Video Reference: 49_PL_CBC)

Re-Rigging The Lamp
10:18

In this video (objectives)…

  • Export the model and test it.

  • Just watch if you don’t have Unity or Unreal installed so you can see the process.

After watching (learning outcomes)…

You will have tested that your model works correctly, or if you don't have a game engine installed see the process.

(Unique Video Reference: 50_PL_CBC)

Exporting Your Animated Lamp
13:59

In this video (objectives)…

Mikey talks through the end of section wrap up.

After watching (learning outcomes)…

You will have concluded this section well done!

(Unique Video Reference: 51_PL_CBC)

Animated Lamp Wrap Up
00:46
+ Game Asset Pack
28 lectures 04:42:33

In this video (objectives)…

  1. Michael introduces the section.

After watching (learning outcomes)…

You will be welcomed to the section


(Unique Video Reference: 1_GM_CBC)

Welcome To The Game Asset Pack Section
02:01

In this video (objectives)…

  1. Details on specifics in this Section.

After watching (learning outcomes)…

You will understand the major learning points of this section.


(Unique Video Reference: 2_GM_CBC)

What's Coming Up
03:26

In this video (objectives)…

  1. You will make a simple modular room.

After watching (learning outcomes)…

You will have made a simple modular room.


(Unique Video Reference: 3_GM_CBC)

Modular Design
23:05

In this video (objectives)…

  1. You will learn how to plan out your project.

After watching (learning outcomes)…

You will have a plan for your project.


(Unique Video Reference: 4_GM_CBC)

Planning Your Project
02:23

In this video (objectives)…

  1. Reference material is super important.

After watching (learning outcomes)…

You will have gathered all the inital reference material needed for your project


(Unique Video Reference: 5_GM_CBC)

Reference Material
08:45

In this video (objectives)…

  1. You will have an overview of version control.

  2. You will understand why it is important.

After watching (learning outcomes)…

You will have an idea about source control and have references to do some further research.


(Unique Video Reference: 6_GM_CBC)

Version Control
04:08

In this video (objectives)…

  1. You will put together a layout mock-up of your world.

After watching (learning outcomes)…

You will have a mock-up of your project.


(Unique Video Reference:  7_GM_CBC)

Designing Your World
06:30

In this video (objectives)…

  1. We go over what level of detail is.

  2. How LOD can impact your modelling.

  3. What to focus on.

After watching (learning outcomes)…

You will be able to consider what level of detail you are working to.


(Unique Video Reference: 8_GM_CBC)

Level Of Detail
07:56

In this video (objectives)…

  1. You will learn tips to manage your assets.

After watching (learning outcomes)…

You will be able to manage your assets.


(Unique Video Reference: 9_GM_CBC)

Managing Your Assets
07:59

In this video (objectives)…

  1. Doorway Challenge.

After watching (learning outcomes)…

You will have created a doorway.


(Unique Video Reference: 10_GM_CBC)

Doorway Challenge
09:57

In this video (objectives)…

  1. Understand what a “profile modelling” is.

  2. Potentially speed up modelling by mirroring.

  3. Use a series of methods to produce a profile that we can use in our scene.

After watching (learning outcomes)…

You will be able to profile model by extruding.


(Unique Video Reference: 11_GM_CBC)

Profile Modelling By Extrusion
12:11

In this video (objectives)…

  1. Create some alternative detail.

  2. Convert mesh objects into curve objects.

  3. Use those 2 curves to create geometry, one controlling the profile, the other a path.

  4. See this is great for more accurate path following.

After watching (learning outcomes)…

You will be able to use curves to profile model.


(Unique Video Reference:12_GM_CBC)

Profile Modelling With Curves
13:20

In this video (objectives)…

  1. Use the Array modifier to repeat a mesh object the length of a curve.

  2. Deform the array using the same curve data.

  3. End up with some pretty awesome results!

After watching (learning outcomes)…

You will be able to use another mesh object following the curve.


(Unique Video Reference: 13_GM_CBC)

Profile Modelling Using Mesh Objects
11:48

In this video (objectives)…

  1. You will be challenged to use your new knowledge to create a window.

After watching (learning outcomes)…

You will have created a new modular part for your project.


(Unique Video Reference: 14_GM_CBC)

Window Challenge
13:52

In this video (objectives)…

  1. Assess how your modular pieces fit together.

After watching (learning outcomes)…

Understand that you need extra pieces for a modular set.


(Unique Video Reference: 15_GM_CBC)

Checking Pieces Fit Together
18:23

In this video (objectives)…

  1. Create your own short cuts and quick actions.

After watching (learning outcomes)…

You will be able to create your own shortcuts and quick actions.


(Unique Video Reference: 16_GM_CBC)

Creating Your Own Shortcuts
06:03

In this video (objectives)…

  1. We will look at the building blocks of a blend file.

After watching (learning outcomes)…

You will have an understanding of how datablocks relate to one another.


(Unique Video Reference: 17_GM_CBC)

Datablocks
13:50

In this video (objectives)…

  1. You will have a good understanding of how datablocks work in Blender.

After watching (learning outcomes)…

You will link to datablocks in other Blend files.


(Unique Video Reference: 18_GM_CBC)

Linking To An External Datablock
11:19

In this video (objectives)…

  1. Look at making a linked file proxy.

After watching (learning outcomes)…

You will be able to transform linked data, by using proxies.


(Unique Video Reference: 19_GM_CBC)

Linking Blend Files - Proxies
11:48

In this video (objectives)…

  1. Library overrides are like proxies and will eventually supersede them.

After watching (learning outcomes)…

You will be able to use Library Overrides, with the understanding that they are a little unstable at the moment.


(Unique Video Reference: 20_GM_CBC)

Linking Blend Files - Library Overrides
07:20

In this video (objectives)…

1. Look at the 4 ways of making datablocks local.

After watching (learning outcomes)…

You will be able to specifically pick and choose which datablocks you are breaking the links to.

(Unique Video Reference: 21_GM_CBC)

Linking Blend Files - Making Local
14:00

In this video (objectives)…

  1. Look at various ways of storing data.

  2. Understand that there is never a right way of organising your files.

After watching (learning outcomes)…

You will be able to adapt the way that the project you work on demands.


(Unique Video Reference: 22_GM_CBC

File Structure & Naming
11:13

In this video (objectives)…

  1. Make extra modular pieces for your building.

After watching (learning outcomes)…

You will complete a mock up of your building.


(Unique Video Reference: 23_GM_CBC)

Finish Your Basic Building Blocks
13:54

In this video (objectives)…

1. Look at the basics of what a texture actually is.

After watching (learning outcomes)…

Understand the basics of textures, the terminology around them, ready to use them in your project.

(Unique Video Reference:  24_GM_CBC)

What Are Textures?
13:33

In this video (objectives)…

1. Look at Textures.com and the different types of textures.

After watching (learning outcomes)…

Learn that there are many sources for your textures and to play with them and get some you like.

(Unique Video Reference: 24a_GM_CBC)

Where Can You Get Textures?
04:02

In this video (objectives)…

1. What the node wrangler is and it's basic functionality.

After watching (learning outcomes)…

You will have enabled the Node Wrangler add-on and be ready to use it in Blender.

(Unique Video Reference:  25_GM_CBC)

The Node Wrangler
12:49

In this video (objectives)…

1. Look at how a basic texture is setup to work in Blender.

After watching (learning outcomes)…

Be able to use a texture on an object in Blender.

(Unique Video Reference:  26_GM_CBC)

Texture Mapping And Projection
16:25
More Lectures For This Section Coming Soon
00:33
+ Furry Heads
19 lectures 03:14:43

In this video (objectives)…

  1. In this section we use metaballs and the hair particle system to create a cute (or not-so-cute) animal of your chosing.

Section Intro - Furry Heads
00:52

In this video (objectives)…

  1. Metaballs are great for organic modelling. We add metaballs and explore the core settings. At the end of the lecture we will have created a simple creature such as a caterpillar using just metaballs.

Using Metaballs
11:38

In this video (objectives)…

  1. By using metaball families we can determine which metaballs influence which other metaballs.

Metaball Families
06:55

In this video (objectives)…

  1. Learn the basics of sculpting, experiment with the various brushes and play with dyntopo to alter the amount of detail in your mesh.

Basics Of Sculpting
16:27

In this video (objectives)…

  1. Human heads are fun to sculpt. Its good to have some reference material and possibly even to know how to use the grease pencil to help with your sculpt.

Preparing To Sculpt A Head
07:04

In this video (objectives)…

  1. When sculpting its important to get the shape and positions correct before adding any finer detail. In this lecture we shape our human head to resemble our reference images.

Sculpt The Head Shape
13:58

In this video (objectives)…

  1. Eyes can be tricky to sculpt. We use our reference images to create details and wrinkles and eyelids within the eye sockets.

Sculpt The Eyes
15:46

In this video (objectives)…

  1. We use our sculpting tools to add more details to our head's ears.

Sculpt The Ears
09:11

In this video (objectives)…

  1. We continue our sculpting practice by zeroing in on the nose and giving it the shape and detail we want.

Sculpt The Nose
05:34

In this video (objectives)…

  1. We continue our sculpting practice by using the mask tool and pulling out the neck from the head and then experimenting with clay strips and smoothing to make muscles.

Sculpt The Neck
05:43

In this video (objectives)…

  1. Sculpting the mouth is tricky. We place down clay strips where the lips are and crease between the lips to make the general shape, and then add wrinkles and other detail around the mouth area.

Sculpt The Mouth
03:40

In this video (objectives)…

  1. If your model is high poly (ie. lots of detail) then you have the option of vertex painting as a quick and easy way to paint right on top of your model. In this lecture we experiment and play around with vertex painting.

Vertex Painting Experimenting
13:59

In this video (objectives)…

  1. By using vertex paint layers we can paint our model in a non-destructive way and then have full control in how we blend each layer together.

Blending Vertex Paint Layers
19:07

In this video (objectives)…

  1. Sub surface scattering helps add a more realistic tone to skin on our model. We explore what Sub Surface Scattering is and how to apply it as a node to our vertex painting layers.

Sub Surface Scattering
09:38

In this video (objectives)…

  1. Let's experiment with the hair system by trying to create the sort of hair or fur that an animal might have.

Hair Particle System
08:55

In this video (objectives)…

  1. The particle edit tools make a lot of realistic hair styles possible in Blender. We explore using comb, add, cut and lengthen to experiment with hairdos and facial hair.

Particle Edit Tools
20:07

In this video (objectives)…

  1. By using weight painting we can very precisely determine where hair will and wont grow. We will also use the remesh modifier to make our hair emitter more manageable.

Weight Painting For Hair
11:32

In this video (objectives)…

  1. We experiment with the shape of hair strands by modifying the root size and tip size of hair strands. We also put some time into grooming the hair so that it looks realistic.

Hair Strand Shape
07:12

In this video (objectives)…

  1. Hair is usually not one solid color - it has variation from strand to strand. We add some nodes to our shader editor to introduce randomness in our hair color and therefore a more textured looking hair. Fabulous!

Hair Color Variety
07:25
+ Updates and Important Messages
3 lectures 03:20
Message About New Content
02:04
Coupon For Original Course Content
00:34
More Updates Soon
00:42
+ Fluffy Bunny 2.7X
39 lectures 07:06:10

Mikey and Ben Introduce the Fluffy Bunny Section.

Section 6 Introduction
00:41
  • Michael Explains what we are covering
  • Showcase of student work

(Unique Video Reference: 1a_FB_CBC)

What's Coming Up In Section 6
03:01
Section 6 Assets
00:02
  • Get familiar with rabbits!
  • Look at the desired outcome and plan our modelling journey towards that goal.

Section Brief

  • Rabbit is sat in grass and is still.
  • It is a summers day with a light breeze.
  • There should be additional foliage around the rabbit.
  • The Rabbit does not have to be realistic.
Planning Our Scene
06:38
  • Re-enforce the importance of reference material.

  • See what happens when you just plough forward with out consulting your reference material, like I started to do!

(Unique Video Reference: 6_FB_CBC)

Knowing Your Subject
06:00
  • Know how to turn layers on and off.

  • Turn on the layer management tool.

  • Understand layers are useful for working on separate parts of a scene or even model.

  • Realise if a layer is OFF the final render will not contain anything that was on that layer.

(Unique Video Reference: 7_FB_CBC)

Layers
09:56
  • Learn how to add a meta ball.

  • Use them to quickly build up a base framework.

  • See they’re great for modelling organic objects.

  • Understand they need converting afterwards to a mesh so we can add further detail.

(Unique Video Reference: 8_FB_CBC)

Meta Balls
13:00
  • Learn the basics of sculpting.

  • Adjust your brush’s type, strength and size.

  • Understand how ‘Dyntopo’ works and when to use it.

  • How to find a brush if you have deleted it!

(Unique Video Reference: 9_FB_CBC)

The Basics Of Sculpting
14:05
  • See my solution to the ‘Define Your Bunny’s Shape’ Challenge

(Unique Video Reference: 10_FB_CBC)

Basic Sculpting Solution Video
16:14
  • Understand that Even With a dedicated GPU you may end up with out of memory issue if your card doesn’t have enough RAM.

  • Some AMD cards may not render hairs correctly.

(Unique Video Reference: 10a_FB_CBC)

GPU Rendering In This Section
00:57
  • Refresher on applying transforms
  • Show you why you need to do it.

(Unique Video Reference: 10b_FB_CBC)

Applying Transforms With Particle Systems
04:03
  • This may help with your particle system and hair placement
  • Always more than one way, to do something in Blender
  • Thanks to Alberto for experimenting and contributing to the community

(Unique Video Reference: 10c_FB_CBC)

Alternative Ear Construction
07:18
  • Create a particle system.
  • Understand children and how they relate to their parents.
  • Hopefully avoid crashing your computer! (or waiting a VERY long time)
Your First Particle System
15:05
  • Learn how to give your hair/fur colour!
  • Understand about Fake Users and how to use them.
  • Realise what the 0 before anything in Blender means.
Fake Users
12:38
  • Be introduced to the Particle Edit option.
  • Learn how to edit the particles
  • Style the hairs to make them flow in a more natural manner.
  • Learn how to reset the hairs back to default state.
Particle Editing
13:20
  • Use weight painting and vertex groups to control where the particle system actually appears, and where it does not.

(Unique Video Reference: 14_FB_CBC)

Weight Painting
23:59
  • Adjust the particle’s settings to get a more realistic and less uniform hair appearance.
Adding Randomness with Children
17:38
  • Add another camera to the Scene
  • Change the primary camera
  • Learn how to quickly move the camera around.
  • Change the Camera Properties.
Multiple Cameras
10:26
  • See how particle systems export from Blender.
  • Learn how to convert them.
  • Understand that this can break your modelling flow.
  • Realise you may be better off using the particle system in the other program you are exporting too.
Exporting and Particle Systems
08:51
  • Learn more about Hiding objects in Blender.
  • See how to Hide everything except the object you are working on.
Hiding Objects
04:41
  • Make the Iris for our Bunny.

  • Learn how to Export an image with transparency.

  • Only Use Blender- so there will be some limitations.

  • Understand there are better programs for image creation and editing (Photoshop, Gimp etc.)

(Unique Video Reference: 19_FB_CBC)

Introduction To The Image Editor
15:13
Combining Shaders In Cycles
08:47
  • Understand an image texture replaces the colour of a material.
  • Learn how to Unwrap part of a mesh and apply the texture to it.
UV Unwrapping and Texture Mapping
14:29
  • Add a skybox to our scene.
  • Use that skybox as the primary light source for the whole scene.
Adding a Sky Box
10:28
Mid Section Quiz
5 questions
  • Understand you need both.- The texture has to exist on something!
  • See that Geometry is for detail and textures are for the illusion of detail.
  • Realise that the appropriate combination of both is used to create models
Using Textures Vs. Geometry
04:54
  • Setup the Add-on that enables you to import images as planes.
  • Be able to import an image into a scene.
  • Realise this can be another way of importing reference material.
Importing Images As Planes
06:56
  • Learn how to embed images into the blend file, both individually and collectively.
  • Understand this is essential when sharing a file with someone else.
  • Can create bloat if the external data becomes obsolete. -Show you how to remove external data
Packing External Data
13:54
  • Look at the Nodes that are created for the textures.
  • Learn about the different types of connection points and what the coloured dots are.
  • Which ones can be connected together and what they would do.
Node Type Overview
10:42
  • Learn how to use cycle’s nodes to apply transparency to your image.

  • Use groups for nodes for simplicity

  • Use those node groups again on other materials.

(Unique Video Reference: 27_FB_CBC)

Textures With Transparency
15:40
  • Import an image without a transparent layer.- No Alpha Channel.

  • Understand that this is useful if you have no image editing software, no time to process a load of images, or just trying out images for your textures

What is Alpha?

  • If an image contains an alpha channel, each image pixel is represented has an value which specifies the opacity of that pixel. In alpha channels, 100% is opaque pixel and 0% is transparent pixel.

Not the best way…

  • Ideal to have a Solid coloured background, either 100% Black or 100% White to separate the image from the background.

  • It would be best if your images are processed to include an alpha (transparency) channel RGBA.

(Unique Video Reference: 28_FB_CBC)

Textures Without Transparency
09:51
  • Name your new texture layer.

  • Turn back on the camera and lighting and the grass layer.

(Unique Video Reference: 29_FB_CBC)

Testing The Grass
07:07

Learn about light paths and how there are critical when using transparency.

(Unique Video Reference: 30_FB_CBC)

Light Path Render Settings
13:06
  • Play with the texture planes to alter their appearance.

  • Understand, the more complexity you add here the less you may need later on.

(Unique Video Reference: 31_FB_CBC)

Making Textures Look More 3D
16:31
  • Learn how you can place hundreds of objects easily and fluidly using the particle system.

  • Control the distribution of particles using Weight Painting and Vertex Groups

  • Turn off outlines when they clutter the view.

(Unique Video Reference: 32_FB_CBC)

Preview 16:19
  • See the Solution to the last lecture.
  • Use a series of particle systems to plant our various grass types.
  • Use low values during prototyping to get a feel of how the grass will look.
Layering Particles Systems in Blender
19:16
  • Turn on the sapling add-on.
  • Learn the fundamentals of sapling.
  • Understand to save before using sapling.
  • Learn how to prevent blender ‘crashing’ when using sapling.
Introduction to Sapling
19:58
  • Look at the tree presets.
  • See how to add leaves to your tree in sapling.
  • Learn where leaves are placed on the tree.
  • How to get it looking more like a tree at the base.
Using Sapling To Make A Basic Tree
15:00
  • Let's make this scene even better
  • Add in a Camera effect called depth of field
  • Pretty easy using cycles
  • Learn better control of tracking

(Unique Video Reference: 36_FB_CBC)

Depth Of Field Using Cycles
18:34
End Of Section Quiz
5 questions

Mikey talks through the end of section wrap up.

End of Section 6 Wrap Up
00:52
+ Game Asset Pack 2.7X
48 lectures 10:44:46
  • You are going to make several models.
  • We’ll be making both high poly and low poly versions of these assets.
  • We will emphasise how critical naming is when working with a larger project like this.
  • You will be able to create your own mapping, with these we can make the illusion of detail.
  • We’ll be constantly checking our model externally
  • This will be focused mainly on an interior environment.
Section 7 Introduction
03:43
  • Create assets to be exported straight into an external program, like a game engine.
  • Creating our own textures, and other maps from high detail models and apply them to a low poly version.
  • Focused on modelling the interior of the Gothic Church.
  • You can use this technique within Blender itself too for optimisation.
  • I am going to be testing my model externally as I go so you can appreciate the impact externally.
  • We’ll be looking at Level Of Detail, in detail.
  • I will be keeping my scene simple, primarily for teaching purposes!
  • I encourage you to add more detail, experiment and have fun. Wouldn’t the scene look much more interesting with a chess set in it…
Section Specification
02:07
Planning Your Project
04:50

An Overview of Source Control

  • The what and why of Version Control Systems
  • Choosing your Version Control System (VCS)
  • What files to include / exclude
  • Commit = save a local snapshot
  • Reset = roll-back to a previous state
  • Branch, Push and Large File Support later.

A Look At Git Kracken

(New Video 11/2/2018)

(Unique Video Reference: 6_GA_CBC)

Version Control 2
11:37
  • Understand that there is NO one way of setting up your filing system.
  • Have a personal style of filing, if you don’t like mine, use yours.
  • Talk with your ‘team’ you will form guidelines from your own needs.

Some Rigidity

  • In a Team environment you will have guidelines or discuss with colleagues.
  • Some other software might expect certain things to be stored and named in a certain way.

Naming

  • In a Team / larger project it is critical that you can find assets, materials, textures.
  • Naming files well will help you and others.
  • There are some naming conventions that we will use in this section.

In Blender Organisation.

  • We are going to be making a much more complex scene than any previously made.
  • Organise it as you go, not afterwards!
  • Use description names, cube, cube.001 etc is not helpful to anyone!
File Structure & Naming
05:11
  • Focus on representations of the right size and shape, but JUST Block work models.
  • This allows quick iteration of your models.
  • Remember higher detail ofter requires more processing time too!

LOD Numbers and Letters

  • LOD 0 often refers to the highest detail model sometimes called the base model.
  • To avoid confusion, we are going to use Letters!
  • A represents the lowest polygon model, with B,C,D etc increasing in detail.

Watch Your Time / LOD

  • LOD and time taken at usually directly proportional to one another.
  • When fleshing out a scene and prototyping you probably want quiet a few assets.
  • You can test models and your scene quickly.

LOD vs. Time Taken Example

“LOD”

A - B - C - D

Polygons*

200 - 2,000 - 20,000 - 200,000

Time Taken**

30mins - 2 hours - 1 day - 1 Week+

*Every polygon counts!

**Time includes other artwork too

Level Of Detail (LOD)
11:22

Simple Shapes

  • RH Triangle whose sides are 1,1,sqrt(2).
  • Square 1x1 and other Integer Rectangles.
  • Isosceles whose base is 1 and sides are 2.
  • Equilateral Triangles of side length 1.
  • These will all fit together well and consistently

Disadvantages?

  • NONE… at this stage.
  • Later it can feel restrictive.
  • That is where you want to be customising and adding detail, not in the early stages

Formulae In The Fields

  • You can type formulae into Blender’s fields.
  • We can use this to solve otherwise complicated measurements.

(Updated 12/02/2018)

(Unique Video Reference: 9_GA_CBC)

Building Blocks
19:39
  • Setup Up Our Repository.
  • Register SourceTree.
  • Learn how to exclude data from our repository.
  • Stage our files.
  • Make our first commit.

How Many Repositories?

  • You could use a repo per model that you create, this would give you the best level of control.
  • You could track your whole project in a repo.
  • It will depend on the complexity of your project and how much control you NEED.

Excluding Data

  • Allow faster commits at a smaller size and keeps the database simple and manageable.
  • Avoid storing derived / generated data in the repository.
  • Example here: will be our reference material.

Committing

  • You’ll need to save all the documents that constitute that commit first.
  • Just like saving your working folder and zipping it up at that moment in time.
Setting Up Our Repo & Committing
10:05
  • Learn how to manage repetitive tasks.
  • Understand good uses for appending an Blend file into your scene.

(Updated 28/3/2018)

(Unique Video Reference: 11_GA_CBC)

Repetitive Tasks In Blender
07:47
  • Set your commit message before working
  • Start building your building.
  • Notice a few issues and work out a way around them.
Using Our Building Blocks
18:00
  • Learn about Datablocks.
  • Understand that knowing about them is about to become much more important.
  • We have come into contact with data blocks lots but let now go and explore them directly.

Datablock’s Characteristics

  • Must have unique names per type.
  • Can link to each other.
  • Can link across blend files.
  • Unused Datablocks are eventually removed.
  • This is Where we have used Fake Users in the past to preserve that particular datablock.

Sharing Datablocks Example

  • The same texture on many materials.
  • The same material on many meshes.
  • The same particle system and so on.
  • We will often share and then make the data block unique.
Introduction To Datablocks
14:42
  • Learn more about linking to another blend file.
  • Link an object datablock.
  • Understand that there is a datablock hierarchy.
  • Keep an eye out for when you might loose data.
Linking To An External Datablock
13:41
  • Learn more about linking datablocks.
  • Understand what is happening when you link.
  • Realising when you need to use a Proxy
Make Proxy
  • Creates a New object, that is a parent of the linked data.
  • Allows transformation of an object.
  • Can now Scale, Move, Rotate etc.
  • Otherwise exactly the same as the linked file.
  • The object datablock is linked to original and any dependant datablocks.
Linking Blend Files- Making a Proxy
06:54
  • Learn why you want to make a linked datablock local.

  • Understand we are starting to sever links by doing this.

  • Learn about the various stages of making it local.

  • Decide when would be a good time to localise a datablock.

Advantages And Disadvantages

  • Advantage: You will have more local control.

  • External files moved, project can stay together.

  • Disadvantage: Potentially more work involved.

  • Any edits you make on the original affect all linked data blocks but not the ones made local.

When Do you Localise?

  • When the link is not required.

  • When you want to make the asset unique in this particular file.

  • When you want to make changes irrelevant to other potential projects.

Make Local: Option 1

  • Selected Objects: Clones the object Datablock to the new blend file.

  • All other datablocks remain linked to the original file.

  • This allows changing of anything in the object datablock.

Make Local: Option 2

  • Selected Objects and Data: Clones the object & data Datablock to the new blend file.

  • This allows editing of the mesh data, breaking that link and making it a local file.

  • The materials & other datablocks remain linked to the original object.

Make Local: Option 3

  • Selected Objects, Data and Materials: Clones the object, data and materials Datablock.

  • This allows editing of the object data & materials datablocks.

  • Breaks those links, making them local to this file.

Make Local: Option 4

  • All: As it sounds, this is pretty much the same as appending the object into the scene. It is now entirely local with no links to the original file.

(Unique Video Reference: 16_GA_CBC)

Linking Blend Files: Making Local
18:49
Mid Section Quiz
5 questions
  • See how our scene looks and feels walking around it. Using the Fly / Walk Mode.
  • Show you how to see the scene in Unity.
  • Understand I am using Unity to keep the iterations quick and simple at this early stage.
Unity Is Optional
  • Anything external to Blender, you can watch to see how it works and is coming across.
  • Better understanding of external programs.
  • Join in, if you have Unity installed and are interested in learning more about this prototyping method.
Walking And Flying Around The Model
10:30
  • Use a different way of moving the camera.
  • See this gives you better control over what the camera is pointing at.
  • Combine with fly mode for good control.
  • Learn how to track a target.
Better Camera Control
14:54
  • Understand what will export
  • Realise some elements of your models will not export or will once, or not properly.
  • Depends on the target package.

What Appears on Import

  • Mesh data including UV Maps.
  • Armatures and animation data will appear too if supported in the target package.
  • Textures may appear or simple the base diffuse colour.

Reconstruction

  • Textures often have to be reapplied.
  • Shaders work differently in other packages.
  • Materials would have to be remade.
  • Particle systems are local to Blender.
  • Test
What Can You Export?
05:54

Re-linking Blend Files

  • Make a commit!
  • Understand the order you NEED to do things in if you wish to change a linked file or it’s datablocks.
  • See what happens if you change a link.
Moving or Renaming Blend Files
  • Make a commit!
  • COPY file(s) to new location.
  • Rename the COPIED file(s) appropriately.
  • Doing it it any other order will break links.
  • Any links broken when saving will be lost forever!
Moving or Renaming Datablocks
  • Make a commit!
  • COPY file(s)
  • Open up Copy and make datablock adjustments.
  • Link new file into scene.
  • Make links to the new object, replacing the old.
  • Delete / Archive Old Blend file.
Re-linking Blend Files
17:10
  • Understand what a “profile modelling” is.
  • Potentially speed up modelling by mirroring.
  • Use a series of methods to produce a profile that we can use in our scene.
  • Future: Use the same profile in different ways

Profile Modelling

  • A profile is the outline you get when you view something from a particular angle.
  • Imagine slicing through your model.
  • Realise we have used them in the past: Lamp Base was produces with curves and the Pin was geometry based.

Methods Used

  • We’re going to bump up our extrude speed
  • We’re going to be using the bevel tool for construction and defining sharp edges.
  • A subsurface modifier for making the surface.

(Updated 27/02/2017)

(Unique Video Reference: 21_GA_CBC)

Profile Modelling By Extrusion
22:35
  • Create some alternative detail.
  • Convert Mesh objects into a Curve objects.
  • Use those 2 curves to create geometry, one controlling the profile, the other a path.
  • See this is great for more accurate path following.

Profile Modelling Using Curves
12:30
  • Use the Array modifier to repeat a mesh object the length of a curve.
  • Deform the array using the same curve data.
  • End up with some pretty awesome results!

(Updated 27/02/2017)

(Unique Video Reference: 23_GA_CBC)

Profile Modelling Using Mesh Objects
18:06
  • Learn how to use light portals.
  • Understand the limitations of their use.
  • See that they can dramatically increase quality given a fixed number of samples.
  • See they’re especially useful for indoor environments. lit by environmental lighting.

How Cycles Lighting Works

  • Light rays are fired out from the camera until they hit a light source.
  • With a Lamp Blender knows where the light source is so ONLY fires rays that will eventually hit the light source.

Emissive Materials

  • With an emissive material Blender doesn’t know where the light source is.
  • When the camera fires those rays, some of them will never reach a light source, this introduces more noise.

Environmental Lighting

  • In an Interior with only windows letting light in. The rays bounce around a lot and only a few reach the light source. HDR/Environment lighting.
  • This introduces a lot of noise in the final image.

How Portals Help

  • Portals help by telling Blender where to aim those rays.
  • This produces much less noise in the final image.

Limitations

  • Portals are a cycles lighting feature.
  • They increase light calculation time, however produce much much less noisy environments.
  • Portals only work with Environmental light. Using them otherwise can reduce image quality.
  • Have little impact if you put something in the way!
Light Portals
19:04
  • Go over how to extract a previous version of your files.
  • Become aware that Blender files that are made up of linked files need to be accessed and restored a different way.
Using Source Control- Resetting
08:41

  • No longer ask what does UV stand for?!
  • Overview the mapping in upcoming lectures
  • Understand that we will be creating these maps from scratch, and then using them again to speed up further workflow.
  • X,Y and Z are used for the Co-ordinates.
  • UV are like the ‘X’ and ‘Y’ co-ordinates of an image.
  • UV mapping is the process of projecting a 2D image to a 3D model's surface.
Introduction To UV Unwrapping
19:47
  • Understand more about unwrapping.
  • Be able to unwrap more complex models
  • Realise this is a great starting point for a lot of meshes.
  • See it gives a basic unwrap that we can work with.

Why Unwrap?

  • A UV map, is a projection of a 3D mesh to 2D.
  • Whilst unwrapping is necessary to project an image
  • We can let blender ‘guess’ how to unwrap.
  • Unwrapping gives you control over how your model is mapped in 2D space.
  • Essential when using assets outside Blender.
  • Essential when using textures within Blender.
  • Necessary if you want control over how something looks.
Smart UV Project
17:37
How Is It Coming Together?
10:05
  • Do some organisation to our outliner before things get out of hand!
  • Get an “LOD_B” Mesh Object Ready to be Linked into our main scene.
Adding More Detail
16:28
  • Realise starting again is sometimes the best option.
  • See that even well prepared scenes can be broken by subtle changes.
  • Get help with problems you may have run into when making your building.
Problem Solving
11:44
  • Realise sometimes Smart UV project is 99% of the way there but something is not quiet right.
  • Use UV/Image Editor to change individual parts on your mapping.
  • (Updated 18/09/2017)

(Unique Video Reference: 31_GA_CBC)

UV Manipulation
17:43
  • Have a quick tour around my Church Vault.
  • See the challenges that we can have with more complex Models.
  • Troubleshoot some common unwrapping issues.
  • Work out ways to make an unwrap easier and quicker.
Complex Shapes & UV Mapping
14:56
  • Realise that UV unwraps will have seams in them.
  • Learn how to mark seams where you want them.
  • Understand that this gives us the most control over our models unwrap.

What Is A Seam?

  • It is a “cut” it your model, telling Blender how to unwrap your model.
  • It allows you to separate parts of your meshes.
  • Texture those parts individually.

Tips For Marking Seams

  • Seams can easily cause distortion and misalignment of textures.
  • Seams often occur on hard edges.
  • They are made where you are least likely to see them.
  • Understand that this gives us the most control over our model.
Introduction To Marking Seams
13:26
  • Create your own Image using Blender.
  • Become more familiar with the image editor.
  • Realise Blender’s limitations when it comes to image editing.
  • Understand you may have to use external packages for better control.
Painting In The Image Editor
15:44
Mid Section Quiz
5 questions

The Diffuse Map

  • Create a hand painted texture in the UV image editor and apply it to your models!
  • Be creating the diffuse map from scratch
  • Explain what the diffuse map does.

What Is A Diffuse Map?

  • Is the most common map, and the one most people think of when someone says “texture”.
  • It defines the colour and patterns on a surface.

Diffuse Maps

  • Can be challenging to imagine a surface without light source, or rather with uniform light
  • Avoid creating detail that would usually be generated by bumps on the surface.
  • We are going to avoid painting shadows too.
  • If done, this is called ‘baking’ into the image.
Diffuse Maps
17:55
  • Learn how to use images to control your materials.
  • Understand why these control images are black and white.
  • Create a simple stage for our building.

Why Black and White?

  • These Greyscale images define “values” on a per pixel basis.
  • Black represents a value of 0 and white a value of 1.
  • You map them to your model like you would any other image.
Using Images For Control
18:31
  • Use a texture to control how light interacts with a surface.
  • See how to use a texture as a bump map in Blender Render.
  • Use Generated textures rather than hand made.

Bump Maps

  • Normal and Height/Displacement maps are both types of bump maps.
  • We’re going to use a displacement map.
  • They tell a shader HOW to interact with light.
  • This gives the illusion of detail on a surface.
  • Can increase render speeds vs geometry.
Illusion of Detail- Using Bump Maps
19:54
  • Create real detail using a texture.
  • Use a displacement map to alter geometry.
  • Understand that you need geometry first to modify.
  • Use the displacement influence in Blender Render.
  • Then use the displacement modifier in a similar manner.


An Important Reality

  • They are not suited to things like generating a final brick wall. V High Poly count required.
  • They're very useful for applying detail e.g. scales on a lizard/fish or dragon.
  • Great for generating geometry and then optimising
  • For larger items, like terrain.
Using Displacement Maps
19:28
  • Understand they are a type of bump map.
  • Gain a greater understanding of how normals work.
  • They contain direction information not height information.
  • There are 4 Main Types
Normal Maps
11:58
  • Create a normal map.
  • Understand when to create a normal map.
  • Use a process called baking.
  • See the baking is the fundamental process for creating other map types too in Blender.
  • Understand about cages and why they are used.
  • (Updated 15/09/2017)

(Unique Video Reference: 40_GA_CBC)

Baking A Normal Map In Blender
17:58
Applying A Normal Map In Blender
12:58
  • Understand that resolution will control the level of detail at a particular distance.

  • Realise when a texture is too large or too small.

  • Learn about the power of two (POT) and why and when it is important.


Power Of Two

  • Computers work with 1s and 0s, or Binary.

  • A lot of external programs need POT textures.

  • They aren’t necessary in Blender but are a good standard to adhere too, especially when working with external programs.

  • Don’t have to be ‘square’, providing side length is a POT.


Which Numbers are Power of 2?

  • Mathematically they’ll be 2 to the power of n or 2^n. eg. 2^5 = 32

  • If you have been around computers for a while you’ll recognise this sequence: 2, 4, 8, 16, 32, 64, 128, 256, 512,1024, 2048, etc.


Textures Of Different Sizes.

  • Need their own UV Map.

  • Probably not exportable due to multiple UV maps.

  • Best to stick to one texture size for any given unwrap.

  • Larger textures require more memory.


What Size Textures

  • How far away is the camera from the object/texture?

  • How big is the object?

  • What’s the “Retina” Texture level?

  • rTexture = 3266 * Tan(Size/Distance)

(Unique Video Reference: 42_GA_CBC)

Texture Resolution
14:55
  • Learn how to use the multi resolution modifier.
  • See it is similar to the subsurf. modifier and great for multiple resolutions of a single model.
  • Learn to control how sharp edges.
  • Understand that this is best applied to a base mesh that is close to the ‘final’ low-poly version. 
The Multi-Resolution Modifier
16:35

This quiz will test your knowledge up to this point in this section.

Mid Section Quiz
4 questions
  • Learn how bake detail from the higher multires to a lower one.
  • Very similar to before, but this time only one model.

Baking Using The Multires Modifier
15:01
  • Learn how to copy attributes of a mesh object.
  • See this is great when you have lots of components, for e.g. need the same material.
  • Understand it’s a destructive operation e.g. copying materials will overwrite a meshes current materials
Copying Mesh Properties
09:30
  • Making your UV map more uniform, minimising distortion and optimising image use.

  • Understand the use of margins

  • Learn more about seams and their placement.

(Unique Video Reference: 46_GA_CBC)

Optimising A UV Map
15:39
  • Create a hand painted texture directly onto your model

  • Be creating a diffuse map from scratch

(Unique Video Reference: 47_GA_CBC)

Texture Painting In The ViewPort
14:43

(Unique Video Reference: 48_GA_CBC)

Realistic Lighting Or Fake It?
09:37

(Unique Video Reference: 49_GA_CBC)

Creating a New Scene In Blender
12:42
End of Section Quiz
4 questions
Section 7 Wrap Up
02:01