
Explore Blender modifiers, generalize Python scripts across projects, and generate rocks and textures with displacement and vertex offsetting, then model a book and script a library.
Learn to create a Voronoi-like sphere in Blender with Python, applying modifiers to geometry and starting from a cube. Define a clean_scene function, save scripts, and call it to run.
Create a sphere procedurally with Python by turning a subdivided cube with a cast modifier, then optimize topology with decimation and planar surfaces.
Develop a Blender Python workflow to create a cube, apply a subdivision surface modifier, and increase resolution, returning the modified cube while organizing code with functions.
Extend your Blender workflow by adding and configuring multiple modifiers with Python, including cast and decimate modifiers, using the API to set type properties and generate geometry with radians conversions.
Learn to convert degrees to radians in Blender with Python by using the built-in math module, the interactive console, and functions like radians and sqrt.
Learn to collapse modifiers in Blender with Python, baking nondestructive operations into geometry. Understand where to apply modifiers in the workflow and adapt syntax for Blender 2.81 and 2.9.
Learn to clean up procedural Blender Python code by modularizing the cube creation process, passing objects between functions, and applying modifiers with flexible naming and defaults for reusable, maintainable scripts.
Explore modifiers to generate rocks, deepen your workflow by creating textures for displacement and offsetting vertices, and displace geometry on multiple levels for striking results.
Create a rock manually in Blender by subdividing a cube, applying a Voronoi texture with distance squared for displacement, and using decimation and modifiers to roughen the surface.
Clean the scene by deleting all objects, then create a rock and print it to verify the setup; this milestone starts a structured project from the beginning to reduce refactoring.
Script a cube in Blender, apply subdivision surface and displacement modifiers, and attach a texture to create a rock-like mesh, using modular Python code.
Learn to generate complex textures in Blender with Python, using Voronoi textures, map API types to the UI, and apply textures to a displacement modifier.
Refactor texture generation in Blender to drive a Voronoi texture for displacement, control distance metric, intensity, noise scale and intensity with Python, and introduce randomisation.
Explore how decimation affects geometry in Blender, tune a 0.25 ratio to reduce polycount, and practice avoiding magic numbers while abstracting parameters with functions.
Offset the cube's vertices along their normals with a random scale to create a noisy surface. Iterate vertices, print coordinates for debugging, and adjust the noise size to balance detail.
Collapse all modifiers to switch from a nondestructive stack to sculpting on the base topology, then tweak and randomize values to build on top of the object.
Learn to create geometry in Blender with Python by adding edges, extruding faces, and moving vertices from scratch, starting with a single book and building a shelf or library.
Clean the scene, start from a unit cube, and resize along x and y to form a book for procedural modeling in Blender with Python.
Align the book to the floor by translating up by half its height, using the cube's center pivot and an up delta in procedural modeling.
Learn manual modeling in Blender by adding edges, making a middle cut, scaling in the X, and extruding inward to form a book-like paper, with symmetry and loop cuts.
Learn to add edges through code in Blender using a context override and a dictionary, set edge cuts and offsets, then resize, randomize sizes, and extrude inner surfaces.
Refactor Blender Python workflow by parametrizing cube creation, resizing and aligning objects, consolidating functions, and explicitly toggling object and edit modes while preparing loop cuts on selected faces.
Learn to identify top, bottom, and front faces in Blender using normals and area, update the mesh, and select the largest top face for procedural modeling with Python.
Learn to select specific faces by index in Blender using Python, switching between object and edit modes, deselecting everything, and then extruding the chosen faces for procedural modeling.
Abstract the long extrude operation into a simple, reusable function in Blender with Python, clean up code, and master the programming skill of procedural modeling.
Create and manage materials in Blender by building a cover material, assigning it to books, and colorizing with diffuse color and alpha, including optional randomization for variation.
Create a paper material and assign it to the selected book faces to render pages separately from the cover. Use active material index and script the assignment in edit mode.
Procedurally generate a shelf of five books in blender using python, align them on the ground plane with small random gaps, and reuse a single paper material for all covers.
Learn how to optimize procedural materials in Blender with Python by reusing existing materials through a create-or-get approach, querying materials by name, and only creating new materials when needed.
In this course we will walk through the entire process of creating procedural assets for your game development or visual effects projects. You will be taken through each step of the process from generating the base geometry, to adding detail in various ways, then finally setting up some initial materials.
You also get a complete guide to the basics of Python, as a bonus, so if you are completely new to Python, you can get up to speed quickly and learn how to apply core concepts to your Blender workflow.
If you are new to Procedural Modeling or Procedural content creation for games, and want to jump start your learning in Blender, then this course is perfect for you!