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Course Outline
Basics of working with the program
- The interface — understanding panels, workspaces, and windows; customizing the interface to suit your workflow
- Preferences — configuring mouse and keyboard support, keyboard shortcuts, system settings, and additional tools
- Navigating the 3D scene — camera positioning and quick switching between view windows
- Configuring object display options within the 3D scene
Basics of working with objects
- Selecting, creating, deleting, and grouping objects
- Managing object hierarchy within the scene
- Working in Object Mode and Edit Mode
- Object/body components: vertices, edges, and faces
Modeling basics
- Moving, rotating, and scaling objects and their components
- Modeling with key tools: Extrude, Inset, Bevel, Loop Cut, and Knife
- Modeling with key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, and Simple Deform
- Modeling best practices: building meshes from quads, avoiding triangles and N-gons, and controlling edge flow
- Modeling using symmetry
- Controlling mesh density
- Controlling edge sharpness and curvature
Modeling in practice
- General rules for creating organic and inorganic forms (hard surface modeling)
- Joining fragments of solid objects with different sections
- Modeling rules based on correct mesh topology
- Retopology — rebuilding part or all of the object mesh
- Aiding the modeling process with sculpting tools
- Modeling by carving
- Transferring carved surface details to a solid with correct topology
Create UV maps
- General rules for creating an object's UV map
- Planning the placement of mesh cut edges
- Creating single and multi-element UV maps
- Optimizing the UV map
- Combining small UV map sections into larger areas
- Isolating outer edges of UV maps
- Creating multi-element UV maps (UDIM)
Texturing
- Basics of creating materials using the Principled BRDF shader
- Fundamentals of the physics of surface light interaction
- Controlling light and environmental reflections on object surfaces
- Light reflection scattering
- Anisotropic reflections
- Creating transparent surfaces, smooth, “milky” and tinted finishes
- Creating subsurface scattering effects
- Rules for creating basic surface types: plastics, metals, glass, organic matter,
- wood, and fabrics
- Creating normal maps and displacement maps
- Basics of generating textures from photographs
Lighting
- Theory of “sculpting” an object's shape with light
- Photographic lighting rules for objects
- Creating a virtual studio — background, substrate, and atmospheric effects
- Lighting individual objects
- Lighting groups of objects
- Lighting with lamps and surfaces using emitting materials
- Lighting with HDR images
- Controlling the range and intensity of light effects
- Controlling reflected light parameters
- “Painting” light
Rendering
- Technical aspects of the image rendering process
- Rendering with CPU and GPU
- Preview and final rendering
- Configuring render camera parameters
- Determining optimal resolution for the final image
- Rendering to layers
- Rendering with the Cycles engine
- Rendering with the Eevee engine (Blender 2.8)
- Basics of final image processing in Adobe Photoshop
- Exporting the final image in formats and parameters compatible with its intended use
- Preparing the final scene and file for rendering on farms
Requirements
Basic computer proficiency
28 Hours
Testimonials (2)
All Each material coolly reworked.
Patrycja Banasiak - BUGLO Play Sp. z o.o.
Course - 3D Modeling with Blender
Many things. But most of all tasks.