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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

Number of participants


Price per participant

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