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Course Outline
Basics of working with the program
- Interface components — panels, workspaces, and windows; configuring the interface according to your needs and the nature of work
- Preferences — configuring mouse and keyboard support, keyboard shortcuts, system settings, and extras
- Navigating in the 3D scene — camera positioning and quick switching between view windows
- Configure how objects are displayed in the 3D scene
Basics of working with objects
- Select, create, delete, and group objects
- Manage the hierarchy of objects in the scene
- Working in object mode and edit mode
- Object body components: vertices, edges, faces
Modeling basics
- Moving, rotating, and scaling objects and their components
- Modeling with key tools: Extrude, Inset, Bevel, Loop Cut, Knife
- Modeling with key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, Simple Deform
- Modeling rules: meshing an object from quads and avoiding triangles and n-gons, controlling the flow of edge loops
- Modeling with symmetry
- Controlling the object mesh density
- Controlling sharpness and curvature of edges
Modeling in practice
- General rules for creating organic and inorganic shapes (hard surface modeling)
- Joining fragments of a shape with different sections
- Modeling rules due to correct mesh topology
- Retopology — rebuilding part or all of the object mesh
- Aiding the process of modeling the object mesh with sculpting tools
- Modeling by carving
- Transferring carved details on the surface of an object to a mesh with correct topology
Create UV maps
- General rules for creating a UV map of an object
- Plan the placement of object mesh cut edges
- Create single and multi-element UV maps
- Optimizing the UV map
- Combining small pieces of UV map into larger areas
- Align outer edges of UV maps
- Create multi-element UV maps (UDIM)
Texturing
- Basics of creating materials using the Principled BSDF shader
- Fundamentals of the physics of surface reaction to light
- Controlling light and environmental reflections on the surface of an object
- Light reflection scattering
- Anisotropic reflections
- Create transparent surfaces, glossy, "matte" and tinted finishes
- Create a subsurface scattering effect
- Rules for creating basic types of surfaces: plastics, metals, glass, organic matter,
- wood, fabrics
- Create normal map and displacement map
- Basics of creating your own textures from photos
Lighting
- Theory of "sculpting" the shape of an object with light
- Photographic rules for lighting objects
- Creating a virtual studio — background, substrate, atmospheric effects
- Lighting individual objects
- Lighting groups of objects
- Lighting with lamps and surfaces with emitting materials
- Lighting with HDR images
- Controlling the range and spread of the effects of the lights
- Controlling the reflected light parameter
- "Painting" with light
Rendering
- Technical aspects of the image rendering process
- Rendering with CPU and graphics card
- Preview and final rendering
- Configure the render camera parameter
- Good rendering resolution for the purpose of the final image
- Render to layers
- Rendering with the Cycles engine
- Rendering with the Eevee engine (Blender 2.8)
- Basics of final processing of the rendered image in Adobe Photoshop
- Export the final image to the format and parameters compatible with its intended use
- Prepare final scene and file for rendering on rendering farms
Requirements
Basic computer skills
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.