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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

Number of participants


Price per participant

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