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Course Outline
Basics of working with the program
- The & mdash; panels, workspaces, and windows; configuring the interface to suit your needs and the nature of your work
- Preferences & mdash; configuring mouse and keyboard support, keyboard shortcuts, system settings, and extras
- Navigating in the 3D scene & mdash; camera positioning and quick switching between view windows
- Configure how objects are displayed in the 3D scene
& nbsp; 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, and faces
Modelling basics
- Moving, rotating, and scaling objects and their components
- Modelling with key tools: Extrude, Inset, Bevel, Loop Cut, Knife
- Modelling with key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, Simple Deform
- Modelling rules: meshing an object from quadrilaterals and avoiding triangles and n-gons, controlling the course of an edge loop
- Modelling in symmetry
- Controlling the object mesh density
- Controlling sharpness and curvature of edges
Modelling in practice
- General rules for creating organic and inorganic solids (hard surface modelling)
- Joining fragments of a solid with different sections
- Modelling rules due to correct mesh topology
- Retopology & mdash; rebuilding part or all of the object mesh
- Aiding the process of modelling the object mesh with sculpting tools
- Modelling by carving
- Transferring carved details in the surface of an object to a solid with the 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
- Bring out outer edges of UV maps
- Create multi-element UV maps (UDIM)
Texturing
- Basics of creating material using the Principled BRDF 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, smooth, & ldquo; milky & rdquo; and tinted
- Create a subsurface scattering effect
- Rules for creating basic types of surfaces: plastics, metals, glass, organic matter,
- wood, and fabrics
- Create normal map and displacement map
- Basics of creating your own textures from photos
Lighting
- Theory & ldquo; carving & rdquo; shape of an object with light
- Photographic rules for lighting objects
- Creating a virtual studio & mdash; background, substrate, and 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 range of the effects of the lights
- Controlling the reflected light parameter
- & ldquo; Painting & rdquo; 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 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.