Release date:2021, June 18

Author:Zacharias Reinhardt

Skill level:Beginner

Language:English

Exercise files:Yes

You want to become a 3D artist but you don’t know where to start? This video course is for you.

Everything you need to get started in ONE place. This course will teach you everything that is important to start your journey as 3D artist. All the crucial fundamental principles, tools, settings and workflows are explained and you will learn a full pipeline to create simple yet beautiful 3D animations, step by step and easy to understand. No need for gathering online videos from different sources to get started.

Suitable for absolute beginners. You don’t know anything about 3D or Blender yet or you just started out? No problem. This course will take you by the hand right from the start and will guides you through the dense 3D jungle. If you have some experience already, this course will help you to fill in the missing gaps and smoothly enter the new and exciting land of Blender 2.8.

Thorough structured. A whooping amount of 15 hrs of content awaits you. To make this easy to chew, we split the course into 15 chapters and ~200 short videos, mostly between 2 and 10 minutes long.

Get help along the way. We give our best to make each lesson as clear and understandable as possible. If it still happens, that you got stuck at any point, you can ask for help or share your work in progress in the discussion section under each lecture.

Join the community. Additionally, you get access to an exclusive Facebook group dedicated to our academy students only. There you can ask questions, share your renders and give or receive feedback from us or the other students.

Chapter 1 – 3

User Interface, Navigation, working with 3D Objects and more

Get to know Blender 2.8. In the first three chapters you will learn how the new complete revised user interface of Blender 2.8 works, how to navigate, how to work with objects in 3D space and much more. These chapters are especially important to get the hang of Blender 2.8 and make the following chapters more enjoyable.

To make this part not too boring, we are doing some small exercises in between, to consolidate what you have learned.

Chapter 4 & 5

Modeling Fundamentals and Exersice

Hands on guide to modeling. In the fourth chapter you will learn all the important modeling fundamentals, like workflows, tools and how to solve certain modeling problems.

In the fifth chapter we will practice modeling by creating a car and environment assets, step by step.

Chapter 6 & 7

Shading Fundamentals and Exercise

The 3d world full of color. In the sixth chapter you will learn all the important fundamentals on how to work with materials in Blender 2.8 (this is called “Shading”). We also take a look into the new “Look Dev Viewport Shading”, which allows us to quickly view the 3D scene in different lighting conditions and see all the changes on the materials in real time.

In the seventh chapter we will practice shading by colorizing all assets which were modeled in the previous chapters.

Please note: To keep the content beginner friendly, we won’t cover UV mapping and texturing in this chapter. These topics are planned to be added in the future, as a bonus chapter.

Chapter 8 & 9

Particle Simulation and World Creation

3D world creation made easy. In the eighth chapter you will learn all important fundamentals on how to use the particle simulation, to create moving particles like rain or quickly grow a big forest.

In the ninth chapter we will use these techniques to assemble all previously created assets into a big desert scene.

Chapter 10 & 11

Lighting Fundamentals and Exercise

Turn on the lights. In the tenth chapter you will learn all the important fundamentals on how to work with lights in Blender 2.8. We take a look at different light types, important settings, how to use the background to light up your scene and how to work with indirect and volumetric lighting.

In the eleventh chapter we will practice lighting by adding light to the 3D scene created in the previous chapters and in this way generating a beautiful mood.

Chapter 12 & 13

Animation Fundamentals and Exercise

Bring it to life. In the twelfth chapter you will learn all important fundamentals on how to animate 3D objects, properties and shapes. We take a look at the different editors for animation, keyframe interpolations and animation modifiers.

In the thirteenth chapter we will bring the 3D scene to life which was created in the previous chapters. We will animate the flying car, different camera shots and crashing the car into a rock.

Chapter 14 & 15

Rendering Fundamentals and Exercise

Put it out. In the fourteenth chapter you will learn all the fundamentals on how to render and output still images. We will learn more about the render and output settings, and we take a deep look into the new realtime render engine called EEVEE. Besides that, we will also have a quick look at the Cycles render engine for creating high quality renders and the Workbench render engine for creating technical images.

In the fifteenth and last chapter we will render out the final animation and convert it into a video which you can watch outside of Blender and share online with your friends and followers.

The animation you can see below is the final result of this course.

Chapter 16 (New) UV Mapping Fundamentals and Exercise

Unwrap it. In the newly added 16th chapter you will learn all important fundamentals on how UV mapping and UV unwrapping works. This is the foundation we need in order to get into texturing in the following chapters.

At the end of the chapter we will UV unwrap a 3D scene.

Chapter 17 & 18 (New) Texturing & Texture Painting Fundamentals

Adding color details. In the newly added 17th chapter you will learn all the important texturing fundamentals. We will have a look on how to use textures in the shader editor in Blender and how flexible you can adjust the textures. We will learn how to use masks, seamless textures, how to create semi-realistic materials on the fly, how to use PBR textures and much more. We will work with image textures and procedural textures. In the exercise at the end, you will fully texture a 3D scene.

In the newly added 18th chapter we will dive into texture painting. First we have a brief look on what we can do with the Vertex Paint mode, which has its limitations, and then we’ll get into the more advanced Texture Paint mode. From learning all important settings and options over creating custom brushes to how to use Blenders Shader Editor to get some kind of painting layers and much more.

Chapter 19 & 20 (New) Texturing Exercise and Baking Textures

Advanced texturing in Blender. In the newly added 19th chapter we will practice everything we have learning in the new texturing chapters and texture and texture paint a CG Boost barrel.

To make this barrel usable in other 3D tools and Game Engines, we will bake down the material into practical PBR texture maps in the last new chapter.

01 getting started 01 welcome to the course 02 download blender 03 download blender shortcut pdf 04 blender user interface changes

02 user interface fundamentals 01 understanding 3d space 02 understanding the user interface 03 default user interface 04 the structure of an editor 05 editor types 06 adjusting the user interface 07 workspaces 08 user interface pro tips 09 working with shortcuts 10 navigation rotate pan and zoom 11 viewpoints 12 perspective orthographic projection 13 camera view 14 walk navigation 15 solving navigation problems 16 saving and opening files 17 preferences

03 3d object fundamentals 01 how blender works deep inside 02 selection select tool 03 selection select box tool 04 selection select circle tool 05 selection select lasso tool 06 selection more selection tools 07 selection active and passive selection 08 transformation move tool 09 transformation rotate tool 10 transformation scale tool 11 transformation transform orientation 12 transformation viewport gizmos 13 transformation solve transformation problems 14 transformation transform properties 15 transformation pivot point 16 transformation snapping 17 transformation randomize transform 18 transforming the right way 19 modes 20 operator panel 21 adding and removing 3d objects 22 3d object types 23 3d cursor 24 joining and separating 3d objects 25 parenting 3d objects 26 manipulating the origin 27 smooth and flat shading 28 units 29 scene organization 30 viewport overlays 31 wireframe viewport shading 32 solid viewport shading

04 modeling fundamentals 01 how to model everything 02 object vs edit mode 03 vertices edges and faces 04 tris quads and ngons 05 understanding topology 06 understanding normals 07 edit mode selection and transformation 08 edit mode adding and removing elements 09 edit mode dissolve 10 edit mode multi-object editing 11 edit mode extrude tools 12 edit mode inset faces tool 13 edit mode bevel tool 14 edit mode loop cut tools 15 edit mode knife tool 16 edit mode bisect tool 17 edit mode poly build tool 18 edit mode spin tools 19 edit mode smooth randomize and subdivide tools 20 edit mode vertex and edge slide tools 21 edit mode shrink fatten tool 22 edit mode shear tool 23 edit mode rip tools 24 annotate tools 25 measure tool 26 proportional editing 27 quad view 28 solving modeling problems overlapping geometry 29 solving modeling problems object scale 30 solving modeling problems wrong normals 31 solving modeling problems linked data 32 solving modeling problems scene size 33 understanding modifiers 34 array modifier 35 bevel modifier 36 boolean modifier 37 bool tool addon 38 mirror modifier 39 solidify modifier 40 subdivision surface modifier 41 understanding curves 42 understanding 3d text 43 modeling techniques

05 car scene modeling exercise 01 finding a good idea 02 pureref 03 adding reference images 04 preparing the car scene 05 car body part 1 06 car body part 2 07 car body part 3 08 car details fenders 09 car details lamps 10 car details bumpers 11 car details carrier 12 car details side mirrors door handles 13 car details sci-fi engine 14 car details nozzles 15 car details cables 16 car details luggage 17 car details smooth and sharp edges 18 environment rocks 19 rock formations 20 environment trees 21 environment grass

06 shading fundamentals 01 what is shading 02 lookdev viewport shading 03 adding and removing materials 04 important shaders 05 principled shader 06 shader editor basics 07 shader editor random color exercise

07 car scene shading exercise 01 car base materials part 1 02 car base materials part 2 03 car glowing materials 04 car damage materials 05 environment materials

08 particle fundamentals 01 what are particles 02 adding and removing particles 03 emitter particles 04 particle collision 05 hair particles 06 weight paint and vertex groups 07 force fields 08 solving particle problems

09 car scene assembling exercise 01 assembling all assets into one file 02 environment large rocks 03 environment small rocks and vegetation

10 lighting fundamentals 01 how lighting works in 3d 02 rendered viewport shading 03 adding and removing lights 04 light types and settings 05 shadow settings 06 world lighting 07 indirect lighting 08 volumetric lighting

11 car scene lighting exercise 01 hdri background lighting 02 volumetric fog 03 sun light 04 car lights 05 rim light

12 animation fundamentals 01 how animation works in 3d 02 animating 3d objects 03 animating properties 04 animating shapes 05 timeline 06 dope sheet editor 07 graph editor exercise part 1 08 graph editor exercise part 2 09 keyframe interpolation modes 10 animation modifiers 11 how to create great animations

13 car scene animation exercise 01 setting up a camera 02 car animation 03 environment animation 04 camera animation shot 1 05 camera animation shot 2 06 camera animation shot 3 07 camera shake animation 08 car crash animation part 1 09 car crash animation part 2

14 rendering fundamentals 01 what is rendering 02 rendering still images 03 render output settings 04 eevee render sampling 05 eevee render ambient occlusion 06 eevee render bloom 07 eevee render depth of field 08 eevee render subsurface scattering 09 eevee render screen space reflections 10 eevee render motion blur 11 cycles render basics 12 workbench render basics 13 rendering the 3d viewport 14 color management

15 car scene rendering exercise 01 rendering the car animation 02 converting image sequence to video 03 conclusion

16 uv unwrapping fundamentals 16_01_welcome_to_the_texturing_chapters 16_02_how_uv_mapping_works_in_3d 16_03_example_scene_analysis 16_04_adding_textures 16_05_packing_textures 16_06_uv_unwrapping_workflow 16_07_manipulating_uv_islands 16_08_uv_unwrapping_boosted 16_09_uv_mapping_troubleshooting 16_10_uv_unwrapping_exercise_start 16_11_uv_unwrapping_exercise_analysis

17 texturing fundamentals 17_01_how_texturing_works_in_3d 17_02_free_texture_resources 17_03_tilabe_textures 17_04_mapping_methods 17_05_transforming_textures 17_06_change_texture_color 17_07_mixing_textures 17_08_masking_textures 17_09_masking_properties 17_10_artistic_pbr_setup 17_11_pbr_setup 17_12_node_wrangler_add-on 17_13_procedural_textures 17_14_procedural_concrete_material 17_15_textures_with_transparency 17_16_break_tiling_of_seamless_textures 17_17_randomize_textures 17_18_lazy_photo_projection 17_19_node_groups 17_20_material_library 17_21_texturing_exercise 17_22_texturing_exercise_analysis_part_1 17_23_texturing_exercise_analysis_part_2

18 – Texture Painting Fundamentals 18_01_how_texture_painting_works_in_3d 18_02_graphics_tablet_for_texture_painting 18_03_vertex_painting_basics 18_04_vertex_painting_exercise 18_05_texture_painting_basics 18_06_brush_settings_color_picker_palette_advanced 18_07_brush_settings_stroke 18_08_brush_settings_falloff_cursor 18_09_brush_settings_texture_and_mask 18_10_masking 18_11_symmetry_and_options 18_12_custom_brushes 18_13_layered_texture_painting 18_14_texture_painting_custom_masks 18_15_vertex_painting_custom_masks 18_16_texture_painting_troubleshooting

19 – Exercise Barrel Texturing 19_01_base_color 19_02_decals 19_03_dirt 19_04_metal 19_05_rust 19_06_dents 19_07_leaking_fuel

20 – Baking Fundamentals 20_01_how_baking_works_in_3d 20_02_baking_basics 20_03_baking_maps_for_texturing 20_04_baking_pbr_maps 20_05_upload_to_sketchfab

[CGBoost] Blender 2.8 Launchpad (16, 17 Update).7z [CGBoost] Blender 2.8 Launchpad (16, 17 Update)_Subtitles.7z

CGBoost – Blender 2.8 Launchpad – Exercise Files.7z.001 CGBoost – Blender 2.8 Launchpad – Exercise Files.7z.002 CGBoost – Blender 2.8 Launchpad – Exercise Files.7z.003

[CGBoost] Blender Launch Pad (Chapter 18-20).7z [CGBoost] Blender Launch Pad (Chapter 18-20)_Subtitles.7z

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