Release date:2021

Author:Neil Bettison

Skill level:Beginner

Language:English

Exercise files:Yes

Join the craziest Blender course on Skillshare to complete a kitbash with you infinite possibilities. By completing the course, you will be able to 3D model vast cities, towns, and castles.

We go on a journey through 65 medieval castle kitbash parts.

Through ‘Blender 2.9 Creating a Medieval Castle Kitbash’, you will be creating a series of exciting variations of castle walls, including walls with or without slits for bowmen (let’s imagine there’s an impending battle, right?!).

You will also be creating white walls like the ones we built in my ‘Blender 2.8 Complete Beginners Guide to 3D Modelling a Scene’ course. As part of building these props, you will learn how to create and apply Tudor era wall materials; the iconic wood, wattle and daub (i.e., wooden strips covered with clay).

Other awesome props will include hatch doors and windows, wooden walls, a hay roof, stone roofs, a moat bridge, and castle towers with round winding steps.

There will be a huge series of props and individual components for these towers, including extensions and decorative details.

Following the success of my latest courses, we will be modelling, texturing, and finalising every individual asset before moving onto the next. Students have said that this has helped them in staying excited throughout the creation process, being able to see how their scene comes closer to the course preview step-by-step.

Kitbash item variations will help you diversify your castle and make it unique from any other student’s. With a touch of innovative thinking, which I know you all have, you will be able to create something that stands out.

Be creative! Make your castles bigger and grander. Expand your castle keep land or beautify the upper level of the castle to make it stand out more and increase the social class divide with the other people living there.

Engage in roleplay thinking as you build your castle and create something that breathes life!

001 – blender-002-009-medieval-kitbash-introduction 002 – course-layout-blender-basics 003 – using-references-to-create-grey-boxes 004 – creating-the-block-wall-greybox 005 – finishing-the-castle-wall-block 006 – learning-how-to-use-array-modifier 007 – creating-the-slit-wall-greybox 008 – finishing-the-castle-wall-grey-boxes 009 – introduction-to-seams-sharps 010 – introduction-to-materials-texture-maps 011 – marking-seams-sharps-on-our-castle-walls 012 – faster-workflow-for-uv-mapping 013 – fixing-uv-s-new-ways-to-unwrap-meshes 014 – learning-about-collections-bevels 015 – adding-new-materials-to-our-castle-walls 016 – finishing-the-castle-walls 017 – learning-about-lighting-ngons 018 – learning-about-proportional-editing 019 – introduction-to-nodes 020 – tips-tricks-to-speed-up-workflow 021 – changing-texture-mapping-with-mirror 022 – creating-our-door-openings-with-boolean 023 – finishing-the-walls-openings 024 – creating-our-first-roof 025 – finishing-the-small-roof-greybox 026 – adding-materials-to-our-small-roof 027 – working-with-the-knife-tool 028 – discussing-normals-large-roof-greybox 029 – finishing-the-large-roof-greybox 030 – cleaning-up-loose-geometry 031 – finishing-the-large-roof-materials 032 – setting-out-the-tower-template 033 – creating-the-tower-top-block-greybox 034 – finishing-the-tower-top-block 035 – finishing-the-square-tower-tops 036 – creating-the-wooden-surround-greybox 037 – wooden-surround-materials-bolts 038 – finishing-the-wooden-surround 039 – creating-the-stone-surround-greybox 040 – learning-when-to-restart-a-mesh 041 – finishing-our-square-surrounds 042 – laying-out-our-large-tower-idea 043 – different-ways-to-solve-problems 044 – adding-materials-to-the-large-tower 045 – finishing-our-large-tower 046 – learning-about-mesh-extras-addon 047 – different-shading-options 048 – creating-our-wooden-window-greybox 049 – laying-out-the-stone-window 050 – creating-notched-bars-with-array 051 – testing-out-our-windows 052 – creating-our-second-walls 053 – setting-up-our-plank-material 054 – creating-plank-wall-doors 055 – creating-our-plank-wall-roof-greybox 056 – finishing-the-wood-part-of-our-roof 057 – working-with-alphas 058 – finishing-the-hay-roof 059 – creating-our-first-tower-roof-greybox 060 – testing-out-our-roofs-as-a-kitbash 061 – working-with-templates 062 – working-on-our-small-tower-roofs 063 – finishing-our-first-tower-roofs 064 – starting-our-three-doors 065 – creating-finishing-the-wood-doors 066 – creating-our-stone-doorway 067 – testing-out-our-doors 068 – creating-the-castle-wall-steps-greybox 069 – finalizing-the-castle-wall-steps 070 – creating-the-round-tower-greybox 071 – finishing-the-round-tower-staircase 072 – creating-the-stone-wall-top 073 – adding-materials-to-the-round-tower 074 – finishing-the-round-towers 075 – creating-our-round-top-block-part 076 – creating-our-round-top-stone-part 077 – creating-the-wooden-round-top-greybox 078 – creative-ways-to-uv-unwrap 079 – starting-our-tower-top-extention 080 – finishing-our-tower-tops 081 – working-with-curves-converting-meshes 082 – working-on-our-pyramid-roof 083 – adding-materials-checking-our-roof-in-eevee 084 – how-to-create-a-good-roof-top 085 – working-with-awkward-meshes-uv-s 086 – working-on-the-bottom-of-our-cone-roof 087 – realism-needs-to-be-structurally-sound 088 – finishing-the-final-roof-part-of-the-kitbash 089 – checking-our-mesh-normals 090 – learning-how-to-uv-unwrap-a-cone 091 – creating-our-corner-tower-wooden-supports 092 – finishing-our-cone-tower 093 – how-to-recover-lost-work 094 – creating-our-brick-material-chimney 095 – finishing-our-brick-chimney 096 – starting-our-castle-gate-greybox 097 – creating-archways-the-easy-way 098 – correcting-topology-for-game-engines 099 – creating-the-gate-hole 100 – creating-the-gate-finishing-the-entrance 101 – splitting-up-a-complex-reference 102 – creating-the-plaster-wood-walls 103 – creating-the-bridge-roof-grey 104 – creating-the-tiles-panels-for-our-roof 105 – finishing-the-main-bridge-structure 106 – creating-the-bridge-walkway 107 – creating-a-believable-structure 108 – creating-our-wooden-simple-support 109 – creating-the-arch-aiming-at-realism 110 – finishing-the-stone-arch-support 111 – starting-our-small-wooden-steps 112 – creating-the-handrails-steps 113 – fixing-the-uv-s-of-our-small-steps 114 – creating-the-large-steps-greybox 115 – creating-our-cobblestones 116 – finishing-the-large-steps 117 – breaking-down-our-castle-gate-drawbridge-reference 118 – laying-out-the-main-parts-of-the-gate 119 – creating-our-gate-shield 120 – creating-our-gate-stone-main-arch 121 – sizing-up-the-drawbridge-door 122 – creating-the-gate-chain-metalwork 123 – sizing-the-chain-holes-adding-materials 124 – fixing-uv-s-building-up-materials 125 – how-to-apply-materials-on-our-shield 126 – starting-our-castle-gate-wooden-supports 127 – uv-vs-material-texture-mapping 128 – parents-children-joining-meshes 129 – creating-our-moat-bridge-dimensions 130 – adding-the-materials-to-our-bridge 131 – creating-the-final-kitbash-parts 132 – finishing-the-mini-towers-extentions 133 – setting-up-lighting-for-eevee-cycles 134 – cycles-in-depth-setup 135 – setting-up-the-sky-hdri-shader 136 – starting-the-castle-build 137 – creating-the-castle-courtyard 138 – setting-out-our-courtyard-windows 139 – working-with-scales-to-create-unique-buildings 140 – creating-the-smuggler-entrance 141 – creating-the-north-west-part-of-our-castle 142 – working-out-our-castle-levels-variations 143 – fixing-the-walkway-with-bisect 144 – learning-how-to-adapt-parts-to-fit 145 – fitting-our-ground-plane 146 – creating-the-downtown-area 147 – learning-how-to-create-a-realistic-layout 148 – starting-the-main-part-of-our-town 149 – creating-our-first-stand-alone-building 150 – parenting-parts-to-create-full-buildings 151 – establishing-our-town-outskirts 152 – creating-our-water-shader 153 – finishing-the-outskirts-of-our-town 154 – creating-our-final-town-building 155 – remeshing-creating-our-grass 156 – how-to-use-displacement 157 – creating-the-second-level-of-our-castle 158 – moving-on-up-to-level-three 159 – working-on-the-overall-height 160 – creating-our-last-ground-plain 161 – creating-the-final-building 162 – setting-up-shaders-for-vertex-painting 163 – the-joys-of-vertex-painting 164 – displacement-modifiers-for-easy-realism 165 – the-rock-generator 166 – placing-our-first-scenery-parts 167 – creating-our-main-rock-formation 168 – being-creative-with-poor-uv-s 169 – checking-our-environment-in-cycles-renderer 170 – rince-repeat-with-our-environment 171 – finishing-off-our-environment 172 – final-lesson-how-to-create-a-great-render

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