Release date:2020, December 8

Author:Lee Salvemini, Chris Plush, CG Masters

Skill level:Beginner

Language:English

Exercise files:Yes

Welcome to The Blender Encyclopedia, the most comprehensive training course available for Blender, a completely free and open source 3D production suite.

Our aim with the course was to make an expanded version of the Blender Manual, that you can follow along or reference at any time in your 3D journey.

Further than the tools alone, we’ve made sure this course contains not just the how, but the why. Throughout the course, we’ve crafted example demos, as well as step-by-step projects, that will take what you’ve learned and form it into a practical example.

An Overview of the Contents of this course:

A full overview of Blenders interface.

Navigation and editing tools

Mesh Modeling

Drivers (known as wire properties or driven keys)

Constraints

Modifiers

Skeleton Armatures and Rigging

Animation tools

Shaders and Materials

UV Mapping

Cameras

Cycles and Eevee renderers

01. Section 1 – Welcome to The Blender Encyclopedia 01. Introduction – Your Own Blender Encyclopedia 02. How to Watch Videos in 1080p 03. Coming Soon 04. Navigating the Course (Important!)

02. Section 2 – Understanding Blender 01. User Interface 02. Customizing the Layout 03. Workspaces 04. General Editors 05. Animation Editors 06. Scripting Editors 07. Data Editors 08. User Preferences and Suggested Changes 09. Saving and Loading 10. File Backups and Recovery 11. Importing and Exporting 12. Navigating Throught 3D Space 13. The Axis and Grids 14. Units of Measurement 15. Viewport Shading 16. Viewport Options 17. Different Work Modes Overview

03. Section 3 – Working with Blender 01. Introduction to Working with Blender 02. Selection Tools and Active Selection 03. Basic Tools 04. Object Origins 05. Global Axis Vs. Local Axis 06. The 3D Cursor 07. Transformation Orientations 08. Pivot Point Options 09. Duplication and Linked Duplicates 10. Object Parenting 11. Snapping Tools 12. Origin and Parent Transformations 13. Smooth, Flat, and Auto Smooth Shading 14. Collections and View Layers 15. Scenes 16. Appending and Linking 17. Setting Up Background Images 18. More Selection Tools 19. Measuring Tool 20. Annotations Tool 21. Quick Favorites Menu 22. Project – Your First 3D Scene – Making a Toy Train

04. Section 4 – Blender’s Data System and Scenes (Old) 01. Beginnings and an Expanded Look at Blenders File System 02. Where is My Data Kept 03. Introduction to Data-Blocks and Manipulating Data 04. Example – Rollerball – Access and Manipulating Animation Data 05. Example – Medieval Ladder – Using linked Data 06. Packing and Unpacking Data in Blender 07. The Data Linking Menu 08. An Introduction to Scenes 09. Example – Wasp Bot and The Firefly Tree – Creating a Shot with Scenes and Appending 10. Example – Ninja Leaving the Temple Pt.1 – Creating a Shot with Scenes and Linking 11. Example – Ninja Leaving the Temple Pt.2 – Creating a Shot with Scenes and Linking 12. Appending or Linking Which Production Method to Use

05. Section 4 – Modeling – Mesh 01. Introduction to Mesh Modeling 02. Mesh Anatomy and Common Terminology 03. Everythings a Triangle 04. Project – Your First 3D Model – Low Poly Axe 05. What are Normals 06. Selection Tools and Selection Modes 07. Transform Tools and Basic Tools 08. Deleting, Dissolving, and Collapsing 09. Separating and Joining 10. Extruding 11. Creating Faces and Edges 12. Face Tools – Part 1 13. Face Tools – Part 2 14. Edge Tools – Part 1 15. Edge Tools – Part 2 16. Splitting and Ripping 17. Knife, Knife Project, and Bisect 18. Vertex Tools 19. Mirroring Tools 20. Convex Hull, Spin, and Spin Duplicate 21. More Selection Tools 22. Subsurf Modeling – Part 1 – Introduction 23. Subsurf Modeling – Part 2 – Rules and Tools 24. Project – Subsurf Modeling a Coffee Mug 25. Vertex Groups 26. Mesh Analysis and Measurements 27. Cleaning Up Your Meshes 28. Editing Normals

06. Section 5 – Modeling – Curve 01. Curve Intro 02. Curve Object Editing 03. Curve Handle Types 04. Tilt and Radius 05. Curve Properties 06. Custom Bevel and Taper

07. Section 5 – Modeling – Curve (Old) 01. Curve Editing 02. Curve Properties 03. Bevel and Taper

08. Section 6 – Modeling – Surface 01. Surface Introduction 02. Surface Editing 03. Surface Properties

09. Section 7 – Drivers 01. Introduction to Drivers 02. Project – The Basic Driver Workflow 03. The Drivers Editor 04. Editing F-Curves 05. Scripted Expressions 06. Combining Multiple Input Variables 07. Input Variables – Transform Channel 08. Input Variables – Rotational Difference 09. Input Variables – Distance 10. Input Variables – Single Property 11. Project – Light Switch 12. Project – Boxing Ring Dynamic Camera 13. Project – RGB Sliders 14. Project – Muscle Flexing

10. Section 7 – Drivers (Old) 01. An Introduction to Drivers 02. Working with Drivers 03. The Drivers Graph Panels 04. Custom Driver Properties and Variables 05. Combining Driver Variables 06. Example – Interactive Space Flyer – Part 1 – Distance Driver Variable 07. Example – Interactive Space Flyer – Part 2 – Low Altitude Color Change 08. Example – Interactive Space Flyer – Part 3 – Low Altitude Warning Sound 09. Example – Mechanical Ink – Part 1 – Rotational Difference Variable (Setup) 10. Example – Mechanical Ink – Part 2 – Rotational Difference Variable

11. Section 8 – Constraints 01. Introduction to Blenders Constraints 02. Adding Constraint and Basics 03. Copy Location 04. Copy Rotation 05. Copy Scale 06. Copy Transforms 07. Copy Constraints Demo 08. Limit Distance 09. Limit Location 10. Limit Rotation 11. Limit Scale 12. Maintain Volume 13. Transformation 14. Transform Cache 15. Clamp To 16. Track To, Locked Track and Damped Track Costraints 17. Stretch To 18. Action 19. Armature 20. Child Of 21. Floor 22. Follow Path 23. Pivot 24. Shrinkwrap

12. Section 8 – Constraints (Old) 01. Transformation Constraints – Copy Rotation 02. Transformation Constraints – Copy Scale 03. Transformation Constraints – Copy Transform 04. Transformation Constraints – Limit Distance 05. Transformation Constraints – Limit Location 06. Transformation Constraints – Limit Rotation 07. Transformation Constraints – Limit Scale 08. Transformation Constraints – Maintain Volume 09. Transformation Constraints – Transformation 10. Tracking Constraints – Clamp To 11. Tracking Constraints – Damped Track 12. Tracking Constraints – Locked Track 13. Tracking Constraints – Stretch To 14. Tracking Constraints – Track To 15. Relationship Constraints – Action 16. Relationship Constraints – Child Of 17. Relationship Constraints – Floor 18. Relationship Constraints – Follow Path 19. Relationship Constraints – Pivot 20. Relationship Constraints – Shrink Wrap 21. Introduction to Constraints 22. Working with Constraints 23. Preparing Constraints Demo Scene 24. Transformation Constraints – Copy Location

13. Section 9 – Modifiers 01. Modifier Basics 02. Modify – Data Transfer 03. Modify – Mesh Cache and Mesh Sequence Cache 04. Modify – Normal Edit 05. Modify – Weighted Normals 06. Modify – UV Project 07. Modify – UV Warp 08. Modify – Vertex Weight Edit 09. Modify – Vertex Weight Mix 10. Modify – Vertex Weight Proximity 11. Generate – Array 12. Generate – Bevel 13. Generate – Boolean 14. Generate – Build 15. Generate – Decimate 16. Generate – Edge Split 17. Generate – Mask 18. Generate – Mirror 19. Generate – Multiresolution 20. Generate – Remesh 21. Generate – Screw 22. Generate – Skin 23. Generate – Solidify 24. Generate – Subdivision Surface (Updated) 24. Generate – Subdivision Surface 25. Generate – Adaptive Subdivision Surface 26. Generate – Triangulate 27. Generate – Weld 28. Generate – Wireframe 29. Deform – Cast 30. Deform – Curve 31. Deform – Displace 32. Deform – Hook 33. Deform – Laplacian Deform 34. Deform – Lattice 35. Deform – Mesh Deform (Updated) 35. Deform – Mesh Deform 36. Deform – Shrinkwrap 37. Deform – Simple Deform 38. Deform – Smooth 39. Deform – Smooth Corrective 40. Deform – Smooth Laplacian 41. Deform – Surface Deform 42. Deform – Warp 43. Deform – Wave 44. Project – Acid Burn Effect 45. Project – Customizable Archi-Viz Assets 46. Project – Metal Grate 47. Project – Object Instancing Arrays 48. Project – Fitting Wipers on Windshields

14. Section 10 – Rigging Tools – Animation Skeletons 01. Introduction to Blenders Armatures 02. Armature Object Properties – Part 1 – Skeleton 03. Armature Object Properties – Part 2 – Display and Bone Groups 04. Armature Object Properties – Part 3 – Pose Library 05. Armature Bone Properties – Part 1 – Transform, B-Bones, and Relations 06. Armature Bone Properties – Part 2 – Deform, Envelopes, and Viewport Display

15. Section 11- Skinning a Character 01. Creating Skeleton 02. Binding the Skeleton to the Character 03. Individual Vertex Deform 04. Weight Paint and Complete Deform

16. Section 11- Skinning a Character (Old) 01. Creating a Character Skeleton 02. Parenting to the Armature & Automatic Skinning 03. Skinning the Characters Head 04. Individual Vertex Weights and Weight Painting 05. Completing the Character Skinning 06. Creating a Mesh Deform Cage 07. Deforming with the Mesh Deform Modifier 08. Deforming the Hood and Cape

17. Section 12 – Creating a Professional Character Rig 01. Control Rig Intro 02. Head and Neck Control Rig Method – Part 1 – Hinge Mechanism 03. Head and Neck Control Rig Method – Part 2 – Animation Control Bones 04. Head and Neck Control Rig Method – Part 3 – Custom Control Shapes 05. Shoulder and Arm Control Rig Method – Part 1 – Shoulders and FK Arm Preparation 06. Shoulder and Arm Control Rig Method – Part 2 – FK Arm Mechanism 07. Shoulder and Arm Control Rig Method – Part 3 – FK Control Shapes 08. Shoulder and Arm Control Rig Method – Part 4 – IK Arm Mechanism 09. Shoulder and Arm Control Rig Method – Part 5 – IK Control Shapes and Elbow Pole 10. Shoulder and Arm Control Rig Method – Part 6 – IK Elbow Pole Viz 11. Hand Control Rig Method – Part 1 – Adding Hand and Finger Joints 12. Hand Control Rig Method – Part 2 – Joining Fingers to Body and Skinning 13. Hand Control Rig Method – Part 3 – Finger Curl Rig 14. Hand Control Rig Method – Part 4 – Completing Fingers and Thumb Rig 15. Hand Control Rig Method – Part 5 – Palm Rig and Control Shapes 16. Leg Control Rig Method – Part 1 – FK Leg Rig 17. Leg Control Rig Method – Part 2 – IK Leg Rig 18. Spine Control Rig Method – Part 1 – Inverse Hip Rig 19. Spine Control Rig Method – Part 2 – Spine Rig 20. Spine Control Rig Method – Part 3 – Spine Hinge Mechanism 21. Spine Control Rig Method – Part 4 – Custom Bone Shapes

18. Section 13 – Animation 01. Animation Keyframes 02. Keying Sets 03. Animation in The Timeline – Part 1 – Navigation and Tools 04. Animation in The Timeline – Part 2 – The Playback Menu 05. Animation in The Dope Sheet Editor – Introduction and The Action Editor 06. Animation in The Dope Sheet Editor – The Dope Sheet and Editor Window 07. The Shape Key Editor 08. Animation in The Graph Editor – Part 1 09. Animation in The Graph Editor – Part 2 10. The Non-Linear Animation (NLA) Editor 11. FK and IK (Forward and Inverse Kinematics) 12. The Curious Case of Animating Rotations 13. Rotation Calculations – Euler Gimbal Method

19. Section 14 – Shaders and Materials 01. Blenders Material Properties 02. Project – Your Very First Shaders 03. Node Wrangler 04. Texture Coordinates – Introduction and Generated 05. Texture Coordinates – Normal 06. Texture Coordinates – UV 07. Texture Coordinates – Object 08. Texture Coordinates – Camera and Window 09. Texture Coordinates – Reflection 10. Input Nodes – Ambient Occlusion 11. Input Nodes – Attribute 12. Input Nodes – Bevel 13. Input Nodes – Camera Data 14. Input Nodes – Fresnel 15. Input Nodes – Geometry 16. Input Nodes – Hair Info 17. Input Nodes – Layer Weight 18. Input Nodes – Light Path 19. Input Nodes – Object Info 20. Input Nodes – Particle Info 21. Input Nodes – RGB 22. Input Nodes – Tangent 23. Input Nodes – UV Map 24. Input Nodes – Value 25. Input Nodes – Vertex Colors 26. Input Nodes – Volume Info 27. Input Nodes – Wireframe 28. Output Nodes – Material, World, and Output Nodes 29. Shader Nodes – Add Shader 30. Shader Nodes – Anisotropic 31. Shader Nodes – Diffuse 32. Shader Nodes – Emission 33. Shader Nodes – Glass 34. Shader Nodes – Glossy BSDF 35. Shader Nodes – Hair 36. Shader Nodes – Holdout 37. Shader Nodes – Mix Shader 38. Shader Nodes – Principled BSDF 39. Shader Nodes – Principled Hair 40. Shader Nodes – Volumetric Shaders – Part 1 – Cycles 41. Shader Nodes – Volumetric Shaders – Part 2 – Eevee 42. Shader Nodes – Refraction BSDF 43. Shader Nodes – Subsurface Scattering 44. Shader Nodes – Toon 45. Shader Nodes – Translucent 46. Shader Nodes – Transparent 47. Shader Nodes – Velvet BSDF 48. Shader Nodes – Volume Absorption and Scatter 49. Texture Nodes – Brick 51. Texture Nodes – Environment 53. Texture Nodes – IES 54. Texture Nodes – Image 55. Texture Nodes – Magic 56. Texture Nodes – Musgrave 57. Texture Nodes – Noise 58. Texture Nodes – Point Density 59. Texture Nodes – Sky 60. Texture Nodes – Voronoi 61. Texture Nodes – Wave (Updated) 61. Texture Nodes – Wave 62. Texture Nodes – White Noise 63. Color Nodes – Bright Contrast 64. Color Nodes – Gamma 65. Color Nodes – Hue Saturation 66. Color Nodes – Invert 67. Color Nodes – Light Falloff 68. Color Nodes – MixRGB 69. Color Nodes – RGB Curves 70. Vector Nodes – Bump 71. Vector Nodes – Displacement 72. Vector Nodes – Mapping 73. Vector Nodes – Normal 74. Vector Nodes – Normal Map 75. Vector Nodes – Vector Curves 76. Vector Nodes – Vector Displacement 77. Vector Nodes – Vector Transform 78. Converter Nodes – Blackbody 79. Converter Nodes – Clamp 80. Converter Nodes – ColorRamp 81. Converter Nodes – CombineSeparate HSV 82. Converter Nodes – CombineSeparate RGB 83. Converter Nodes – Combine_Separate XYZ 84. Converter Nodes – RGB to BW (Black and White) 85. Converter Nodes – Map Range 86. Converter Nodes – Math 87. Converter Nodes – Shader to RGB – Eevee Exclusive Shader Node 88. Converter Nodes – Vector Math 89. Converter Nodes – Wavelength 90. Node Groups 91. Script Node 92. Layout Nodes 93. Project – Micropolygon Displacement 94. Project – Object Proximity Shading 95. Project – Carbon Fiber – Part 1 96. Project – Carbon Fiber – Part 2

20. Section 15 – UV Mapping 01. Intro to UV Mapping 02. UV Editor and UV Mapping Basics 03. Project – Full UV Unwrapping Workflow 04. UV Mapping – Seams and Unwrapping 05. UV Mapping – Smart UV Project 06. UV Mapping – Lightmap Pack 07. UV Mapping – Follow Active Quads 08. UV Mapping – Projections and Reset 09. UV Pinning 10. Live Unwrap 11. Exporting a UV Layout 12. Mesh Editing and UV Correction 13. Selection – UV Sync Selection 14. Selection – Sticky Selection 15. Welding, Aligning, and Straightening 16. UV Stitching 17. UV Stretching 18. Sculpting UVs 19. Island Options 20. Multiple Objects in One UV Layout 21. Multiple UV Maps 22. Tips and Tricks 23. Project – UDIMs in Blender 24. Project – Unwrapping an Axe

21. Section 16 – Cameras 01. Camera Properties – Lens Properties 02. Camera Navigation – Active Camera View 03. Camera Switching 04. Camera Navigation – Camera Transforms 05. Camera Properties – Depth Of Field 06. Camera Properties – Safe Areas, Background Image, and Viewport Display

22. Section 17 – Render (Cycles) 01. Intro to Cycles 02. Rendering Basics 03. Render Engine Settings 04. Lighting in Cycles – Point Light 05. Lighting in Cycles – Sun Light 06. Lighting in Cycles – Spot Light 07. Lighting in Cycles – Area Light and Portals 08. Lighting in Cycles – Emission Shaders 09. Lighting in Cycles – HDRIs 10. World Settings and Ambient Occlusion 11. Sampling – Path Tracing 12. Sampling – Branched Path Tracing 13. Sampling – Advanced 14. Light Paths – Max Bounces 15. Light Paths – Clamping 16. Light Paths – Caustics 17. Render Properties – Volumes 18. Render Properties – Hair 19. Render Properties – Simplify 20. Render Properties – Motion Blur 21. Render Properties – Film 22. Render Properties – Performance 23. Render Properties – Color Management 24. Object Settings – Shadow Catcher 25. Object Settings – Visibility Options

23. Section 18 – Render (Eevee) 01. An Introduction to the Eevee Render Engine 02. Switching Between Eevee and Cycles 03. Rendering Basics 04. Transparency in Eevee 05. Lighting in Eevee – Point Light 06. Lighting in Eevee – Sun Light 07. Lighting in Eevee – Spot Light 08. Lighting in Eevee – Area Light 09. World Shader in Eevee 10. Light Probes in Eevee – Reflection Plane 11. Light Probes in Eevee – Reflection Cubemap 12. Light Probes in Eevee – Irradiance Volume 13. Object Volumetrics in Eevee 14. Screen Space Effects – Color Management 15. Screen Space Effects – Sampling 16. Screen Space Effects – Ambient Occlusion (GTAO) 17. Screen Space Effects – Bloom 18. Screen Space Effects – Depth Of Field 19. Screen Space Effects – Sub-Surface Scattering 20. Screen Space Effects – Screen Space Reflection 21. Screen Space Effects – Volumetrics 22. Screen Space Effects – Shadows 23. Screen Space Effects – Indirect Lighting 24. Screen Space Effects – Film 25. Screen Space Effects – Simplify 26. Screen Space Effects – Hair

24. Section 19 – Project – Isometric Living Room in Cycles 01. An Introduction to the Eevee Render Engine 02. Switching Between Eevee and Cycles 03. Rendering Basics 04. Transparency in Eevee 05. Lighting in Eevee – Point Light 06. Lighting in Eevee – Sun Light 07. Lighting in Eevee – Spot Light 08. Lighting in Eevee – Area Light 09. World Shader in Eevee 10. Light Probes in Eevee – Reflection Plane 11. Light Probes in Eevee – Reflection Cubemap 12. Light Probes in Eevee – Irradiance Volume 13. Object Volumetrics in Eevee 14. Screen Space Effects – Color Management 15. Screen Space Effects – Sampling 16. Screen Space Effects – Ambient Occlusion (GTAO) 17. Screen Space Effects – Bloom 18. Screen Space Effects – Depth Of Field 19. Screen Space Effects – Sub-Surface Scattering 20. Screen Space Effects – Screen Space Reflection 21. Screen Space Effects – Volumetrics 22. Screen Space Effects – Shadows 23. Screen Space Effects – Indirect Lighting 24. Screen Space Effects – Film 25. Screen Space Effects – Simplify 26. Screen Space Effects – Hair 01. Introduction 02. Modeling – Platform and Walls 03. Camera Setup 04. Modeling – TV 05. Modeling – Entertainment Center 06. Modeling – Couch 07. Modeling – Area Rug 08. Modeling – Side Tables 09. Modeling – Moulding 10. Modeling – Window Cutout 11. Modeling – Windows 12. Modeling – Curtain Rod 13. Modeling – Curtains 14. Modeling – Power Outlets 15. Modeling – Wall Shelf 16. Modeling – Books 17. Modeling – Power Cables 18. Modeling – Potted Plants 19. Modeling – Table Lamp 20. Modeling – String Lights 21. Setting Up Cycles 22. Lighting – Point Lights 23. Shaders – Basic Shaders – Part 1 24. Shaders – Basic Shaders – Part 2 25. Shaders – Hardwood Floors 26. Shaders – Drywall 27. Shaders – Wood 28. Shaders – Brick Wall 29. Shaders – Area Rug 30. Shaders – Plants 31. Shaders – Books 32. Shaders – Glass 33. Lighting – Moon Light 34. Shaders – Curtains and Lamp Shade 35. Lighting – String Lights 36. Final Touches 37. Final Render and Compositing

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