Release date:2020, June 4

Author:Lee Salvemini

Skill level:Beginner

Language:English

Exercise files:Yes

Welcome to The Blender 2.8 Encyclopedia, the most comprehensive training course available covering all aspects of Blender 3D, a completely free 3D production suite. The newest release series, Version 2.8, is the biggest upgrade yet, with many new features and improvements.

With the tools and techniques covered in this course by CG Masters’ lead instructors Christopher Plush and Lee Salvemini, you can take full advantage of this completely free & open source software to:

Create Your Own Video Game or Virtual Reality Assets (Do you have a game idea you’d like to create assets for? What about a stand-out character idea for VRChat?)

Effortlessly handle Animation, Film, and Television Productions (Blender features a full video editor, and advanced 2D & 3D compositing. Whether you have time to focus on the details for a fantastic short film, or need motion graphics for the next morning.)

3D Printing (A great way to impress everyone you know with a physical representation of your art. Also great for practical purposes like replacing tools or parts with your own custom design.)

Architectural, Industrial, and Product Visualization (Make your mark in these industries without multiple expensive software subscriptions, or long waits for bug fixes and upgrades.)

Music Videos & DJ’ing (Make the hit music video people have been waiting for, or light up the stage with your real-time visuals that change with the beat at your command.)

Even niche avenues like medical visualization, book illustration, and so many more.

The Blender 2.8 Encyclopedia will be of use throughout your entire 3D journey. No matter what job you’ve been entrusted with, or creative idea you want to make a reality, this is the most important reference guide you’ll own.

Our aim is to cover every facet of Blender, a software built over decades by developer ingenuity mixed with creative input. Everything you’ll be using for your projects that Blender can facilitate, we’ll be covering.

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 to the next level. The focus here is how to use this information in real life scenarios. We want to see you get that career at a top studio, or to realize your dream project that has been bouncing around your imagination.

Our pledge for this course is to provide everything we’ve picked up in our combined 30 years of experience, distilled into a one-stop resource.

An Overview of the Contents of this course:

A complete User Interface & Navigational guide. Created specifically for you to stay ahead of the pack with Blender 2.8’s new ‘Workspaces’, and layering systems. Learn all the latest catered hotkeys, which Blender is well known for. You will appear to be playing a piano concerto to others as you zoom around the software. After these lectures, you’re ready to put some headphones on with your favorite music and get in the creative zone!

Master how data is handled in Blender, starting from right under the hood, to practical production methods. Knowledge on the foundation of the software instantly gives you the power to be responsible for larger complex projects. This is the difference between making a single asset, and leading the charge on something bigger.

All the chapters are made to work as single references, but we made sure to create a learning path along the way. After covering why 3D animation is possible, and the placement of all the UI and tools, it’s time to learn about Modeling in Blender. Here you’ll learn more than just the tools and techniques for modeling, but important concepts and technical aspects that help you truly understand what’s going on.

Using the last decade of working as an industry animator, Lee Salvemini covers Rigging & Animation on all fronts. Lee: “Learn about Blender’s unique digital skeletal system (the best 3D joint system around for rigging and animating in my opinion!). Along with the methods to easily pose or animate a simple character, all the way to an accessory or armor covered video game hero character.”

Things get really epic from here, we move into Drivers, Constraints & Modifiers. This trinity of tool sets is your access to some of the most amazing effects possible in 3D that enable you to make the most of the software for Modeling and Animation. The outcomes from your work when combining these available tools will be outstanding.

The next areas covered are all about getting the realistic or stylistically believable materials for your creations. This is done through the magic of Shaders, material properties that you have access to in Blender, that combine to make any and all objects you see in the world (or your imagination), such as cloth, wood, metal, and everything in between. The options here are endless, and these lectures will cover everything. You’ll be amazed by how good the combination of materials look on your character, vehicle, spaceship, or anything else.

You’re now an artisan with Blender, packed with all the information and knowledge to turn your dreams into a real, shareable output. The final stage of this process is Rendering. There are a couple of ways to do this, depending on the type of look you want to go for. The render engine Eevee is a new entry to Blender, and mimics the efficient, real-time rendering found in the AAA games you play. The other major one is Cycles: A fully ray-trace based render engine, used for realistic film VFX or Video Game cutscenes, and films like Wreck It Ralph.

Table of Contents

Welcome to The Blender Encyclopedia

03:48

Introduction: Your Own Blender Encyclopedia

01:52

How to Watch & Download Videos in 1080p

01:23

Coming Soon to the Encyclopedia

00:33

Understanding Blender

01:48:58

User Interface

04:09

Customizing the Layout

04:45

Workspaces

02:44

General Editors

06:08

Animation Editors

06:10

Scripting Editors

02:19

Data Editors

02:10

User Preferences and Suggested Changes

11:04

Saving and Loading

04:43

File Backups and Recovery

04:52

Importing and Exporting

01:46

Navigating Through 3D Space

04:51

The Axis and Grid

03:38

Units of Measurement

04:54

Viewport Shading

23:00

Viewport Options

10:40

Different Work Modes Overview

11:05

How much do you know about Blender so far?

Working with Blender

02:43:59

Introduction to Working with Blender

00:56

Selection Tools and Active Selection

04:15

Basic Tools

09:21

Object Origins

03:30

Global Axis Vs. Local Axis

03:00

The 3D Cursor

03:30

Transformation Orientations

05:50

Pivot Point Options

03:54

Duplication and Linked Duplicates

05:43

Object Parenting

06:43

Snapping Tools

19:49

Origin and Parent Transformations

03:39

Smooth , Flat, and Auto Smooth Shading

02:41

Collections and View Layers

13:26

Scenes

06:39

Appending and Linking

05:28

Setting Up Background Images

10:03

More Selection Tools

05:02

Measuring Tool

02:35

Annotations Tool

08:03

Quick Favorites Menu

01:22

Project – Your First 3D Scene – Making a Toy Train

38:30

Are you ready to work with Blender?

Modeling (Mesh)

04:10:43

Introduction to Mesh Modeling

01:18

Mesh Anatomy and Common Terminology

04:22

Everything’s a Triangle

02:09

Project – Your First 3D Model – Low Poly Axe

21:12

What are Normals?

11:49

Selection Tools and Selection Modes

08:39

Transform Tools and Basic Tools

09:37

Deleting, Dissolving, and Collapsing

06:25

Separating and Joining

03:55

Extruding

05:48

Creating Faces and Edges

05:41

Face Tools – Part 1

15:17

Face Tools – Part 2

09:48

Edge Tools – Part 1

16:30

Edge Tools – Part 2

08:25

Splitting and Ripping

04:56

Knife, Knife Project, and Bisect

09:25

Vertex Tools

14:34

Mirroring Tools

09:42

Convex Hull, Spin, and Spin Duplicate

07:52

More Selection Tools

11:10

Subsurf Modeling – Part 1 – Introduction

04:20

Subsurf Modeling – Part 2 – Rules and Tools

11:14

Project – Subsurf Modeling a Coffee Mug

15:25

Vertex Groups

06:09

Mesh Analysis and Measurements

02:44

Cleaning Up Your Meshes

09:28

Editing Normals

12:49

Do you have what it takes to be Blender’s next top modeler?

Modeling (Curve)

32:48

Curve Editing Tools

13:11

Curve Properties

08:53

Taper, Bevel, Follow Path and Active Spline Panels

10:44

Not too many curveballs here, promise!

Modeling (Surface)

21:03

Surface Editing Tools

08:36

Surfaces Properties

12:27

Surface to say this Quiz will make you think!

Blender’s Data System and Scenes

02:03:14

Beginnings and an Expanded Look at Blender’s File System.

05:57

Theory Lecture: Connecting the User to Blender’s Data

06:22

Introduction to Data-Blocks and Manipulating Data

17:33

Example: Rollerball – Access and Manipulating Animation Data

05:30

Example: Medieval Ladder – Using linked Data

05:30

Packing and Unpacking Data in Blender

10:28

The Data Linking Menu

15:48

An Introduction to Scenes

11:25

Example: Wasp Bot & The Firefly Tree – Creating a Shot with Scenes and Appending

12:54

Example: Ninja Leaving the Temple Pt.1 – Creating a Shot with Scenes and Linking

14:46

Example: Ninja Leaving the Temple Pt.2 – Creating a Shot with Scenes and Linking

07:35

Appending or Linking? Which Production Method to Use

09:26

Trivia Round! Under Blender’s Hood

Drivers

01:41:52

An Introduction to Drivers

04:59

Working with Drivers

14:12

The Drivers Graph Panels

18:58

Custom Driver Properties and Variables

08:18

Combining Driver Variables

09:16

Example: Interactive Space Flyer – Part 1 – Distance Driver Variable

13:18

Example: Interactive Space Flyer – Part 2 – Low Altitude Color Change

06:41

Example: Interactive Space Flyer – Part 3 – Low Altitude Warning Sound

04:51

Example: Mechanical Ink – Part 1 – Rotational Difference Variable (Setup)

07:55

Example: Mechanical Ink – Part 2 – Rotational Difference Variable

13:24

This Quiz shouldn’t drive you round the bend!

Constraints

01:45:40

Introduction to Constraints

01:36

Working with Constraints

13:41

Preparing Constraints Demo Scene

03:46

Transformation Constraints – Copy Location

05:01

Transformation Constraints – Copy Rotation

01:19

Transformation Constraints – Copy Scale

02:18

Transformation Constraints – Copy Transform

01:35

Transformation Constraints – Limit Distance

04:38

Transformation Constraints – Limit Location

06:46

Transformation Constraints – Limit Rotation

01:04

Transformation Constraints – Limit Scale

01:28

Transformation Constraints – Maintain Volume

02:06

Transformation Constraints – Transformation

05:38

Tracking Constraints – Clamp To

05:08

Tracking Constraints – Damped Track

03:05

Tracking Constraints – Locked Track

02:36

Tracking Constraints – Stretch To

04:32

Tracking Constraints – Track To

04:58

Relationship Constraints – Action

08:13

Relationship Constraints – Child Of

03:33

Relationship Constraints – Floor

03:20

Relationship Constraints – Follow Path

05:20

Relationship Constraints – Pivot

03:36

Relationship Constraints – Shrink Wrap

10:23

You don’t need to constrain yourself with this Quiz!

Modifiers

05:13:27

Modifier Basics

11:59

Modify – Data Transfer

10:19

Modify – Mesh Cache and Mesh Sequence Cache

06:45

Modify – Normal Edit

04:56

Modify – Weighted Normals

05:10

Modify – UV Project

05:44

Modify – UV Warp

04:03

Modify – Vertex Weight Edit

06:58

Modify – Vertex Weight Mix

07:02

Modify – Vertex Weight Proximity

06:08

Generate – Array

09:59

Generate – Bevel

17:29

Generate – Boolean

05:51

Generate – Build

04:31

Generate – Decimate

06:28

Generate – Edge Split

03:31

Generate – Mask

02:42

Generate – Mirror

10:17

Generate – Multiresolution

08:39

Generate – Remesh

05:44

Generate – Screw

06:58

Generate – Skin

07:03

Generate – Solidify

09:42

Generate – Subdivision Surface

05:25

Generate – Adaptive Subdivision Surface

06:49

Generate – Triangulate

03:41

Generate – Weld

01:45

Generate – Wireframe

05:03

Deform – Cast

04:37

Deform – Curve

06:14

Deform – Displace

05:16

Deform – Hook

09:11

Deform – Laplacian Deform

05:08

Deform – Lattice

05:06

Deform – Mesh Deform

17:46

Deform – Shrinkwrap

13:00

Deform – Simple Deform

06:13

Deform – Smooth

01:07

Deform – Smooth Corrective

03:57

Deform – Smooth Laplacian

04:57

Deform – Surface Deform

02:29

Deform – Warp

04:38

Deform – Wave

05:17

Project – Acid Burn Effect

06:01

Project – Customizable Archi-Viz Assets

08:59

Project – Metal Grate

03:50

Project – Object Instancing Arrays

02:59

Project – Fitting Wipers on Windshields

06:01

You’ve Modified your knowledge, now you can test it!

Rigging Tools (Animation Skeletons)

41:34

Introduction to Blender’s Armatures

05:10

Armature Object Properties – Part 1 – Skeleton

04:49

Armature Object Properties – Part 2 – Display and Bone Groups

07:10

Armature Object Properties – Part 3 – Pose Library

06:37

Armature Bone Properties – Part 1 – Transform, B-Bones, and Relations

09:06

Armature Bone Properties – Part 2 – Deform, Envelopes, and Viewport Display

08:42

Knowing how to Rig will get you the gig! Try this Skeleton Armature Quiz.

Skinning a Character

01:28:50

Deforming a Character – Part 1 – Creating a Character Skeleton

13:29

Deforming a Character – Part 2 – Parenting to the Armature & Automatic Skinning

05:20

Deforming a Character – Part 3 – Skinning the Character’s Head

11:07

Deforming a Character – Part 4 – Individual Vertex Weights and Weight Painting

12:03

Deforming a Character – Part 5 – Completing the Character Skinning

08:11

Deforming a Character – Part 6 – Creating a Mesh Deform Cage

13:43

Deforming a Character – Part 7 – Deforming with the Mesh Deform Modifier

12:22

Deforming a Character – Part 8 – Deforming the Hood and Cape

12:35

This Quiz will really show your Character!

Creating a Professional Character Rig

03:15:40

Head and Neck Control Rig Method – Part 1 – Hinge Mechanism

06:55

Head and Neck Control Rig Method – Part 2 – Animation Control Bones

14:09

Head and Neck Control Rig Method – Part 3 – Custom Control Shapes

13:32

Shoulder and Arm Control Rig Method – Part 1 – Shoulders and FK Arm Preparation

12:25

Shoulder and Arm Control Rig Method – Part 2 – FK Arm Mechanism

06:35

Shoulder and Arm Control Rig Method – Part 3 – FK Control Shapes

10:21

Shoulder and Arm Control Rig Method – Part 4 – IK Arm Mechanism

11:04

Shoulder and Arm Control Rig Method – Part 5 – IK Control Shapes and Elbow Pole

10:15

Shoulder and Arm Control Rig Method – Part 6 – IK Elbow Pole Viz

04:52

Hand Control Rig Method – Part 1 – Adding Hand and Finger Joints

08:41

Hand Control Rig Method – Part 2 – Joining Fingers to Body and Skinning

11:45

Hand Control Rig Method – Part 3 – Finger Curl Rig

10:00

Hand Control Rig Method – Part 4 – Completing Fingers and Thumb Rig

10:44

Hand Control Rig Method – Part 5 – Palm Rig and Control Shapes

14:55

Leg Control Rig Method – Part 1 – FK Leg Rig

13:33

Leg Control Rig Method – Part 2 – IK Leg Rig

15:54

Spine Control Rig Method – Part 1 – Inverse Hip Rig

04:04

Spine Control Rig Method – Part 2 – Spine Rig

04:07

Spine Control Rig Method – Part 3 – Spine Hinge Mechanism

04:24

Spine Control Rig Method – Part 4 – Custom Bone Shapes

07:25

10/10 People who take this Quiz are ready to Rig professionally!

Animation

02:16:24

Animation Keyframes

10:59

Advanced Animation Keying Sets

06:48

Animation in The Timeline – Part 1 – Navigation & Tools

08:15

Animation in the Timeline – Part 2 – The Playback Menu

08:09

Animation in The Dope Sheet Editor – Introduction & The Action Editor

03:37

Animation in The Dope Sheet Editor – The Dope Sheet & Editor Window

07:26

The Shape Key Editor

07:41

Animation in The Graph Editor – Part 1

06:42

Animation in The Graph Editor – Part 2

17:34

The Non-Linear Animation (NLA) Editor

17:41

FK & IK (Forward & Inverse Kinematics)

15:34

The Curious Case of Animating Rotations

18:16

Rotation Calculations: Euler Gimbal Method

07:42

This Quiz will get you quite Animated!

Shaders and Materials

12:12:52

Blender’s Material Properties

09:55

Project – Your Very First Shaders

08:20

Node Wrangler (Enable This Add-on!)

15:00

Texture Coordinates – Introduction and Generated

04:26

Texture Coordinates – Normal

02:17

Texture Coordinates – UV

03:49

Texture Coordinates – Object

07:06

Texture Coordinates – Camera and Window

02:19

Texture Coordinates – Reflection

01:42

Input Nodes – Ambient Occlusion

04:09

Input Nodes – Attribute

01:50

Input Nodes – Bevel

02:11

Input Nodes – Camera Data

04:07

Input Nodes – Fresnel

04:20

Input Nodes – Geometry

15:56

Input Nodes – Hair Info

11:14

Input Nodes – Layer Weight

03:01

Input Nodes – Light Path

22:21

Input Nodes – Object Info

12:17

Input Nodes – Particle Info

11:34

Input Nodes – RGB

00:45

Input Nodes – Tangent

01:52

Input Nodes – UV Map

01:17

Input Nodes – Value

00:58

Input Nodes – Vertex Colors

01:35

Input Nodes – Volume Info

03:39

Input Nodes – Wireframe

01:24

Output Nodes – Material, World, and Light Output Nodes

03:53

Shader Nodes – Add Shader

02:50

Shader Nodes – Anisotropic

16:42

Shader Nodes – Diffuse

04:08

Shader Nodes – Emission

14:25

Shader Nodes – Glass

15:36

Shader Nodes – Glossy

02:36

Shader Nodes – Hair

07:32

Shader Nodes – Holdout

01:04

Shader Nodes – Mix Shader

20:51

Shader Nodes – Principled BSDF and Physically Based Rendering

28:35

Shader Nodes – Principled Hair

07:35

Shader Nodes – Volumetric Shaders – Part 1 – Cycles

17:22

Shader Nodes – Volumetric Shaders – Part 2 – Eevee

20:19

Shader Nodes – Refraction

03:46

Shader Nodes – Subsurface Scattering

32:17

Shader Nodes – Toon

11:46

Shader Nodes – Translucent

26:03

Shader Nodes – Transparent

05:55

Shader Nodes – Velvet

02:06

Shader Nodes – Volume Absorption and Scatter

10:09

Texture Nodes – Brick

04:19

Texture Nodes – Checker

00:53

Texture Nodes – Environment

03:15

Texture Nodes – Gradient

02:24

Texture Nodes – IES

01:56

Texture Nodes – Image

11:15

Texture Nodes – Magic

01:52

Texture Nodes – Musgrave

08:52

Texture Nodes – Noise

03:06

Texture Nodes – Point Density

05:23

Texture Nodes – Sky

02:42

Texture Nodes – Voronoi

19:41

Texture Nodes – Wave

01:51

Texture Nodes – White Noise

03:35

Color Nodes – Bright Contrast

10:40

Color Nodes – Gamma

05:25

Color Nodes – Hue Saturation

05:48

Color Nodes – Invert

01:27

Color Nodes – Light Falloff

10:06

Color Nodes – MixRGB

11:22

Color Nodes – RGB Curves

09:42

Vector Nodes – Bump

02:44

Vector Nodes – Displacement

06:51

Vector Nodes – Mapping

06:25

Vector Nodes – Normal

03:40

Vector Nodes – Normal Map

03:27

Vector Nodes – Vector Curves

02:41

Vector Nodes – Vector Displacement

05:05

Vector Nodes – Vector Transform

04:19

Converter Nodes – Blackbody

04:30

Converter Nodes – Clamp

04:32

Converter Nodes – ColorRamp

08:47

Converter Nodes – Combine/Separate HSV

03:34

Converter Nodes – Combine/Separate RGB

08:01

Converter Nodes – Combine/Separate XYZ

07:42

Converter Nodes – RGB to BW (Black and White)

10:30

Converter Nodes – Map Range

03:19

Converter Nodes – Math

05:18

Converter Nodes – Shader to RGB – Eevee Exclusive Shader Node

05:13

Converter Nodes – Vector Math

22:12

Converter Nodes – Wavelength

11:57

Node Groups

08:45

Script Node

03:28

Layout Nodes

06:10

Project – Micropolygon Displacement

07:18

Project – Object Proximity Shading

03:31

Project – Procedural Carbon Fiber – Part 1 – Eevee & Cycles Compatible Shader

26:03

Project – Procedural Carbon Fiber – Part 2 – Anisotrophy in Cycles

06:22

No need to throw Shade, take this Quiz!

Cameras

26:50

Camera Properties – Lens Properties

06:20

Camera Navigation – Active Camera View

02:27

Camera Switching

03:16

Camera Navigation – Camera Transforms

04:38

Camera Properties – Depth Of Field

05:32

Camera Properties – Safe Areas, Background Image, and Viewport Display

04:37

Give this Camera Quiz a Shot!

Render (Cycles)

01:51:23

Introduction to Cycles

01:38

Rendering Basics

04:28

Render Engine Settings

02:46

Lighting in Cycles – Point Light

03:53

Lighting in Cycles – Sun Light

02:09

Lighting in Cycles – Spot Light

04:20

Lighting in Cycles – Area Lights and Portals

05:44

Lighting in Cycles – Emission Shaders

04:07

Lighting in Cycles – HDRIs

03:55

World Settings and Ambient Occlusion

04:14

Sampling – Path Tracing

03:42

Sampling – Branched Path Tracing

05:53

Sampling – Advanced

02:17

Light Paths – Max Bounces

06:37

Light Paths – Clamping

04:06

Light Paths – Caustics

02:26

Render Properties – Volumes

02:58

Render Properties – Hair

04:45

Render Properties – Simplify

07:10

Render Properties – Motion Blur

09:37

Render Properties – Film

08:53

Render Properties – Performance

07:35

Render Properties – Color Management

03:18

Object Settings – Shadow Catcher

01:30

Object Settings – Visibility Options

03:22

This Quiz will Render you fit to be a 3D artist!

Render (Eevee)

03:04:31

An Introduction to the Eevee Render Engine

01:48

Switching Between Eevee and Cycles

03:40

Rendering Basics

04:28

Transparency in Eevee

14:02

Lighting in Eevee – Point Light

11:53

Lighting in Eevee – Sun Light

07:25

Lighting in Eevee – Spot Light

03:38

Lighting in Eevee – Area Light

06:26

World Shader in Eevee

12:30

Light Probes in Eevee – Reflection Plane

11:19

Light Probes in Eevee – Reflection Cubemap

07:21

Light Probes in Eevee – Irradiance Volume

13:22

Object Volumetrics in Eevee

17:26

Screen Space Effects – Color Management

14:00

Screen Space Effects – Sampling

02:22

Screen Space Effects – Ambient Occlusion (GTAO)

01:06

Screen Space Effects – Bloom

04:50

Screen Space Effects – Depth Of Field

01:51

Screen Space Effects – Sub-Surface Scattering

04:10

Screen Space Effects – Screen Space Reflection

07:18

Screen Space Effects – Volumetrics

09:18

Screen Space Effects – Shadows

05:03

Screen Space Effects – Indirect Lighting

04:52

Screen Space Effects – Film

04:12

Screen Space Effects – Simplify

05:24

Screen Space Effects – Hair

04:47

The Eevee section contained all the answers to this Quiz… Gotta Catch ‘Em All!

Project – Isometric Living Room in Cycles

04:28:03

Introduction

01:28

Modeling – Platform and Walls

13:05

Camera Setup

02:34

Modeling – TV

08:49

Modeling – Entertainment Center

12:39

Modeling – Couch

13:59

Modeling – Area Rug

04:48

Modeling – Side Tables

08:09

Modeling – Moulding

05:37

Modeling – Window Cutout

05:19

Modeling – Windows

10:36

Modeling – Curtain Rod

05:11

Modeling – Curtains

13:06

Modeling – Power Outlets

06:31

Modeling – Wall Shelf

03:59

Modeling – Books

10:15

Modeling – Power Cables

08:45

Modeling – Potted Plants

21:00

Modeling – Table Lamp

05:25

Modeling – String Lights

20:51

Setting Up Cycles

01:09

Lighting – Point Lights

05:21

Shaders – Basic Shaders – Part 1

07:56

Shaders – Basic Shaders – Part 2

07:28

Shaders – Hardwood Floors

06:03

Shaders – Drywall

04:38

Shaders – Wood

04:42

Shaders – Brick Wall

09:34

Shaders – Area Rug

04:07

Shaders – Plants

08:00

Shaders – Books

04:28

Shaders – Glass

02:54

Lighting – Moon Light

03:03

Shaders – Curtains and Lamp Shade

03:26

Lighting – String Lights

01:07

Final Touches

04:36

Final Render and Compositing

07:25

01 – Welcome to The Blender Encyclopedia 01. Introduction Your Own Blender Encyclopedia 02. Coming Soon to the Encyclopedia

02 – 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 Through 3D Space 13. The Axis and Grid 14. Units of Measurement 15. Viewport Shading 16. Viewport Options 17. Different Work Modes Overview

03 – 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

04 – Blender’s Data System & Scenes 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 & 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 – 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 – Modeling (Curve) 01. Curve Editing Tools 02. Curve Properties 03. Bevel and Taper

07 – Modeling (Surface) 01. Surface Editing Tools 02. Surfaces Properties

08 – Drivers 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

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

10 – 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 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 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

11 – 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

12 – Skinning a Character 01. Deforming a Character – Part 1 – Creating a Character Skeleton 02. Deforming a Character – Part 2 – Parenting to the Armature & Automatic Skinning 03. Deforming a Character – Part 3 – Skinning the Characters Head 04. Deforming a Character – Part 4 – Individual Vertex Weights and Weight Painting 05. Deforming a Character – Part 5 – Completing the Character Skinning 06. Deforming a Character – Part 6 – Creating a Mesh Deform Cage 07. Deforming a Character – Part 7 – Deforming with the Mesh Deform Modifier 08. Deforming a Character – Part 8 – Deforming the Hood and Cape

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

14 – Animation 01. Animation Keyframes 02. Advanced Animation Keying Sets 03. Animation in The Timeline – Part 1 – Navigation & Tools 04. Animation in the Timeline – Part 2 – The Playback Menu 05. Animation in The Dope Sheet Editor – Introduction & The Action Editor 06. Animation in The Dope Sheet Editor – The Dope Sheet & 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 & IK (Forward & Inverse Kinematics) 12. The Curious Case of Animating Rotations 13. Rotation Calculations Euler Gimbal Method

15 – Shaders and Materials 01. Blenders Material Properties 02. Project – Your Very First Shaders 03. Node Wrangler (Enable This Add-on!) 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 Light 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 35. Shader Nodes – Hair 36. Shader Nodes – Holdout 37. Shader Nodes – Mix Shader 38. Shader Nodes – Principled BSDF and Physically Based Rendering 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 43. Shader Nodes – Subsurface Scattering 44. Shader Nodes – Toon 45. Shader Nodes – Translucent 46. Shader Nodes – Transparent 47. Shader Nodes – Velvet 48. Shader Nodes – Volume Absorption and Scatter 49. Texture Nodes – Brick 50. Texture Nodes – Checker 51. Texture Nodes – Environment 52. Texture Nodes – Gradient 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 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 – CombineSeparate 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 – Procedural Carbon Fiber – Part 1 – Eevee & Cycles Compatible Shader 96. Project – Procedural Carbon Fiber – Part 2 – Anisotrophy in Cycles

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

17 – Render (Cycles) 01. Introduction 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 Lights 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

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

19 – Project – Isometric Living Room in Cycles 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

The Blender 2.8 Encyclopedia – Files.7z.001 The Blender 2.8 Encyclopedia – Files.7z.002 The Blender 2.8 Encyclopedia – Files.7z.003 The Blender 2.8 Encyclopedia – Files.7z.004

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