Course Outline

Basics of working with the program

  • The & mdash; panels, work spaces and windows; configuring the interface according to your needs and the nature of 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, planes

Modeling basics

  • Moving, rotating and scaling objects and their components
  • Modeling with key tools: Extrude, Inset, Bevel, Loop Cut, Knife
  • Modeling with key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, Simple Deform
  • Modeling rules: meshing an object from a quadrilateral and avoiding triangles and n-angles, controlling the course of an edge loop
  • Modeling in symmetry
  • Controlling the object mesh density
  • Controlling sharpness and curvature of edges


Modeling in practice

  • General rules for creating organic and inorganic solids (hard surface modeling)
  • Joining fragments of a solid with different sections
  • Modeling rules due to correct mesh topology
  • Retopology & mdash; rebuilding part or all of the object mesh
  • Aiding the process of modeling the object mesh with sculpting tools
  • Modeling 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, 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, 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

Number of participants



Price per participant

Testimonials (4)

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