Getting Going In Blender v2.8
Welcome
New Content Start
Install and Overview
WARNING
Adding Objects
Transforms
Duplication
Your First Materials
Quiz 1
QT - Intro To Snapping
Camera Setup Moving Around Your Models
A Basic 3 Point Light Setup
The Outliner
Rendering Out Your Scene
Sharing Your Work And Our Community
Quiz 2
Intro and Setup Final Challenge
Blender's Interface
User Preferences
Intro and Setup Section Wrap Up
Your First 3D Model In Blender v2.8
Introduction to Box Modelling
Basic Modelling Concepts
Edit Mode
Vertices, Edges And Faces
Merging Vertices In Blender
Extruding In Blender
Quiz 3
Pivot Points
Multiple Materials
Mid-Section Challenge A Small Scene
What Are Normals?
Normals In Blender
Quiz 4
Insetting In Blender
Edge Loops, Loop Cut and Slide
QT - Sliding
Mistakes When Subdividing A Surface
QT - Different Selection Methods
Quiz 5
The Snapping Tool
More Than One Way
Using The Array Modifier
Joining Mesh Objects
Finish Your Mayan Pyramid
Quiz 6
Block Modelling Wrap Up
Bowling Ball And Pins v2.8
Welcome To Bowling Ball And Pins
Knowing Your Topic And Specification
Blender Model Scale And Units
Importing Reference Material
Importing Reference Alternative
Placeholders
Introduction To Bézier Curves
Quiz 7
Converting A Curve To Mesh
Spin In Blender
Different Material Properties
Choosing An Appropriate Sphere
Bevel Vertex
Quiz 8
QT - To Sphere
Extruding To A Normal
Sharp Edges On Curved Surfaces
Importing Simple Blender Files
Collection Basics
Adding New Scenes
Eevee’s Shadow Options
Eevee Render Settings
Quiz 9
Bowling Pin and Ball Wrap Up
Low Poly Chess Set v2.8
Introduction To The Low Poly Chess Set
Managing A Larger Project
Planning Your Project
Mesh Objects Vs Mesh Data
Re-centring Your Objects
Creating A Standard Asset
Using The Bevel Tool
QT View port and Camera Clipping
What Is Low Poly?
Dissolving Geometry
Edge Rings
Exploring Alternatives To Bevelling
Appending Vs Duplication
Bridging Edge Loops
Using Common Features
3D Cursor And Origins
Boolean Modifier
Boolean In Edit Mode
Parent And Children - Collections and Organisations
Introduction To Empties
QT Better Viewport Control
Lighting - Lamp Types
Controlling Materials - Roughness
Hiding Unneeded Objects
Your First Texture
Introduction To The Mapping Node
Managing Your Chess Scene Assets
Generated Textures
Topology - Tris, Quads, nGons
Non-Planar Geometry
The Mirror Modifier
Rook Challenge
King Challenge
Setup Your Chess Scene
Multiple Cameras
Camera Properties
Depth Of Field In Eevee
Grouping for Export / Collections
Creating An Assets Portfolio Scene
Chess Set Wrap Up
An Animated Lamp 2.8
Animated Lamp Introduction
Animation Design Document
Scene and Asset Design
Introduction To The Grease Pencil
Workflow Choices
Creating A Backdrop
Making The Grease Pencil Real
Cycles Vs Eevee
Cycles On A Mac
Dedicated Graphics Cards
Lighting Cycles Vs Eevee
Reflections Cycles Vs Eevee
Rendering A Small Area
Using Curves To Generate Geometry
Altering Curve Resolution
Converting A Curve Obj To A Mesh Obj
Existing Geometry To Create New
Creating Sharper Edges
Lowering Your Cycles Render Time
Introduction to Armatures
Revisiting the Mirror Modifier
Adding Bones To Our Armature
Applying Transforms With Animations
Pose Mode
Constraining Bones Movement
The Lamp Upper Arm
The Screw Modifier
The Solidify Modifier
The Bevel Modifier
Finishing The Lamp And Rig
Introduction To The Shader Editor
Simple Worn Edges
Lamps And Emissive Materials
Auto Inverse Kinematics (IK)
IK Control Bones
Auto IK Constraints
IK Limits
The Timeline
Keyframes
Auto Keyframing
The Dope Sheet Overview
The Graph Editor Overview
Setting Up The Camera
Rough Render Techniques
Rendering An Animation
Safely Rendering Longer Animations
Multi-Blender Renders
Vertex Groups
Re-Rigging The Lamp
Exporting Your Animated Lamp
Animated Lamp Wrap Up
Game Asset Pack v2.8
Welcome To The Game Asset Pack Section
What's Coming Up
Modular Design
Planning Your Project
Reference Material
Version Control
Designing Your World
Level Of Detail
Managing Your Assets
Doorway Challenge
Profile Modelling By Extrusion
Profile Modelling With Curves
Profile Modelling Using Mesh Objects
Window Challenge
Checking Pieces Fit Together
Creating Your Own Shortcuts
Datablocks
Linking To An External Datablock
Linking Blend Files - Proxies
Linking Blend Files - Library Overrides
Linking Blend Files - Making Local
File Structure & Naming
Finish Your Basic Building Blocks
What Are Textures?
Where Can You Get Textures?
The Node Wrangler
Texture Mapping And Projection
Updates and Important Messages
Message About New Content
Coupon For Original Course Content
More Updates Soon
An Animated Lamp 2.7X
Section 5 Introduction
Your Section 5 Assets
Being Lean
Cycles VS Blender Render
Dedicated Graphics Cards
Installing CUDA On Windows
Installing CUDA On A Mac
Setup Blender For GPU Rending
Lowering Your Cycles Render Time
Creating A Backdrop
Lighting With Cycles
Rendering A Small Area
Using Curves To Generate Geometry
Creating Geometry From A Curve
Altering Curve Resolution
Existing Geometry To Create New
Design and Considerations
Introduction to Armatures
Revisiting the Mirror Modifier
Adding Bones To Our Armature
Mid Section Quiz
Applying Transforms With Animations
Pose Mode
Rest Position and Pose Position
Constraining Bones Movement
The Solidify Modifier
Introduction To The Node Editor
Lamps vs Emissive Materials In Cycles
Auto Inverse Kinematics (IK)
Auto IK Constraints
The Timeline
Key Frames
Setting Up The Camera
Rendering An Animation
Rendering Across Multiple Blenders
Creating A Video of Your Animation
Exporting Your Lamp Model
Vertex Groups
Re-Rigging Our Model
Exporting The Final Model
End Of Section Quiz
Rig Characters Quickly
End of Section 5 Wrap Up
Fluffy Bunny 2.7X
Section 6 Introduction
What's Coming Up In Section 6
Section 6 Assets
Planning Our Scene
Knowing Your Subject
Layers
Meta Balls
The Basics Of Sculpting
Basic Sculpting Solution Video
GPU Rendering In This Section
Applying Transforms With Particle Systems
Alternative Ear Construction
Your First Particle System
Fake Users
Particle Editing
Weight Painting
Adding Randomness with Children
Multiple Cameras
Exporting and Particle Systems
Hiding Objects
Introduction To The Image Editor
Combining Shaders In Cycles
UV Unwrapping and Texture Mapping
Adding a Sky Box
Mid Section Quiz
Using Textures Vs. Geometry
Importing Images As Planes
Packing External Data
Node Type Overview
Textures With Transparency
Textures Without Transparency
Testing The Grass
Light Path Render Settings
Making Textures Look More 3D
Using Objects With Particle Systems
Layering Particles Systems in Blender
Introduction to Sapling
Using Sapling To Make A Basic Tree
Depth Of Field Using Cycles
End Of Section Quiz
End of Section 6 Wrap Up
Game Asset Pack 2.7X
Section 7 Introduction
Section Specification
Planning Your Project
Version Control 2
File Structure & Naming
Level Of Detail (LOD)
Building Blocks
Setting Up Our Repo & Committing
Repetitive Tasks In Blender
Using Our Building Blocks
Introduction To Datablocks
Linking To An External Datablock
Linking Blend Files- Making a Proxy
Linking Blend Files: Making Local
Mid Section Quiz
Walking And Flying Around The Model
Better Camera Control
What Can You Export?
Re-linking Blend Files
Profile Modelling By Extrusion
Profile Modelling Using Curves
Profile Modelling Using Mesh Objects
Light Portals
Using Source Control- Resetting
Introduction To UV Unwrapping
Smart UV Project
How Is It Coming Together?
Adding More Detail
Problem Solving
UV Manipulation
Complex Shapes & UV Mapping
Introduction To Marking Seams
Painting In The Image Editor
Mid Section Quiz
Diffuse Maps
Using Images For Control
Illusion of Detail- Using Bump Maps
Using Displacement Maps
Normal Maps
Baking A Normal Map In Blender
Applying A Normal Map In Blender
Texture Resolution
The Multi-Resolution Modifier
Mid Section Quiz
Baking Using The Multires Modifier
Copying Mesh Properties
Optimising A UV Map
Texture Painting In The ViewPort
Realistic Lighting Or Fake It?
Creating a New Scene In Blender
End of Section Quiz
Section 7 Wrap Up
The Human Head 2.7X
Section 8 Introduction
Section 8 Reference Material
Good Mesh Topology
Possible Construction Methods
Introduction To Retopology
Creating The Base Mesh
The Grease Pencil
The Knife Tool
Rip and Rip Fill
Vertex Slide and Edge Slide
Routing Face Loops Using Poles
Defining A Face's Main Face Loops
Getting The Right Skin Tone
3 Point Lighting
Subsurface Scattering
Mid Section Quiz
The Layer Weight Node
Physics Based Rendering (PBR)
The Color Ramp Node
How Light Interacts With A Surface
The Fresnel Node
Reusing Shaders And Materials
The MixRGB Node
The Geometry Node
Hue Saturation Value (HSV)
Making Objects Separately
Joining Separate Objects
Adding Detail with Sculpting
UV Unwrapping A Head
Texturing The Head
Reviewing Your Work Objectively
End Of Section Quiz
Section 8 Wrap Up
BONUS: Destruction 2.7X
Section 9 Introduction
Welcome to Destruction
Quick Explode
Introduction To Blender Physics
Copying Physics Properties
Applying Transforms With Physics
Centre Of Mass
Animating With Physics
Breaking Up A Model Using Particles
Force Fields And Particles
Force Fields And Other Objects
Cell Fracture Add-On
Fracturing With A Child Object
Fracturing With The Grease Pencil
Animating Render Layers
Destruction Quiz
Destruction Wrap Up
Bonus: VFX and CGI 2.7X
Introduction to VFX & CGI
Video Effects (VFX)
Good Source Material
Introduction to Compositing
Matching Camera Settings
Mathematics And Images
Overlaying Images
Extracting Image Data
Blender Camera Tracking: Footage
Blender Camera Tracking: Markers
Solving Camera Motion
CGI / VFX Final Scene
Transparent Backgrounds
VFX CGI Quiz
VFX and CGI Wrap Up
Continuing Your GameDev Journey
Final Section Notes
What Next?
Blender Resources
Pixar Texture Pack
Procedural Generation - Deformation of Materials and Mesh
Credits
Bonus Lecture - Our Other Courses