CG Cookie
CG Cookie
http://cgcookie.com - Get your Blender questions answered. Enroll today to stream over 100 Blender courses + have the support of professional instructors in your corner.
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  • WWW.YOUTUBE.COM
    Creating a Highly Detailed Robotic Beetle with Blender
    Building up high-frequency detail is always a challenge. Thankfully, Chris Bailey has a method to achieve this without taking forever. By combining the powers of projection texture mapping and kit-bashing, learn how we can build a beautifully detailed robotic beetle quickly.LINKSFull BUG BOTS Course at CG Cookie: https://b3d.cgcookie.com/hbdft2 Full BUG BOTS Course on Blender Market: https://b3d.blendermarket.com/YUIhD6 Chris' channel: https://www.youtube.com/@CBaileyFilm "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    Animating a Logo Reveal with Blender | Tutorial
    Kenny Phases returns with a fun Blender project about forming a logo with rigid body simulation. By attracting hundreds of particles toward an invisible logo object, the negative space reveals the logo in a clever way. This is a great technique to add to your motion graphics tool belt.For more physics instruction from Kenny, check out his CORE Physics course at CG Cookie.com: https://b3d.cgcookie.com/az2sy8 or as a standalone purchase on the Blender Market: https://b3d.blendermarket.com/HEqkVT "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    34 Halloween projects made with Blender | Challenge Submissions
    The 2024 Halloween Challenge was so much fun..it scared us a little. 34 students submitted and with this video we're celebrating all their hard work. Enjoy the spooktacular artwork and congrats to the winners!"WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    Animating a Spider Walk with Blender (Working Smarter, Not Harder)
    Wayne Dixon is back to teach what he knows best: Halloween! No, wait, I mean *animation with Blender*. In this video, Wayne will teach you how to animate a spider's walk cycle - that's 8 legs we need to make move! Do we have to go one by one or can we work smarter, not harder?If you like this video, there's so much more to learn from Wayne's animation courses: https://b3d.cgcookie.com/anim-course-playlist "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    Blender Grease Pencil Course launches TODAY! | TURNAROUND
    Paul Caggegi is back with anothera 2D Grease Pencil course! Following up from his CONCEPT course about designing the character, Luna, TURNAROUND teaches Paul's workflow for creating character turnaround sheets that are commonly used for modeling 3D characters. This skill bridges the gap between your 2D designs and their 3D counterparts!TURNAROUND launches today! https://b3d.cgcookie.com/flrocp "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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  • WWW.YOUTUBE.COM
    TURNAROUND - Character turnaround sheet in Blender with Grease Pencil | Course Trailer
    Welcome to TURNAROUND - A course which will teach you how to create a turnaround sheet in Blender using the Grease Pencil.Now streaming at CG Cookie Dot Com - https://b3d.cgcookie.com/flrocp "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    PRINTLAB | Your Guide to 3D Printing with Blender and a Prusa Printer - Full Trailer
    Design, create, and print anything you can imagine, with step-by-step guidance for all skill levels with Blender and PrusaSlicer.Now streaming FREE on cgcookie.com: https://b3d.cgcookie.com/ojmexb Available for download on Blender Market https://b3d.cgcookie.com/lzjgq8 "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    Ngons for subdivision surface modeling? #blender #blender3d #b3d #blendertutorial
    For subdivision surface modeling, we recommend using all ngons.This might seem counterintuitive...so why is it the best way for beginners? This quick tip is from our course "Fundamentals of Mesh Modeling in Blender" Included in every CG Cookie membership #b3d #blender #blendercommunity #blendertutorial #blender3d"WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    What's New with Blender Guru ft. Andrew Price - Denoise S2 E6
    Andrew Price, aka the Blender Guru, needs no introduction. Hes arguably the most successful Blender educator on YouTube and founder of the model and texture asset library, Poliigon.Andrew started making videos about Blender at roughly the same time as CG Cookie co-founder, Jonathan Williamson. Our two sites were the go-to places to learn Blender for many years as we enjoyed a friendly rivalry. Over time our paths diverged a bit. Blender Guru doubled down on YouTube and built an asset library business while CG Cookie doubled down on paid courses and created an add-on marketplace. After going in slightly different directions for many years now, we were curious - how has Blender Guru been doing? Kent and Lampel sat down with Andrew at BCON LA to get the full scoop. Listen to more Denoise episodes: https://b3d.cgcookie.com/8viwb0 We sincerely appreciate him taking the time to chat, and were looking forward to continued success for Blender Guru and Poliigon! You can follow Andrew on:- YouTube: youtube.com/channel/UCOKHwx1VCdgnxwbjyb9Iu1g- Twitter: x.com/andrewpprice- blenderguru.com- poliigon.com.CC-BY cookie model in the thumbnail courtesy of CGSLAB. "WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    Loop cuts Bevel modifier #b3d #3dprinter
    What's best for sharpening your subdivision surfaces?Try bevel modifier and your future self will thank you - your mesh will be easier to clean up later This quick tip is from our course "Fundamentals of Mesh Modeling in Blender" Included in every CG Cookie membership #b3d #blender #blendercommunity #blendertutorial #blender3d"WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    New Blender Character Creation Course coming Nov 26th | BASEMESH | Course Teaser
    Gifted character artist, Lucas Falcao, is teaming up with CG Cookie to bring you his new Blender course, BASEMESH! It's designed to give newer character artists a head start on the process. Beginning with a premade basemesh, Lucas will guide you through his process for creating a stylized character with Blender.Watch the course on November 26th at cgcookie.com: https://b3d.cgcookie.com/5vh55d BASEMESH will also be available at the Blender Market on the same day."WHO IS CG COOKIE?"We are real people! (OK, maybe some of us are cyborgs - we don't ask.) CG Cookie is a small crew of Blender artists, baking fresh videos for the Blender community. If you love what we do, consider enrolling to http://cgcookie.com to stream 100's of Blender courses with passionate Blender instructors there to answer your questions. "WHERE SHOULD I START LEARNING BLENDER?"For Blender beginners, we have a free tutorial series "Getting Started with Blender" https://rb.gy/khqdl7 "I WANT MORE CG COOKIE IN MY LIFE!"Got it. Here's where you can reach us!http://instagram.com/cgcookie http://twitter.com/cgcookie http://facebook.com/cgcookieinc Want Blender news in your mailbox? Sign up here for spam-free newsletter https://cgcookie.com/newsletter #CGCookie #blendertutorial #b3d
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    What's New with Blender Guru ft. Andrew Price
    Andrew Price, aka the Blender Guru, needs no introduction. Hes arguably the most successful Blender educator on YouTube and founder of the model and texture asset library, Poliigon. Andrew started making videos about Blender at roughly the same time as CG Cookie co-founder, Jonathan Williamson. Our two sites were the go-to places to learn Blender for many years as we enjoyed a friendly rivalry. Over time our paths diverged a bit. Blender Guru doubled down on YouTube and built an asset library business while CG Cookie doubled down on paid courses and created an add-on marketplace. After going in slightly different directions for many years now, we were curious - how has Blender Guru been doing? Kent and Lampel sat down with Andrew at BCON LA to get the full scoop. Listen to the full conversation below or wherever you get your podcasts, or read on for a short summary! Back to CoursesIts not 100% confirmed, but Andrew is interested in creating another long course for beginners. With the success of the iconic donut tutorial, hes in great position to follow it with a paid course for beginners to take afterwards. It would be project-based like the donut, but would go deeper into the skills of modeling, texturing, and the other areas of Blender that he frequently gets questions about. If you're a beginner, we have several FREE comprehensive courses for you. After that, check out the CORE fundamentals courses if you're looking to dive in further. Andrews Architecture Academy and Nature Academy courses were some of the first "block-buster courses" in Blender history. They were extremely well produced and were a huge hit. So we're as excited as you are to see what kind of course he makes next! The NFT Debacle During the conversation, Kent remembered the success of the academy courses, congratulated Andrew on a well-deserved 3 million subscribers on YouTube. I think most of us are familiar with Andrew's successes. But what about failures? Or at least what he considers failures. Without skipping a beat, Andrew answered, The donut NFT! I came like two months late to the party, right? ...Right as it crashed and everyone was like, oh, this is all corrupt and everyone's scamming each other and like, boo NFTs, boo. And I'm like working in the background, like, s***, s***, I gotta release this thing.While the sentiment from artists about NFTs sharply declined, the amount of work required for the project only increased. Andrew had asked his entire audience to send him .blend files of their donuts. He then hired Patrick Crawford (one of the early developers of RetopoFlow and several other add-ons) to write a tool to automatically sort through the files and render out every single one of the 17,731 scenes. Andrew then painstakingly made a collage of one giant donut from all of the renders and listed it for sale. With proceeds planned for donation to the Blender Foundation, it looked promising. But unfortunately, although the project was quite cool on a technical level, it never sold. The big donut is still listed on the Foundation marketplace for 8 ETH. He and his team then created 12 smaller NFTs of individual donuts, called The Bakers Dozen, which did sell. Overall, the project earned about $18,000 for Blender. Thats nothing to sneeze at! But far less than he initially hoped. There was also some reputational damage done to the Blender Guru brand since many in the Blender community were anti-NFT and didnt like Andrews take on the topic. It may seem like a distant memory now, but that was a really contentious time in the Blender / 3D community. Despite Andrew's excitement and good intentions, hindsight suggests it wasn't his best idea. Though of course he learned from it, so is it really a failure? Diversifying from Blender Poliigon, on the other hand, has been very successful. Andrew joked that the initial reason for starting the texture and model library business is a bit of a dark story, because it was created at a time when he wasnt sure that Blender would succeed. During the UI debates the preceded the 2.8 era, Andrew got involved in the discussion and pushed for left click select to be default among other changes we now take for granted. While a lot of users supported the change, many of the developers were against it, leading him to feel disillusioned with how community driven Blender actually was. He worried that it might eventually be on its way out. Poliigon was his way of branching out to other 3D software so that his career wasnt entirely dependent on the success of Blender. It was smart to diversify, but it also came with its own challenges. Andrew wanted to provide the best possible experience for his customers. Each texture and model came in 15 formats - one native file for each popular software and renderer. This created a ton of overhead, which became incredibly difficult to maintain as apps and engines continued to regularly update. Now, he just uses FBX files and has plugins for each popular app so that the assets are imported as natively as possible. This way only the plugin needs to be updated when a change is made to the app and not the thousands of assets themselves. Additionally, Andrew found it challenging to advertise outside his existing Blender fanbase due to the sheer number of existing asset libraries out there. He also found that Blender beginners want to learn how to make assets themselves more than downloading pre-made assets. This realization has inspired him to reconsider picking up the tutorial course part of his business again. Moving to AmericaThe most recent news from Andrew is that hes now living in LA! He says the 3D community is much more vibrant in Hollywood than anywhere in Australia. He would always try to meet with animators and VFX artists when visiting the USA. Each time he would learn more in a week or two speaking with industry veterans than months of googling on his own back home. Living in the midst of the action should help him grow his skills and his business faster than ever before.Andrew is a longtime friend of CG Cookie! We sincerely appreciate him taking the time to chat, and were looking forward to continued success for Blender Guru and Poliigon! You can follow Andrew on YouTube, Twitter, blenderguru.com, and poliigon.com.
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    Elevating Your Blender Skills: The Impact of CG Cookie's Instructor Assistants
    In 2008, we were among the few regularly providing Blender education to the community. Now, 15 years on, the landscape has expanded with thousands of talented Blender enthusiasts sharing their expertise with communities, schools, and studios alike.As the options for learning Blender have expanded immensely, we're dedicated to continually evolving our offerings. We aim to curate Blender topics that satisfy your current interests and guide you toward future possibilities.Our mission is the same: to foster and elevate the creative minds within the Blender community.Today, we achieve this by producing hundreds of Blender tutorials in one convenient location and offering our students support from real, experienced humans who are fanatical about Blender.This is made possible by the humans behind CG Cookie. Let's meet a few of them. Meet CG Cookie's Instructor Assistants (IAs). This small but mighty team of instructor assistants is here to help grade exercises, provide feedback, answer Blender questions, and guide students through challenging areas.Furthermore, they are vital in our content production process. They critically review each video lesson we release in close collaboration with the instructor of the course.Adrian Bellworthy, Lead Instructor AssistantLocation: Born and bred in the leafy London suburbs, UKI'm a Blender Hobbyist and Indie Game Developer in the making. I'm proficient in most of what Blender has to offer, while eager to learn more about Animation and Grease Pencil.I love helping others achieve their dreams. My work career has been about helping others. From training new employees to writing corporate training material, providing the knowledge and tools for people to succeed is just something I do. Helping others is tremendously rewarding."Many of life's failures are people who did not realize how close they were to success when they gave up" -Thomas EdisonOmar Domenech - Instructor AssistantLocation: Santo Domingo, La HispaniolaA Computer graphics artist enthusiast, Blender hobbyist and foodie how just likes making cool stuff. Be it playing the guitar, cooking, Blendering or all three at the same time.Back in 2012, the internet had limited Blender resources and finding good tutorials was tough. Discovering CG Cookie was a game changer, but Blender's complexity often left me with unanswered questions, and there was little direct access to expert guidance. I longed for someone to ask for quick insights to understand my mistakes. It felt like a survival challenge, where you either solved it or didn't make it.Now, it's fulfilling to be that helpful person for others. Providing the support I lacked feels rewarding, knowing the struggle of learning without help. My aim is to assist without overdoing it, ensuring learners become self-sufficient, not overly dependent."The enemy of art is the absence of limitations'' - Orson Welles. Because people find it so hard to just start a project when they don't have a goal or deadline. I'm like man, you need something pushing back, when you have a client and that thing needs to be handed in on Monday first hour, believe me you're going to be amazed on what you can do. That is part of why Collabs at CG Cookie are so amazing, they create that accountability most people lack when they are just enthusiasts.Martin Bergwerf (Spikey), Instructor AssistantLocation: Born in Holland and currently living in the south of Germany:I'm a Blender enthusiast with a long-standing passion for 3D computer graphics. My journey began in earnest in 2011, when I realized after spending a fair bit on 3D software (Poser) that I wanted to create my own content rather than just playing around. That's when I stumbled upon BlenderWhat really drew me to Blender was the freedom to explore various aspects of 3D modeling without breaking the bank on specialized software. So far, I haven't encountered any aspect of Blender that I don't enjoy, which perhaps makes me a bit of a generalist. Though, in many areas, I still consider myself a beginner. There's a whole world of knowledge out there for me to dive into.As for my background, it's a mix of mathematics, music, and art, which all contribute to my approach to 3D graphics.Don't be afraid of mistakes: we learn more from making mistakes.In ConclusionCG Cookie's Instructor Assistants (IAs) play a crucial role in helping creatives in the Blender community reach their goals, bridging gaps across different time zones and catering to diverse background experiences. They're instrumental in ensuring that every student's voice is heard and their questions are addressed.Whenever you're diving into a Blender tutorial at CG Cookie, remember that assistance is just a forum post away.We also encourage you to show appreciation for the IAs hard work and dedication. A shoutout of support for them, whether in the forums or below, goes a long way in maintaining the vibrant, supportive community we're building at CG Cookie.
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    Top Blender Tutorials: Elevate Your 3D Design Skills
    Welcome to the new year at CG Cookie! At the core of our mission lies a belief that drive isn't just an external push; it's an internal force, shaping how we see the world and inspiring us to pursue personal and professional growth relentlessly.Our commitment at CG Cookie, Blender Market, Orange Turbineand as the hosts to BCONLA is to foster and elevate creatives in the Blender community. It's at the heart of everything we do.As we embark on 2024, I encourage you to picture where you want to be a year from now - envision your knowledge, accomplishments, and the life you wish to lead. Dream ambitiously, then map out the steps to realize those dreams. What would have to happen? I am excited to showcase the incredible work our dedicated team of Blender fanatics from the Cookie has accomplished this year, all aimed at helping you reach new heights and achieve your dreams.Happy Blending, and here's to a year of making visions come to life!MAKE IT: 3D Printing with Blender and a Prusa PrinterLearn Blender fundamentals in our course and learn to craft diverse 3D models for printing. Transform creative ideas into tangible 3D-printed objects.Stream CourseBLENDER BASICS: An Introduction to Blender 3D 4.XDiscover the amazing world of Blender 3D! Get ready to master the essentials of this powerful tool, from navigating the viewport to working with Blend files. You'll learn everything you need to know to get started with Blender. Join us today and unlock your full potential with Blender!Stream CourseTREAD: Hard Surface Asset Creation for Video GamesDiscover the full workflow of hard surface modeling in Blender with TREAD. Learn to use modifiers and non-destructive techniques for intricate designs, efficient UV unwrapping for high-quality textures, and bring your models to life in Unreal Engine. Perfect for mastering the game asset pipeline.Stream CourseSESSIONS: Macro - Six Blender ProjectsA variety of Blender projects designed to be created in 2 hours, start to finish. The theme uniting these projects is like macro photography: realistic tight close shots adorned in depth of field bokeh.Stream CourseMODIFY - A complete guide on Blender's modifiersDive into the "Fundamentals of Modifiers" course, exploring all mesh modifiers from the Generate and Deform columns, excluding Geometry Nodes. Master the essentials with us!Stream CourseRetopology with RetopoFlow 3RetopoFlow, the premier retopology add-on for Blender, helps to quickly create new low poly geometry on top of high poly sculpts and scans. In this tutorial series, Jonathan Lampel walks through how to use each of the sketch-based tools and the overall retopology workflow so that you can learn to draw out new topology like a pro.Stream CourseSESSIONS: Minimalism - Learn to create more with lessLearn to create more Blender projects more often and with more variety. This tutorial course teaches a less-is-more approach for creating stunning renders with broad, competent skills.Stream CourseBlender Animation Bootcamp 2023Looking to perfect your animation skills? Our Blender course is designed for motivated students with a beginner's understanding of Blender animation. Led by pro animator Wayne Dixon, the Animation Bootcamp is the perfect next step to becoming a first-class animator.Stream CourseREV: Model a Low Poly Muscle CarA Blender modeling tutorial focused on hard surface fundamentals while building a low poly car.Stream Course----Curious what we have in our ovens for the next year? Check out our Blender coming soon tutorial page.
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    Everything New in Blender 4.1
    Blender 4.1 is set to launch on March 19th. You can download a early version of it from Blender.org https://builder.blender.org/download/daily/This new version of Blender maintains the consistent trend of enhancing both performance and user experience, adding several workflow enhancements crucial for modelers and animators.I've had the chance to explore some of these updates and I'm excited to share my insights on Blender 4.1 with you.User InterfaceIn the Outliner, double-clicking an object or collection icon will now select all of its children (a hugely requested feature!), and Apply Modifier, Show Hierarchy, and Expand or Collapse All are now in the right-click context menu.Operator dialogs now have a cancel button, and all menus now have improved corner rounding and drop shadows. A chevron is now consistently used everywhere for expanding and collapsing instead of it sometimes being a carat like in the outliner. Theyre also now centered with the text.Really wide lists now collapse to a single scrollable column if theres not enough space on the screen to fit all the items.Input placeholders now show a hint of what type of input is expected. New icons were added for splitting, joining, and swapping windows.The interface font can now be shown in any weight.The File Browser list view is now more responsive as columns are collapsed automatically, and tooltips now show important file information like Blender version, image dimensions, frame rate, and more. Color pickers now have thick handles to adjust instead of tiny dots. Text object fonts now use fallback fonts, meaning that non-English characters and emojis are supported out of the box. The word Text thats the default on new text objects now matches the translation. The color eyedropper can now pick colors outside of Blender on Mac, which was previously only available on Windows. The Open Recent menu now shows the Blender version and thumbnail of your recent projects and has a new option to clear the list. Color management can now be applied to camera background images without opening up the image editor, which is helpful for displaying camera footage in the viewport.When in camera view, theres a new gizmo button to lock the camera to the view, which is brilliant. If you enter Walk mode, the R and F keys are now a relative up and down.You can now rotate images by 90 degrees in the Image Editor. The scopes in the Image Editor and Video Sequence Editor now look really clean and are easier to read.ModelingOne of the biggest changes in Blender 4.1 is the removal of Auto Smooth as a mesh property. This greatly simplifies the workflow, is way more performant in a lot of cases, opens the door to better procedural control of split normals, and makes Blender more compatible with other apps. The way it works now is that whether an edge is smooth or sharp is now based on the mesh attributes. That means you can set or clear sharp edges directly without having to mess with any other settings. The destructive way to get the old Auto Smooth behavior is to use the Set Sharpness by Angle operator in Edit mode or the Shade Smooth by Angle operator in Object mode. The non-destructive way is to use the new Set Sharp by Angle modifier thats actually a built-in geometry nodes asset, which is the exciting customizable direction modifiers are heading in. The destructive method of actually marking edges is going to be more performant since the normals wont have to be recalculated so often, but you can also go to the Simplify panel and turn off custom normals in the viewport for smoother animation playback. Besides that, shape keys can now be locked to prevent accidental changes. Changes were also made to the mesh theme so that edges are now more visible and text overlays in the viewport now have more contrast. The new curves system, which is currently used for geometry nodes and hair, now has the Draw Curve tool as well as the Extrude, Duplicate, and Tilt operators. Take on your first modeling Blender project for free with PRESS START.Animation and RiggingBig changes have been made to inserting keyframes in Blender 4.1. Hitting i in the viewport no longer brings up the keying set menu. Instead, it adds a keyframe for the active keying set. If there is no active keying set, itll fallback to the new Default Key Channels in the Animation preferences.If you want to insert a keyframe other than whats in the keying set, you can use the new hotkey K. To change the active keying set, use Shift K. If the keymap preference Pie Menu on Drag is enabled, holding down I and dragging gives a pie menu of the common channels to keyframe. The Only Insert Needed preference can now be enabled separately for auto-keying. Motion paths can now be created relative to the active camera, so animators can more easily work in screen space. Bone collections are now hierarchical and can be rearranged and nested with drag-and-drop. The hierarchy is also displayed in the outliner. When baking actions, you can now bake custom properties and specify which channels to include. You can also bake individual channels in the Graph Editor. Bone selection in Weight Paint mode is now a proper selection mode like vertex and face selection if you enter Weight Paint mode with a bound armature selected, and theres a dedicated selection tool if you dont want to use the Ctrl click hotkey. Driver property variables now have a fallback value they can use if the property cant be found, and failed drivers have a red underline in the channel list. In the Graph Editor, a new Scale From Neighbor operator can help you match a pose on either side of a set of keyframes. You can now right click on any animated object property and choose View in Graph Editor to zoom to that propertys curve. Just be sure you have the object selected, or else the operator won't be able to find it.Lastly, the Dope Sheet performance is now significantly better when you have hundreds of thousands or even millions of keyframes to help you animate in Blender.Nodes and PhysicsThere are five new nodes in Blender 4.1 that Im particularly excited about:Bake caches geometry, which can drastically speed up complex meshes. This data is stored with the modifier and not the node, so you can safely bake separate meshes that share the same node tree.Split to Instances separates realized geometry into multiple instances, which is especially great for working with text and motion graphics.Menu Switch lets you build custom dropdown menus that you can then use in group nodes.Index Switch works like Menu Switch but with an integer input instead of a dropdown.Active Camera returns the scenes active camera object.Node tools can now work in Object Mode.Baking geometry node simulations no longer drops the previous material assignments, volumes can now be baked, and baked frames with duplicate data are now much more efficient. The rotation socket introduced in Blender 4.0 is now used on the Distribute Points on Faces, Instance on Points, Rotate Instances, Transform Geometry, Object Info, and Instance Rotation nodes. Theres also a new Rotate Rotation node which is really straightforward and replaces the Rotate Euler node. The panels in the Geometry Nodes modifier have been reorganized and are now group under Manage so that they take up less space. The Ungroup operator can now work on multiple node groups at the same time. Node sockets are a bit smarter and now have larger hitboxes so you dont accidentally box select or resize the node. The high-viscosity fluid solver has been moved to the diffusion panel and has been renamed so that it doesnt get confused with the viscosity setting. Shading and TexturingThe Musgrave texture node has been deprecated and all its functionality has been added to the Noise texture node, since they were the same underlying algorithm all along just with slightly different options. When painting, the Auto-Masking Limit and Falloff are now brush specific settings. CyclesOpenImageDenoise, which is higher quality but traditionally slower than OptiX, is now GPU accelerated on Intel and AMD GPUs. Support for NVIDIA and Apple GPUs is still being worked on. Bump map smoothing can now be turned off so that stylized materials with bump can have a sharp shadow terminator. Rendering on the CPU using Linux has been sped up by about 5%. EeveeEevee Next was going to make its first appearance in Blender 4.1 (well, originally even earlier), but due to some remaining challenges taking longer than expected, its now slated for Blender 4.2. While Im eager to use those hugely improved shadows and that screen space global illumination, Im happy to wait until its production ready. CompositingA huge milestone for compositing in Blender has been reached. All nodes are now supported by the viewport compositor!The Keying Screen node in the compositor, which I recently learned can be used to vary the key color across a green screen for more accurate keying, has been improved to smoothly transition between the sampled colors. You can now pick Cryptomatte colors across windows. The Kuwahara node now allows for variable sizes and the Pixelate node now has an explicit pixel size property. The Map UV node can now use Nearest Neighbor filtering. The Flip and Crop nodes now behave as expected if transformed before the operation, and transforms in the viewport compositor are now immediately realized so that filters work as expected. The Z Combine and Dilate nodes now have better anti-aliasing.The Sun Beams node produces much smoother results, as does the Inpaint node when filling holes. The Double Edge Mask node, which creates a gradient between two masks, is now anywhere from 50 to 650 times faster when using complex masks. The Split Viewer node is now just a generic Split node. Lastly, the compositor now only runs when the result is viewed in the viewport or as a backdrop. Video EditingNavigating the VSE timeline is now 3-4x faster when using lots of strips. The Glow, Wipe, Gamma Cross, Gaussian Blur, and Solid Color effects are 1.5-20x faster, audio waveform calculation is now 8-15x faster and is on by default, and image transformation, color management, audio resampling, and reading and writing FFmpeg data were all significantly sped up as well.Pixel filtering when scaling or rotating has been much improved and the default filter is now Auto, which chooses the best filter based on the scaling factor.Import and ExportThe PLY I/O for Blender now supports custom vertex attributes. The STL exporter has been rewritten in C++ and is now 3-10x faster than the previous one. Alembic better supports point velocities and camera resolutions. OBJ now exports objects without custom normals 20-40% faster. USD exports now have a scene root by default, lights are now exported with proper limits, subdivision surfaces that are last in the modifier stack can have their subdivision settings saved in the file rather than applying the modifier, armatures and shapekeys are now exported as skeletons and blend shapes, and USD can now import instances as collection instances. That's all for this release!There's a lot to love in Blender 4.1, and the improvements just keep on coming. Some changes like the new keyframing hotkey and the removal of Auto Smooth might take time to get used to, but I'm happy to adapt if it means good things for Blender down the road.Check back to CG Cookie as we get closer to release!
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    The Top 10 Blender Material Mistakes and How to Fix Them
    Creating good materials doesnt have to be too complicated, but it also isnt a topic to breeze past because, if its done wrong, it can really make a render look fake or boring.Ive seen hundreds of exercise submissions for the Fundamentals of Materials and Shading course and many more beginner renders from my time as a teacher. To be honest, I can sometimes copy and paste feedback because so many people miss the exact same things. In this article, Ill show you what mistakes to avoid so that, even if you are a beginner, you can improve your renders right away. Not using roughness textures The most commonly neglected texture type by beginners is the roughness texture. Even if you have your base color and your normal or bump map all set up, your material can still look flat. Adding a roughness map is a great way to fix that! Even just some basic noise might help.Procedural noise is a great simple setup, but for even more detail, try using an image texture. Also try smoothing things out where the object would be grabbed or poked, or where the roughness would get rubbed away by contact with other objects. If your object is used by humans, dont forget fingerprints! When in doubt, always use a roughness texture.Not picking the right base colors Colors that are too saturated used to be a problem, but thanks to AgX, Blenders new default view transform, its generally fine. One thing I will say though is that always using bright colors makes less use of the full dynamic range. If youre used to having the value close to one on all your colors, try setting that to 0.5 for most things and then youll be able to selectively push one or two materials all the way to 1 and make them pop even more in the same lighting conditions. One thing to avoid is using the same base color for different materials. Add some variation, and even within materials, add some variation per object or even per mesh island. Another tip here is to use a color scheme just like a designer if you want your materials to really go well together. When in doubt, try using color.adobe.com for finding matching colors and inspiration. Also, try using gradients instead of just flat colors. Kent does this in his Cubicity course and it makes even just the simple colors way more appealing. Using too much bump instead of geometry Bump maps and normal maps can give the illusion of detail on a surface, but when the illusion is pushed too hard, it starts to break down and looks pretty bad. So, how much is too much? Well, if a detail should be casting a shadow or breaking the silhouette, it should be geometry instead. Whether that can be micro displacement or should be manually modeled depends on the situation but keep the bump subtle and use real geometry if you need to push it further if at all possible. One related tip is that if youre creating your own bump map, try blurring it a bit. The more of a gradient there is in the texture the more itll appear to pop out. Also, try using an absolutely miniscule amount of very soft bump to warp surfaces so that theyre not totally flat. A noise texture is good for organic materials and Voronoi with smooth F1 is good for things like metal. Not adding proper wear and tear 3D renders look clean right out of the box, and its important to mess with the textures a bit to add some believability. Now, you can also go too far and get a cheesy, overly grimy look, which you probably also dont want. How do you get it just right? Well, try keeping any procedural placement of grunge pretty subtle, and then paint a mask to manually control where its strongest. Look at reference and see where it would come in contact with objects, people, or the elements. Usually procedural grunge is generic, which makes sense because it needs to be used in a wide variety of situations, but adding in more details that are highly specific to the object and its context will go a long way. Its pretty fun to over-grunge an object, so Ill often do that and then tone it back down a bit. A few good effects to have in your back pocket are dirt, smudges, scratches, and dust. You can add or subtract these masks from each other, as well as ambient occlusion and the up or down surface normal, to combine them all in a way that makes sense. Not using high quality textures Zoom too close to any texture and itll start to break down. You dont need to use 4k maps for everything but try to make it so that each pixel of the texture is at least smaller than a pixel in the final render. Luckily, there are more places to find high quality textures online than ever. Many do cost money, but it will likely make a big difference in the final result. I always check PolyHaven first since theyre free, and then the Blender Market, Game Textures, Substance Source, and Poliigon. Nothing kills the quality faster than a low-res jpeg or a texture that doesn't quite match, so its usually worth it. One trick to getting the most out of textures is, if you do still need to zoom in pretty far, set the interpolation to Cubic so you dont see the individual pixels and then overlay just a little bit of a tiled texture or procedural pattern to give it more detail up close. Not using SSS or translucency Most objects have at least some light that scatters beneath its surface. In fact, the light bouncing around just under the surface and then coming back out is exactly what diffuse materials are approximating! Subsurface Scattering, or SSS, is just a more physically accurate diffuse shader. Diffuse shaders are really fast to render and look good enough in a lot of cases, but when the light hits a sharp angle, you may want some of that to actually pass through. For really hard objects or objects far away its really not necessary, but even a tiny amount of subsurface scattering can really bring out the best in close up shots of plastic, resin, cloth, jade, thin wood, or anything thats soft to the touch. Subsurface scattering is only useful for objects with thickness, so for objects that have no thickness like leaves or paper, use translucency instead and mix it in anywhere between 0 and 0.5. The Principled BSDF doesnt have a translucency option quite yet, so its something that needs to be done manually, at least for now until it gets the thin sheet mode. Having obviously repeating texturesTiled textures are amazing for covering large areas, but they dont look good if theyre too obviously repeating. To fix this, try using larger secondary or tertiary textures to vary their hue, saturation, or value over larger areas.You can also use vector scattering to randomize the textures over the surface. I made a whole video on this technique, or you can download the Scattershot add-on which will do it for you in one click. Another technique which is built into scattershot is taking several similar tiled textures, randomizing them, and then blending them together with noise so that theres as much variety as possible. Having obviously procedural patternsBlenders built in patterns are great building blocks, but theyre not necessarily great final results. Procedural texturing can be an amazing way to add details to a surface without needing to mess with UVs, but there is a bit of a learning curve if youre building them from scratch. The trick is to make them look like theyre not procedural by adding plenty of variation and creating shapes that match reference. Most beginners make patterns that are too evenly distributed, without layers of detail, and with too much contrast. The main key is to learn to use the color blend modes (and eventually just math when you get more advanced) to mix several procedural textures together as well as manipulate the vectors to get the complex shapes that you need. Both Kent and I have spent many, many hours teaching this subject, so if youre interested in following along from beginner to advanced procedural projects in Blender, check out the Fundamentals of Texturing, Sessions, and Shader Forge courses on CG Cookie. Having incorrect proportionsHaving incorrect proportions is by far the #1 modeling mistake I see, but that can be just as much of a challenge when texturing. The size of details tells the viewer the size of the object, so if theyre too big or too small, the whole thing will feel off even if the viewer cant put their finger on why. While this happens most obviously with details like screws and anything with text, it also comes through in the size of dirt and scratches. So, always double check proportions. That said, you dont always have to use textures for exactly what theyre intended for. Ive often used a moss texture to vary the color of a landscape thats farther away or squished a marble texture to fake wood in a pinch. The proportions for those are obviously off, but the trick is for it to be so different and cleverly disguised that the viewer won't recognize it for what it is. So, do get creative with how you use your textures, but also look at a lot of reference material and use that to judge whether things look to scale in your render. Improve the context One of the first beginner material questions I reliably get, is why isnt a material that has a low roughness looking shiny? Well, thats because it doesnt matter how reflective something is if theres not much around it for it to reflect. And how the light plays across the surface cant be seen if the surface itself isnt very interesting. While this may seem obvious to some, taking a second to think about it can be helpful for improving the look of the materials in any render. A shader can only be as good as the surface and the context allow it to. Lighting is incredibly important, and so is modeling. Modeling can be challenging, and so many beginners jump right to materials and lighting without polishing the geometry as much as they could. Often, materials do not need to be over complicated and instead need better geometry to sit on. Also, Eevee is great for many things, and Eevee Next is shaping up to be an amazing update, but theres no substitute for good old-fashioned path tracing that looks great out of the box. Even Unreal 5, with all its incredibly impressive real time tech, cant match the pure visual fidelity of a fully path traced scene. I use Eevee all the time for projects where speed is more important than quality or for stylized renders, and I absolutely love it for that, but when I really want my materials to look their best, I always use Cycles. This is especially true of anything that uses subsurface scattering, refraction, emission, sheen, or complex lighting, and really anything besides the basics. So, if you want your material work to stand out, dont be too cheap on the render times!
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    Top 7 Tips for Beginners Learning Blender: Start Your 3D Journey Right
    Over the years our beloved Blender has grown and matured to become, in my opinion, the best 3D software available. With over 17 million downloads via blender.org, according to the 2022 Blender report, I don't think I am alone with my opinion.Instructors Assistants (IA's), Martin, Omar and myself have the privilege to be a part of CGCookie interacting with our awesome community. As part of our daily tasks we answer many questions from our community on cgcookie.com, our Discord server and I also respond to CGCookie related questions on the Blender Market.We often see the same questions repeated by new members to CGCookie and the wider Blender community starting out on their journey into 3D CG with Blender. So with many years of experience, here are some of our top tips to help you take the first steps on the road to success...Which Blender Version to use?Enable these PreferencesFundamentalsPractice Practice PracticeExperimentTake a BreakThe CG Cookie Road to SuccessTip #1 Which Blender Version to use?Many of the questions related to Blender version we see are often titled as "My Blender is different, this course is useless to me." or "When are you going to update this course to the latest version of Blender?".Every Blender version is available to download from Blender Releases. My advice is to consider each Blender version a separate tool for learning the lessonsin the course or tutorial you are currently studying.The latest stable release is recommended for general use and production; it's not necessaryfor learning 3D CG with Blender.The core concepts of 3D remain pretty much the same throughout time, and in Blender versions, all our courses and tutorials still hold relevant knowledge on the subject of the course.I suggest you try and prioritise grasping the concepts of 3D over learning with the latest Blender version.Now I'm not saying you shouldn't be aware of Everything New in Blender, you certainly should, for the production of your own projects when the time comes.Learning 3d Through Various Blender VersionsTip #2: Enable these PreferencesProbably, in every course and tutorial you watch, the instructor will use the Node Wrangler add-on.It's a free add-on and included with Blender, you just need to enable it. The Node Wrangler add-on utilises additional hotkeys when working with both shader nodes and geometry nodes.To do this, click on the Edit menu on the top header menu bar and select Preferences. In the Preferences window click the Add-ons tab on the left and in the search box, top right, start to type 'Wrangler'. The list of add-ons will filter and you will see the Node Wrangler add-on, all you need to do now is enable it by clicking the check box.As well as enabling add-ons, the preferences is where you will set up Blender depending on your needs.For example, if you have a 2 button mouse, you can enable 'Emulate 3 Button Mouse' under the Input tab. This will enable ALT+Left Mouse as an alternate for the middle mouse button.How to Optimize Your Blender Preferences: 10 Tips for the Best ExperienceTip #3: FundamentalsNow we are ready to get started creating in Blender, but wait...A very common question we see is often something along the lines of "I am new to Blender, where do I start?" or "In what order should I follow the courses?".Major advice here... Start at the beginning.The temptation to jump straight to Game Character Modeling, because that's what you are most interested in, should be resisted.The Blender basics should be your very first baby step into 3D CG with Blender, and we want to make your first week with CGCookie as easy as possible, so we have curated collections of related learning material, aka.. Playlists.Your First Week With Blender and CGCookie is the perfect playlist to get you started.On completion of your first week, you are probably still wondering, even feeling a little overwhelmed, on what to tackle next with all the course options available.The answer is Fundamentals.All neatly packaged in another playlist are all the fundamentals for each discipline of 3D CG with Blender, including 3D modeling, Digital Sculpting, Materials and Shading and much more.The Fundamentals to become a skilled Blender artist playlist is designed to lay the solid foundations for your future with 3D CG in Blender.If you want to become a 3D Animator, you maybe thinking "I don't need all this, I only need to learn the fundamentals of rigging and the fundamentals of animation", however, your understanding of other disciplines will give you an advantage to understanding the requirements of a character model for rigging, and how it will deform when animating, for example.Tip #4: Practice Practice PracticeThree little words, OK, one word repeated three times, Practice, Practice, Practice.If you want three different words, how about, Eat, Sleep, Practice, and one more for luck, repeat.With the fundamentals mastered, SESSIONS: Minimalism and SESSIONS: Macro could be exactly what you need to be inspired to practice.A daily dose of Blender is exactly what the doctor recommends.Often, we get home from a hard day's work and feel we don't have the energy or time for Blender, but an hour or two a day is better than nothing and enough to keep us motivated.7 Tips to find time to Learn BlenderTip #5: ExperimentNow you have a couple of courses under your belt, experiment a little with what you have learnt.Press Start from your first week is an excellent course to follow along. Now, as part of your practice routine, modify your model to your taste. Change the color, try a different screen image, or your favorite game art for the cartridge.Also, as you progress along your journey, while following future courses, stop for a few minutes at the end of each lesson and play with some of the settings used in the lesson. Seeing different behaviors by playing with settings in the shader editor or on a modifier, for example, will go a long way when creating your own projects without instructions to follow.You could even redesign your console for a completely different look, if you're feeling confident.9 Simple Blender 3D Projects for BeginnersTip #6: Take a BreakBe in no doubt, there will be times when things just don't seem to work as they should, you done precisely what the instructor did in the course, but it's just not happening.Frustration begins to creep in and even self doubt in your ability to complete the task, and have a negative affect on your progress.This is the perfect time to take a break. You may be stubborn and think you're not going anywhere until you get through this lesson. An hour or two later, red-faced and with steam coming from your ears, you are no further along.Take that Break...Don't forget those other two words from earlier, eat and sleep, these are just as important for your brain to retain the knowledge you are trying to learn.And coming back with fresh eyes, we often spot a silly mistake we overlooked because we were staring at it for too long.The doctor also recommends exercise, go for a walk, you may see something that can spark your creativity in your own projects.Fueling Artistic Creativity: Insights from 3D ArtistsTip #7: The CG Cookie Road to SuccessHere at CG Cookie we go way beyond video tutorials. We are a community of creatives who are passionate about learning 3D and supporting each other on our Blender journeys.Don't take my word for it; have a read of some Success Stories.Think of CGCookie not only as a vehicle to steer on the roads of your Blender journey, but you'll also find a road map in the glove box.We have provided some targeted Playlists to help you achieve your goals. With the ability to create your own playlist, you are free to plan your own route.Search our extensive Library of Courses to find the precise topic you need, either as an extra curricular activity or as a refresh on a topic previously explored.You'll be amazed at all the fun over on the CG Cookie YouTube Channelas well.Most of our courses contain exercises to give you the chance to test your skills during or at the end of the course. You will also have an opportunity to submit your submission for grading and valuable feedback direct from the course Instructor or an IA ( Instructor Assistant ) or, if you are lucky, both.We have a treasure trove of Downloads to assist you with whatever you need. Models to scrutinise, Blender Rigs to animate, Add-ons to use, even PDF handouts to read and help hone your 3D CG Blender skills, and a lot more too.With regular Posts added, you always have information on the latest hot topics at your figure tips. You'll find a wealth of info and tips and tricks from both professional and hobbyist 3D CG artists.TheGallery of Student Projects is open for viewings 24/7. A place to share your own work and receive adulation and love for your efforts.Our Community Q&A is monitored constantly by the small team of Instructors, IA's and also knowledgeable community members to answer your questions, find solutions to your problems, and general guidance with 3D CG and Blender.Be patient though, we need to eat sheep too, I mean eat and sleep.And that brings us to the most important and valuable benefit of all...YOU, the awesome community.
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    The Secret to Rendering Vibrant Colors with AgX in Blender is the Raw Workflow
    Many artists have heard about how Blenders AgX color transform is technically better than standard sRGB, Filmic, ACES, and others, but, in practice, struggle to actually get the colors they want while using it because the default results can look a bit dull, and certain colors like neon yellow are hard to produce. In this article, Im going to show you exactly why that is, how AgX actually helps you get more vibrant colors rather than less, how the mysterious RAW color transform might be the key youre looking for, and a few techniques for making colors pop in Blender that I havent seen anybody else talk about online.First though, we need to talk about why your renders with AgX might be looking dull.The issue AgX and all color transforms are trying to solve is that the colors our screens can produce is a tiny, tiny fraction of the colors that can be seen in the real world.You may have seen a graph like the above image before, where the colorful blob represents the range of hues that the human eye can see, and the triangles represent the color spaces that different monitors aim to display. Were missing out on quite a bit near the perimeter, which is already a bummer, but notice that this chart shows hue and saturation but not brightness or luminance, which is another important property of a color.HDR displays are amazing and will hopefully become more prevalent and continue improving, but most displays can only show a small fraction of the brightness range we can experience, even for the limited set of hues that it can show.When we render a color that is outside of what a normal screen can display, we need to somehow map it to a color that it can display, which is exactly the job of a color transform.Some color transforms are better than others. Standard sRGB, which is what was available during most of my time with Blender, blows out any bright or colorful areas, and skews the hue in bright areas towards neon yellow, magenta, or cyan. Filmic doesnt blow out but does skew, while ACES does a bit of both. This is very unfortunate because it means you cant use very bright lights or saturated materials without things blowing out, thus leading to renders that look less realistic. A better color transform is one of the key reasons the lighting in animated films has started to look a lot more natural, totally separate from the rendering technology itself.I made a whole video on how to use realistic lighting values that Id also recommend checking out if you want to learn more about that. Film cameras also have a limitation on how bright of a light they can capture, and the way that the physical film desaturates as more light hits it gives this really pleasant and natural looking falloff.AgX attempts to emulate this, which is why its called AgX in the first place - a reference to the silver halide that captures the color in the chemical process.So, just like with a real camera, the first and most important way to capture better colors is to set the right exposure.Notice in the above image that I can make the yellow ball quite yellow by lowering the exposure or I can expose for the blue ball, but not both at the same time (at least with this lighting). In my opinion, having stronger lights and some areas slightly overexposed or underexposed helps with realism, but thats a creative choice thats up to you. Either way, picking the right exposure for the color you want to emphasize is always my first step.You can also get more punch out of AgX by default by choosing a look like punchy or high contrast.But here we see one thing thats crucial to understanding how to get the colors you want. Perceived brightness and colorfulness have to be balanced. You cannot have a maximum of both.If you think about an RGB pixel, white is when all three are on together. To make it bluer, you have to reduce the amount of green and red. More color means less total light is produced. There are some advanced HDR displays that can be pretty bright and colorful, but at a certain point you will always run into the same issue.The way you can communicate that something is both bright and colorful is with the context.We can tell the light above is orange, not from looking at the light itself, but by looking at the objects affected by it. If we add in a little bit of haze, it looks even better. For a few hacks for artistic effect, lets also adjust the strength using Fresnel. And, if you really want, you can turn down the strength only for the camera ray, so the environment is still getting the full amount of light bouncing around, but the viewer can see just a hint of color on the light itself. You can also skew the color on purpose towards a hue that is perceptually brighter, like making a red light slightly orange in the center.This is just as true when painting as it is for rendering. If youre already all the way up and to the right on the color picker, your only choices for making a brighter appearing color are to adjust the saturation or the hue.Those are all ways to deal with the bright vs. colorful conundrum, but when it comes to the actual pixels on your screen you can either have one extreme or the other. And once you hit one of the extremes in either brightness or saturation, you start to lose information and your image starts to clip.So, the initial desaturated look of AgX is actually an important feature and not a bug, because staying away from those extremes is exactly how its able to retain so much information, which gives you more power while editing.This is basically the same thing that high end cinema cameras do to capture as much data as possible. The thing about log footage from cameras is that its not intended to be the final result, and everybody knows that you need to do some color grading for it to look good. If you dont, the Uncorrected Log twitter account would like to have a word with you out back.AgX for rendering isnt quite the same thing as log footage, but a similar idea applies. Some post-transform editing is often helpful for getting the look you want.The trick to getting vibrant colors is to manually push the colors to more extremes after AgX has been applied, so that the very brightest or most colorful pixels can hit those extremes if you want them to. Color transforms have to apply the same functions to all types of renders, so it makes total sense for AgX to play it on the safe side so that it can look good regardless of how crazy your renders are. But, since its a one size fits all solution that has no idea about the context or intent of the image, you should probably be doing some tweaking on top of it thats highly specific to each individual shot. When I posted a thread about this on Twitter, some folks correctly stated that making adjustments after AgX has been applied will "break" the image, meaning that edits are destructive and can result in colors blowing out or getting skewed. So, its best to do as many adjustments as possible before the transform and use post-transform edits sparingly and with caution and only as the very last step before publishing.Too many post-transform edits can easily cause broken looking results like in the image below, so its best to use a light touch, and only at the very end of your pipeline.Or you can go nuts and get some crazy and creative results. Totally up to you.So, how do you do this in Blender? Well, if youre color correcting in any other software, you dont.Its best to save your image out as a 32-bit EXR, which will not have any transforms applied, so that it can stay linear and be used in a linear workflow. This is best if, for example, youre exporting your renders to Resolve or Nuke for compositing.If youre exporting your renders to Photoshop, Lightroom, or a similar photo editing app for color adjustments, well you might want to consider not doing that. You can get better results by staying in Blender using the workflow that Im about to show you, because renders within Blender are 32 bit all the way through the compositing chain, while exporting to something like Photoshop will force you to work in 16 bits, which drastically reduces how extreme your edits can be while still looking good. The key to mastering rendered colors in Blender is switching to the RAW view transform. This will initially not look great because its just trying to display the linear image, which our screens arent capable of doing correctly. We can then apply AgX manually over in the compositor with the Convert Colorspace node. Now, we can make some edits before the transform and other edits after.Without this setup, if the view transform is just set to AgX, any edits made in the compositor will be applied before the transform, and you wont be able to push colors to their extremes.Now that we have this setup though, what edits can we make and where should they be placed? For my personal setup, Ive tried to roughly emulate Resolves order of operations but with some Blender specific changes.First are exposure and gamma. Exposure needs to be adjusted pre-transform using nodes rather than the color management panel, since that gets applied last and is therefore broken in this workflow. The contrast looks of AgX are also broken here and are mostly just simultaneous adjustments of exposure and gamma anyway, so Ive replicated that control as well. Now lets take a closer look at a few of these effects so you can make them yourself, since some of them will really help you get the colors you want.First, white balance. Color temperature is simply adjusting the balance of blue and red in each pixel, while tint is adjusting the amount of green. But even though its a simple effect, it can be very useful. Color boost is a bit more interesting and is one that I like to use in Resolve, so I replicated it in Blender. What it does is increase the saturation in inverse proportion to how much saturation the pixel already has. So, instead of increasing the saturation uniformly for all pixels, which would way oversaturate the already saturated areas and cause the colors to blow out, color boost brings up the saturation of only the less colorful areas.That way we get a more colorful result without any clipping. Reversing this effect can also be a great way to focus on a color and desaturate everything else.The custom saturation node I have inside Color Boost is pretty great because it has a perceptual control, which, when set to 1, attempts to keep the colors brightness perceptually the same. If you shift the saturation using the HSV color model, the value will technically remain the same, but the perceived brightness can shift quite a bit. So, we can instead shift the saturation using the YUV OKLAB color model, which fixes that issue. Theres a bit more math involved here, but the formula is in the image below so you can copy it if you want. Ive left a control for how much this gets mixed in with the HSV version on the custom saturation node, since if you use a perceptual method after the transform, it can cause some clipping.Obviously, I dont want to set this all up for every render. Even switching to the compositor and dragging and dropping all these nodes from the asset browser in the correct order would take way too long if I'm doing it for every project, so I made an add-on called Render Raw. It swaps out the default Color Management panel for one that includes all of these controls and more and uses the raw workflow under the hood, so I dont have to really think about it ever again.Its also added to the 3D View sidebar. Now you can just turn it on, adjust a couple sliders, and be done. Thanks to Blender's new viewport compositor, this can all be previewed in real time.It has all the familiar value controls you could need, detail controls for sharpening, texture, and clarity, and curves that behave as you would expect.There are tons of color controls as well, like the temperature, color boost, and saturation effects we talked about, but also adjustments that you can make per hue or per value. Nudging the hue can be great for getting those tricky colors like orange just right, and lowering the saturation a bit in the highlights and shadows can be great for emulating an old school film look.Also, you have access to all of Blenders blend modes, so you can either subtly tweak or not so subtly tweak highlights, midtones, and shadows to your heart's content.At the bottom are camera emulation effects like lens distortion, dispersion, film grain, glare, and vignetting.Im particularly fond of the accurate film grain method, which is a bit expensive to render, but it actually displaces the colors to fit within Voronoi cells per RGB channel, which attempts to mimic how color gets captured on layers of actual film crystals, and results in a way more natural look where the grain is more obvious in the less exposed areas, unlike some other apps which just uniformly layer on a noise filter and call it a day.Also, all of these controls can be saved as custom presets, so you can flip through your favorite looks or share your looks with other people.You can find Render Raw on the Blender Marketto make things super easy, but the main point of this article is just that using the Raw color transform in combination with the Convert Colorspace node allows you to make edits both before and after AgX gets applied.When you work that way, it becomes obvious that AgX blows any other color transform for rendering out of the water because of how well it preserves detail and allows you as the artist to be in total control over the final result, including getting bold and vibrant colors if you want.Special thanks to Troy Sobotka, the original creator of AgX, for answering my questions and encouraging this exploration. Even the film grain thing was from a paper he shared, so I owe quite a bit to his help and Im excited to see how the color workflow in Blender and the 3D rendering space in general will continue to evolve with his work.
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    Everything New in Blender 4.2
    Blender 4.2 has just been released, and it comes with a hugely anticipated change, some cool surprises, and a whole slew of quality-of-life improvements. Let's dig in!ExtensionsOne of the most interesting updates in Blender 4.2 is the introduction of Extensions. At the moment, an extension can either be an add-on or a theme, both of which were already available before, but can now be downloaded and, most importantly, updated from within Blender itself. Most of the add-ons Blender came with before are no longer pre-installed, which makes the download a good bit smaller. But, you can still get them directly in Blender by going to the extensions tab of the Preferences editor and installing them there, which will both download them from the internet and enable them. This change has prompted some of the key features of the most used add-ons to be built into Blender itself, but more on that later.Once downloaded, you can still move those add-ons with Blender onto a thumb drive or a server and use them without any internet connection just like before. Its just the initial installation. If youre extra concerned about privacy, you dont need to be, as the new Allow Online Access option in the System preferences is disabled by default. What appears in the Extensions tab in Blender is hosted on a new official Blender Extensions website, which allows anyone to add a theme or add-on to Blender if it passes a review. This website only allows for free and completely open-source content to be submitted and only by the official creators, so it does not attempt to compete with commercial add-on marketplaces, which will also benefit from these new features since Blender can now support updating add-ons from remote repositories like GitHub or Blender Market. Its a win-win all around. What this mostly means for you as a user is, in the future, less confusion about which version of an add-on you should install for your version of Blender and an easier way to upgrade add-ons when you want to. If you want to install an add-on that is not hosted on the Blender Extensions website, just click the dropdown, choose Install from Disk, and select its .zip file just like in previous versions of Blender. Add-ons for previous versions will work just fine in Blender 4.2 but, if youre an add-on developer, you can support the new extensions features by adding a blender manifest file that replaces the old bl_info in __innit__.py. Full instructions are in the release documentation if you want to see all the details. ModelingAuto Smooth is back, baby! At least in name. When you right click in Object Mode you can choose Shade Auto Smooth, which adds a smooth by angle modifier to the object. Its also pinned to the bottom of the stack, which is another new feature. You can now pin and reorder pinned modifiers via the dropdown options. The increment snapped to during rotation snapping is now customizable, and Absolute Grid Snap is now just another Snap To option called Grid. You can now use edge and vertex sliding in the UV Editor by double tapping G, as well as Snap Base by hitting B while transforming. The curve Edit Mode for the new hair curves continues to mature and now includes converting hair types, an add menu, a new option for only drawing onto selected objects, Bezier handles, and new operators for setting the handle type, subdividing, switching direction, toggling cyclic.New variations of existing tools were added to Sculpt Mode, like Polyline Mask, Lasso Hide, Line Hide, Polyline Hide, Line Face Set, Polyline Face Set, Line Trim, and Polyline Trim. Theres also a new sculpt operator for growing and shrinking which faces are visible and a new option to use the fast Boolean solver rather than the exact solver when trimming. Undo is now 2-5 times faster, which is a huge improvement for complex scenes, with the tradeoff that autosave is now slightly slower.Stream the fundamentals of Mesh Modeling in Blender 4.2Animation & RiggingTheres a new Frame Scene or Frame Preview Range operator in the View menu and tilde pie menu that frames horizontally, or you can press the "Home" hotkey like before if you want to frame everything vertically as well. The Ease operator has a better curve to it now, and the sharpness can be adjusted. While using the operator, you can hit tab to toggle which property youre adjusting. Performance when navigating and transforming animation curves that have thousands of keyframes has been significantly improved, yet again! The Dope Sheet has a new keyframe type called Generated, which just indicates that the key was set automatically by an operator or add-on rather than by hand. In the Shape Key editor, non-relative shape keys are now visible and editable.Performance in the Non-linear Animation editor was also improved when zoomed in on a long action. Subdividing bones now correctly names the bones sequentially. You can now set the wire width for custom bone shapes, per bone, so that the most important controls can stand out, and the armature drawing mode "Stick" now uses bone colors. Bones can now be active even if they are hidden, so you can select a bone in the outliner and edit its properties even if you cant see it in the viewport. The Limit Rotation constraint no longer flips back to the minimum when it goes past 180 degrees, but theres an option to use the old behavior for compatibility. If you didnt realize that you could just select multiple objects and copy a propertys value to all the other selected objects, well, neither did I! But now, you can also do that for drivers. Just right click and use Copy Driver to Selected. The Copy Global Transforms add-on, which is one of the few that still ships with Blender, got two new features. One bakes the animation to the camera, so the motion matches up with it if, for example, youre animating on twos. The other allows you to copy and paste transforms relative to another object. Over in the Pose Library, you can now blend a flipped version of the pose in the right click context menu. If you hold down Ctrl while dragging on a pose asset, it will start the operation as flipped.Stream the Fundamentals of Animation in Blender and the Fundamentals of Rigging to learn more what's new in Blender 4.2 Geometry NodesWhen modeling procedurally, you might create instances that are made up of instances and end up with a hierarchy, like instances of a wheel that contain instances of spokes. To address that, the Realize Instances node has a new Depth option, which allows you to specify how many levels down you want to realize, so you could realize a wheel as a whole without realizing the individual spokes. But you can crank that value up if you want to have a deep realization. The Sample Nearest Surface and Geometry Proximity nodes have a new Group ID, which allows you to process the geometry in multiple chunks. The Capture Attribute node supports capturing multiple attributes at the same time, which can be much more efficient. The Store Named Attribute node now supports storing 8-bit integers, which is needed for some specialized tasks like changing the order of NURBS components. The Remove Named Attribute now allows you to use the * symbol as a wildcard, so you can remove multiple attributes if they match. For example, using the pattern `sim_*` removes all attributes with the `sim_` prefix. More nodes that deal with rotations are updated to work with the newer rotation socket, like the Curve to Points node. There are also three new rotation nodes:Rotation, which is a simple rotation input,Axes to Rotation, which takes two orthogonal axes and outputs a rotation, which is something that took two Align Euler to Vector nodes to do previously, and Align Rotation to Vector, which replaces the Align Euler to Vector node by doing the same thing but with rotation sockets and a name that makes more sense.If youre still getting used to the rotation socket, hold on to your trousers because we now also have a matrix socket and 12 new matrix nodes. This is one that will be quite useful for all those that are into the wild world of linear algebra. Now, you might have all this stuff figured out but, for me, working with matrices is still a bit over my head, but Im still very excited about this because matrices are what make up the very core of computer graphics, and being able to manipulate data in that same way in geometry nodes opens up a lot of possibilities for people to get creative with mesh operations. The input and output sockets in the Repeat and Simulation zones and Bake nodes are now aligned, which looks very clean and may come to more nodes whose inputs and outputs match in the future. The Simulation Zone now has an overlay which shows which frames have been baked, similar to the Bake node. You can now plug connections into the Menu Switch node without opening up the sidebar because it now has an extender socket like group inputs and the Index Switch. In addition, you can Ctrl click to rename sockets directly on the node. The Face Neighbors mesh topology node now gives the correct number of unique faces.The Scale Elements node was rewritten to become at least 4-10x faster, the Sample UV Surface node is 10-20x faster when used on large meshes, and nodes that require a lot of memory have been sped up by actually reducing the number of threads they use. Node tools can now access the mouse position, position and angle of the viewport, and active vertex, edge, or face for making tools that are really user friendly. Collections, objects, materials, and images can also now be used as inputs to node tools. Lots of various UI tweaks have been made to Geometry Nodes as well, such as:Input sockets that don't allow editing (like the default Geometry socket) don't show up in the sidebar anymoreSlightly improved sorting when adding nodes via searchHovering over the title of a node now gives a tooltip with its descriptionImproved tooltips for reroute nodes and multi-input socketsNode groups can have descriptions now, which are used in their tooltipNode groups now have a color tag, so you can show what type of data its processingNode group properties have been reorganizedMultiple images can now be added at the same time using drag and dropInvalid (red) links now have some additional information for why they are invalidWhen adding a frame around the selected nodes (ctrl+J), the new frame will now be added to the common root frame of these nodesDragging a node onto a link does not remove the link anymore if it is incompatible. It's dimmed insteadResetting socket values now actually works, instead of always setting values to zeroUsing the shortcut (ctrl+shift+click) to connect to a viewer now also moves the viewer closer to the nodeReroute nodes can now inherit their upstream labels EeveeThe real-time render engine Eevee has been completely overhauled for Blender 4.2, and just about all of the core features have been improved in some way. Eevee now supports screen space global illumination that you can enable in the Raytracing panel, which, when combined with significantly faster light probes for catching the light from areas not on screen, can make for a pretty convincing alternative to Cycles in some situations. So convincing, in fact, that when I ran a comparison poll on twitter featuring a scene Eevee works well on, most people guessed wrong! Some other notable improvements include the fact that shadows are now sampled more accurately using Virtual Shadow Maps, removing the need for contact shadows. To get softer shadows, increase the number of steps in the Shadows panel and increase the number of samples. You can also jitter the shadows like in the old version if you need more accuracy when theyre very soft. Just be sure to turn it on for both the light and the viewport if you want to see the effect in the viewport. Volumes now correctly take the shape of the mesh, and their resolution can now go as low as 1 pixel. Refraction and subsurface scattering approximate the thickness of the mesh a bit better, and you have fine tune control over that with the new Thickness output and Surface setting. Motion blur can now be enabled in the viewport during animation playback. Eevee now supports true vertex displacement.Sphere and cube reflection probes are now updated in real time. Depth of field was rewritten and optimized.The brightest spot in HDRIs can now cast configurable shadows. Theres also no shader limit now, though your graphics card still has limits so its still something to be mindful of. Any one of those things would have been worth breaking out the champagne for, but to have all of them at once? Amazing. Most scenes should look comparable when migrated to this new version of Eevee, but there will be some differences and theres a migration process in the documentation that explains every single change youll want to look out for. CyclesCycles is not without its own exciting news, because theres an entirely new shader called the Ray Portal BSDF that lets you use vector math to warp the fabric of spacetime itself. This has been used already to create everything from portal effects of course to live camera feeds and really nice-looking sword trails. The Principled shader now supports thin film color effects, like what youd see on soap bubbles or a puddle of water mixed with gasoline, which is just gorgeous. The Huang Principled Hair shader now has a new rounded model that it switches to when the hair covers more than a pixel on the screen, which drastically improves the quality of close up shots without impacting performance when the hair is farther away. Spot lights and area lights with spread are now sampled more efficiently in volumes, and when combined with the Light Tree feature the noise clears up significantly faster. In the view layers tab, you can now render each layer with a different world using the new override. Cycles now uses a Blue Noise sampling pattern by default, which produces a clearer image at lower sample counts that can be denoised more easily. OpenImageDenoise is now GPU accelerated on AMD GPUs on Win dows and Linux, and it can optionally use GPU denoising with CPU renders. Its also upgraded to version 2.3, which has a nice boost in quality. Rendering on Intel GPUs now uses their host memory fallback feature, which allows for rendering more textures than can fit on the GPU at once. You shouldnt be seeing those out of memory errors much, even on larger scenes that you used to have to switch to CPU to render. Color ManagementTheres a new view transform on the block called Khronos PBR Neutral. Its not intended to be a replacement for AgX, but rather a better alternative to Standard for when you need the color you set in the material to be exactly the color you get in the render. Its perfect for certain types of product shots where you need branded colors to be spot on. It doesnt hold up well under strong lighting conditions or super saturated lights, so its not meant for photoreal scenes like AgX is, but it handles bright areas significantly better than Standard and I think a lot of people are going to find this one helpful. CompositingFinal renders can now use the new GPU compositor, which is a massive speed boost. Switch it over in the Compositor sidebar or in the Render Performance panel. But, even if you dont choose to use it, the CPU compositor has been rewritten and is several times faster than before.Some important effects of the change include the fact that transformations are now immediately applied by transform nodes, so scaling down an image destructively reduces its resolution Also, the old compositor tried to infer an image size from upstream/output nodes, while the new compositor evaluates the node tree from left to right without inferring image sizes.These changes do away with a few tricks, but overall makes operations much more predictable and intuitive.The viewport compositor is now limited to the camera region when in camera view, so that it better matches the final rendered result. In addition to that, you can now see how long each node took to calculate, similar to geometry nodes, by enabling Execution Time in the overlays. The Glare node now has a new Bloom option, which is very similar to the bloom that was available in the previous version of Eevee but is not present in Eevee Next. So, if youre looking for bloom, head to the compositor, add a glare node, and set it to Bloom. The old Fog Glow option does still work too, and its now 25x faster than it was before, though it is quite a bit slower than the new bloom. The Fast Gaussian mode in the Blur node, which has been fixed to now be the same size as the other modes, now also works in the Viewport compositor, as does the Legacy Cryptomatte node. The Translate node has new pixel interpolation options. The Hue Correct node now evaluates the saturation and value curves at the original hue, not the updated one, and the curve now wraps around. The Vector Blur node has been simplified, and now uses the same motion blur algorithm as Eevee.Learn more about compositing in Blender with Sean Kennedy! Video EditingThe strips in the Video Sequence Editor got a visual overhaul and now have rounded corners, no handles on the sides, thicker outlines, half waveforms, and updated colors.Adjusting strip handles feels a bit nicer now with new cursor change when hovering and the ability to tweak connected handles.In the overlays, you can now turn on or off the cache line. This menu has also been reorganized. Text strips have new options for outlines, shadow placement, and shadow blur.You can now drag and drop multiple files into the VSE at the same time. The AVI RAW and AVI JPEG movie file output types have been removed, since they were the same quality as H264 but with larger file sizes and reading those files in Blender took a lot of effort to maintain. On the performance side of things, both rendering and playback speeds have been slightly improved. User InterfaceOpening a new version of Blender for the first time is even faster now, thanks to improvements in font shader compiling, which was apparently one of the slowest parts. Properties dialogs, confirmation dialogs, tooltips, menu separators, square color pickers, overlay text, and the status bar have all gotten a bit of polish. Tooltips for colors are especially nice now and show a chunky preview and the full values of the color. More tool shortcuts are now displayed in the status bar rather than the header.Orphaned Data was renamed to Unused Data in the outliner, but the broken heart still reminds us that we should give it a home before it is too late. The File Cleanup menu now has a Manage Unused Data option, which just pops up the outliner in that view. Purging unused data-blocks now lists exactly what will be deleted. The Blender File view of the outliner now shows user counts and lets you add or clear fake users. "Ctrl+F" now starts a search in the outliner, like it does in the properties and other data editors. A few miscellaneous UI scaling issues and icon size inconsistencies were fixed, so you can work perfectly fine from 30 feet away or with a microscope if you really want to. Ctrl + Shift clicking on a node in the node editors now links to the preview node without needing Node Wrangler.Motion paths can now be themed. I certainly never noticed, but the default view was tilted by about 0.8 degrees and that has now been fixed. The depth of field focus distance now has a picker that measures the distance of whatever you click in the 3D View.Composition guide and passepartout visibility can now be toggled separately in the viewport overlays. You can now add, clear, and copy modifiers right in the 3D Viewport using the Object menu. You can also add, remove, apply, and reorder modifiers on all selected objects by holding "Alt". Theres a new keymap preference called Region Toggle Pie that lets you toggle all editor regions with the hotkey "N". Theres a new button to save custom themes, so you no longer have to create a new one with the same name to update. The 3D mouse deadzone was set to 0 for more convenient navigation with a Spacemouse. A slight pixel shift when pasting images on windows was fixed, and pasting images now works on Linux. Text can now be dragged and dropped into the text editor and Python console, and the text editor now supports GLSL syntax highlightingImport / ExportA really interesting new feature, especially for those working in games, is the ability to set export defaults per collection. You can set custom file paths and formats per collection, even multiple if you want to, and then export each collection individually or all at once from the File menu. The new hair curves object types now fully work with USD. USD importing now supports point clouds and there are new options for Unicode files, defined prims, dome lights, and mesh validation. USD exporting has new options for filtering objects by type, dome lights, the up axis of the stage, XForm operators, triangulation, down-sampling textures for USDZ, generating MaterialX from Blender shaders, and renaming UV maps to follow conventions. Alembic supports the new hair curves object type as well, it can import multiple files at once now, and theres a big fix for animated curves not updating during rendering. The Collada file type is now considered legacy and it will be removed in a future version because the library its based on has been inactive for six years and is becoming incompatible with modern code. glTF importing has new options for setting bone shape and size. Its exporting has received a ton of fixes as well as new options for vertex colors, centering root objects, and UDIMs.ConclusionThats everything thats new in this version of Blender! Of course, there were hundreds of bug fixes as well. Download it today from blender.org and dont forget to donate to the development fund to make future updates possible. Happy Blending!Looking for the most comprehensive Blender 4.2. master class in Blender. Check out CORE a Nine Course Journey from CG Cookie
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    Elevate Your Blender Game: Weekly Modeling Challenges
    I've often found myself gazing into the void, wondering what Blender modeling project to tackle next. Then it hit me: what if I started sharing project challenges inspired by my everyday surroundings through the Freshly Baked newsletter?For the past five weeks, I've been sharing (mostly) simple Blender modeling challenges with our Weekly Freshly Baked Newsletter subscribers. The responses and creativity have been fantastic, and it's thrilling to see participation grow each week. If youre seeking a challenge in Blender with no prizes or rewards other than the satisfaction of knowing you did it, these Blender Art challenges are perfect for you.These arent just weekend Blender projects. I encourage everyone to dive in and tackle any of these challenges. Inspired by the amazing community response, I decided to collect these challenges in one place on our site, which is why youre reading this blog post.So, lets grab our virtual sculpting tools and dive into these Blender modeling projects. Project 01: Modeling a House PlantIve found that modeling simple objects around the house can be incredibly fulfilling and challenging. This reference was a bit spontaneous but contained some challenges to solve as a Blender artist.Being the first one, I didn't take many reference photos (Just this one above), but still, many of you rocked out a model!Project 02: Modeling a Brio Toy TruckI love these little wooden trucks. There is something fun about them, and what an exciting material and modeling challenge. Link to referenceProject 03: Modeling a Tea Pot3D Studio Max users worship the Tea Pot (I did, at least), so why not make one in Blender? Link to thread and referenceProject 04: Modeling a Bench at the BeachWhile traveling on vacation, I was determined to keep this weekly modeling cult going. This bench is a pretty perfect modeling challenge. It has only a few parts, which are then repeated with an array modifier.Link to thread and referenceProject 05: Modeling a Plastic Toy TruckOkay, so this is a little more intermediate, but it's still fun. When you look at the shape, I encourage you to break it down into simple shapes first. Extrude and Loop Cut are your friends here.Link to thread and referenceProject 06: Modeling a Plushie in BlenderThis week, I will simplify it while challenging you with the materials.I found this little one in our basement, a plushie from my kids. Although generally simple to model/sculpt, nailing the plushie look will require some of you to work with materials.Link to thread and referenceProject 07: Modeling a Chemex in BlenderThis week, I wanted to venture into Glass.I remember the first time I rendered glass in 3D. It's up there with my first bouncing ball.Occasionally, I'll make good coffee with good coffee beans. When I do, I break out the Chemex and watch the liquid filter through the ground coffee beans.Link to thread and referenceProject 08: Modeling a Brio Crane in BlenderThis object will be fun to model. With its simple shapes and different materials, it gives off a complex vibe. As a bonus, in your final render, include the first Brio Toy Truck from Week 2.You'd think we should be sponsored by Brio... Link to thread and referenceProject 9: Modeling a Ritz Cracker in BlenderI've been excited about discussing food with these challenges. For this project, I challenge you to model a realistic cracker in Blender.Link to thread and reference to downloadProject 10: Modeling an old Wyze CameraI'm pretty excited about this weeks modeling challenge. Yesterday I was lucky enough to see the new Alien movie. I'm a sucker for this IP and all things cassette-sci-fi style. Chunky and dirty sci-fi: push buttons, toggle switches, etc..My son found our older WYZE camera and I felt it was a perfect candidate for these challenges!This is a relatively simple model with a few details that could be challenging to approach. I also left it a bit dirty to see if we can replicate some of the story that has been around for a while.A stretch goal I think would be to attempt a couple different colors, or nail the dirt on the plastic.Link to thread and download referencesProject 11: A Dragon Frame KeypadI've been seeing many stylized and realistic keyboard renders lately. This inspired me to dig through my cabinet to find the Dragon Frame Keypad I used while diving into Stop-Frame Animation.It was harder to get a side profile reference, so apologies in advance, I feel you can get a sense of the shape from the perspective photos. You're encouraged to mimic the keypad or put your creative take on materials/rendering on what your perfect keypad would look like. :)Link to thread and references to downloadProject 12 A SciFi Vehicle DVD CaseWho has this DVD at home?! When we (Jonathan Williamson and I) first started, we lived by DVD-Rs. I'm lucky enough to have a signed copy. ;)What I love about this model is it has the vibe of nostalgia + some fun challenges with materials and textures. The reference photos are not the best and do contain some lens distortion. All for us to gain experience navigating!Fun fact: The sci-fi channel used this model in a logo brand bump without asking or telling us.Link to thread and references to downloadProject 13 - A CG Cookie Coffee Mug in BlenderWith CG Cookie's birthday on September 5th (Happy 16th Birthday), I felt motivated to challenge us to model some swag. Enter the cliche coffee mug model!This was one of the first pieces of swag we created for our little project. It sports the classic CGC eyes.A coffee mug is a great object for practicing 3D modeling. Its simple in shape but provides opportunities to explore modeling techniques like creating curves, handles, and hollow objects.You can also experiment with texturing by adding different materials, like ceramic or glass, and even try a logo or design on the surface.It's manageable for beginners while offering enough depth to feel rewarding!Link to thread and references to downloadProject 14: A Piece of Firewood in BlenderI'm heading out early this week to spend a couple of days camping, hiking, and enjoying some campfires. In that spirit, this weeks challenge is to model a piece of firewood. :)Take a close look at the texture and break down the shapessculpting can achieve a lot.Link to thread and references to downloadProject 15: Let's model a Stop SignWhen I was freelancing, I recall having to make one of these for a job. It's simple yet satisfying to model. I encourage you to think about how to approach the metal perforated stand. A couple of approaches come to mind.Remember, these challenges are an investment in your future self. There are no prizes other than knowing you did it. They are giving your brain more creative problem-solving experiences.Link to thread and references to downloadProject 16: Lego Go-Kart in BlenderI love Lego. However, I will admit to being a person who prefers following the instructions to becoming a master builder. It's calming to sit down and build something.I picked up this kit for my son and me to build together. He's six, and I will admit to having just as much fun building it! This week, let's build some Lego go-karts!Link to references to downloadProject 17: Extension ChordHow exciting, right? :)As a 3D artist, lets face itcreating cables is unavoidable. But honestly, it can be pretty fun and instantly adds complexity to your scene. In this challenge, pay close attention to the cable's shape, material, and subtle color variations.Link to extension chord references and download.Project 18: A chunky RC tireYou're likely to run across modeling a tire in your Blender journey. They can be complicated and fun. This week, dive into the world of chunky tire design to challenge yourself by modeling a tire in Blender.Link to tire references and downloadProject 19: An Ego BatteryA battery straight out of a sci-fi movie. :) Enjoy this modeling exercise and challenge yourself to make it look as real (manufactured) as possible.Link to battery references to download. In conclusionWeekly modeling projects can boost your skills and build confidence with Blender.The subjects might not always align with what you want to model, but it's all about practice. This practice prepares you for job opportunities, freelance gigs, and working on projects even when youre not feeling particularly inspired.
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    Getting ready for Blender 4.2 and beyond - An insight into CORE Blender Fundamentals impossible task.
    Update: CORE is set to release on August 13th!When I heard that Blender 4.2 LTS was slated to be released this summer, I remember conversing with our education team to see if it would be possible to reboot our entire Blender 2.8 Learning flow in just a few months. Were a mighty bootstrapped team, but given the Blender 2.8 Fundamentals took us nearly 18 months to create, the quick answer was a reasonable nope. But... our team loves a challenge, so we got to work.Today, Im pleased to share that, thanks to the power of the Blender community, its becoming a reality. Thanks to the external help of talent Blender creators Ewa Wierbik-Zibka, Kenny Phases, Phil Osterbauer, Kaizen 3D, and Sean Kennedy, along with the internal CG Cookie educators Jonathan Lampel, Wayne Dixon, and Kent Trammell, it's happening.Behind the camera the incredible custom design support from Kyle Unzicker, Community/Support from Amber Kelly and did you know each of these courses is being peer reviewed? Kudos to Adrian Bellworthy, Omar Domenech, and Martin Bergwerf for watching each video lesson andworking with the instructor team to not only catch technical glitches but also make sure the lesson is consumable and valuable to the Blender community. A process CG Cookie is leading the way on. Together, the team of creative people is making it happen!In an unprecedented community first, NINE Courses from eight instructors will drop on the same day.These courses will be available for all CG Cookie paid members and available for individual purchase on the Blender market.Okay, so what is CORE?Technically, there are ten courses if you include the Free Blender Basics, though the other nine courses are available for purchase through the subscription here or Blender Market.I like to think of it as a master class in Blender. Having a Bachelor of Fine Arts myself, Id equate it to a year or more of solid university training in the field of 3D.Through these nine courses, well teach you the fundamentals of Modeling, Digital Sculpture, Lighting, Materials, Shaders, Texturing, Animation, Rigging, Physics, and Compositing from a film VFX veteran. All at a fraction of the investment costs compared to traditional education costs.Learning from different instructors, each bringing their own unique experiences from Blender to you.How much does it cost?While its more knowledge than youd likely get in a year of university, its nowhere near the cost.Go ahead and Google art college costs. Heh, truth be told, Im still paying off my debt, and I graduated over 20 years ago. (No joke.)CORE: Fundamental courses, exercises, and team mentorship are included in the paid membership for $22.99/mo and or $229/annually. Granted, taking these courses and fully digesting the material will take months, if not years. That may be the way to go, depending on how much time you can dedicate to the monthly or annual plan.For those not interested in a monthly subscription or any of our other courses within the CG Cookie Library, were offering them as a Bundle on the Blender Marketfor a limited presale price of $99. Individual courses will also be for sale. Keep in mind that BM sales exclude mentorship and exercise feedback.When does it come out?We intend to release the CORE: Blender Fundamental series soon (within two weeks or so), maybe sooner. The priority is ensuring weve got it ready for everyone to digest. Jump in at the beginning or midway through to enroll in CG Cookie this summer.How to get ready for this release:Stream the Blender Basics for free. Were considering it course ground-zero in CORE,Grab your subscription at CG Cookie,Or.. pre-order the Bundle on the Blender Market before it goes to the full price,In ConclusionIm grateful for the support from the Blender community in doing what we do here at CG Cookie. From the relationships with Blender artists worldwide, customer support through memberships, and simply spreading the word about CG Cookie, its incredible.Our mission for the past 15 years has been to Foster and Elevate those humans in the Blender community.This is just another step in that direction. Thank you for helping make it possible!Wes BurkeFounder, CG Cookie, a project of Autotroph
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    Beginner's Overview of 3D Game Asset Creation in Blender
    If youre like me, there is a good chance you have a Steam library rivaling that of an actual library with games that will never be opened. However, of the games you play, have you ever stopped to wonder how those worlds are populated or who the people are that develop them? Video Game Artist is a broad term that describes a large percentage of the people behind the scenes creating all of the content that populates your favorite games. These individuals' skill sets can range from a pretty broad array of abilities to hyper-focused specialties and everything in between. Artists are not the only ones working on games, but they are the ones who pour all of their efforts into making them look pretty. Otherwise, wed all still be playing text-adventure games.Let's breakdown and de-mystify some of the steps that go into making video game art for 3D games, so that we can see how much love and care is involved in every model you see on screen going forward. While there are many ways to achieve 3D art, there are common stages that artists and assets go through to help streamline the process.Working out what you're going to make in 3DBefore we start with any of the creation process, we first need to know what it is we are going to create! If youre lucky enough to have concept art provided, this stage just became a lot easier since someone else has done a lot of the hard-thinking for you! If thats not the case, a Google search for a couple of references close to what youre looking for will often do the job as well. The key here is that we have designs and references handy, so that we arent solely building from whats inside our head. What works well in the mental space doesnt always translate well into our 3D environment, so even having something scribbled down into a concept image will be a greater help than trying to create a mental image.Modeling in BlenderWe need to start building in 3D once we know what we are trying to build! In Blender, youll have an arsenal of tools at your disposal. The biggest obstacle is knowing in what order we will want to achieve things to facilitate a steady workflow.Where I normally start is the High Poly stage. Here, I model with no restriction on polygon count. I can model in the details as much as I want, because this asset isnt going to be the final game model.Once Ive completed my high poly, Ill take this and start to remove unnecessary polygons. Everyone has their own way of accomplishing this, but I usually will remove edge loops that do not alter the silhouette of the model. In this Low Poly stage, we are looking to only keep detail that will change the overall silhouette of the model. This is a pretty loose stage, and takes a bit of practice to really get comfortable with. The unfortunate consequence of retopologizing too much or removing necessary polygons is that we could have baking artifacts later when we texture, so I am often more conservative with how much I remove in this stage.Setting up our UVs for our 3D assetBefore we are able to start adding texture to our model, we need to tell the model how we wish to display the images on its faces. Well use the models UV coordinates to determine how the textures will appear. This involves creating seams to separate parts of the model, unwrapping the islands that are created from our seams and straightening everything out so that we minimize UV skew and distortion. That can sound somewhat cumbersome and is often the stage in the workflow that most people strongly dislike. I find it oddly cathartic and enjoy putting on some music or a podcast to listen to while I get into a flow state, so to each their own!If you also hate doing UVs, check out this video on 26 essential Blender UV unwrapping tips.The Texturing Process for a Game AssetAfter the low-poly model has been UV unwrapped, we can begin the texturing process. There are countless texturing applications, each with their own advantages. I personally have been using a new software called InstaMAT to do all of my texturing, since its pretty powerful and it comes with a free commercial license. First, we need to extract the high-quality details from our high-poly model. This process is referred to as texture baking. The software will cast rays from the surface of the low-poly onto the high-poly and return with the surface information it received. This process will generate useful images that we can use to start texturing.We can use these images to give our model some texture, hence why we call these textures. Here is where we can make the surfaces appear like any type of material we want, and give them characteristics to help contextualize the model for the environment in which it will be used. Each texturing application will operate differently, with a common theme of layering the effects that you add to your texture. If you are familiar with layer-based image editors like Photoshop or GIMP, youll get the idea. Further 3D Mesh RetopologyAt this point, weve completed the workflow. Now, if we werent able to reduce the polygon count for our low poly to what we needed, here is where we can continue to do that. This stage is often optional since it is reliant on the polygon budget that has been set out for this model. Since we no longer have to worry about baking or texturing, we can continue removing edge loops and faces as we see fit. Once the target poly count has been hit, we can consider this model done and ready for our game!Making art for video games can be a tremendously rewarding experience, but as weve seen it isnt without a reasonable amount of effort involved. The process of getting from start to finish can vary wildly between assets and artists, depending on the needs of the project. Some assets may require more effort in one area or allow you to skip other stages entirely. For this reason, there is no one true workflow for building game art, but instead, there are common stages that every asset may go through at one point in its development. Each stage takes time to fully understand, and will take several iterations before youre going to be comfortable with it all.Are you looking for more game art resources? Check out my course RELIC, an introduction to creating 3D video game art.
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    Beginners Guide: Making a character concept in Blender
    So you have an idea for a story - a game, a movie, or maybe something smaller is scope. How do you get it out of your head and in front of an audience?One key step in this process is concept art production. Youor, more likely, someone you've hiredneed to convey visually that first sense of joy you felt when you got the idea.This is the topic of my latest course, CONCEPT: Creating Concept Art with Blender's Grease Pencil.You idea could go in many directions, but you want to go with the clearest, most impactful version that is going to hold someone's attention.This is why the process of concept art is so important. It is imagining all the things it could be so that you can better form what it will be.The process of creating a concept allows for broad thinking and brainstorming in order to funnel it down into something specific. There are four main steps:IdeationThumbnailingRefineFinal conceptThese steps have been used time and time again for good reason: they work. In my experience, no book better outlines the depth at which concept art can go than The Skillful Huntsman: Visual Development of a Grimm Tale at Art Center College of DesignIf you can get a copy, I highly recommend it!Here is a quick breakdown of the above steps:1. IdeationAfter meeting with your client and going through a brief outline of what they're thinking, you take these notes and explore images, art, photosanything that evokes a sense of what was discussed. There aremany online tools for gathering these.Pinterestis one example that makes this very easy.Once you have a collection of images to inspire some ideas, begin to do some rough sketches. Maybe you like a certain pose, but an item of clothing from a different image?Perhaps you like the color scheme from a photo? Do as many quick sketches as you want.The more you draw, the more you will realize what works as a good direction and what doesn't.All the while, keep in the back of your mind: Does this serve the brief? It is okay to color a little outside the lines. Sometimes, a happy accident could spark a new discussion that improves the concept!2. ThumbnailingImagine the brief was to draw a chair. The goal is to design something that can support a person's weight when they sit on it. There are MANY chairs that would fit this brief! How many legsif anyshould it have? Does it need a back? How high should it be? What materials is it made of?Each thumbnail could be a potential candidate that takes into account all of these questions, but each addresses the fundamental goal: design something that can be sat on.The goal of thumbnailing is to show your client a variety of concepts that could all potentially work. From here, they can make more specific choices about how it should fit their broader idea. Further discussion at this point should narrow down the candidate designs to a handful that could be explored more fully. This is when we refine.3. RefiningYou can now focus on a more detailed version of this concept by taking one or more designs. Here, you narrow the focus further and just work on details in the context of this single idea.Colors, textures, and patterns could all work as further variants, but the fundamental design shouldn't change that much. Your client can then choose one or two for you to polish into a final piece.4. Final ConceptNow you take the time to illustrate the concept as if it were going to be the finished accepted piece. You work on clear definition, color, and texture choice, even adding lighting and shading. Everything about it - the pose, the lighting, the overall mood - should tell a story that reflects the brief back to the client.And this is to produce just one piece! Ideally, you will be producing several, as the process invites collaboration and discussion to serve the project's overall vision.In ConclusionMethods of concept production can vary in complexity, but at the core, they all follow a similar outline. Getting into the habit of working this way is key. From there however, the kinds of art you produce, the tools you use and the methods you develop are up to you!Related Blender CoursesCONCEPT is now streaming for CG Cookie MembersLearn Grease Pencil Basics for free with DRAW
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    Beginner's Guide to 3D Modeling in Blender
    The promise of being able to bring anything you can imagine to life in whatever style you want is a huge draw that brings many to try 3D software for the first time. However, many get stuck at the modeling stage, never to open Blender again. Its not intuitive at first! But, once you learn the language, practice the right techniques, and get familiar with the tools, you can build anything.In this article, I'm going to break down how to mitigate getting stuck and help you achieve confidence with Blender. Let's dive in.The Essential Tools in BlenderThe very first thing to learn is how to navigate Blender and work with objects in the viewport. Ive covered that extensively in the Blender Basics, which you can watch for free on CG Cookie.Your next task is to learn the key tools all modelers need to know. In Blender, that would be:Transform (G, R, S)Delete (X, Delete)Insert Edge Loop (Ctrl R)Inset (I)Extrude (E, Alt E)Knife (K)Bevel (Ctrl B)Edge Slide (GG)SubdivideMake Face (F)Vertex Connect (J)BridgeMerge (M)Grid FillDissolve (X, Delete)Rip (V)SmoothMirror (Ctrl M)ShearThe first few of those are covered in the Blender Basics, and the rest are covered in the first chapter Mesh Modeling Fundamentals.Mesh operations are only half of the equation. You first have to select something before you can do anything to it! So, selection tools are just as important. Besides the basic selection that is the same as in Object mode, you should also learn to select:More or Less (Ctrl + or -)Edge Loops (Alt Select)Edge Rings (Ctrl Alt Select)Sharp EdgesSimilar (Shift G)Shortest Path (Ctrl Select)Linked (L, Ctrl L)Once you learn all of the above, youll know every tool you need to make highly detailed models.Low Poly ModelingTheres a big gap between knowing tools though and knowing how to use them effectively. Id recommend doing some low poly modeling to practice the tools, first with a couple objects at a time but then full scenes. Keeping each object simple helps keep it less intimidating, but creating a whole scene filled with a lot of simple objects is incredibly helpful for practicing on a wide variety of shapes and for learning important skills in scene organization.Example of a low poly room, created for the Mesh Modeling Fundamentals exercise, by Katerina Novakova Hard Surface ModelingHard surface modeling is the next step up from low poly modeling. Its the same process at the beginning to create the basic shapes, but then requires you to learn a few new techniques for adding layers of detail and polishing the final result. The complexity goes up, in both poly count and form, but modifiers can help keep the Edit Mode mesh easily editable. The modifiers that I would recommend learning (which are featured in both the Fundamentals and Modify courses) are:Smooth by AngleBevelSolidifyBooleanCurveSimple DeformLattice Normals are much more important at this stage, since youll need flat surfaces to appear flat and rounded surfaces to appear perfectly smooth. It may sound simple, but it can be quite a challenge! Once youre past the basics, you may want to learn about the Weighted Normal and Data Transfer modifiers as well.Youll also want to get familiar with curves, since youll be using those not just for cables and wires but also deforming shapes along a path.Hard surface model created by Utopic Light based on the Press Start courseThere are lots of great hard surface courses on CG Cookie, including:Press StartCatchBug BotsIndustrial EnvironmentsCubicityTreasure ChestSci-Fi Game EnvironmentsSubdivision Surface ModelingThe Subdiv modifier is easy to enable, but modeling with it takes time to master. The results of smooth yet crisp high poly objects and of melting one shape seamlessly into another, however, are very worth it. Heres where youll want to learn more about topology - edge flow, poles, quad junctions, and the like - so that you can get the best possible results with even the most complex shapes.Cute example of a subdivision surface model by Ingrid Frank Here are some good resources for learning subdivision surface modeling:PotheadMesh Modeling BootcampModeling a Motorcycle Conclusion - Going further When you can confidently make hard surface and subdivision surface models, youre solidly in intermediate to advanced territory, and good old-fashioned practice is going to help you out a lot more than an article can. But, if you want to really become a master, try incorporating techniques from all these other modeling styles as well:SculptingGeometry NodesSimulationsOnce you understand the fundamentals of how meshes work and are created though, the whole giant world of 3D opens up and you can find an endless set of tools, techniques, and software with which you can unleash your creativity.
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    The Art of Good Topology Guide
    Mesh objects are made up of vertices, edges, and faces, which we call components. There are several ways that the components can be arranged to create any given shape, and we call that arrangement the topology. Good TopologyThe topology of a mesh determines what we can do with it. At the end of the day, a model is created to be used for something like a game, an animation, a 3D print, a product pitch, a UI element, or whatever. There are so many uses for 3D these days, and what the use case is determines how the mesh should be constructed. For example, in a game asset workflow, you want to get the most amount of detail you can with the least number of polygons. In a visual effects workflow, polycount is less of an issue, and you may be more concerned about its quality when subdivided and how easy it is to make changes to. In 3D printing, you may not care about polycount too much either, but you do care quite a bit that the model is one solid watertight object. So, when talking about topology, its important to realize that what might be considered good topology in one workflow or step in a workflow might be considered bad topology in another. As you get further along your journey and start to specialize in a field, youll learn all about the requirements for your specific use case and how to tailor your modeling accordingly. Good topology has more to do with the effectiveness of the end result than whether the wireframes look pretty or not. Good topology is when the mesh components efficiently define the intended shape and can be easily manipulated. Efficient topology means not wasting a ton of polygons where you dont need them. Beginners often add loops to define details, which is a good thing, but then those loops often run all the way around the model and needlessly complicate, or, even worse, actively disfigure other areas. Part of learning good topology is learning how to keep details localized and how to control the density of the mesh so that there are more vertices where you need more detail and fewer vertices where you dont. The intended shape part of the definition refers to matching your edge flow with the anatomy of the detail youre creating. If youre creating a curve, you need to have edges that follow that curve. This is pretty intuitive, but what people usually get tripped up on is the opposite - having edges that also follow a path that does not match the anatomy. This creates what I call unintentional details, which can make your model look significantly worse. Another part of defining the intended shape is supporting how the shape might need to change over time when animated. If it needs to bend, squash, or stretch, good topology supports that movement rather than works against it. The intended shape also refers to the final shading of the model. Good topology results in good shading, and bad topology, even if it looks like it creates the same shape, wont look as good when rendered. So, there are some cases where you might think you have a materials issue, but the root cause is actually a modeling issue. The last part of the definition mentions easy to manipulate as one of traits of good topology. Sometimes, easy and fast to work with topology can be better than topology thats technically better but a giant pain to adjust. For the most part though, easy to manipulate means keeping things non-destructive, using modifiers for as long as you can, and keeping parts as separate objects so you can make changes quickly. When youre finished modeling though, it can sometimes mean applying modifiers and combining objects so that the model is more performant and faster to animate. And while not technically part of topology, things like object organization, proper parenting, and having smartly placed origins and local orientations all make a huge difference in how effectively youll be able to model. Bad TopologyI also want to point out some things that are generally considered bad practice in any workflow that you should try to avoid. First, broken faces. This is what happens when you push part of a quad or n-gon too far in a non-planar direction and the triangulation under the hood becomes obvious. If you need an edge along a detail, its better to set it explicitly. Along with this, you should also avoid concave quads. They subdivide horribly, create shading issues, and cause confusion when working with edge loops, so theyre pretty much never a good idea. If you need to, split the quad into two triangles, or try to rework the area so all the quads are convex. Really long, thin faces are also generally bad because theyre difficult to work with, often result in bad shading, and they can cause a performance hit in render engines. Extremely dense geometry is also pretty bad. Of course, sculpts and scans might come that way out of necessity, but to actually turn that into something usable with the process of retopology is a really important step. Also, by the way, even when sculpting, higher polygon count does not always equate to higher quality. Like Einstein said, keep things as simple as possible and no simpler. Lastly, theres a term called manifold geometry, and it refers to meshes that are completely watertight and have an unbroken surface. You definitely dont need all of your meshes to be like this, unless youre 3D printing. I certainly dont worry about having holes in my mesh or giving every single object thickness. But some other things that fall under the category of non-manifold, which you should absolutely avoid, include having inconsistent normals, having loose edges or vertices floating around the model, having exactly overlapping components, having internally connected components(which can cause a LOT of problems), and in general any time where the back of a face is connected to the front of a face. Those are all recipes for frustration and its best to avoid them. In general, though, bad topology is any topology that makes your end result look worse or perform less effectively. Edge Loops and PolesThe main thing to look at when evaluating topology is the models edge loops. Loops are what define the details of the model. They need to flow along the detail in order to represent it correctly. If the loops flow against the detail, they will create unwanted artifacts or result in a mushy shape. Loops can be directed using poles, which are vertices with 3, 5, or more connections. Poles are the points at which adjacent loops can split off from each other and head in different directions. By placing them well, we can ensure our loops run along the details we want to define. Its considered best practice to avoid six or more sided poles when possible, since they tend to collapse when deformed and create pinching when subdivided. Three and five sided poles, however, are extremely common. Using Triangles, Quads, and N-GonsEach type of polygon has unique properties that can help or hurt the topology depending on the situation. Triangles, polygons with three sides, a.k.a tris, are the foundational shape of all computer graphics. Every other 3D shape, even non-mesh ones, are converted into triangles before they are displayed on your screen. Working with triangles gives you the greatest amount of control over that final rendered result. Triangles are great for reducing poly count, since the same shape can often be created with fewer final polygons using them instead of quads. The biggest downside of triangles is that edge loops cannot pass through them, which makes editing more cumbersome. Quads, polygons with four sides, are just two combined triangles, but their unique nature of having opposing sides is what allows loops to flow through them. Models made of quads are often significantly easier to create, edit, and deform, so they should be your default choice when modeling. N-gons are polygons that have more than four sides. Just like with quads, n-gons are made up of triangles under the hood, but are abstracted as a singular shape for the sake of easier editing. Edge loops cannot pass through n-gons either, so they are helpful for blocking off areas from loop cuts while you are still figuring out the final topology. They break as soon as they are not flat, but are perfect for flat surfaces that have a complex shape. In Blender, you cannot create holes in n-gons, so holes in the mesh must always have at least two edges that connect them to the perimeter. Subdivision SurfacesWhen using Subdivision Surfaces, all polygons are converted into quads, which is a convenient byproduct of splitting all edges in half. Splitting triangles and n-gons results in a pole in the center that has the same number of connections as the vertices of the original polygon, and those connections run right through the middle of the original edges. You will often hear that its recommended to use all quads when subdivision surface modeling, which might seem odd since the end result is always quads anyway. The reason for this rule of thumb is actually the poles they create and the way the loops running through them are redirected. When subdivided, three sided poles create areas of high vertex density while poles with five or more sides create areas of low vertex density, and its this difference in density that can cause pinching. Also, since the loops dont flow straight through subdivided tris and n-gons and must be diverted around the poles (and loops are what define the details of the model), its easy to create unintentional details that run counter to the shape you are trying to outline, causing the resulting mesh to look messy and not well defined. Vertices get pulled by their edges in subdivision surfaces. If the topology is a perfect grid of some sort and each vertex is being equally drawn in all directions, there wont be any pulling even if the grid contains triangles or n-gons. However, if their edges are not evenly distributed around them, they will get pulled from their original center. Different edge loops can serve different purposes, and, when working with subdivision surfaces, I classify them into detail, support, and fill loops. There needs to be a loop that defines the details, of course, but its often useful to have a second loop adjacent to the detail loop to help protect it from pulling and support its shape. Then, some loops are there just to connect the rest of the puzzle together and fill in the gaps. Quad JunctionsA common technique for redirecting edge loops while using only quads is to use all-quad junctions. Theyre especially useful for transitioning from areas of high detail to areas of low detail. This practice of keeping detail localized helps keep loops in the areas that they're needed and not running around the model, complicating and messing up other areas. The main quad junctions, pictured below, can be used to transition from one loop to three loops, from two loops to four loops, or from a grid to a corner. Tools of the TradeBlender has hundreds of tools for modeling, but the vast majority of the work can be done with only a few. Technically, you can create any possible 3D shape by just placing vertices and filling edges and faces between them, but that workflow would be incredibly tedious. Just know that the rest of the tools beyond those basics are just there to make your life easier and you can learn them at your own pace. The most important tools for modeling in Blender are:Inset (I)Knife (K)Bevel (Ctrl B)Insert Edge Loop (Ctrl R)Edge Slide (GG)SubdivideExtrude (E)Make Face (F)Vertex Connect (J)and Merge (M)Once you have those down, you should also learn:BridgeGrid FillDissolve (X)Rip (V)SmoothMirror (Ctrl M)ShearYou can see all of these tools in practice in my Blender Basics and the Fundamentals of Mesh Modeling courses. When you have those down, you'll have learned every single tool you need to become a very proficient modeler, and anything else you use on top of them is just a bonus. Modeling Techniques Its one thing to know the tools and quite another to use them effectively. Learning to model takes practice and dedication. Following along with someone who knows what they are doing is often helpful when starting out so you can see how they tackle common problems, get hands-on experience, and learn good habits from the start. Some courses I would recommend watching on CG Cookie to learn different modeling techniques, in order of difficulty, are:Mesh Modeling FundamentalsPress StartRevCatchCubicityTreasure ChestSessionsBug BotsRelicIndustrial EnvironmentsPotheadSci-Fi Game EnvironmentsHuman The first part of the modeling process, regardless of which method you choose to use, is usually blocking. This is where you create your object or scene with as simple of pieces as possible, which is important for making sure all your proportions are correct. Blocking allows you to quickly make changes to the overall shape and composition before you lock in any details.A common approach to creating shapes in 3D is box modeling, where you start with a cube or other primitive and primarily use cuts and extrusions to build outwards. As the name implies, box modeling is great for objects that are somewhat blocky by nature. An alternative to that approach is point modeling, where you create loops in empty space to first define your details and then fill in the rest of the shape later. Working that way is great for objects you can trace from a reference or for more complex organic shapes. Because it allows you to define your most important loops right away, its often the preferred method during retopology, which is where you create a new mesh on top of an existing mesh to simplify it. Meshes can be fused together or used to slice or cut one another using Boolean modeling, which is commonly used for hard surface objects. CAD or NURBS modeling, which uses surfaces based on curves rather than faces based on vertices, is also helpful for mechanical parts though is not really supported by Blender. Sculpting is also a type of modeling, where digital brushes are used to push and pull the mesh in a way thats much more intuitive for traditional artists. Procedural modeling uses geometry nodes or python scripting to create objects that can adapt to their environment or your art direction, which are incredibly fun to work with once built. Simulation can also be used to deform shapes based on physics interactions to create objects that would otherwise be very difficult to model, such as cloth and liquids. Each approach has unique strengths and weaknesses, but you dont have to choose just one! They can all be combined and remixed together, and learning more techniques will just make you a faster and more flexible modeler. Problem Solving MethodsModeling is a creative process while also sometimes being a technical puzzle. At some point, you will inevitably find yourself stuck on a tricky area. Here are some techniques that can help when that happens:As you model, pay attention to flexible areas, or parts of the mesh that are easily changeable or where the vertex count doesnt really matter. This could be along an n-gon, a boundary, a line of symmetry, a flat surface, or just a less important area. Flexible areas are incredibly valuable and shifting an issue over to one of them makes it much easier to solve. When Im not happy with the topology in an area, I often select it all and use the F hotkey to make it one big n-gon that I can then slice up with the knife tool. That gives me a blank slate and fresh eyes, and also blocks the surrounding area from getting messed up with edge loops while Im working. If Im able to create the right shape but not with the topology I want, Ill often use retopology tools like RetopoFlow (or Blender's native snapping tools) to draw new faces on top of it and create better topology without having to build the shape completely from scratch. Lastly, when all else fails, the best thing to do is delete itand start over. This can be a little painful, since you may have spent hours working on the object, but you learned a lot, sometimes without even realizing it, and each successive attempt will be much faster than the previous since you already know most of the steps. Some of my best models are ones that Ive attempted three, five, or fifteen times, and the difference in quality between the first and last try is huge.
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    Beginners Guide: How Rigging works in Blender
    Rigging is the technical art of creating a digital skeleton or rig for a 3d model. It is one of the steps required in order to bring your creations to life.But you know that already; thats why youre here, right?Learning on your own or from random YouTube videos can be difficult, so Id like to give you a head start with this.Unfortunately, this article wont teach you how to rig your character (we have a Rigging Course for that), but it will provide an overview of the main steps in the rigging process, introduce key concepts, and offer some tips to give you a glimpse behind the scenes of the technical wizardry involved.How rigging works in Blender.You have a 3d model (also called a mesh).To make it articulate or move you will need an armature. An armature isa digital object that is essentially a container for bones.You bind these bones to specific vertices so they can deform the mesh and move it around. Binding has many names; it can also be called Skinning or Weighting. But there will be more on this in just a moment.The bones that actually deform the mesh are called the Deformation Rig..because, well.they deform the mesh.Ok, so now you have the deformation rig youll need to connect it to your mesh.For that, youll use the Armature modifier and weight-paint some vertex groups.The Armature modifier tells the mesh object which armature to get the movement from, and the weight painting tells it which part of the mesh should move with each bone. (the vertex group names need to match the names of the bones)By far the best starting point for the weights will be the Auto-Weighting tool.Select the mesh, then select the armature > Ctrl P > Automatic Weights.This will set up the correct parenting relationship, add the armature modifier to the mesh and automatically weight the vertex groups to the names of the bones of the armature.SIDE NOTE:If you ever encounter an error with the automatic weighting that says,Bone Heat Weighting: Failed to find solution for one or more bonesThis usually occurs when the influence of many bones overlaps with each other, and the algorithm cant figure out which vertices to weight to which bones. So try scaling your armature and mesh much larger (10 or 20x bigger) and try again. The weighting should work. Don't forget to reset the scale to what it should be and continue on with your day.Awesome, now your mesh can move, but it cant easily be animated. To make that happen, youll need a Control Rig. These are all the controls that the animator will use to make the character move.In Blender the Control Rig and the Deformation Rig are usually housed inside the same Armature object.This is a big difference between Blender and other 3D software. In most other software, the control rig is built from a bunch of different objects combined to make the deformation rig do what you want it to.If you see someone on YouTube rigging a character with a bunch a different Empties - you can stop watching. They do not know what they are doing.In Blender, armature objects were specifically designed to be animated. They have dedicated animation tools that are only available to armatures and bone constraints that are much more flexible than the normal object constraints. 99% of the things you need to make your character articulate can be done with just bones using parenting, constraints and drivers. This means most of the time your control rig and the deformation rig are actually part of the same object.Bones in Blender can take on any custom shape you desire. Thats how you can make those appealing controls.The technical part of rigging is connecting and adding constraining all these bones so they work exactly the way an animator needs it work. This is the essence of what rigging really is and far too complicated for a simple article to teach you how to master.Its not uncommon for hundreds of bones to be in a rig. It will be overwhelming to try and think about every one of these bones and its purpose on an individual level. So heres a way of thinking about rigging that will hopefully simplify things.There are only 3 main purposes for any bone in a rig.If you think about these bones as only having one of these purposes then it can become a lot less daunting.Deformation Bones:This should be obvious now, but these are the bones that will actually deform the mesh.Control Bones:These bones are bones that the animator will use to control the character.Mechanism Bones:These bones are needed in the rig to help make all the other bones to move in a specific way. This is the hardest part for beginners to comprehend, so perhaps a good way of thinking about this concept is to picture a marionette puppet.The Marionette Puppet EXAMPLEThe Control bones is the part the puppeteer moves.The Deformation bones is the actual puppet.And the Mechanism bones are the strings that connect the controls to the puppet. Without them, the puppet wont function correctly.That's probably as much insight as I can give you in the form of an article. I hope it has illuminated some aspects of the magical art of rigging. But we're not done just yet! As promised, here's a bunch of helpful tips to give you a head start in your rigging journey.Disable the Deform option on non-deforming bones.Only use the deform option on the bones that will deform. That way, you can take full advantage of the auto-weighting tools. You won't accidentally have a bunch of control bones influencing the mesh and making the weight painting harder than it needs to be.Work Smarter, not harder, with symmetryName the symmetric parts of your rig with the suffix .L and .R. There are many tools in Blender that can symmetrize 1 side to the other - from the actual bone structure and constraints as well as the weight painting. Naming bones correctly can save you hours of work!Getting your hands dirtyOne of the ways I learned to the rig was by jumping in and pulling existing rigs apart to see how they function. But to help with the overwhelm, try focusing on section at a time (like a leg, or the arm etc)Also dont forget that there are only 3 main purposes for any of these bones. That would become on say it with me. Deformation bones, control bones and mechanism bones.Check out the Bone Collections (or bone layers on older rigs), this will help you see how things relate to each other.Also and take a look at these few key things.The Parenting:Try to look at the hierarchy to see what is connected to what.Constraints:Check out the bones that have constraints on them.What types are they? What do they do? Mute them to find out.Drivers:Do you see any purple? This indicates there is a driver on a specific attribute. Drivers can be complicated but more often than not they are really simple. Most of the time that are just use as simple switches in order to turn a constraint on or off to change the behaviour of the rig.Building a picture of how a rig is put together through dissecting an existing one is going to help you understand the basic anatomy so to speak. Don't forget to take notes on what you discover and then try to recreate certain parts as you think you understand what's going onWant to dive in deeper?Youve learnt about the main steps in the rigging process, a few main concepts and pitfalls, and I even threw in a few tips to help you reverse engineer some existing rigs.If youre looking for something simple to dissect to get you started, I can suggest theBasic Wrangler Rig. It was designed to be as simple as possible yet actually usable.Of course if you are interested in diving deeper you can check out the fundamentals of rigging.You will learn about everything mentioned on this article and a whole lot more. You will also build a bunch of rigs that each use an underlying technique, plus youll even learn how to create that basic rig.
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    CG Cookie Member Feature: Blaine Jensen
    Discover Blaine Jensen's journey from a lifelong passion for computers and filmmaking to learning Blender for 3D modeling. Learn how he transformed challenges into opportunities, with the help of CG Cookie's supportive community, to create stunning 3D art. Dive into his inspiring story of persistence, learning, and growth in the world of 3D design.Hey Blaine, could you tell us a bit about yourself?My name is Blaine Jensen. Im 38 years young and I live in Canada. Ivebeen involved with computers for as long as I can remember. My father took the firstever computer course ( I believe they called it an electronics degree then) that wasoffered where I live, so we are talking the mid-80s. I was introduced to computers with aApple IIC (My children still use this same computer whenever we visit my father.). Ilearned basic command language when I was a child, but never really did much with it.When I was a teenager, I started filming my friends and myself doing various sports. Imade snowboard films in the winter, and in the summer I made mountain bike,skateboard, and Moto Trials films.Behind a camera and sitting behind Adobe Premiere (6.0 at the time) was where Iwanted to be for the rest of my life. But, I had children when I was 19 so I needed to findanother career path. I became a red seal welder, and did that for about 12 years before Idecided I needed a change. For the last 5 years now Ive been managing a cannabisshop.How did you first get into 3D modeling and animation?It was actually sort of a perfect storm getting into 3D and animation. During thepandemic, I started a 3D printing business to help support my wife and other front-lineworkers she worked with. I was printing ear savers and other things like that for her totake into her work with her. Once we moved past the pandemic, my printer sat around forabout a year collecting dust. We decided why not start printing things I can sell at theshop I manage. I started with lighter cases and storage cases. Eventually, people startedasking me for custom prints. This proves difficult when you have no modelingexperience.Because of my apprenticeship for welding, I was well versed and excelled at blueprintdesign, so I figured I could sit down with Fusion 360 and have a go at modeling. It felt sostiff, and I just couldn't seem to design the things I wanted to. One of the modelers I hadsubscribed to released a short series of videos teaching how to customize his lightercases with Blender. Thiswas the first time I opened Blender, andit was also the last time I opened It for about threemonths. What inspired you to start using Blender?After a few months of being asked for custom prints, I decided I needed to sit downand really look at Blender. I knew from my past with NLE(Non-Linear Editing) programslike Premiere Pro and Final Cut, that if I just sat down and played around with theprogram I would eventually figure it out. So I sat down and started venturing the wideworld of youtube and the tutorials I could find on there. I started with the obligatoryBlender Guru Donut. Once I finished that, I was hooked. I had posted my results to myfriends and people didn't know it wasn't real. That was when the gears in my headstarted turning. I got excited at the idea of being able to create these things, whether it'sa donut, or an ocean, or a sunset. I was in love. It was an area I had never thought toenter before. All I knew was I needed more. I needed more tutorials, I needed moreknowledge. I wanted to squeeze every bit I could out of Blender.How did you discover CG Cookie?One of my customers at my store recommended CG Cookie to me. I hadseen videos on Youtube, and kept chasing more free content to try and help me learn. Ikept at it for a few more months, but I struggled with YouTube tutorials. I was beingtold/shown what to do, but I wasn't really understanding why I was doing each step ofthe process. I was starting to run out of gas, I was making these animations or these stillrenders, but I still didn't really feel like I knew what I was doing at all.Enter CG Cookie. I signed up for a month of CG Cookie in April of this year (2024). I think I only made it two weeks into the CG Cookie courses before deciding to swap to a yearmembership because I knew I was going to be in this community for the long haul now.What were your initial thoughts when you first joined the platform?Honestly, I was like a kid in a candy store. There were so many Blender courses, I probablyspent my first day just making a playlist of all the different courses I wanted to take.Spoiler alert, Im pretty sure my playlist ended up with everything that's offered on thesite.But I was really blown away by the amount of content. There was instruction for prettymuch every aspect of blender.I was a little scared, if you will, to post my first submission for a course. I didn't knowwhat sort of response I would get. Omar got back to me on my submission within acouple hours and it was a delightful response, pointing out all the things I did well, aswell as making notes on what I could have done to take my render to the next level.Which courses have you taken or the most beneficial?Kent is an absolute legend! The Sessions courses are so great!Showing you whatyou can achieve in just a couple hours! The minimalism and macro courses were the firstones I started. As a photographer/videographer, the Macro course was the first to standout to me. The thought that I can make the same sort of macro shots in Blender that Ican take with a DSLR, that blew my mind. Kent is a great teacher and he really does athorough job of explaining everything youre doing as he goes through it. This issomething that is sorely lacking in the free tutorials that are out there on the internet.The community has been great as well. Everyone is always willing to lend a hand with aquestion or help you where you might get stuck on something in a course. Seeingeveryones work in the gallery is also a big inspiration. Some of the pieces make me want to revisit and rework some of my previous submissions. As a side note, Id like to say Im pretty sure Omar doesn't sleep. I don't know how he manages to always be around and help people out. Like I said, I'm pretty sure hedoesnt sleep. Huge shout out to Omar.Can you share a project or achievement that you are particularly proud of since joiningCG Cookie?Honestly, pretty much everything Ive done since joining. Each course I complete,each project I finish, its better than the last. Being able to visualize my progress and mylearning with each project has really been a confidence builder. A couple months back Ifound myself going through one of the courses and realized I was doing a lot of theprocess ahead of the instructor. I was adding color ramps and noise textures, notbecause I was being told to, but because I knew the natural progression of building upthat material or layering up the composition. It hit me, woah, I think I kinda know whatIm doing now. At least at a basic level.But If I had to choose a project or two that Im most proud of, Id have to say the Oceanmodule or the Laptop module from the Sessions Macro course. As basic as the oceanproject was, the results were absolutely stunning. I loved how my version came out.Almost dreamy with the bokeh and the reflections. My laptop project was the first time Iventured out, applying my own materials, taking things I had learned from other coursesand applying them to this one.What challenges have you faced while learning Blender or during your projects?At first, it was definitely the user interface. Coming from NLE programs, I knew thatthe UI can be overwhelming sometimes. Getting the hang of all the windows or splittingwindows took a bit of getting used to. Past that, I don't want to say that I didnt strugglewith things, as I did, but they were really rather minimal. Nodes changing betweenversions or hotkeys changing. Booleans are fun. Super frustrating sometimes, especiallywhen you have 12 or 15 booleans hanging out in the modifier stack.Sometimes, it's a matter of running out of gas. Sometimes I just need to step back, takea day, and come back to the project with a clear head.How did you overcome these challenges, and what role did CG Cookie play in thisprocess?The community is a huge help here. I love that you can post a question, and generally, within an hour, someone has responded with an answer. I ran into issues with mybooleans on my laptop, so I posted a question about why some were working and somewerent. I had 4 or 5 answers within an hour or so and it solved my issues. I was able tocontinue on and finish off my laptop. There aren't too many communities Ive seen that are as supportive and helpful as CG Cookie.What advice would you give to new members of the CG Cookie community?Stick with it. It can seem daunting. Start with the foundations, but don't be afraid towork on other courses at the same time. Let your learning lead the way. If you want tolearn about lighting, go work on that. Dont feel like you need to work through things in acertain order.But my biggest advice would be persistence. If you feel like you're lost and you just keepworking through projects, feeling like you're just following along and not learning per se.Trust me, it all sinks in after some time. Your confidence will build more and more, and atsome point youll realize you know way more than you think you do.Visit Blaine's CG Cookie Profile
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    Why Blender is Getting so Good at Animation
    Its often heard that one of the things Blender doesnt do as well as other software, such as Maya, is animation. Recently, however, Blender has been making big strides in closing that gap, thanks in large part due to feedback and involvement from longtime professional animators.This post is from episode 8 of the Denoise podcast. Listen on iTunes, Spotify, Google,Amazon, orwherever else you find your podcasts.When Maya, MotionBuilder, C4D, or other artists switch over to Blender, they often run into the necessary hurdle of Blender not working quite as they would expect. This is the same pain felt by Blender artists switching over to another app. Every 3D software has slightly different paradigms and unique approaches to each task. A lot of artists think of the first way they learned and got used to as the right way, which makes switching to any other software difficult, but the reality is that only once those biases are set aside is it possible to learn a new software for what it is. The video of Sir Wade Neistadt trying Blender for the first time four years ago illustrates this perfectly. Some of the issues he ran into were legitimate issues, the biggest of which have since been or are currently being addressed, but others were just from not yet being familiar with how Blender works differently from Maya. He talked about this transition candidly in his recent presentation at BCON LA, but unfortunately that video is not yet available, though you can hear him talk about it in this episode of the Denoise podcast.Blender has had powerful animation tools, like the Pose Breakdowner, since forever. The problem was just that the tools were either not easily discoverable, not on by default, or took an extra click or two compared to the other apps. It wasnt a lack of tools for the most part, but rather many small paper cuts that all added up while using them in a professional workflow. Over the last couple years, tons of small changes have been made to make the animation experience in Blender better, and it continues to improve with every release.It's also worth noting that the Blender Animation Studio has been continually using only Blender for short film productions for almost 15 years at this point. The unique situation in which artists share an office with developers and are using the daily builds in production has certainly had an impact on the software for the better.Slow performance while editing complex animation data was also an issue in Blender, but that has been improved to a significant degree recently - to the point where Blender may even take the lead over the competition. Now, if you have a decent machine, you can open a file in Blender that has a hundred motion capture rigs and hundreds of thousands of keyframes and start playing it and moving around the viewport in real time before Maya has even finished loading. That is seriously impressive! Another issue, which is much more fundamental, is the way Blenders animation data has been structured under the hood. Keyframes have been stored in data-blocks called actions, which have been tied to objects. This is fairly limiting and makes for tedious editing sometimes because each object needs to have a different action, even if they are all working together to perform a single action from an animators perspective. Blenders new action system, which is still in development and not part of a release yet, fixes this by allowing multiple objects to share the same action. Organizing related keyframes appears to be much more flexible and youll be able to use action strips to shift around, mix, and remix the animation for an entire scene at once. Very early mockup of the new animation systemThe new animation system also allows for proper animation layers, which is the one huge feature that Blender was missing (though basic layering using the NLA has already been possible for years). True animation layers allow animators to work non-destructively, reuse more of their work, and achieve some complex effects faster.You can read more about the new animation system on Blender's developer blog:The Future of Character Animation and RiggingJune 2023 Animation WorkshopFebruary 2024 Animation Progress and PlanningAll of these improvements have only been possible thanks to three important factors:Donations to Blenders development fund, which helps them hire developersDevelopers like Sybren, Christoph, Nathan, and Nate, who are interested in and willing to work on animation Community members like Brad, Luciano, and Sir Wade, who are willing to put in the time to give carefully considered feedback and test potential changes So, if youre enjoying using Blender and want to see it continue to improve, consider donating! If youre a developer that is interested in animation, please consider getting involved in the animation module. If youre an animator with several years of professional experience and would be willing to help provide feedback and test potential changes, join the Blender chat animation group and keep an eye out for ways that you can help. Thats not just for animation though. The other modules could use that as well! We dont want to fill the development channel with random feature requests of course, please dont do that because it doesnt help (and is what Right Click Select is for), but if you have a significant amount of experience in some aspect of 3D and would like to contribute to development, I encourage you to get involved!
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    Working with Huge Assets in Blender to Promote Borderlands for Entertainment Weekly
    We talk frequently enough about all the uncommon and unconventional ways that Blender gets used in all manner of industries that its sometimes easy to forget that Blender is also used in media and entertainment. After all, its a creative tool for creating stunning 3D visuals and animations. Film, television, and advertising are absolutely a natural fit for our favorite 3D tool. In this episode of Denoise, we talk in detail about one of these examples.Guest host Jason van Gumster speaks with Wyatt Winborne from Studio Khimaira along with Nick Pitts and Ben Johnson from Wolverine VFX about a recent project they completed for Entertainment Weekly magazine. In this project, they created an animated magazine cover to promote the recently-released Borderlands movie. And yes, they used Blender to get the work done.For reference, you can see the piece that they created on the Entertainment Weekly cover story (you'll need to scroll down a little bit to see it).To build this impressive motion cover, the teams at Khimaira Studio and Wolverine VFX were provided with a fairly limited set of starting assets, including video plates of each of the actors and a handful of mesh assets from the movie, most notably the model of Claptrap and a digital double of Kevin Hart. The models were complete re-rigged for animation in Blender and, amazingly, assembled to render as a single scene file. Other tools used in this production include EmberGen for particle/flame effects and Nuke for compositing.You can see a bit of behind-the-scenes on the creation of this piece in the following breakdown video:In the podcast episode, the guests talk about how they started their work with Blender, including earlier work that theyve created as well as side projects that they continue to work on. They speak a bit about the wide breadth of opportunities to use Blender. Blender is used a lot in film and television, but its not always on the productions themselves. Still, there are plenty of ways to make use of your Blender and CG skills on projects that connect to media and entertainment, especially for small and independent teams.The episode ends with each guest giving their thoughts on their favorite and least favorite features of Blender with a hint at the possibility of these studios even doing some Blender development and pushing patches upstream. Exciting stuff!You can find out more about this episode's guests at the following links:Wyatt Winborne - Studio KhimairaNick Pitts - Hughey House ProductionsBen Johnson - Hello There Animation, Ben Johnson VFXWolverine VFX
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    Beginners Guide to Materials and Shading in Blender
    Whether youre working on a very simple model or a crazy detailed one, understanding materials and shading is key to making your 3D creations look cool.In this Blender guide, well break down the basics in a fun and easy-to-understand way. Ready to dive into the world of Blender materials? Lets go!Why materials and shading are a big dealWhen youre new to Blender, its easy to think that modeling is all that matters. After all, thats where you create your 3D objects, right? But heres the thing. If you want your models to look fabulous, youve got to pay attention to materials and proper shading.Consider materials as the details that give something its texture (I mean, more like specific properties - we will talk about textures in the next article!) and feel whether its rough like concrete or smooth like glass. Shading, on the other hand, is about how light interacts with that surface, creating depth, shadows, and highlights, bouncing off the surface or going inside the object etc. Together, they make your models look like they belong in the real or stylized world youre building. When it comes to choosing between realistic or stylized art, theres no right or wrong - its all about what feels best for you. The principles are the same no matter which style you go for. Personally, I chose to focus on realistic 3D models because I enjoy the challenge of making things look lifelike. But if youre drawn to something more stylized, go for it! The key is finding your own unique style that makes you excited to create.The ABCs of Materials and Shaders: the basics you need to knowOkay, before we get into the fun tips and tricks stuff, lets talk about the basics.What are Materials: These give your model its look - its color, texture, shininess, and so on.In Blender, you create materials using something called nodes. At a first glance they seem difficult to understand but theyre really just like building blocks that you connect in different ways to get the effects you want. Imagine having a few LEGO bricks connected together creating an awesome building. Those bricks are nodes - shaders and other tools that help you to connect them and make a material. When I first saw shader nodes in Blender, I felt totally lost they looked so complicated! It took some time, but I eventually got the hang of it, and things started to make sense. What is Shading: This is all about how light interacts with your materials.Want your object to reflect light like polished metal? Or maybe you want it to absorb light like soft velvet? Thats shading. By tweaking how light reflects, absorbs, or passes through a material, shading helps you add depth and realism to your models.In Blender, you can play around with different shaders we mentioned earlier, like diffuse for matte surfaces or glossy for shiny ones to get the right look. Of course, there are many different shaders, and its great to know them all, but the one youll probably be using the most is a Principled BSDF. With every new Blender update, the nodes got easier to use, and when they added the Principled BSDF shader, it was like all my problems were solved. Now, I cant imagine working without it! With proper settings and all the parameters set to accurate values, your materials will really make your models pop.Tips and tricks: How to make good-looking materialsHere are some tips to help you create amazing materials and shaders in Blender, even if youre just starting out. Remember that the look of your materials also depends on the geometry, so to keep a good workflow, try to practice efficient modeling first to avoid problems with shading. Keep it simple!Start with the one principled BSDF shader. Its like the all-in-one tool for shaders - super versatile and covers most of your needs. Want a shiny surface? Just crank up the metallic slider and set the roughness value to something low. Need a velvety material? Use sheen. Glass? Bring translucency all the way to 1 and youre good to go. No need to connect a few of them to achieve even more complex results.Use reference images:Dont try to guess what something looks like - use a reference image! If youre trying to create realistic material, its always a good idea to have a photo or two to look at from time to time. Whether its metal or any other material, having a reference helps you get those details just right and saves you from randomly putting some values in the shader and from the confusion of why something looks wrong. I started using references pretty late, and before that, my renders never looked as good as I wanted them to. Changing the habit of just guessing material properties and actually studying references made a huge difference in my work.Experiment with nodes:Whenever I talk to someone who has started to use Blenders node system, they say it is a bit intimidating. Once you get the hang of it, its pretty fun.As were focusing on the materials and shaders only here, its difficult (or maybe even impossible) to achieve super realistic wood material without using a texture, but you can use Light Path node to make your material look different in the camera and in the reflections or blend different shaders with a Layer Weight node and experiment before using or painting the textures.Light it up:Even the best materials can look flat without the right lighting. After youve applied your materials, play around with your lighting setup in Blender. Change the angle, intensity, and color of your lights to see how they affect your materials. Sometimes, just a small tweak can make a huge difference.Preview and talk about your masterpieces:Of course, dont forget that Blender has a rendered preview so you can inspect the results of your work all the time. And with that, you can also ask for other people's opinion. Ive found that asking for help and getting constructive criticism from friends is super valuable. Im often sending them WIPs (work in progress) to get their feedback, and it really helps me see my work with a fresh eye. Sometimes, they point out things I totally missed, and it pushes me to improve and try new things. Its amazing how much better my projects turn out with a little outside perspective!Example projects to try outNow that youve got some tips to start with, why not put them to the test? Here are a couple of beginner-friendly ideas to help you practice:Simple shapes:Model a cup, metal utensils, a key, and simulate a simple cloth. Use different values for metallic, roughness, and other parameters to get the desired look. In my huge library of projects (not all of them are finished) I have a lot of these simple models and they really helped me to learn the basics.Multimaterial objects:A lamp, pencil, light bulb or a rubber ducky. Thanks to the increased difficulty of these objects, you not only improve your modeling and sculpting skills but also see how different materials interact with each other.If youre looking for more challenges, check out this awesome resource where you can find weekly challenges to push both of your modeling and shading skills even further. If you like a little competition, check out the Weekend challenges on Blender Artists. https://blenderartists.org/c/contests/weekend-challenge. Keep learning!Blenders materials and shading can seem like a big topic, but the good news is there are plenty of resources to help you keep learning:CG Cookies Fundamentals of Materials and Shadingcontains everything you need to start your journey with materials and shading and also to getstarted with Eevee.Blenders official documentation: A great go-to when you need to dive into the nitty-gritty details. Mostly everything is explained there, so be sure to check it out. Ready to take the next step?Youve got the basics down so now its time to get creative! Open Blender, start a new project (or finish the old one, as I trying to do ), and put what youve learned into practice. Remember, the key is to keep experimenting, and dont be afraid to make mistakes. Every project is a step closer to becoming a better artist.And if you want to dive deeper, consider joining our CORE Fundamentals course. Its packed with detailed lessons, expert tips, and hands-on projects that will help you master your skills in materials and shading and many, many more. Plus, its a fantastic way to connect with other Blender enthusiasts who are on the same journey. And believe me - Blender has the best community, so... let's do this!Happy shading!
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    CG Cookie Member Feature: Martin Starchel
    Sometimes, life throws you curveballs, and you have to rethink your path. Thats precisely what happened to Martin, who found himself at a crossroads at 50, looking to make choices that truly served him. Instead of staying stuck in a job he no longer wanted, he made a bold movehe quit and started learning Blender.In this interview, Martin shares how CG Cookie came into his life and how he's continued growing his 3D modeling and animation skills. From discovering Blender tutorials to teaching beginners and creating projects that are entirely his own, Martin's journey is both inspiring and a reminder that today is always a good day to pursue what you love._____Hey there, could you take a moment to introduce yourself?There's not much to say about myself. My job took me to many places, but when things took a turn for the worse, I had to reevaluate my life. Now, at 50, it's time for me to start making decisions that prioritize my own well-being.What was the turning point that led you to use Blender in your creative work?I was tired of my job and didnt want to continue, so I quit and started working with Blender.Who or what has been your biggest influence in your 3D modeling journey?After spending a lot of time on YouTube trying to pick up Blender tips, I realized that, back in 2009/10, many tutorials only told part of the story. Some were helpful, while others were really bad, and finding good information was challenging. Thats when CG Cookie came along at just the right time. It wasn't easy initially eitherI remember struggling with Blender 2.49 and older courses as new versions were released. It was a tough time for me.What initially drew you to CG Cookie, and how did you first discover it?It was just a regular day of searching the internet for help when I came across CG Cookie. It quickly became my favorite platform because, even back then, they had so much to offer.Can you describe a moment when you significantly improved your skills thanks to CG Cookie?It's hard to pinpoint a single moment. I've had so many instances where I felt my skills were really advancingand I still experience those moments today.Can you share more about your experience teaching Blender to beginners at the art and design school? What techniques or approaches did you use to help these students, who had no prior knowledge, create impressive scenes in just three days?Initially, I saw an ad on a well-known job platform and applied without any real expectations or ulterior motives. I didnt think I would land the job, especially since Im not a skilled 3D artist, nor did I have any teaching experience.The first thing that came to mind was CG Cookie, and Im so grateful for the Blender teaching guide they offerit helped me a lot! The Blender videos, showing how little you need to create something, were also a huge help. Kents Cubicity course inspired me to model a car with the class and then expand the scene with more simple objects. I basically took the techniques and approaches straight from CG Cookie.The first day was tough, and my first class was a bit of a trial run. The biggest challenge was explaining things that seemed logical to me, like navigating Blender or the difference between Edit Mode and Object Mode. Time was another challengetrying to deliver the information quickly enough so they had time to work on their own projects. I only had three days and had to keep them motivated, making sure they didnt give up.What is one of your favorite projects youve completed since joining CG Cookie? What made it special?Id say my Zuriga coffee maker and Guitar Boss pedal are two projects Im particularly proud of because they werent tied to any course I followedthey were completely my own creations.What was one of the biggest challenges you faced while learning Blender, and how did you overcome it?Plain and simple: rigging and animation. I'm still working on them.How has being part of the CG Cookie community helped you tackle challenges or stay motivated?I dont think I could have continued with 3D without a platform like this. None of my friends are into this, and Id probably just bore them with it. Having a place to share my work is truly a blessing.What are your goals or next big projects in Blender that youre excited about?Rigging and animation are my biggest challenges, but I know I have to tackle them, no matter the effort. It's definitely the area I struggle with the most.If you could give one piece of advice to someone just starting with Blender, what would it be?Stick to it, repeat it, and then do it again.Thank you, Martin, for the time! Be sure to check out Martin's work on CG Cookie and ArtStation
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