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Mikey and Ben Introduce the Fluffy Bunny Section.
- Michael Explains what we are covering
- Showcase of student work
- Get familiar with rabbits!
- Look at the desired outcome and plan our modelling journey towards that goal.
Section Brief
- Rabbit is sat in grass and is still.
- It is a summers day with a light breeze.
- There should be additional foliage around the rabbit.
- The Rabbit does not have to be realistic.
- Re-enforce the importance of reference material.
- See what happens when you just plough forward with out consulting your reference material, like I started to do!
- Know how to turn layers on and off.
- Turn on the layer management tool.
- Understand layers are useful for working on separate parts of a scene or even model.
- Realise if a layer is OFF the final render will not contain anything that was on that layer.
- Learn how to add a meta ball.
- Use them to quickly build up a base framework.
- See they’re great for modelling organic objects.
- Understand they need converting afterwards to a mesh so we can add further detail.
- Learn the basics of sculpting.
- Adjust your brush’s type, strength and size.
- Understand how ‘Dyntopo’ works and when to use it.
- How to find a brush if you have deleted it!
- See my solution to the ‘Define Your Bunny’s Shape’ Challenge
- Understand that even with a dedicated GPU you may end up with out of memory issue if your card doesn’t have enough RAM.
- Some AMD cards may not render hairs correctly.
- Refresher on applying transforms
- Show you why you need to do it.
###10c Alternative Ear Construction
- This may help with your particle system and hair placement
- Always more than one way, to do something in Blender
- Thanks to Alberto for experimenting and contributing to the community
- Create a particle system.
- Understand children and how they relate to their parents.
- Hopefully avoid crashing your computer! (or waiting a VERY long time)
- Learn how to give your hair/fur colour!
- Understand about Fake Users and how to use them.
- Realise what the 0 before anything in Blender means.
- Be introduced to the Particle Edit option.
- Learn how to edit the particles
- Style the hairs to make them flow in a more natural manner.
- Learn how to reset the hairs back to default state.
- Use weight painting and vertex groups to control where the particle system actually appears, and where it does not.
- Adjust the particle’s settings to get a more realistic and less uniform hair appearance.
- Add another camera to the Scene
- Change the primary camera
- Learn how to quickly move the camera around.
- Change the Camera Properties.
- See how particle systems export from Blender.
- Learn how to convert them.
- Understand that this can break your modelling flow.
- Realise you may be better off using the particle system in the other program you are exporting too.
- Learn more about Hiding objects in Blender.
- See how to Hide everything except the object you are working on.
- Make the Iris for our Bunny.
- Learn how to Export an image with transparency.
- Only Use Blender - so there will be some limitations.
- Understand there are better programs for image creation and editing (Photoshop, Gimp etc.)
- Understand an image texture replaces the colour of a material.
- Learn how to Unwrap part of a mesh and apply the texture to it.
- Add a skybox to our scene.
- Use that skybox as the primary light source for the whole scene.
- Understand you need both - the texture has to exist on something!
- See that Geometry is for detail and textures are for the illusion of detail.
- Realise that the appropriate combination of both is used to create models
- Setup the Add-on that enables you to import images as planes.
- Be able to import an image into a scene.
- Realise this can be another way of importing reference material.
- Learn how to embed images into the blend file, both individually and collectively.
- Understand this is essential when sharing a file with someone else.
- Can create bloat if the external data becomes obsolete.
- Show you how to remove external data
- Look at the Nodes that are created for the textures.
- Learn about the different types of connection points and what the coloured dots are.
- Which ones can be connected together and what they would do.
- Learn how to use cycle’s nodes to apply transparency to your image.
- Use groups for nodes for simplicity
- Use those node groups again on other materials.
- Import an image without a transparent layer - no Alpha Channel.
- Understand that this is useful if you have no image editing software, no time to process a load of images, or just trying out images for your textures
What is Alpha?
- If an image contains an alpha channel, each image pixel is represented has an value which specifies the opacity of that pixel. In alpha channels, 100% is opaque pixel and 0% is transparent pixel.
Not the best way…
- Ideal to have a Solid coloured background, either 100% Black or 100% White to separate the image from the background.
- It would be best if your images are processed to include an alpha (transparency) channel RGBA.
- Name your new texture layer.
- Turn back on the camera and lighting and the grass layer.
- Learn about light paths and how there are critical when using transparency.
- Play with the texture planes to alter their appearance.
- Understand, the more complexity you add here the less you may need later on.
- Learn how you can place hundreds of objects easily and fluidly using the particle system.
- Control the distribution of particles using Weight Painting and Vertex Groups
- Turn off outlines when they clutter the view.
- See the Solution to the last lecture.
- Use a series of particle systems to plant our various grass types.
- Use low values during prototyping to get a feel of how the grass will look.
- Turn on the sapling add-on.
- Learn the fundamentals of sapling.
- Understand to save before using sapling.
- Learn how to prevent blender ‘crashing’ when using sapling.
- Look at the tree presets.
- See how to add leaves to your tree in sapling.
- Learn where leaves are placed on the tree.
- How to get it looking more like a tree at the base.
- Let's make this scene even better
- Add in a Camera effect called depth of field
- Pretty easy using cycles
- Learn better control of tracking
Mikey talks through the end of section wrap up.