Release date:2020, June 4
Author:Lee Salvemini
Skill level:Beginner
Language:English
Exercise files:Yes
Welcome to The Blender 2.8 Encyclopedia, the most comprehensive training course available covering all aspects of Blender 3D, a completely free 3D production suite. The newest release series, Version 2.8, is the biggest upgrade yet, with many new features and improvements.
With the tools and techniques covered in this course by CG Masters’ lead instructors Christopher Plush and Lee Salvemini, you can take full advantage of this completely free & open source software to:
Create Your Own Video Game or Virtual Reality Assets (Do you have a game idea you’d like to create assets for? What about a stand-out character idea for VRChat?)
Effortlessly handle Animation, Film, and Television Productions (Blender features a full video editor, and advanced 2D & 3D compositing. Whether you have time to focus on the details for a fantastic short film, or need motion graphics for the next morning.)
3D Printing (A great way to impress everyone you know with a physical representation of your art. Also great for practical purposes like replacing tools or parts with your own custom design.)
Architectural, Industrial, and Product Visualization (Make your mark in these industries without multiple expensive software subscriptions, or long waits for bug fixes and upgrades.)
Music Videos & DJ’ing (Make the hit music video people have been waiting for, or light up the stage with your real-time visuals that change with the beat at your command.)
Even niche avenues like medical visualization, book illustration, and so many more.
The Blender 2.8 Encyclopedia will be of use throughout your entire 3D journey. No matter what job you’ve been entrusted with, or creative idea you want to make a reality, this is the most important reference guide you’ll own.
Our aim is to cover every facet of Blender, a software built over decades by developer ingenuity mixed with creative input. Everything you’ll be using for your projects that Blender can facilitate, we’ll be covering.
Further than the tools alone, we’ve made sure this course contains not just the how, but the why. Throughout the course, we’ve crafted example demos, as well as step-by-step projects, that will take what you’ve learned to the next level. The focus here is how to use this information in real life scenarios. We want to see you get that career at a top studio, or to realize your dream project that has been bouncing around your imagination.
Our pledge for this course is to provide everything we’ve picked up in our combined 30 years of experience, distilled into a one-stop resource.
An Overview of the Contents of this course:
A complete User Interface & Navigational guide. Created specifically for you to stay ahead of the pack with Blender 2.8’s new ‘Workspaces’, and layering systems. Learn all the latest catered hotkeys, which Blender is well known for. You will appear to be playing a piano concerto to others as you zoom around the software. After these lectures, you’re ready to put some headphones on with your favorite music and get in the creative zone!
Master how data is handled in Blender, starting from right under the hood, to practical production methods. Knowledge on the foundation of the software instantly gives you the power to be responsible for larger complex projects. This is the difference between making a single asset, and leading the charge on something bigger.
All the chapters are made to work as single references, but we made sure to create a learning path along the way. After covering why 3D animation is possible, and the placement of all the UI and tools, it’s time to learn about Modeling in Blender. Here you’ll learn more than just the tools and techniques for modeling, but important concepts and technical aspects that help you truly understand what’s going on.
Using the last decade of working as an industry animator, Lee Salvemini covers Rigging & Animation on all fronts. Lee: “Learn about Blender’s unique digital skeletal system (the best 3D joint system around for rigging and animating in my opinion!). Along with the methods to easily pose or animate a simple character, all the way to an accessory or armor covered video game hero character.”
Things get really epic from here, we move into Drivers, Constraints & Modifiers. This trinity of tool sets is your access to some of the most amazing effects possible in 3D that enable you to make the most of the software for Modeling and Animation. The outcomes from your work when combining these available tools will be outstanding.
The next areas covered are all about getting the realistic or stylistically believable materials for your creations. This is done through the magic of Shaders, material properties that you have access to in Blender, that combine to make any and all objects you see in the world (or your imagination), such as cloth, wood, metal, and everything in between. The options here are endless, and these lectures will cover everything. You’ll be amazed by how good the combination of materials look on your character, vehicle, spaceship, or anything else.
You’re now an artisan with Blender, packed with all the information and knowledge to turn your dreams into a real, shareable output. The final stage of this process is Rendering. There are a couple of ways to do this, depending on the type of look you want to go for. The render engine Eevee is a new entry to Blender, and mimics the efficient, real-time rendering found in the AAA games you play. The other major one is Cycles: A fully ray-trace based render engine, used for realistic film VFX or Video Game cutscenes, and films like Wreck It Ralph.
Welcome to The Blender Encyclopedia
03:48
Introduction: Your Own Blender Encyclopedia01:52
How to Watch & Download Videos in 1080p
01:23
Coming Soon to the Encyclopedia
00:33
–
Understanding Blender
01:48:58
User Interface
04:09
Customizing the Layout
04:45
Workspaces
02:44
General Editors
06:08
Animation Editors
06:10
Scripting Editors
02:19
Data Editors
02:10
User Preferences and Suggested Changes
11:04
Saving and Loading
04:43
File Backups and Recovery
04:52
Importing and Exporting
01:46
Navigating Through 3D Space
04:51
The Axis and Grid
03:38
Units of Measurement
04:54
Viewport Shading
23:00
Viewport Options
10:40
Different Work Modes Overview
11:05
How much do you know about Blender so far?–
Working with Blender
02:43:59
Introduction to Working with Blender
00:56
Selection Tools and Active Selection
04:15
Basic Tools
09:21
Object Origins
03:30
Global Axis Vs. Local Axis
03:00
The 3D Cursor
03:30
Transformation Orientations
05:50
Pivot Point Options
03:54
Duplication and Linked Duplicates
05:43
Object Parenting
06:43
Snapping Tools
19:49
Origin and Parent Transformations
03:39
Smooth , Flat, and Auto Smooth Shading
02:41
Collections and View Layers
13:26
Scenes
06:39
Appending and Linking
05:28
Setting Up Background Images
10:03
More Selection Tools
05:02
Measuring Tool
02:35
Annotations Tool
08:03
Quick Favorites Menu
01:22
Project – Your First 3D Scene – Making a Toy Train
38:30
Are you ready to work with Blender?–
Modeling (Mesh)
04:10:43
Introduction to Mesh Modeling
01:18
Mesh Anatomy and Common Terminology
04:22
Everything’s a Triangle
02:09
Project – Your First 3D Model – Low Poly Axe
21:12
What are Normals?
11:49
Selection Tools and Selection Modes
08:39
Transform Tools and Basic Tools
09:37
Deleting, Dissolving, and Collapsing
06:25
Separating and Joining
03:55
Extruding
05:48
Creating Faces and Edges
05:41
Face Tools – Part 1
15:17
Face Tools – Part 2
09:48
Edge Tools – Part 1
16:30
Edge Tools – Part 2
08:25
Splitting and Ripping
04:56
Knife, Knife Project, and Bisect
09:25
Vertex Tools
14:34
Mirroring Tools
09:42
Convex Hull, Spin, and Spin Duplicate
07:52
More Selection Tools
11:10
Subsurf Modeling – Part 1 – Introduction
04:20
Subsurf Modeling – Part 2 – Rules and Tools
11:14
Project – Subsurf Modeling a Coffee Mug
15:25
Vertex Groups
06:09
Mesh Analysis and Measurements
02:44
Cleaning Up Your Meshes
09:28
Editing Normals
12:49
Do you have what it takes to be Blender’s next top modeler?–
Modeling (Curve)
32:48
Curve Editing Tools
13:11
Curve Properties
08:53
Taper, Bevel, Follow Path and Active Spline Panels
10:44
Not too many curveballs here, promise!–
Modeling (Surface)
21:03
Surface Editing Tools
08:36
Surfaces Properties
12:27
Surface to say this Quiz will make you think!–
Blender’s Data System and Scenes
02:03:14
Beginnings and an Expanded Look at Blender’s File System.
05:57
Theory Lecture: Connecting the User to Blender’s Data
06:22
Introduction to Data-Blocks and Manipulating Data
17:33
Example: Rollerball – Access and Manipulating Animation Data
05:30
Example: Medieval Ladder – Using linked Data
05:30
Packing and Unpacking Data in Blender
10:28
The Data Linking Menu
15:48
An Introduction to Scenes
11:25
Example: Wasp Bot & The Firefly Tree – Creating a Shot with Scenes and Appending
12:54
Example: Ninja Leaving the Temple Pt.1 – Creating a Shot with Scenes and Linking
14:46
Example: Ninja Leaving the Temple Pt.2 – Creating a Shot with Scenes and Linking
07:35
Appending or Linking? Which Production Method to Use
09:26
Trivia Round! Under Blender’s Hood–
Drivers
01:41:52
An Introduction to Drivers
04:59
Working with Drivers
14:12
The Drivers Graph Panels
18:58
Custom Driver Properties and Variables
08:18
Combining Driver Variables
09:16
Example: Interactive Space Flyer – Part 1 – Distance Driver Variable
13:18
Example: Interactive Space Flyer – Part 2 – Low Altitude Color Change
06:41
Example: Interactive Space Flyer – Part 3 – Low Altitude Warning Sound
04:51
Example: Mechanical Ink – Part 1 – Rotational Difference Variable (Setup)
07:55
Example: Mechanical Ink – Part 2 – Rotational Difference Variable
13:24
This Quiz shouldn’t drive you round the bend!–
Constraints
01:45:40
Introduction to Constraints
01:36
Working with Constraints
13:41
Preparing Constraints Demo Scene
03:46
Transformation Constraints – Copy Location
05:01
Transformation Constraints – Copy Rotation
01:19
Transformation Constraints – Copy Scale
02:18
Transformation Constraints – Copy Transform
01:35
Transformation Constraints – Limit Distance
04:38
Transformation Constraints – Limit Location
06:46
Transformation Constraints – Limit Rotation
01:04
Transformation Constraints – Limit Scale
01:28
Transformation Constraints – Maintain Volume
02:06
Transformation Constraints – Transformation
05:38
Tracking Constraints – Clamp To
05:08
Tracking Constraints – Damped Track
03:05
Tracking Constraints – Locked Track
02:36
Tracking Constraints – Stretch To
04:32
Tracking Constraints – Track To
04:58
Relationship Constraints – Action
08:13
Relationship Constraints – Child Of
03:33
Relationship Constraints – Floor
03:20
Relationship Constraints – Follow Path
05:20
Relationship Constraints – Pivot
03:36
Relationship Constraints – Shrink Wrap
10:23
You don’t need to constrain yourself with this Quiz!–
Modifiers
05:13:27
Modifier Basics
11:59
Modify – Data Transfer
10:19
Modify – Mesh Cache and Mesh Sequence Cache
06:45
Modify – Normal Edit
04:56
Modify – Weighted Normals
05:10
Modify – UV Project
05:44
Modify – UV Warp
04:03
Modify – Vertex Weight Edit
06:58
Modify – Vertex Weight Mix
07:02
Modify – Vertex Weight Proximity
06:08
Generate – Array
09:59
Generate – Bevel
17:29
Generate – Boolean
05:51
Generate – Build
04:31
Generate – Decimate
06:28
Generate – Edge Split
03:31
Generate – Mask
02:42
Generate – Mirror
10:17
Generate – Multiresolution
08:39
Generate – Remesh
05:44
Generate – Screw
06:58
Generate – Skin
07:03
Generate – Solidify
09:42
Generate – Subdivision Surface
05:25
Generate – Adaptive Subdivision Surface
06:49
Generate – Triangulate
03:41
Generate – Weld
01:45
Generate – Wireframe05:03
Deform – Cast
04:37
Deform – Curve
06:14
Deform – Displace
05:16
Deform – Hook
09:11
Deform – Laplacian Deform
05:08
Deform – Lattice
05:06
Deform – Mesh Deform
17:46
Deform – Shrinkwrap
13:00
Deform – Simple Deform
06:13
Deform – Smooth
01:07
Deform – Smooth Corrective
03:57
Deform – Smooth Laplacian
04:57
Deform – Surface Deform
02:29
Deform – Warp
04:38
Deform – Wave
05:17
Project – Acid Burn Effect
06:01
Project – Customizable Archi-Viz Assets
08:59
Project – Metal Grate
03:50
Project – Object Instancing Arrays
02:59
Project – Fitting Wipers on Windshields
06:01
You’ve Modified your knowledge, now you can test it!–
Rigging Tools (Animation Skeletons)
41:34
Introduction to Blender’s Armatures
05:10
Armature Object Properties – Part 1 – Skeleton
04:49
Armature Object Properties – Part 2 – Display and Bone Groups
07:10
Armature Object Properties – Part 3 – Pose Library
06:37
Armature Bone Properties – Part 1 – Transform, B-Bones, and Relations
09:06
Armature Bone Properties – Part 2 – Deform, Envelopes, and Viewport Display
08:42
Knowing how to Rig will get you the gig! Try this Skeleton Armature Quiz.–
Skinning a Character
01:28:50
Deforming a Character – Part 1 – Creating a Character Skeleton
13:29
Deforming a Character – Part 2 – Parenting to the Armature & Automatic Skinning
05:20
Deforming a Character – Part 3 – Skinning the Character’s Head
11:07
Deforming a Character – Part 4 – Individual Vertex Weights and Weight Painting
12:03
Deforming a Character – Part 5 – Completing the Character Skinning
08:11
Deforming a Character – Part 6 – Creating a Mesh Deform Cage
13:43
Deforming a Character – Part 7 – Deforming with the Mesh Deform Modifier
12:22
Deforming a Character – Part 8 – Deforming the Hood and Cape
12:35
This Quiz will really show your Character!–
Creating a Professional Character Rig
03:15:40
Head and Neck Control Rig Method – Part 1 – Hinge Mechanism
06:55
Head and Neck Control Rig Method – Part 2 – Animation Control Bones
14:09
Head and Neck Control Rig Method – Part 3 – Custom Control Shapes
13:32
Shoulder and Arm Control Rig Method – Part 1 – Shoulders and FK Arm Preparation
12:25
Shoulder and Arm Control Rig Method – Part 2 – FK Arm Mechanism
06:35
Shoulder and Arm Control Rig Method – Part 3 – FK Control Shapes
10:21
Shoulder and Arm Control Rig Method – Part 4 – IK Arm Mechanism
11:04
Shoulder and Arm Control Rig Method – Part 5 – IK Control Shapes and Elbow Pole
10:15
Shoulder and Arm Control Rig Method – Part 6 – IK Elbow Pole Viz
04:52
Hand Control Rig Method – Part 1 – Adding Hand and Finger Joints
08:41
Hand Control Rig Method – Part 2 – Joining Fingers to Body and Skinning
11:45
Hand Control Rig Method – Part 3 – Finger Curl Rig
10:00
Hand Control Rig Method – Part 4 – Completing Fingers and Thumb Rig
10:44
Hand Control Rig Method – Part 5 – Palm Rig and Control Shapes
14:55
Leg Control Rig Method – Part 1 – FK Leg Rig
13:33
Leg Control Rig Method – Part 2 – IK Leg Rig
15:54
Spine Control Rig Method – Part 1 – Inverse Hip Rig
04:04
Spine Control Rig Method – Part 2 – Spine Rig
04:07
Spine Control Rig Method – Part 3 – Spine Hinge Mechanism
04:24
Spine Control Rig Method – Part 4 – Custom Bone Shapes
07:25
10/10 People who take this Quiz are ready to Rig professionally!–
Animation
02:16:24
Animation Keyframes
10:59
Advanced Animation Keying Sets
06:48
Animation in The Timeline – Part 1 – Navigation & Tools
08:15
Animation in the Timeline – Part 2 – The Playback Menu
08:09
Animation in The Dope Sheet Editor – Introduction & The Action Editor
03:37
Animation in The Dope Sheet Editor – The Dope Sheet & Editor Window
07:26
The Shape Key Editor
07:41
Animation in The Graph Editor – Part 1
06:42
Animation in The Graph Editor – Part 2
17:34
The Non-Linear Animation (NLA) Editor
17:41
FK & IK (Forward & Inverse Kinematics)
15:34
The Curious Case of Animating Rotations
18:16
Rotation Calculations: Euler Gimbal Method
07:42
This Quiz will get you quite Animated!–
Shaders and Materials
12:12:52
Blender’s Material Properties
09:55
Project – Your Very First Shaders
08:20
Node Wrangler (Enable This Add-on!)
15:00
Texture Coordinates – Introduction and Generated
04:26
Texture Coordinates – Normal
02:17
Texture Coordinates – UV
03:49
Texture Coordinates – Object
07:06
Texture Coordinates – Camera and Window
02:19
Texture Coordinates – Reflection
01:42
Input Nodes – Ambient Occlusion
04:09
Input Nodes – Attribute
01:50
Input Nodes – Bevel
02:11
Input Nodes – Camera Data
04:07
Input Nodes – Fresnel
04:20
Input Nodes – Geometry
15:56
Input Nodes – Hair Info
11:14
Input Nodes – Layer Weight
03:01
Input Nodes – Light Path
22:21
Input Nodes – Object Info
12:17
Input Nodes – Particle Info
11:34
Input Nodes – RGB
00:45
Input Nodes – Tangent
01:52
Input Nodes – UV Map
01:17
Input Nodes – Value
00:58
Input Nodes – Vertex Colors
01:35
Input Nodes – Volume Info
03:39
Input Nodes – Wireframe
01:24
Output Nodes – Material, World, and Light Output Nodes
03:53
Shader Nodes – Add Shader
02:50
Shader Nodes – Anisotropic
16:42
Shader Nodes – Diffuse
04:08
Shader Nodes – Emission
14:25
Shader Nodes – Glass
15:36
Shader Nodes – Glossy
02:36
Shader Nodes – Hair
07:32
Shader Nodes – Holdout
01:04
Shader Nodes – Mix Shader
20:51
Shader Nodes – Principled BSDF and Physically Based Rendering28:35
Shader Nodes – Principled Hair
07:35
Shader Nodes – Volumetric Shaders – Part 1 – Cycles
17:22
Shader Nodes – Volumetric Shaders – Part 2 – Eevee
20:19
Shader Nodes – Refraction
03:46
Shader Nodes – Subsurface Scattering
32:17
Shader Nodes – Toon
11:46
Shader Nodes – Translucent
26:03
Shader Nodes – Transparent
05:55
Shader Nodes – Velvet
02:06
Shader Nodes – Volume Absorption and Scatter
10:09
Texture Nodes – Brick
04:19
Texture Nodes – Checker
00:53
Texture Nodes – Environment
03:15
Texture Nodes – Gradient
02:24
Texture Nodes – IES
01:56
Texture Nodes – Image
11:15
Texture Nodes – Magic
01:52
Texture Nodes – Musgrave
08:52
Texture Nodes – Noise
03:06
Texture Nodes – Point Density
05:23
Texture Nodes – Sky
02:42
Texture Nodes – Voronoi
19:41
Texture Nodes – Wave
01:51
Texture Nodes – White Noise
03:35
Color Nodes – Bright Contrast
10:40
Color Nodes – Gamma
05:25
Color Nodes – Hue Saturation
05:48
Color Nodes – Invert
01:27
Color Nodes – Light Falloff
10:06
Color Nodes – MixRGB
11:22
Color Nodes – RGB Curves
09:42
Vector Nodes – Bump
02:44
Vector Nodes – Displacement
06:51
Vector Nodes – Mapping
06:25
Vector Nodes – Normal
03:40
Vector Nodes – Normal Map
03:27
Vector Nodes – Vector Curves
02:41
Vector Nodes – Vector Displacement
05:05
Vector Nodes – Vector Transform
04:19
Converter Nodes – Blackbody
04:30
Converter Nodes – Clamp
04:32
Converter Nodes – ColorRamp
08:47
Converter Nodes – Combine/Separate HSV
03:34
Converter Nodes – Combine/Separate RGB
08:01
Converter Nodes – Combine/Separate XYZ
07:42
Converter Nodes – RGB to BW (Black and White)
10:30
Converter Nodes – Map Range
03:19
Converter Nodes – Math
05:18
Converter Nodes – Shader to RGB – Eevee Exclusive Shader Node
05:13
Converter Nodes – Vector Math
22:12
Converter Nodes – Wavelength
11:57
Node Groups
08:45
Script Node
03:28
Layout Nodes
06:10
Project – Micropolygon Displacement
07:18
Project – Object Proximity Shading
03:31
Project – Procedural Carbon Fiber – Part 1 – Eevee & Cycles Compatible Shader26:03
Project – Procedural Carbon Fiber – Part 2 – Anisotrophy in Cycles
06:22
No need to throw Shade, take this Quiz!–
Cameras
26:50
Camera Properties – Lens Properties
06:20
Camera Navigation – Active Camera View
02:27
Camera Switching
03:16
Camera Navigation – Camera Transforms
04:38
Camera Properties – Depth Of Field
05:32
Camera Properties – Safe Areas, Background Image, and Viewport Display
04:37
Give this Camera Quiz a Shot!–
Render (Cycles)
01:51:23
Introduction to Cycles
01:38
Rendering Basics
04:28
Render Engine Settings
02:46
Lighting in Cycles – Point Light
03:53
Lighting in Cycles – Sun Light
02:09
Lighting in Cycles – Spot Light
04:20
Lighting in Cycles – Area Lights and Portals
05:44
Lighting in Cycles – Emission Shaders
04:07
Lighting in Cycles – HDRIs
03:55
World Settings and Ambient Occlusion
04:14
Sampling – Path Tracing
03:42
Sampling – Branched Path Tracing
05:53
Sampling – Advanced
02:17
Light Paths – Max Bounces
06:37
Light Paths – Clamping
04:06
Light Paths – Caustics
02:26
Render Properties – Volumes
02:58
Render Properties – Hair
04:45
Render Properties – Simplify
07:10
Render Properties – Motion Blur
09:37
Render Properties – Film
08:53
Render Properties – Performance
07:35
Render Properties – Color Management
03:18
Object Settings – Shadow Catcher
01:30
Object Settings – Visibility Options
03:22
This Quiz will Render you fit to be a 3D artist!–
Render (Eevee)
03:04:31
An Introduction to the Eevee Render Engine
01:48
Switching Between Eevee and Cycles
03:40
Rendering Basics
04:28
Transparency in Eevee
14:02
Lighting in Eevee – Point Light
11:53
Lighting in Eevee – Sun Light
07:25
Lighting in Eevee – Spot Light
03:38
Lighting in Eevee – Area Light
06:26
World Shader in Eevee
12:30
Light Probes in Eevee – Reflection Plane
11:19
Light Probes in Eevee – Reflection Cubemap
07:21
Light Probes in Eevee – Irradiance Volume
13:22
Object Volumetrics in Eevee
17:26
Screen Space Effects – Color Management
14:00
Screen Space Effects – Sampling
02:22
Screen Space Effects – Ambient Occlusion (GTAO)
01:06
Screen Space Effects – Bloom
04:50
Screen Space Effects – Depth Of Field
01:51
Screen Space Effects – Sub-Surface Scattering
04:10
Screen Space Effects – Screen Space Reflection
07:18
Screen Space Effects – Volumetrics
09:18
Screen Space Effects – Shadows
05:03
Screen Space Effects – Indirect Lighting
04:52
Screen Space Effects – Film
04:12
Screen Space Effects – Simplify
05:24
Screen Space Effects – Hair
04:47
The Eevee section contained all the answers to this Quiz… Gotta Catch ‘Em All!–
Project – Isometric Living Room in Cycles
04:28:03
Introduction
01:28
Modeling – Platform and Walls
13:05
Camera Setup
02:34
Modeling – TV
08:49
Modeling – Entertainment Center
12:39
Modeling – Couch
13:59
Modeling – Area Rug
04:48
Modeling – Side Tables
08:09
Modeling – Moulding
05:37
Modeling – Window Cutout
05:19
Modeling – Windows
10:36
Modeling – Curtain Rod
05:11
Modeling – Curtains
13:06
Modeling – Power Outlets
06:31
Modeling – Wall Shelf
03:59
Modeling – Books
10:15
Modeling – Power Cables
08:45
Modeling – Potted Plants
21:00
Modeling – Table Lamp
05:25
Modeling – String Lights
20:51
Setting Up Cycles
01:09
Lighting – Point Lights
05:21
Shaders – Basic Shaders – Part 1
07:56
Shaders – Basic Shaders – Part 2
07:28
Shaders – Hardwood Floors
06:03
Shaders – Drywall
04:38
Shaders – Wood
04:42
Shaders – Brick Wall
09:34
Shaders – Area Rug
04:07
Shaders – Plants
08:00
Shaders – Books
04:28
Shaders – Glass
02:54
Lighting – Moon Light
03:03
Shaders – Curtains and Lamp Shade
03:26
Lighting – String Lights
01:07
Final Touches
04:36
Final Render and Compositing
07:2501 – Welcome to The Blender Encyclopedia 01. Introduction Your Own Blender Encyclopedia 02. Coming Soon to the Encyclopedia
02 – Understanding Blender 01. User Interface 02. Customizing the Layout 03. Workspaces 04. General Editors 05. Animation Editors 06. Scripting Editors 07. Data Editors 08. User Preferences and Suggested Changes 09. Saving and Loading 10. File Backups and Recovery 11. Importing and Exporting 12. Navigating Through 3D Space 13. The Axis and Grid 14. Units of Measurement 15. Viewport Shading 16. Viewport Options 17. Different Work Modes Overview
03 – Working with Blender 01. Introduction to Working with Blender 02. Selection Tools and Active Selection 03. Basic Tools 04. Object Origins 05. Global Axis Vs. Local Axis 06. The 3D Cursor 07. Transformation Orientations 08. Pivot Point Options 09. Duplication and Linked Duplicates 10. Object Parenting 11. Snapping Tools 12. Origin and Parent Transformations 13. Smooth , Flat, and Auto Smooth Shading 14. Collections and View Layers 15. Scenes 16. Appending and Linking 17. Setting Up Background Images 18. More Selection Tools 19. Measuring Tool 20. Annotations Tool 21. Quick Favorites Menu
04 – Blender’s Data System & Scenes 01. Beginnings and an Expanded Look at Blenders File System. 02. Where is My Data Kept 03. Introduction to Data-Blocks and Manipulating Data 04. Example Rollerball – Access and Manipulating Animation Data 05. Example Medieval Ladder – Using linked Data 06. Packing and Unpacking Data in Blender 07. The Data Linking Menu 08. An Introduction to Scenes 09. Example Wasp Bot & The Firefly Tree – Creating a Shot with Scenes and Appending 10. Example Ninja Leaving the Temple Pt.1 – Creating a Shot with Scenes and Linking 11. Example Ninja Leaving the Temple Pt.2 – Creating a Shot with Scenes and Linking 12. Appending or Linking Which Production Method to Use
05 – Modeling (Mesh) 01. Introduction to Mesh Modeling 02. Mesh Anatomy and Common Terminology 03. Everythings a Triangle 04. Project – Your First 3D Model – Low Poly Axe 05. What are Normals 06. Selection Tools and Selection Modes 07. Transform Tools and Basic Tools 08. Deleting, Dissolving, and Collapsing 09. Separating and Joining 10. Extruding 11. Creating Faces and Edges 12. Face Tools – Part 1 13. Face Tools – Part 2 14. Edge Tools – Part 1 15. Edge Tools – Part 2 16. Splitting and Ripping 17. Knife, Knife Project, and Bisect 18. Vertex Tools 19. Mirroring Tools 20. Convex Hull, Spin, and Spin Duplicate 21. More Selection Tools 22. Subsurf Modeling – Part 1 – Introduction 23. Subsurf Modeling – Part 2 – Rules and Tools 24. Project – Subsurf Modeling a Coffee Mug 25. Vertex Groups 26. Mesh Analysis and Measurements 27. Cleaning Up Your Meshes 28. Editing Normals
06 – Modeling (Curve) 01. Curve Editing Tools 02. Curve Properties 03. Bevel and Taper
07 – Modeling (Surface) 01. Surface Editing Tools 02. Surfaces Properties
08 – Drivers 01. An Introduction to Drivers 02. Working with Drivers 03. The Drivers Graph Panels 04. Custom Driver Properties and Variables 05. Combining Driver Variables 06. Example Interactive Space Flyer – Part 1 – Distance Driver Variable 07. Example Interactive Space Flyer – Part 2 – Low Altitude Color Change 08. Example Interactive Space Flyer – Part 3 – Low Altitude Warning Sound 09. Example Mechanical Ink – Part 1 – Rotational Difference Variable (Setup) 10. Example Mechanical Ink – Part 2 – Rotational Difference Variable
09 – Constraints 01. Introduction to Constraints 02. Working with Constraints 03. Preparing Constraints Demo Scene 04. Transformation Constraints – Copy Location 05. Transformation Constraints – Copy Rotation 06. Transformation Constraints – Copy Scale 07. Transformation Constraints – Copy Transform 08. Transformation Constraints – Limit Distance 09. Transformation Constraints – Limit Location 10. Transformation Constraints – Limit Rotation 11. Transformation Constraints – Limit Scale 12. Transformation Constraints – Maintain Volume 13. Transformation Constraints – Transformation 14. Tracking Constraints – Clamp To 15. Tracking Constraints – Damped Track 16. Tracking Constraints – Locked Track 17. Tracking Constraints – Stretch To 18. Tracking Constraints – Track To 19. Relationship Constraints – Action 20. Relationship Constraints – Child Of 21. Relationship Constraints – Floor 22. Relationship Constraints – Follow Path 23. Relationship Constraints – Pivot 24. Relationship Constraints – Shrink Wrap
10 – Modifiers 01. Modifier Basics 02. Modify – Data Transfer 03. Modify – Mesh Cache and Mesh Sequence Cache 04. Modify – Normal Edit 05. Modify – Weighted Normals 06. Modify – UV Project 07. Modify – UV Warp 08. Modify – Vertex Weight Edit 09. Modify – Vertex Weight Mix 10. Modify – Vertex Weight Proximity 11. Generate – Array 12. Generate – Bevel 13. Generate – Boolean 14. Generate – Build 15. Generate – Decimate 16. Generate – Edge Split 17. Generate – Mask 18. Generate – Mirror 19. Generate – Multiresolution 20. Generate – Remesh 21. Generate – Screw 22. Generate – Skin 23. Generate – Solidify 24. Generate – Subdivision Surface 25. Generate – Adaptive Subdivision Surface 26. Generate – Triangulate 27. Generate – Weld 28. Generate – Wireframe 29. Deform – Cast 30. Deform – Curve 31. Deform – Displace 32. Deform – Hook 33. Deform – Laplacian Deform 34. Deform – Lattice 35. Deform – Mesh Deform 36. Deform – Shrinkwrap 37. Deform – Simple Deform 38. Deform – Smooth 39. Deform – Smooth Corrective 40. Deform – Smooth Laplacian 41. Deform – Surface Deform 42. Deform – Warp 43. Deform – Wave 44. Project – Acid Burn Effect 45. Project – Customizable Archi-Viz Assets 46. Project – Metal Grate 47. Project – Object Instancing Arrays 48. Project – Fitting Wipers on Windshields
11 – Rigging Tools (Animation Skeletons) 01. Introduction to Blenders Armatures 02. Armature Object Properties – Part 1 – Skeleton 03. Armature Object Properties – Part 2 – Display and Bone Groups 04. Armature Object Properties – Part 3 – Pose Library 05. Armature Bone Properties – Part 1 – Transform, B-Bones, and Relations 06. Armature Bone Properties – Part 2 – Deform, Envelopes, and Viewport Display
12 – Skinning a Character 01. Deforming a Character – Part 1 – Creating a Character Skeleton 02. Deforming a Character – Part 2 – Parenting to the Armature & Automatic Skinning 03. Deforming a Character – Part 3 – Skinning the Characters Head 04. Deforming a Character – Part 4 – Individual Vertex Weights and Weight Painting 05. Deforming a Character – Part 5 – Completing the Character Skinning 06. Deforming a Character – Part 6 – Creating a Mesh Deform Cage 07. Deforming a Character – Part 7 – Deforming with the Mesh Deform Modifier 08. Deforming a Character – Part 8 – Deforming the Hood and Cape
13 – Creating a Professional Character Rig 01. Head and Neck Control Rig Method – Part 1 – Hinge Mechanism 02. Head and Neck Control Rig Method – Part 2 – Animation Control Bones 03. Head and Neck Control Rig Method – Part 3 – Custom Control Shapes 04. Shoulder and Arm Control Rig Method – Part 1 – Shoulders and FK Arm Preparation 05. Shoulder and Arm Control Rig Method – Part 2 – FK Arm Mechanism 06. Shoulder and Arm Control Rig Method – Part 3 – FK Control Shapes 07. Shoulder and Arm Control Rig Method – Part 4 – IK Arm Mechanism 08. Shoulder and Arm Control Rig Method – Part 5 – IK Control Shapes and Elbow Pole 09. Shoulder and Arm Control Rig Method – Part 6 – IK Elbow Pole Viz 10. Hand Control Rig Method – Part 1 – Adding Hand and Finger Joints 11. Hand Control Rig Method – Part 2 – Joining Fingers to Body and Skinning 12. Hand Control Rig Method – Part 3 – Finger Curl Rig 13. Hand Control Rig Method – Part 4 – Completing Fingers and Thumb Rig 14. Hand Control Rig Method – Part 5 – Palm Rig and Control Shapes 15. Leg Control Rig Method – Part 1 – FK Leg Rig 16. Leg Control Rig Method – Part 2 – IK Leg Rig 17. Spine Control Rig Method – Part 1 – Inverse Hip Rig 18. Spine Control Rig Method – Part 2 – Spine Rig 19. Spine Control Rig Method – Part 3 – Spine Hinge Mechanism 20. Spine Control Rig Method – Part 4 – Custom Bone Shapes
14 – Animation 01. Animation Keyframes 02. Advanced Animation Keying Sets 03. Animation in The Timeline – Part 1 – Navigation & Tools 04. Animation in the Timeline – Part 2 – The Playback Menu 05. Animation in The Dope Sheet Editor – Introduction & The Action Editor 06. Animation in The Dope Sheet Editor – The Dope Sheet & Editor Window 07. The Shape Key Editor 08. Animation in The Graph Editor – Part 1 09. Animation in The Graph Editor – Part 2 10. The Non-Linear Animation (NLA) Editor 11. FK & IK (Forward & Inverse Kinematics) 12. The Curious Case of Animating Rotations 13. Rotation Calculations Euler Gimbal Method
15 – Shaders and Materials 01. Blenders Material Properties 02. Project – Your Very First Shaders 03. Node Wrangler (Enable This Add-on!) 04. Texture Coordinates – Introduction and Generated 05. Texture Coordinates – Normal 06. Texture Coordinates – UV 07. Texture Coordinates – Object 08. Texture Coordinates – Camera and Window 09. Texture Coordinates – Reflection 10. Input Nodes – Ambient Occlusion 11. Input Nodes – Attribute 12. Input Nodes – Bevel 13. Input Nodes – Camera Data 14. Input Nodes – Fresnel 15. Input Nodes – Geometry 16. Input Nodes – Hair Info 17. Input Nodes – Layer Weight 18. Input Nodes – Light Path 19. Input Nodes – Object Info 20. Input Nodes – Particle Info 21. Input Nodes – RGB 22. Input Nodes – Tangent 23. Input Nodes – UV Map 24. Input Nodes – Value 25. Input Nodes – Vertex Colors 26. Input Nodes – Volume Info 27. Input Nodes – Wireframe 28. Output Nodes – Material, World, and Light Output Nodes 29. Shader Nodes – Add Shader 30. Shader Nodes – Anisotropic 31. Shader Nodes – Diffuse 32. Shader Nodes – Emission 33. Shader Nodes – Glass 34. Shader Nodes – Glossy 35. Shader Nodes – Hair 36. Shader Nodes – Holdout 37. Shader Nodes – Mix Shader 38. Shader Nodes – Principled BSDF and Physically Based Rendering 39. Shader Nodes – Principled Hair 40. Shader Nodes – Volumetric Shaders – Part 1 – Cycles 41. Shader Nodes – Volumetric Shaders – Part 2 – Eevee 42. Shader Nodes – Refraction 43. Shader Nodes – Subsurface Scattering 44. Shader Nodes – Toon 45. Shader Nodes – Translucent 46. Shader Nodes – Transparent 47. Shader Nodes – Velvet 48. Shader Nodes – Volume Absorption and Scatter 49. Texture Nodes – Brick 50. Texture Nodes – Checker 51. Texture Nodes – Environment 52. Texture Nodes – Gradient 53. Texture Nodes – IES 54. Texture Nodes – Image 55. Texture Nodes – Magic 56. Texture Nodes – Musgrave 57. Texture Nodes – Noise 58. Texture Nodes – Point Density 59. Texture Nodes – Sky 60. Texture Nodes – Voronoi 61. Texture Nodes – Wave 62. Texture Nodes – White Noise 63. Color Nodes – Bright Contrast 64. Color Nodes – Gamma 65. Color Nodes – Hue Saturation 66. Color Nodes – Invert 67. Color Nodes – Light Falloff 68. Color Nodes – MixRGB 69. Color Nodes – RGB Curves 70. Vector Nodes – Bump 71. Vector Nodes – Displacement 72. Vector Nodes – Mapping 73. Vector Nodes – Normal 74. Vector Nodes – Normal Map 75. Vector Nodes – Vector Curves 76. Vector Nodes – Vector Displacement 77. Vector Nodes – Vector Transform 78. Converter Nodes – Blackbody 79. Converter Nodes – Clamp 80. Converter Nodes – ColorRamp 81. Converter Nodes – CombineSeparate HSV 82. Converter Nodes – CombineSeparate RGB 83. Converter Nodes – CombineSeparate XYZ 84. Converter Nodes – RGB to BW (Black and White) 85. Converter Nodes – Map Range 86. Converter Nodes – Math 87. Converter Nodes – Shader to RGB – Eevee Exclusive Shader Node 88. Converter Nodes – Vector Math 89. Converter Nodes – Wavelength 90. Node Groups 91. Script Node 92. Layout Nodes 93. Project – Micropolygon Displacement 94. Project – Object Proximity Shading 95. Project – Procedural Carbon Fiber – Part 1 – Eevee & Cycles Compatible Shader 96. Project – Procedural Carbon Fiber – Part 2 – Anisotrophy in Cycles
16 – Cameras 01. Camera Properties – Lens Properties 02. Camera Navigation – Active Camera View 03. Camera Switching 04. Camera Navigation – Camera Transforms 05. Camera Properties – Depth Of Field 06. Camera Properties – Safe Areas, Background Image, and Viewport Display
17 – Render (Cycles) 01. Introduction to Cycles 02. Rendering Basics 03. Render Engine Settings 04. Lighting in Cycles – Point Light 05. Lighting in Cycles – Sun Light 06. Lighting in Cycles – Spot Light 07. Lighting in Cycles – Area Lights and Portals 08. Lighting in Cycles – Emission Shaders 09. Lighting in Cycles – HDRIs 10. World Settings and Ambient Occlusion 11. Sampling – Path Tracing 12. Sampling – Branched Path Tracing 13. Sampling – Advanced 14. Light Paths – Max Bounces 15. Light Paths – Clamping 16. Light Paths – Caustics 17. Render Properties – Volumes 18. Render Properties – Hair 19. Render Properties – Simplify 20. Render Properties – Motion Blur 21. Render Properties – Film 22. Render Properties – Performance 23. Render Properties – Color Management 24. Object Settings – Shadow Catcher 25. Object Settings – Visibility Options
18 – Render (Eevee) 01. An Introduction to the Eevee Render Engine 02. Switching Between Eevee and Cycles 03. Rendering Basics 04. Transparency in Eevee 05. Lighting in Eevee – Point Light 06. Lighting in Eevee – Sun Light 07. Lighting in Eevee – Spot Light 08. Lighting in Eevee – Area Light 09. World Shader in Eevee 10. Light Probes in Eevee – Reflection Plane 11. Light Probes in Eevee – Reflection Cubemap 12. Light Probes in Eevee – Irradiance Volume 13. Object Volumetrics in Eevee 14. Screen Space Effects – Color Management 15. Screen Space Effects – Sampling 16. Screen Space Effects – Ambient Occlusion (GTAO) 17. Screen Space Effects – Bloom 18. Screen Space Effects – Depth Of Field 19. Screen Space Effects – Sub-Surface Scattering 20. Screen Space Effects – Screen Space Reflection 21. Screen Space Effects – Volumetrics 22. Screen Space Effects – Shadows 23. Screen Space Effects – Indirect Lighting 24. Screen Space Effects – Film 25. Screen Space Effects – Simplify 26. Screen Space Effects – Hair
19 – Project – Isometric Living Room in Cycles 01. Introduction 02. Modeling – Platform and Walls 03. Camera Setup 04. Modeling – TV 05. Modeling – Entertainment Center 06. Modeling – Couch 07. Modeling – Area Rug 08. Modeling – Side Tables 09. Modeling – Moulding 10. Modeling – Window Cutout 11. Modeling – Windows 12. Modeling – Curtain Rod 13. Modeling – Curtains 14. Modeling – Power Outlets 15. Modeling – Wall Shelf 16. Modeling – Books 17. Modeling – Power Cables 18. Modeling – Potted Plants 19. Modeling – Table Lamp 20. Modeling – String Lights 21. Setting Up Cycles 22. Lighting – Point Lights 23. Shaders – Basic Shaders – Part 1 24. Shaders – Basic Shaders – Part 2 25. Shaders – Hardwood Floors 26. Shaders – Drywall 27. Shaders – Wood 28. Shaders – Brick Wall 29. Shaders – Area Rug 30. Shaders – Plants 31. Shaders – Books 32. Shaders – Glass 33. Lighting – Moon Light 34. Shaders – Curtains and Lamp Shade 35. Lighting – String Lights 36. Final Touches 37. Final Render and Compositing
The Blender 2.8 Encyclopedia – Files.7z.001 The Blender 2.8 Encyclopedia – Files.7z.002 The Blender 2.8 Encyclopedia – Files.7z.003 The Blender 2.8 Encyclopedia – Files.7z.004
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