Suggestions for new courses

Wouldn't it be an idea to open a pinned thread in which users could suggest things/ topics they would like to learn more about? There propably would be a huge variety of ideas and a course takes some time but it might be helpful for instructors to see if a large amount of users want to learn more about a specific topic. I for example would love to learn more about creating game assets (similar to the weapon course) or how to build an atual scene full of assets. Also a course on how to create an interior visualization and use textures and lighting to make it look as photorealistic as possible (similar to the architectual visualization course) would be awesome.

Just an idea on how the website could be improved. 


  • Jake Korosi(jakeblended) replied

    jaypadhya This is almost exactly how I set up each of my project folders.  The only difference being I only use four folders:

    • Blender Projects
      • ProjectName
        • blend
        • ref
        • renders
        • tex
    I keep my HDRI's in a sort of centralized Blender resources directory.  My HDRIs are huge, I think I would quickly run myself out of disk space if I started copying them to each project folder!

    I personally haven't found a need for an "other" or misc folder in my directories yet - but then, I'm a newbie, and I'm certainly open to the idea of adding it later if I find a use for it.

    I don't think CGC has a tutorial or lesson on organizing project files yet.  In the Understanding Blender Data course, in the last lesson I think they allude to some kind of per-project organization but they don't go into it fully, they just explain about relative versus absolute paths for textures.
  • Morten Fjellheim(arev) replied

    So, im going to propose another topology course. Maybe not what people are looking for right now, but i am wondering if i have found a "segment" in topology, the courses on cgcookie isnt preparing you for. At least not as much as they could. Correct me if i am wrong, there might be something i misunderstood or some video i havent watched ETC

    I am trying to figure out how to model a hoverbike. Boxmodeling it from a cube or a cylinder usually turns out with bad topology, and its dificult getting the shape you want. So ive been going to websites like artstation, turbosquid and more to watch wireframes of exisiting models.  I quickly understood that it was a long way from the topology bootcamp to this. 

    Here is an example:

    This is probly modelled in separate pieces surrounding the inner body. Nothing i have seen so far gets me on the way to model the outer pieces. The topology bootcamp shows you alot of tricks, but not how use them in a variety of ways. So maybe a more advanced version of the topology bootcamp?

    I might be wrong here, and there are stil videos i havent seen yet. So please tell me what you think.

  • Jake Korosi(jakeblended) replied

    aarev Perhaps Chris Kuhn's motorcycle modeling course  covers what you're looking for.  He has to build an oddly-shaped shroud that wraps around some separate internal structures just like in the case of that hoverbike.

  • Jonathan Gonzalez(jgonzalez) replied

    aarev While not a vehicle, the Scifi Helmet course has a lot of similar pieces and techniques that would be used for something like this. That and the motorcycle course that was linked before as well.  

    On a side note, that model reminds me of what Jet Moto could be if they remade it for modern hardware. 

  • Morten Fjellheim(arev) replied

    jgonzalez  I watched the motorcycle course, some of it at least. I will watch the helmet course.

  • Simon Buz(svetimas) replied


    jakeblended Animation Workflow & Body Mechanics->Animation Workflow Tips around ~4.20 Wayne gives his tips on folder structure.

  • Wilco Wilbrink(carrotnl) replied

    I'd really like a small in depth course on how to upload my stuff to Sketchfab from blender. And I mean with textures and stuff. I can't figure out the best workflow to go about that.

  • georgeo1989 replied


    williamatics I would love this.

  • georgeo1989 replied

    I have a couple ideas. One thing I'd like to do is to see how machine learning can be integrated in graphics. Creating procedural shaders or textures, animations or something like modeling clean up based on machine learning. I wish I knew enough about ML to put together a demo. 

  • martin lisen(martinlisen) replied

    A new course idea : 

    - UVW unwarp + Baking for export on sketchfab, I dream to create the same look than him : https://www.artstation.com/kmiklas

    - Create a interactive basic scene with Blender and Unity. I want to create configurator or basic animation in real time.

  • Jonathan Gonzalez(jgonzalez) replied

    ccarrotnl That might be a useful short article we can write up on the process and link to. It can include how to include animations as well. Since we use Sketchfab for basically all the 3d related exercises we should have something solid in place that will help explain the process thoroughly as well. 

  • Jonathan Gonzalez(jgonzalez) replied

    mmartinlisen Can you clarify what you mean by the second request? It seems something like that has been requested a few times, so a beginner friendly course that covers the export/import process from Blender to Unity might fill that gap. We do have a few courses that cover the process a bit, but nothing we can definitively point to that can cover all the instances where you would use Blender for asset exports to Unity. 

    I'm always happy to build content that can make it easier for Blender users to start using Unity for more interactive experiences. Let me know what you had in mind. 

  • Ala Dhiabi(alaslipknot) replied

    Blender/Unity Request: 

    Creating small but complete game assets with Blender and use them in Unity. 

    The course should involve modeling, texturing, rigging and animating, and putting use of all that in unity.

    The assets should be fairly simple (kinda like this) :

    And the course should mainly focus on creating "alive things" for games, so the entire workflow of modeling,  texturing, rigging and animating should be covered.

    The course should also show us how "mix" Blender animation with Unity scripting, for example this object: 

    will have a blender walking animation that will move its "feet" and make its "head/body" bounce when moving, but at the same time, we should be able to control its "Look At" with Code in unity.


    If the course will include IK behavior in unity (games like Limbo or Inside) then it would be great, but i don't think that's needed for beginners.


    This course is also not gonna be 100% aimed to beginners, for example i am a professional unity programmer, but i've been exclusively making 2D games, and am getting better at creating 3D assets, however am a total noob when it comes to put those assets in use inside Unity, so this course would be great for me, same thing would apply to people who have no idea about Unity at all, but they area already good with Blender, they can just speed-through the Blender setup phase and just focus with the unity sections, and for those who have limited knowledge about the two software then this is gonna be a gold mine haha. 


    Imo having a course that will help people create from A to Z a game like "Last Invader" would be a great addition to the CGC library.


    Thanks!

  • martin lisen(martinlisen) replied


    jgonzalez Hi Jonathan, I want to create content similar of that  : LINK but I don't know how it's better and easier.

    I've found Qmaze and Sketchfab experimental : Sketchfab experimentale 

    But I don't understand all.

  • Jonathan Gonzalez(jgonzalez) replied

    mmartinlisen Ah yes, like a character customization system. We've actually talked about something like that a while back. Initially it was going to be part of a FPS game project we were working on. I'd like to make a course similar to the video you linked. Probably using a human character and possibly a vehicle, although the mechanics would be the same for any type of customization system. 

  • Jonathan Gonzalez(jgonzalez) replied

    alaslipknot That game looks quite fun. Seems like a top down shooter. A game project like that would be awesome to build, and would be considered a "hero course" similar to something like our tower defense game. 

    For the mechanics in the game I did briefly go over that process in a top down shooter live stream series I did last year although it used a humanoid character. The legs moved in the direction I was moving with input and the top half of the body was aiming in the direction of the mouse. With a robot character this is much easier to achieve as rotating a human body in two different directions looks weird. 

    Game asset courses have been requested quite a bit. I personally would like to tackle that topic more so from the entire pipeline but my skills in 3d art and texturing are not the best at the moment. Other have also already mentioned the import/export process from Blender to Unity, so that may be a separate course that people can watch to understand the process without having to get involved with an actual project. 


  • smurfmier1985 replied

    I love the learning flows, really helps me to focus my learning. I would love to see some smaller in-depth learning flows (let's call them 'mini flow', just to give it a name) that I can follow after I'm done with the 'Modeling in Blender' learning flow, to compliment the things I learned there. Maybe something around 5 - 7 courses per flow, really focused on a specific subject to get your skills from beginner to intermediate/advanced in a short amount of time. For example learning flows about Shading & Texturing, Lighting & Composition, Environments, Assets, etc. 

  • smurfmier1985 replied

    Also, I would love the opportunity to really test the skills I learn in a learning flow.

    From what I can see (correct me if I'm wrong, because I haven't finished the flow yet) a learning flow is mostly about following along with tutorials, doing very specific exercises with a set subject. Which is perfect for learning the fundamental skill-set needed to become proficient with creating in Blender. But I think it would be awesome to have some final ultimate test, which becomes available after you finish all the courses of a learning flow. A personal project, graded by one of the instructors (or the community, or both).

    For example, after the 'Modeling in Blender' learning flow, the final test could be to model your own subject. It can be anything you want, you can use any technique you want, as long as it showcases that you really mastered modeling. To proof this, you would have to provide a couple WIP's, a Sketchfab link and a final polished render. Maybe you could earn some extra credit/XP for shading/texturing/lighting.

    This way you would be stimulated to create your own 3D models instead of only following tutorials. You will also get feedback on your work (would be great if this would be a requirement to do when grading this kind of final test), which will really help you learn and is (in my opinion) crucial to become a better artist.

    And as a bonus you have a great render to put in your portfolio as well!

  • William Miller(williamatics) replied

    ssmurfmier1985 I second that.

  • Aaron Rudderham(thecabbagedetective) replied

    ssmurfmier1985  Damn that's a pretty cool idea. The closest thing we have right now is the homework in the classes but having an "exam" of sorts after finishing a learning flow would be rather neat.