Kent Trammell (theluthier)

540 replies · posted

[ENDED] BC1-1808 - August 2018 Class Homepage - Getting Started with 3D Modeling & Blender 2.8

Announcement #6 (9/6/18): One last thing. Here's all of Kate's homework reels for your viewing pleasure!

  1. Week 1 Homework Reel
  2. Week 2 Homework Reel
  3. Week 3 Homework Reel
  4. Week 4 Homework Reel

Announcement #5 (9/4/18): This class if officially over. See page 26 for the closing post and don't forget to fill out the questionnaire

Announcement #4 (8/27/18): REMINDER that this week's stream is on Wednesday, NOT Tuesday. I'm out of the office Monday (8/27) and Tuesday (8/28) but will be back in full grading force on Wednesday.

Announcement #3 (8/6/18): New way to Submit Homework. Please create a unique forum thread to contain all your homework submissions for the month, rather than everyone submitting in this main thread. More info on page 12.

Announcement #2 (8/7/18): Zsolt has done it again. He's prepared the report card document for this month. Feel free to monitor your grades there throughout the next 4-5 weeks.

Announcement #1 (8/6/18): Class is officially in session!

**Experienced Blender users are Welcome! Clarification about involvement on page 2 of this thread.


Welcome to the CGCookie Class: Getting Started with 3D Modeling & Blender 2.8! If you're interested in computer graphics, 3D modeling, and you're new to Blender / new to Blender 2.8, this class is where you need to be.

This "Class" format invites all Citizen members to focus together on a particular topic/skill for a month. Participation looks like this:

  • RSVP and attend the Live Events
  • Watch the pre-recorded education outlined below
  • Ask questions
  • Submit homework by creating a unique forum thread to contain all your homework submissions for the month.
  • Generally be active in this thread

WHEN? The class will take place from August 6th - September 4th.

✅ WEEK 1: First Time with Blender 2.8 (August 6-12)

Abstract: The goal this week is to simply get familiar with the application. We’ve all been there: Opening Blender (or any 3D package), gazing at all the crazy UI, trying to orbit in the viewport, crying...Ok, maybe you were stronger than me and didn’t cry. But the reality is 3D software is daunting. There’s SO MUCH to digest especially when you’re a beginner.

This first week we’re going to overview Blender 2.8 and 3D from an absolutely beginner perspective. What is Blender for? What can it do? Wait, this isn’t a juicing seminar?

Goal of the Week: Get comfortable with Blender 2.8's UI, viewport navigation, creation and position objects.

Pre-recorded course to watch:

Week 1 Live Event (Remember to RSVP!)


✅ WEEK 2: Pushing & Pulling Verts (August 13-19)

Abstract: Enter the world of mesh modeling: The oldest form of building 3D objects with your computer. We’ll discuss the technical art of “pushing and pulling verts” as modelers often call it. Welcome to this wild, geometric world!

Goal of the Week: Practicing editing a polygonal mesh's components to create a custom 3D model.

Pre-recorded courses to watch:

Week 2 Live Event (Don't forget to RSVP)


  • Model a 3D object using mesh modeling techniques [post image(s) to this thread]

✅WEEK 3: Digital Clay (August 20-26)

Abstract: Digital sculpting is the more artistically intuitive method of 3D modeling. If pushing and pulling verts felt like the hard way of doing things, sculpting will be a welcomed alternative!

Goal of the Week: Practice digital sculpting.

Pre-recorded courses to watch:

Article to Read: Big Idea: Digital Tablets

Week 3 Live Event (Don't forget to RSVP)


  • Do the Melvin sculpting exercise [post a link to your submission in a reply to this thread]
  • Sculpt 3 primitives as demo'd in the live stream [post screenshots]
    • Cube from a sphere
    • Sphere from a cube
    • Cone from a sphere
  • EXTRA CREDIT: Pick on of these options:
    • Sculpt a human face [post a screenshot]
    • Sculpt *something* of your choice [post a screenshot]

✅WEEK 4: Next Steps as a Blender Modeler (August 27-September 2)

Abstract: At this point, you've been introduced to the key 3D modeling methods. Meaning that you have the tools you need to MODEL STUFF! This is where practice will make perfect. This is where you build stuff.

Goal of the Week: Be inspired to continue modeling and spend the week modeling or sculpting a challenging object.

Pre-recorded courses to watch: Modeling in Blender Learning Flow

Week 4 Live Event (Don't forget to RSVP)


  • Model and/or sculpt something challenging this week! Try tackling a character, a vehicle, a houshold object, whatever. Show me what you've learned. Show me what you're capable of! [post image(s) to this thread]

✅Class Wrap-Up Stream (First Tuesday in September)

We'll be doing a 5th live stream to close out the class, review week 4 homework, and possibly a special guest.

This thread is reserved for CG Cookie Citizens that are participating in the "Getting Started with 3D Modeling & Blender 2.8" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask Kent and fellow participants questions and to post homework. As the instructor of the class, Kent will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of Auguest to review homework and answer questions.

Free members are welcome to observe the thread but please respect that communication and participation is reserved for Citizens.

  • theluthier Kent I was just wondering, that in January finally how I found the information that there will be a Class on GG Cookie at all?

    Well concretely found that fom Wes got on 1st of January a newsletter kind of mail and that changed my CG Cookie year and boosted my skills to not expected level :D

    Basically mentioning this because frankly in the past very rarely (almost never) used to visit the Community thread on CG Cookie so the forum section, maybe it would be worth to send again something like that to the members to draw more attention

  • yyukinoh1989 

    I also heard that the 2.8 will come up. some programs need to first be deleted then reinstalled .
    How does this work with blender ? Do i first delete it and then install again or is it more like he update the older version ?

    Luckily, Blender is not like that!  You will be able to download and install Blender 2.8 to a different folder, without having to uninstall or overwrite Blender 2.79.  You will want to do this anyway, and have both of them installed - remember, 2.79 is still the official current version; 2.8 is a special preview version that will become the official version later this autumn.  The class is like an early start to be prepared for that.  

  • Kinda glad this month's class is gonna be a lot more laid back, combination of basically being on Blender everyday and having to adjust to 2.8. Never used it before so this is gonna be a whole new territory, I envy you with experience.

  • QUESTION:  Should I change the default keymap to Blender 2.7x, or should I take the time to learn the new shortcuts and embrace the new technology?

  • For what it's worth, I haven't found TOO many keymap differences - at least for the kinds of tools I use as a <1-year user.  Even tools that have been renamed often still have the same hotkey.

    In fact the only impactful differences I've found so far:

    • "A" no longer toggles; "A" is now select all and Alt-A is de-select all.  Not sure how I feel about that.
    • Alt-A no longer starts Timeline playback - the new shortcut is Shift-Space and I actually like this a lot better.

    But it's difficult to say too much about the keymap because it can and will change between now and release-day.  For instance, for a few builds they played with removing X as the hotkey for delete; they've since put it back.

  • Actually, the one I am most annoyed with is control-tab for the mode switch pie menu and tab for edit mode toggle.

    • williamatics Tab for edit mode toggle is the same way 2.79 works now.  They originally made holding down Tab call the pie menu, but they had to change that because it turned out whatever function was checking to see whether Tab had been tapped or was being held down, was causing way too much lag when someone just wanted to quickly tap into edit mode.

  • Tips for Transitioning to Blender 2.8

    This post will be a list of information that I and others have found while exploring the alpha builds of Blender 2.8, that may be of use to established users of Blender 2.7x and previous versions in transitioning from the old to the new version.  While the functionality and general layout of Blender 2.8 is substantially the same as in previous versions, there are some important and dramatic changes that may present extra challenges for experienced Blender users who are used to the way things have been up until now. 

    New Blender 2.8 preview builds are released daily - sometimes more than once per day - and can be downloaded at this page.   Since Blender 2.8 is a work in progress, everything in this post is subject to change.   I'll try my best to update this post from time to time through the length of the class with new information as I find it, and correct anything which becomes outdated.  Anyone else who discovers anything they think may be useful to add to this post can just let me know and I'll get it updated when I can.  

    So, on with the changes.

    1. User Interface

    • The biggest changes will be instantly visible when you start Blender 2.8.  The first thing you'll notice is that by default, the 3D Viewport's header is now at the top instead of the bottom, and is also partly transparent.  You can still move it to the bottom if you want by right-clicking in the header and choosing "Flip to Bottom".  If you open a pre-2.8 Blender file in 2.8 and have "Load UI" checked, the header will be at the bottom of the 3D viewport.  The positions of some controls have changed, so explore these to get familiar with them.  On the right side of the toolbar, you'll find viewport shading and overlay options that used to exist in the Properties panel and have been expanded upon.
    • The toolbar is very different; the tool buttons are much larger and have icons, but they still change according to the Mode of the viewport.  The Properties panel (the "N" panel) is mostly the same, except for the relocated display options.  They still can be toggled on and off using the T and N keys.  Both of these panels are also partially transparent; you can get rid of the transparency in the User Preferences (System > uncheck Region Overlap).  User Preferences is now in the Edit menu instead of the File menu.  
    • You can scale the size of buttons and other controls in the Toolbar and N-panel by holding Alt-MMB and moving the mouse up and down (if you didn't know, you can do this in 2.7x as well).  You can also scale the size of the controls in the Properties Editor the same way.
    • A neat trick: the Spacebar brings up a floating tool list at the position of your mouse pointer, it contains all the same tools as the Toolbar and is contextual the same way.  I can see this being especially useful in Sculpt mode, so you don't have to reach all the way to the left side of the screen to change a brush.  For those used to using Spacebar for Tool Search - there is always a Search Commands button at the top of the Spacebar menu no matter which mode you're in, although the direct hotkey for Search is now F3.  
    • The Tool Options for sculpting and texturing brushes, now live in the Properties editor.  It has a new tab in the header, the Tool tab, and the tool options will be there.
    • In Sculpt mode, some of the brushes aren't there anymore.  Notably, the Inflate/Deflate and Clay Strips brushes are gone from the Toolbar.  However, if you click the thumbnail of the current brush in the Properties editor, the missing brushes are available and selectable there.  This seems like a bug and will likely be fixed.
    • When you start to use an operator, the appropriate floating Operator Panel - the one you used to have to call up by tapping F6 - now appears in the viewport automatically.  There is no docked panel in the Toolbar anymore.
    • The ~ key calls a Views pie menu, that allows you to switch between views in the same way as the numpad, without having to use your mouse-hand.
    • In 2.7x, each editor had little triangle-handles in the bottom-left and top-right corners, that you could use to collapse or drag out new editor windows.  In 2.8, the triangles are gone; there are no visible handles, but you can now click on ANY corner and perform the same functions (the mouse pointer turns to a small crosshair when hovering over those areas).  This also includes holding Alt and click-dragging over an adjacent editor to  swap the two editors. Right-clicking between windows still gives you the split and join options as before.
    • (Added 7/20)  The feature that allows Blender to display modifiers, such as Subdivision Surface, on objects while in Edit mode isn't in 2.8 yet, although it will be at some point.  Same with Local Mode.  

    2. Hotkeys (note, of all the recent changes in 2.8, hotkey assignments are the most susceptible to being changed again before the official release)

    • When you launch 2.8, the splash screen has a drop-down box that lets you choose the 2.7x-style keymap if you want to use that.
    • The A key no longer toggles between Select All and Deselect All.  Now the A key is Select All and Alt-A is Deselect All.
    • Alt-A no longer starts and stops animation.  Shift-Spacebar does that now.
    • The Q key opens an editor-specific Favorites menu that is customizable by you.  You can right-click on practically ANY button, option, even whole entire menus, in Blender and add them to your Favorites menu. For instance, in Object Mode you can go to the Object menu and right-click Smooth Shading and add it to Favorites.  Or, you can just right-click add the Object menu to Favorites.  Or, you can straight up add Object Mode itself to Favorites, if you want to.
    • As mentioned above, F3 rather than Spacebar directly brings up the Search tool.
    • While in Edit mode, the 1, 2, and 3 keys in your number row (NOT the numpad) will switch between vertex, edge, and face select modes.

    3. Collections

    • The big one.  Collections is the new system in 2.8 that has replaced the old Layers and improves upon them.   Collections live in the Outliner.  Like Layers they can be made visible or invisible; unlike Layers, they can also be named, rearranged, made deselectable, and objects can belong to more than one Collection at the same time.
    • The M key that formerly allowed you to Move objects to other layers, now allows you to move them to other Collections in the same way, or to create new Collections to put an object in.  
    • If you open a 2.7x or previous Blender file in Blender 2.8, the existing layers in that file will automatically be converted into Collections, that will be named relatively - for example, everything that was in Layer 1 will now be in "Collection 1", while everything that was in Layer 11 will now be in Collection 11.  Of course you can rename the Collections as desired.
    • For the purposes of LINKING and APPENDING from other Blend files, "Groups" in older files are now recognized as Collections by the 2.8 File Browser.  Linking and Appending works just fine; I've tried this with the Vonn Bots and had no problems.  As mentioned above, Collections will be generated as necessary in place of layers.  

    The above is really all you need to know to use Collections in the same way as you used layers in 2.7x.  Of course Collections are a little more powerful than that, but Kent can go into any new abilities during the class if he thinks them important.

    4. Addons

    Addons should work the same way, but except for a handful of stock addons like the Node Wrangler, addons are DISABLED in the 2.8 alpha.  There will be some changes to the Python API, so addons will need to be "upgraded" to 2.8-compatibility once the new API is released.

    • jjakeblended That is awesome, thanks a lot for this summary in so detailed format, finding it very (very) valuable.

      Somehow started to be afraid a little bit from this 2.8 by reading the posts, like a first impression with this so lot of le-learning need. I will be very interested how you guys see it during the class.

      Could you please someone point to some articles about the things behind of re-building Blender, presumably 2.8 will be some extra good, fast or something if the developers decided and got free hands to re-structuring from the ground

    • csehz As far as written articles, I'm not sure, there is the Developer Blog with some useful entries. But there are lots of videos, and I think a good place to start is the Developer YouTube channel, where you can follow how 2.8 was thought up and conceptualized, starting from around a year ago.

      One of the devs, Pablo Vasquez, also has a Youtube channel dedicated to Blender where he does livestreams regularly, talking about the development process and demonstrating many of the 2.8 features as they were being created.  Each of his livestreams is around an hour long though, so it may take  awhile to watch - but if you can spare the time it's good information.

    • jjakeblended thanks a lot for the links if someone is briefly interested for example found on the Developer's blog this short summary on about the 2.8 highlights

    • theluthier If there was ever a need to bookmark comments, jjakeblended's post about tips for 2.8 would be just the thing to bookmark.  An informal request lol.

  • crew

    jjakeblended Whew boy, that's going to be a 💰 post. Thanks for initiating it!

  • Thanks, I won't overdo it. I'll just use bools when there's no other way.

  • Yesterday evening I started working on the first exercise, modeling with primitives, (in Blender 2.8) because I also have to make the exercise for the workflow I'm in.

    I'm modeling this birdhouse i found on Pinterest:

    Here's a first screenshot:

    • @carrotnl That is very nice and from the point of view of time management also being good idea to prepare in advance. 

      Finishing this you will feel safe having the homework, so maybe will start another one or extend this one in some direction. 

      If you have time suggesting to start the Melvin sculpting exercise for Week 3, as depending on the experience that might turn out slightly time consuming. Or at least having that completed, more time can stay to the Extra Credit sculpting something unique

    • ccarrotnl Looks great so far Wilco, good block out of the main shapes. I can see why you want to use bools 😉

      csehz That's actually a pretty good suggestion Zsolt. I'm currently doing the Melvin exercise and I've been on it for quite a while now... first time sculpting takes some time to getting used to. Hope to finish this weekend though! 

  • A thing I wanted to ask is that considering it's being encouraged for more experienced users to share their finished projects' Blend files once they're completed as to let newer users to poke around and find out how some things are done, where are some good places to upload Blend files for them to download? I've also seen a few people just attach them directly to messages but I'm not sure as how to do that.

  • Wow, I'm big.

  • Wow, you guys should do some optimization with your website) Putting 600x600 image into 20x20 avatar is not very cool thing for loading speed :D

    • nekronavt Yeah, but on the plus side William's fur does look awesome up close 😎

    • crew

      nekronavt Heh yeah, it's a recent bug introduced by new feature additions and optimizations. I'll report it as soon as I see it again. Currently I'm not sure what's causing it or how to reproduce it..

    • theluthier Welcome back, I hope you had a nice vacation? Thanks for all your answers Kent, that clears things up! 

      Thanks for the clarification on the week 4 assignment. I was a bit afraid about coming across as flexing. I am on summer break now so I have some extra time on my hands to try some things out so I'm exited to do something challenging. Would be kinda cool to see what everyone comes up with if they can go all out and make the best they can 😁 

      Yeah the background images thing is kinda funky now... I'm making something for week one that I want to be precise with in terms of shape/proportions and so all the emptys are in the middle overlapping according to their right view, like a crosshair (hope you know what I mean), I have to manually turn off visibality of some to see what I'm doing. It sorta works, but the old way was much easier! 

      Ah well, you win some you lose some I guess, other changes like eevee are pretty cool 😎

    • ssmurfmier1985 the way I've heard it, the developers eventually plan to add "background image planes" as a special object in the Add menu, and my understanding is they will be set up to only appear in the appropriate orthographic views and all that.  But I don't know the ETA on when that will be added, so for now that procedure you found will have to be how it's done.

    • jjakeblended That sounds like a great solution! I'll be patient then :) thanks for sharing

    • crew

      ssmurfmier1985 Yes I did have a good vacation! Thanks for asking :)

      I was a bit afraid about coming across as flexing

      In a way, if you're worried about that, I feel that's evidence against you flexing. It's all about one's posture.

  • Here's my homework/exercise submission for the first week. It's a birdhouse. I did it in Blender 2.8. I edited a version for Sketchfab, because the file would glitch out in Sketchfab. I could not upload the blender 2.8 file directly to to Sketchfab. I exported the file to Alembic (*.abc). Also I had to edit the blend file several times, and replace a few cubes, because it wouldn't export correctly to Sketchfab.

    Here's a few pictures:

    Here's my Sketchfab file:

    Here's the blendfile. It's for Blender 2.8. Let me now if the link works. It's the first time I shared a link from my NAS. I'm not sure this link will work.

    • ccarrotnl I'm curious what kind of specific details prevented the model from loading correctly in sketchfab.  Could you talk about the problems and how you solved them?

    • silentheart00 When I tried to import the Blender 2.8 file in Sketchfab it gave an error when interpreting the file. I then tried the only two exporters available in blender 2.8;  Collada (*.dae) and Alembic (*.abc).

      The first one did import, but only a part of the model was visible. When I activated wireframe I saw only the edges where there but more than half of the faces where gone.

      When I imported the Alembic file, it worked, but some of the faces where glitching out a lot. I later found out that some of the objects (the tops of the middle and the right part of the house) in my scene had errors in them (not visible). When I replaced them with new objects it worked a lot better. Then I still had to edit the parts I used the bools on so they only contained quads.  Then the model displayed correctly.

      I canceled the bool modifiers in the walls behind the plates with the holes to keep the mesh simpler, else I had to remodel a lot of stuff in edit mode to let the model be watchable in Sketchfab.

      Earlier on I had some crashes when turning on the Eevee rendered view ( because earlier I used OpenGL mode). I suspect the errors in the data where generated arround that time, or maybe where the cause of the crashes.

    • ccarrotnl Good to know, thanks!

    • crew

      ccarrotnl Submitting homework *already*?! Heh well..aaight then. It looks great! And that's very interesting info about 2.8 + sketchfab. I'll address that quirkiness in the first livestream.

      Being so early I don't have the spreadsheet from Zsolt yet. So I'll try to remember this submission in the thread but if you don't see it after the first week, please remind me about it 🙇🏻‍♂️

  • I am trying to upload my homework submision for week one to sketchfab. I know its early but i wont link it in the thread until the class starts.

    Anyways, i have modelled it in blender 2.8 but i dont know where to find the sketchfab uploader in this version. So i tried to upload the blend file instead, but aparaently the file is invalid. Then i tried to open the file in 2.79 but while loading blender closes down.  Can i upload a screenshot or a render instead, or maybe someone can tell me how to find the sketchfab uploader in 2.8.

    PS.:This is ui related, the sketchfab addon is activated in 2.8.

    • aarev Did you try exporting them as Alembic files? That worked for me in the end. I don't think the exporter plugin from Sketchfab will work in a alpha stage application like Blender 2.8.  The problems with I had with exporting my file (see a few posts before yours) had more to do with data corruption, if you ask me, then a non working exporter plugin.

      Both the Collada and Alembic formats are supported by Sketchfab, but only the last one worked for me.

    • ccarrotnl Didnt try that no, but i will keep it in mind for later. Thanks:)

    • ccarrotnl Hi Wilco, do I have to adjust specific settings for it to export right? I saw a whole panel full of options when I tried to find where/how to export it, something about frames (animation settings?) and a ton of other options...

    • ssmurfmier1985 Good one. I completely missed that panel (LOL). So I didn't change anything. But seeing it now I would change the number of frames for animation to 1 if you're not animating. I was wondering why it was importing as an animation. I just set my end frame to 1 in the timeline window to stop it from exporting an animation.

    • ccarrotnl Thanks for explaining :)

  • My guess is that Blender 2.8 won't be supported untill the official release. Maybe it would be better to stick to screenshots and EEVEE renders for this class (and uploading your blend files), since there are so many issues with uploading to Sketchfab...

  • Yeah just a reminder to everyone - addons are actually disabled globally in the 2.8 alpha, save for a very few exceptions.  Specifically, any addon that has a yellow triangle warning sign at the right end of its row in the list, will NOT work.  Even if you tick the box to "activate" it, it will be ignored.  Which is the vast majority of them, and definitely any you try to install from a file yourself.

    If you click the tick box for a disabled addon, you may notice a dark text box pop up at the bottom of prefs window; it doesn't last long and is difficult to read in time, but it does say that the addon is being ignored despite your activating it.

  • question when we follow this class and like for example if we have to start the sculpting but already once finished melvin. do we have to redo him or should we try to focus on the extra sculpt credit and just send a link to the sculped melvin from before ? (i do think i will be able to finish the melvin sculpt before the class start) .

    • yyukinoh1989 It's smart that you're already doing some homework in advance and that you've started with Melvin, because he takes a while to finish. From what I've heard you don't have to do the exercise again. Just provide the link to your exercise submission and focus during class on finishing the other two homework assignments for that week 😊

    • ssmurfmier1985 

      awesome to hear . he indeed takes longer then the previous exercises. just wondering during that week will he give certain restrictions for the homework or is it exactly like he already described it? 

    • yyukinoh1989 It's pretty much like Kent describes it.  Feel free to ask him during the streams if you could do anything differently since he's on vacation right now, I think.

    • crew

      yyukinoh1989 Mirando is right that you don't need to redo an exercise you've done already. You just need to post a link to said exercise in your homework submission post. I intended those instructions to be applicable to everyone whether doing the exercise for the first time in this class or having done them previously. But I realize that's maybe not so clear. I'll address this again in the first live stream. Thanks for asking!

    • theluthier
      thanks . i do have a question i noticed you said someone submitted their homework already?
      are we allowed to work on the last project already ? or not. i still am new and want to put someting challenging but i am not sure if i am allowed to already start it ?

    • crew

      yyukinoh1989 Well, I'm not going to say "I do not allow you to start ahead of time!" 😅

      But I will say that it's best for me to keep track of homework assignments that are submitted at the same time. If I have to keep track of week 3 homework being submitted in week 1, and week 2 homework submitted in week 4, it's going to be very difficult for me to keep track of accurately.

      So if you want to start working on homework ahead of time, please wait to post it as homework until the correct week. Also if you find that you have a bunch of questions that result from doing the homework ahead of time, please don't ask those questions until that week. It'll get very confusing for everyone if the timeline isn't followed in this thread.

      Does that make sense?

    • theluthier
      That clears up everything.
      I wasnt thinking about posting it sooner but sure did wonder if i could already start .
      I doubt that what i am trying now will be able to be finished in one week .
      Also one more question if we cannot complete the homework like we wanted it would that cost points ?
      I still am thinking about what to try out and if it would be wise to try someting more complicater then someting a bit simpler to model.

    • theluthier Sorry for submitting so early. I got a little exited I think. 😅  I will submit the rest of my homework it the right weeks.

    • crew

      ccarrotnl No need to apologize! No one has ever submitted so early before lol. Not a big deal - we're chill in here 😎

    • crew

      yyukinoh1989 These beginner-level homework assignments should be pretty straight forward and difficult to not complete. Just don't try to do too much and you'll be fine.

  • Well... pulling up the bootstraps and buckling the safety belt. Have signed up for this course again. Started it in January and life took me away from it. May wind up starting out in 2.79 as I'm forever the skeptic. Nevertheless, the class will be a good one - only sorry didn't finish it last time.

    And I promise not to submit stuff that was previously done back in January.

  • Week 4: Next Steps as a Blender Modeler

    Pre-recorded courses to watch: Modeling in Blender Learning Flow


    • Model and/or sculpt something challenging this week! Try tackling a character, a vehicle, a houshold object, whatever. Show me what you've learned. Show me what you're capable of! [post images and/or a Sketchfab embed]

    theluthier / class mates who might know, 

    I have some questions, 

    For week 4 the pre-recorded courses are the ones in the modeling in blender learning flow, but the assignment says we can model whatever we want. 

    Just to be sure:

    - For this assignment, do we have to choose one of the intermediate/advanced courses that are part of the modeling in blender learning flow?
    - Or are we meant to select our own subject, create something new from scratch?
    - Or are both options okay?

    Also, is it for this final homework assignment allowed (if I have some time left) to try texturing / shading / normal map / etc.? Or just basic colors (and rendering with eevee), just like the first week's assignment?

    • ssmurfmier1985
      well i wonder too about that . (also downloaden 2.8 blender (gonna instal it now trough ill still work in 2.79))
      so Miranda youre going to model a eevee then ?
      that is actually a nice idea.

    • yyukinoh1989 While the pokemon Eevee is pretty cute (though I think Umbreon is way cooler!), what I meant was using the new real time render engine that's introduced in blender 2.8, which coincidentaly also is called eevee. This new render engine is replacing the old blender internal engine. Cycles (the second, more realistic, render engine) will also still be there, just like in 2.79. 

      If you want to know more about rendering you should check out the fundamentals of rendering course fom the beginners learning flow (if you haven't already seen it, don't know that of course 😎). 

      Anyway to answer your question, not eevee, but I'm working on an idea that popped up yesterday, but... that you will see in week 4 😉 

    • ssmurfmier1985
      Tought that you meant the pokemon xD .
      good to know about rendering . i will have to take a look at it since i dont know anything about that so it might be handy to learn too already :).
      i am curious about youre work looking forward to see the results of other members :)

    • yyukinoh1989 I'm looking forward to that too, very curious  what everyone will come up with :)

    • ssmurfmier1985 Whilst I can't answer whether you're allowed to texture (but considering it's meant to be an "all-out" kinda thing I'd imagine that'd be okay), for the first set of questions the pre-recorded content is merely meant to be a guideline to what you're aiming for that week, think of them as references for your homework. For example last class when we were modeling a car exterior we were given pre-recorded videos related to hard surface modeling, and those courses may have given us some tips/practice before we worked on our own project, if that makes sense. Whereas the livestreams are a more engaging way of learning as you have a teacher showcasing what you're meant to do and answering questions as soon as they're asked the courses are much more slow but you can take them at your own pace, it's a really good idea to utilise both.

      I'd imagine we're expected to model/sculpt our own object/character/scene as opposed to following one of the tutorials, though by all means definitely take elements from those courses and implement them into your own homework if you want! For example you could study the Introduction to Hard Surface Modeling course but instead of doing a stylized propeller plane as your homework you could take the tips and techniques from that course and instead a more realistically proportioned biplane, or hell, even something like a submarine! Hope that clears things up but I by no means am a determining voice, theluthier will be able to give you a more concrete answer.

    • thecabbagedetective Thanks Aaron, that certainly clears things up! I really hope theluthier will allow texturing and stuff when we have some time left, because I struggled with that during the fundamentals course, so I would like to try to improve on that. Also want to try a normal map, have something game style in mind so want to try to keep it low poly and use the normal map for more details. Never tried that so that will be interesting. We will see what his answer is when he's back from his well earned vacation :)

    • ssmurfmier1985 Miranda as the BC1-1808 class for beginners is a repeating one after having the same topics in January in BC1-1801, suggesting to have a short look on the submissions in that thread on the below link:

      Actually that link drives you to page 39 from where the Week4 submissions started till the last one, you will see that absolutely having the creative freedom to present the homework in the best shape depending on your actual technical skills. 

      So briefly no fear you can texture /shade etc. your model which can be an own one from scratch of course, even I think that is the best choice as the slogen says "First Never Follows" :)

    • csehz Thanks! love that slogan, I'm going to challenge myself with something from scratch, go big or go home right? 😉 On my way to check out the entries for the first class!

    • crew

      ssmurfmier1985 Great question. In short, both approaches are fine: Completing any course result within the modeling learning flow or creating something entirely unique.

      The point of week 4 is to be a challenge to use what you've learned to create *something*. Included in that is less restrictions to promote creative freedom. And since this particular class is going to be unique blend of beginners and experienced users, I think it'd be cool if each student uses week 4 to create something to the max of their own ability: Including texturing and whatever else. I don't mean for that to contradict my 'no flexing' policy, but I hope it makes sense where I'm coming from lol.

      I'll hash this all out in week 4's stream. Thanks for asking!