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.

  • crew


    Class Announcement #3: New way to submit homework!

    One of the Volunteer Assistants, tonysharpe, suggested that homework submissions should exist as their own threads: One homework thread per class participant. Duh - of course that's how it should be! That way I don't lose track of homework and you don't lose track of feedback.

    So I want to implement this new approach. Instead of submitting your homework as replies to this thread, simply create your own thread with this title: BC1-1808 Homework, Your Name (or Username)

    and this description (including hyperlink): My homework thread for the  August 2018 Class

    Once created, each week before midnight reply to that thread as you would have in this main thread: "Week # Homework Submission" in bold at the top followed by a sentence or two about how your homework experience went / what you learned / any tips to share, and finally an image of your submission.

    This will be a much better way to keep track of your homework and feedback! Also peer feedback is very encouraged within these individual threads 🙇🏻‍♂️

    • theluthier  Sounds interesting, lets do it! Though just to confirm is it still acceptable for us to comment/leave feedback on other students' work, providing it's wanted?

    • theluthier tonysharpe Great idea! Let's try it out. Also would like to know the answer to what thecabbagedetective asked, 'cause I would love some feedback 😊

    • crew

      thecabbagedetective Absolutely! Peer feedback is very encouraged in these individual threads. I'll update that announcement with that clarification.

    • So I want to implement this new approach. Instead of submitting your homework as replies to this thread, simply create your own thread with this title: BC1-1808 Homework, Your Name (or Username) 

      theluthier frankly I was a bit sceptical with idea, as thought this will separate our attention and the spirit might goes out from the main thread.

      But it seems really working, those own homework threads are like some "Virtual Personal Class Rooms" where we can visit the individual artists and see how her/his things are going. 

      I think this idea could be kept also in the new web version of the classes once, when someone joins officially to a class then such "VPCR" :D could be opened for the person as default. Really enjoying to visit others and comment, also good feeling when others look into my room.

      Plus so coming back to this main thread, it lives on the same way so you convinced me, although presumably you will have multiplied contents to read through now :-)

  • Hello everyone! Finally talked my computer into letting play with 2.8.  Really looking forward to this. Thank you guys for putting it together 

  • made the homework thread :D now waiting to see the recorded livestream to start the homework :)
    everyone good luck . lets all do our best

  • Hi, a bit late to the class. Where, if available already, can I find the recorded first week? If not, when should I check back in? Thank you.

    • mmodeler3dvman Go to the Events page and click on past events.  It should be there if it's uploaded.

    • silentheart00 Thank you, will look now.

    • mmodeler3dvman If it's not available yet it almost always is there within 48 hours of the stream so if you don't see it yet it shouldn't be long before it's uploaded so just keep checking back.

    • thecabbagedetective Excellent, thank  you for fast replies. I'll keep checking.

    • crew

      mmodeler3dvman My apologies for the late upload of the stream recording. I forgot to record locally on my computer, which I usually do. Instead today I had to download from Youtube's recording, combine audio and video, repupload to wistia...blah blah blah - It will be available today, very soon!

      PS: Welcome to the class!

    • theluthier Thank you, I'll return later today to check.

    • theluthier
      hey i am watching the recorded livestream now .
      Since i could not be there at the time i hope i can answer here and ask my questions too.
      1: what experience level do we have in the house: 1, u just started this is my third week so i still will be able to learn plenty :D
      2 : we are free to sell? i got a question about this . not sure this belongs here but if i get better how do you start a career or how do you promote , sell youre models ? And how do you know what a fair prize is for what you offer to other people ?
      3: On the num pad what is the period key (or how its called ) you talk about it at 52.45 minutes.

      Thats it for now :) glad to be able to be here like you said this is an amazing community and great place to learn.

    • I've been lurking in this thread because I'm interested in 2.8. I haven't quite decided if I want to fully commit to joining or not, but I'm considering it... though, I guess I'm a little late to the party. Regardless, I wanted to try to help a little:

      yyukinoh1989 The "period key" is the key with the little dot on the number pad on your keyboard. Providing I can figure out how to embed an image, you can see it on my keyboard in the image below.

      It's helpful (at least in 2.79) for focusing your viewport on whatever object you have highlighted (and are thus working on). This is particularly helpful when you've managed to zoom too far out or pan too far over. Doesn't help you, though, if you've managed to flip yourself upside-down. In that case, you're better off hitting 1, 3, or 7 on your number pad to bring you to a front, side, or top view and then use the period to focus in from there. At least then you can start panning and orbiting and zooming all over again from a familiar orientation.

      Not sure if that's what you wanted to know, but that's how I understood what you're asking. :)

    • yyukinoh1989  Good to have you on board! Not theluthier obviously but I'll do my best to answer your questions. Also as an FYI I'm 1 too, been doing this for 6-7 months.

      Now whilst I would hardly consider my word gospel considering I'm not a professional (yet), I am under the impression that if you made something here that didn't use any copyrighted characters, logos etc in this class you would be free to sell it, yes. Though whilst I doubt they're copyrighted I would advise against selling things created specifically from a course aka the plane from the hard surface modeling fundamentals, just 'cause it's something anyone can easily find.

      Now for selling your models there are sites like BlenderMarket, Sketchfab etc in which you can sell your models, but the way I'd recommend starting (as it is how I started and how I'm slowly transitioning into professional work) is by asking friends and family if they want anything modeled. Things like logos or backgrounds seem to be the most popular with my friends. It's a great way to get started and you're working for someone you (at least should) trust, not to mention they'll tell their friends and family if you do a good job and it could potentially explode if one of them has good connections. As for fair prices though, I can't really say, as a lot of factors come into play. The only thing I can really do is recommend having a browse around other storefronts or maybe ask some of the professionals on this site what they charge. On a side note, sites such as BlenderArtists frequently post freelance job listings so when you feel more confident definitely check that out.

    • 2 : we are free to sell? i got a question about this . not sure this belongs here but if i get better how do you start a career or how do you promote , sell youre models ? And how do you know what a fair prize is for what you offer to other people ?  


      To add to what others have answered for you.  From Blender Market,  There are some

      answers for you.  Others sites where you wish to sell have their own rules and regulations.  

    • yyukinoh1989
      To go into the period key again:

      It's helpful for zooming in as hdpeterson said. It also centers the rotation point of the view to the selected object. So if you have trouble rotating around an object, you could use the period key, and it makes rotating around the object much easier.

      And it works in edit mode too. Just select a vertex - or a view vertices - and blender now zooms in and rotates around the vertex/vertices. I use it all the time.

    • crew

      yyukinoh1989 Thanks for answering the questions from the stream. Glad to know we have another 1 in the house. As for starting a career, we love hearing that at CGC! Underneath our entire curriculum is the motivation of seeing our members go from beginner to marketable professional.

      I recommend watching this live stream to get insight on those questions.

    • ccarrotnl Didn't know that the period key also makes it zoom around the vertex you selected, that's pretty handy! Tried it out and can't live without it anymore 😁

  • thanks guys. This really helped. gonna try to do some homework now :) hope to make someting Nice 

  • when modeling with primitives can we also use  subsurf modifier or not ? just wondering :)
    or may we edit the segments amount ? (is it also possible to somehow deform without going in edit mode ? like with lattice or some other way ?

    • yyukinoh1989 Hi Yukino, the challenge of this exercise is to use only primitives, and only object mode, so no edit mode. Which is pretty damn hard to do, but you'll learn a lot while doing it and you'll probably get a lot more creative to get the shapes you want. 

      The boolean modifier is acceptable (this makes holes in your mesh). Other tools you got to your disposal are grab (translate), rotate, scale, snapping, and the properties panel that you get when you add an object (here you can for example change the segments amount, radius, etc.). There might be more but those are the ones I know of. 

      Yes, the lattice modifier can change your shapes, but as far as I know that one is not part of this exercise. There are probably many other modifiers that change shape but I've never used them, so maybe one of the more experienced people here can tell us?

       Of course I'm not Kent he has the final say in this, maybe he's okay with more modifiers 😎

    • ssmurfmier1985
      thanx . indeed i noticed the boolean yesterday (have to try this out )
      That was new to me and it looks fun to use too. since i plan to end with a pokemon sculpted (maybe retopo too)
      i gonna try to make a pokemon scene now too . gonna think about what i can do :)

  • Is the smoke simulation busted in 2.8? Doesn't seems to be working at all.

  • Is there any way i can see the wireframe when sculpting in 2.8? The only way i have figured out that shows how dense the geometry is in an area, is to go back to edit mode. 

  • can anyone hey to explain how to archieve the shapes for the human wonder if this is also done with only primitives and how they archieved it

    • yyukinoh1989 Looks like they took a bunch of spheres and scaled them in different ways.  Experiment yourself.  Can you achieve the same thing?

    • @silentheart00 ''Looks like they took a bunch of spheres and scaled them in different ways.  Experiment yourself.  Can you achieve the same thing? ''

      well i hope to but i first have to figure it out and i am running out of time xD. I tought too at first(also tryed this at start but i didnt get close to it) it where spheres but that isnt possible (i think)  since if you look at the face of the human made of the primitives,or the object you dont notice the circle (what you do see when you have a sphere)
      So i think it is done with a cube but i wonder how i can get that result of shape.
      the first (most in back looks like a simple plane then a cube but then it get to someting diffrent (and with that there seems to be a lot of possibility's )
      Hope anyone can help me figure this out i am really curious how they did it .

    • yyukinoh1989 I'll do it with a very low resolution sphere something like 6 segments and 4 rings, then maybe scale it... 

    • yyukinoh1989 To me it seems like a mix of spheres and ico spheres. Really something you should try out sometimes, trying out different things yourself is the best way learn which shapes work best 😊

  • I have just also watched the recorded live stream, that was so good Kent.. You are able to speak on a way that I just love Blender more than ever.

    Sometimes my wife used to ask me, what is this my passion about this Blender thing, working on models sometimes in late evenings, as finally it does not produce money for the family :D (yet) She should had watched this stream! You described its wide scale of possibilities so inspiringly, who knows when these learnt abilities will be useful on any area of the life.

    Beside of Blender still loving the statistics of course, so was not able to stand again summarizing the result of that short poll about the experience level:

    Nice to see this healthy mix again and that so lot of experienced users joined to the class for 2.8 (that column has even more persons, as five members pressed a number plus also the 4, which was counted rather to the 1/2/3 experience level categories, anyway also added Yukino's vote who mentioned it in the thread and myself too)

    • crew

      csehz Thank you for recording the experience level stats! Every time I see a graph in here I think, "YESSSS! What did Zsolt measure today??" Indeed it's a healthy mix. I intend for everyone to take away some good nuggets regardless of experience.

      "You are able to speak on a way that I just love Blender more than ever...its wide scale of possibilities so inspiringly, who knows when these learnt abilities will be useful on any area of the life."

      Well that's kind of you to say. I'm glad you enjoyed the stream. I think it's wise to step back and remember how huge scale of possibilities Blender offers us. It's what got me into 3D and it's what will keep me in it. Sometimes it's easy to lose site of that amidst the plethora of technical skills. Enough rambling from me. Thanks for watching and for the stats 🙇🏻

  • can anyone explain how boolean works ? i tryed it but its not working like with kent .
    I watched it several times but its too fast to see whats going on

    • yyukinoh1989 I'm at work at the moment, so I don't have a lot of time, but this is a (bit older) video explaning the boolean modifier. I think it's still (at least mostly) good for Blender 2.8:

      I hope this helps you.

    • yyukinoh1989 Just to confirm what the Boolean modifier does is essentially allow you to add or subtract geometry from one shape using another. Okay, lets assume you want to cut a hole into a cube, for this you'd probably use a cylinder (though you may want to use a sphere depending on the kind:

      You'll then want to go to the modifiers tab on the object you wish to alter (in this case the cube) which you see on the right, then click on the drop-down and select Boolean. Then move the object doing the altering (the cylinder) to where you want to make the edit.

      Now to make it so the Boolean actually *does* something, you must select an "object". This determines what will be doing the editing. Seeing as we want the cylinder to do the cutting, you can either select the little eyedropper tool in the object drop-down and click on the cylinder or select it from the drop-down. Now there are three types of "Operations", which determines what the Boolean actually does. The default and in my opinion the least used is Intersect. This means every part of the receiving mesh interacting with the altering mesh will be preserved whilst any parts not touching the altering mesh will disappear, like so:


      The next Operation is Union, which will essentially fuse the two meshes together in a way that makes sense. Do note this is usually a way to get bad topology (using Boolean in general is really) but at this stage that's not a concern.

      Finally, and what I consider the most useful, is Difference. This basically cuts into the receiving mesh with what parts of the altering mesh are interacting with it, like so:

      Hope this manages to clear things up, and feel free to ask me to go in depth on anything and I'll certainly try my best!

    • thecabbagedetective Your explanation is very clear Aaron, I've been searching how to do booleans also but this is the first time I really get it! *writing it down in my notebook*

    • thecabbagedetective 

      thank you so much for the explenation i gonna try this out tonight and let you know if i completly understanded it . 

      again thanx for the time you took to explain this :)

    • yyukinoh1989 No worries, glad to be of help!

    • ssmurfmier1985 Why thank you, I have about two notebooks - spanning like 300 pages - full of notes and guides, so you're probably gonna wanna get a spare after a while lol.

    • thecabbagedetective You're probably right, this one is getting filled up pretty quickly 😆

    • thecabbagedetective
      It indeed worked :D Seems i fully understanded it :D Again thanx for the good explenation the images sure did helped to clarify everything
      Could someone help me too with giving them easy collors  ?  I dont know how to add some collors and when i do a matcap it change all collors .

    • yyukinoh1989 Glad to hear it! To add a material to an object simply head over to the material panel on the right and you'll be able to edit it there. If the object doesn't have a material already (it appears only the default cube starts with one) there'll be a big "New" button, so hit that.

      Now there is something called the Node Editor (renamed the Shader Editor in 2.8) but that's quite advanced and for what we're doing here unnecessary so lets look at what's in front of us.

      The only options we need to concern ourselves with now are under the Surface tab: Base Colour, Metallic and Roughness. Base Colour is fairly self explanatory, and determines the colour of the mesh. Metallic determines if the material is metal or not, you're going to want to set this to either 1 for metal, or 0 for non-metal, inbetweens typically look rather funky and unrealistic.

      Here's a cube with Metallic at 1:

      And here's a cube with Metallic at 0:

      As you can see the difference is rather large. Obviously it'd be easier to showcase if I had a more complex/realistic mesh but this shall do. The final option you need to concern yourself with is Roughness, this determines how "shiny" the material is (both of these renders were at a roughness of 0.5). Unlike Metallic feel free to fiddle about with this.

      Here's a cube with Metallic at 1 and Roughness at 1:

      And here's a cube with Metallic at 1 and Roughness at 0 (which makes it completely reflective, so I added more geometry to the cube and made it smoother to make it reflect better):

      Hope this clears a bunch of things up!

    • thecabbagedetective
      Wow those are already some pretty options and i think ill be able to work with this already . since you gave a lot of explenation and showed the diffrence too .
      I also see there is someting specular . Does that also do someting or should i leave that ?
      For in my scene on the pokeball i gonna use the metal and the rest just base collor without metal (exept if i have a magnemite) he too might get some metal touch if i can model him :)
      Can i ask how you did that floor?(i also believe you have a sky if i look at the last metal example right? ) Is that done in the same way but another option or the advanced way you talked about at start  ?

    • yyukinoh1989 With the Specular setting it's best to leave it alone if you want realistic-looking materials. It essentially makes the reflections brighter or duller, but the roughness setting handles this much better so unless you're going for something unrealistic and odd then just leave it at default.

      I made the background with what's know as an HDRI (which stands for High Dynamic Range Imaging), which is basically a 360 degrees picture that's quite commonly used in renders, because not only do they look nice and give something to reflect, but more importantly they give off light values depending on the image (for example if you had an HDRI that had two bright, red bulbs then the brightness in the image would affect you scene) to give realistic lighting. They're admittedly a pretty advanced option so I wouldn't worry about them for now but I'll go over the basics of getting one set up.

      First, download an HDRI. HDRI Haven is a great place for free, high quality HDRIs, it's where I get all of mine from.

      Once you've picked one you like, go to the World tab and hit "Use Nodes".

      After that, next to the Colour option is a dot, click that and you'll get a drop-down, then select "Environment Texture".

      Finally click the "Open" button and select your HDRI (do note though that they can be a bit memory intensive and can really increase your render times but they're almost always worth it):

      Boom, you now have an HDRI in your scene (though keep in mind it doesn't appear in the default "Solid" mode)!

    • crew

      thecabbagedetective Wonderfully helpful post, Aaron. You're a good man.

  • Just fyi 2.8 can't use subsurf in edit mode yet.

  • How the heck do I move the camera and light?

  • question about the homework assignment: what was the rules again  and was there anything in particular i was not not suppose to use like e.g modifiers and tools and edit mode 

    • sickelo The objective is create something using only primitives, primitives being the basic shapes you see in the object menu. We're not allowed to alter the geometry in edit mode and seemingly the only modifier allowed is the Boolean modifier (though I imagine something like the Array modifier would be fine). Materials are also fine but no textures. Not sure about compositing but I don't see why not. Also everything must be realistically scaled. Fortunately 2.8 seems to default to the metric system for it's measurements so you have a real world measurement to compare things to but if you'd rather use the imperial system then head over to the Scene tab and where it says Unit System choose Imperial.

      I should also clarify that whilst we're not allowed to adjust the mesh in edit mode you're welcome to adjust the rotation and scale in object mode.

  • Did you know that the s in specular is silent?

  • I did say I wasn't taking part, but that wasn't the reason I gave.  I just don't think I'd learn as much from this class as I would from following my own plans.  I do watch the live streams for the purpose of getting comfortable with Blender 2.8.

  • How do I render a project without having the hidden objects come back in the final render?

  • is there a way to paint like with a Brush or not? i have a problem to collor the pokeball. its white with red but i can now only take white or red but not combine it

  • theluthier Remember this "scaling rotated object on single axis" issue in 2.8? That's seems to be a normal behaviour since 2.79 handles this the same way as 2.8. Another reason for not using scaling in object mode if it's not absolutely necessary :D

    • crew

      nekronavt Good point, Pavel. I rarely scale in object mode non-uniformly aside from week 1 of this class and tend to forget that scaling can get funky in object mode heh. I need to figure out exactly what's happening so I can explain it [consicely]

  • Is there a way to connect geometry in sculpt mode? At a certain point i have a piece that is sculpted into the other, but not connected. I have tried to smooth, creased, pinched, added more clay and all the posible ways a noob can think of, but the gap is visible no matter what i do