Kent Trammell (theluthier)

694 replies · posted

[ENDED] BC1-1801 - January Class Homepage - Getting Started with 3D Modeling & Blender

CLASS ANNOUNCEMENT #5 (Feb 1, 2018): The class is officially closed! Thanks to all who participated. Be sure to check page 43 for the closing "statement" and commendations.

CLASS ANNOUNCEMENT #4 (Jan 30, 2018): The timing worked out where this week's homework stretch is 10 days instead of the usual 7. So you've got extra time to complete the assignment! I'll look for submission through tomorrow, the 31st, and then I'll do a final post to close out the class.

BTW week 4's live event is archived if you missed it.

CLASS ANNOUNCEMENT #3 (Jan 15, 2018): Week 2 is done - We're halfway through the class! Today WEEK 3 begins where the focus is digital sculpting. This is a far more artistic method of shaping 3D models, so if you struggled in week 2, week 3 should be refreshing.

Keep up the awesome work, Class! So much creativity and hard work being contributed from everyone 🤘

CLASS ANNOUNCEMENT #2 (Jan 8, 2018): Week one is accomplished! Today WEEK 2 begins. We're moving forward from basic viewport interaction and into mesh modeling; into Edit Mode and the modifier stack.

As always, don't hesitate to ask questions in this thread!

CLASS ANNOUNCEMENT #1 (Jan 2, 2018): The class has officially started! Today we held the first live event to kick things off. The recording will be published by tomorrow at the latest is now available in "Past Events".

That means it's now up to you to watch the Blender Basics Course and submit your homework to this thread. Please add a big, bold title to your homework submission reply so I can easily tell. Like this:

"BC1-1801 Week 1 Homework Submission"

Also don't hesitate to ask questions along the way. I'll be checking this thread daily to answer questions, give advice, check homework.

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

This thread is intended only for Citizens who are participating in the class. Free members are welcome to observe the thread but please respect that communication is reserved for Citizens.


Welcome to the CGCookie Class: Getting Started with 3D Modeling & Blender! This is the first "Class" format where Citizen members are invited to focus together on a particular topic/skill together for a month. Participation is this:

  • RSVP and attend the Live Events
  • Watch the courses outlined below
  • Ask questions
  • Submit homework
  • Generally be active in this thread

It will take place from January 2nd through January 31st and the topic is for beginners that want to get into 3D modeling. The class is based on pre-recorded courses that students are expected to watch each week along with weekly Live Events.

WEEK 1: First time with Blender...overwhelmed yet? (Jan 1-6)

Download the latest official version of Blender and watch the Blender Basics course. 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 and 3D from an absolutely beginner perspective. What is Blender for? What can it do? Wait, this isn’t a juicing seminar?

During the Live Event we're also going to open the floor, ask me anything (AMA) style, so I can answer all your questions about getting started with Blender.

HOMEWORK: Create a scene out of primitive shapes. It can be anything from a landscape to a spaceship to a character. Just get comfortable with creating and positioning mesh objects. Here's an example:

Take a screenshot of your scene and post it in a reply to this thread *during the week of Jan 1-6*.

WEEK 2: Pushing & Pulling Verts (Jan 7-13)

Enter the world of mesh modeling! The oldest form of building objects in 3D, in the computer. We’ll discuss the technical art of “pushing and pulling verts” as modelers often call it. First, watch the Mesh Modeling Fundamentals and Modeling with Modifiers courses to be introduced to this wild, geometric world.

Practice makes perfect here and during this week's Live Event we’ll be mesh-modeling a few objects to demonstrate tools and workflow available with Blender. It’s ideal if you practice along with me!

HOMEWORK: Model either 1, 2, or 3 unique objects using mesh-modeling techniques. They can be as simple or as complex as you like, but they can't be primitives. I want to see that you've used mesh tools to significantly customize your shapes. For example, you could model a hammer, a cell phone, a keyboard, a game controller, a picture frame, a coffee cup - choose something fun!

Take a screenshot of your shaded model + wireframe-over shaded (as pictured above) and post it in a reply to this thread *during the week of Jan 7-14*.

WEEK 3: Digital Clay (Jan 14-20)

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! Watch the Fundamentals of Digital Sculpting course this week.

During the Live Event, we'll discuss the pros and cons of digital sculpting as well as how it compares to mesh modeling. Again, practice makes perfect with any craft, and we will also practice sculpting. Be sure to have your pen and tablet ready!

HOMEWORK: *Submit during the week of Jan 15-21*

  1. Do the Melvin sculpting exercise (post a link to your submission in a reply to this thread)
  2. Sculpt 3 primitives as demo'd in the week 3 Live Event: cube from a sphere, sphere from a cube, cone from a sphere (post screenshots)
  3. Sculpt 1-3 additional objects of your choice (post screenshots) 

WEEK 4: Next Steps & Homework Awards  (Jan 21-31)

There’s still much more to learn about modeling with Blender. Remember, it’s a craft. Time + practice is the only way to develop your modeling skills.

This week your challenge is to dive into the Modeling in Blender Learning Flow. While the class gives you a boost, the Flow takes you further into intermediate and advanced modeling techniques/workflows. Test the waters and see how far you can go this week.

During the Live Event we'll discuss the journey of becoming a skilled modeler as well as the potential for turning it into a career. Finally, I’m going to sift through homework submissions to commend my favorites and offer critiques!

HOMEWORK: Model and/or sculpt something challenging this week! Try tackling a character or a complex vehicle, etc. Show me what you've learned; what you're capable of!

Take a screenshot of your shaded model and post it in a reply to this thread *during the week of Jan 21-31*.

Start the new year strong together. See you in January! ❄️

  • I was hoping to get a little more done in this assignment. So I did what I could with the time I had. 

    • I really like where you're going with the human head. Nice start!

    • crew

      I missed this one somehow! Excellent job with this submission. Top 3 Melvin of the week! Despite the unfished hand, the shape is very authentic to the art 👏

      Primitives are solid with a tiny bit of bumpiness/wobbliness. And your head is off to a great start. Often starting heads (or any sculpture) is the hard part. But I can totally see this becoming an well-formed bust.

      Despite the incompleteness of the sculptures, you clearly made the time to address each part of the assignment and with good effort. You earned an A this week!

    • Thanks to all for feedback.  Great experience and really enjoyed the class!

  • BC1-1801 Week 3 Homework Submission (pt 2)

    For whatever reason, I don't think I've ever done this exercise, but it was still fun to do.  I could probably spend another couple of hours working on him, but he's starting to take shape (though I just realized I forgot the hands :D )

    As I was working on this, I noticed something that you may have run into and wondered what to do about it.  There were times when I was rotating around a part and it seemed to "disappear", but when I would pull back a little, it was there again.  This is actually not a bug, but rather what you're experiencing is called "clipping".  Blender clips very close and very far because if we were to truly have an "infinite" world, render times would be WAY longer than they are. So to keep things manageable, it "clips" the extremes.  However, if you happen to be finding that a given extreme is happening to "quickly" for you, you can adjust this. It's in the "n" properties panel (the one that comes up on the right when you press the N key) under View. By default, blender clips anything closer than 1/10th of a blender unit or further than 1000. This is fine for most projects, but changing either of these will adjust at what point blender starts clipping. So if you need more when you're close in, just change it to 0.01 for example, and you can then zoom in that much closer before it starts clipping.

    The other thing I wanted to mention is that while you can use the skin modifier to create a basemesh, you can also use the techniques from the last couple of weeks and sometimes get even closer. Or better yet, combine the skin modifier with the basic primitives and/or mesh modeling we did last week.  There's an add-on called "Bool Tool" that will add another tool set to the Tools tab that will allow you to "Boolean" your objects together. It works just like the Boolean modifier, but instead of having to do it on one object at a time, it can work on multiple objects at once.  

    Before using it, I'd recommend applying at least your scale and make sure your normals are facing the right way, but I find it helpful to create a basemesh just as fast and/or slightly closer than just the skin modifier can get you.  (And if you ever watch any ZBrush sculpting, this is pretty close to how they can join shapes as well.) Once you have joined your objects, a little inflate and smoothing can help the transitions between pieces.

    (This is also a function that is in another tool I like called Sculpt Tools UI, which Kent talks about in some of his other course.  Some of the other functions of that particular tool aren't in Blender that I'm aware of, though.)

    My point in sharing this, though, is that there are several ways to come up with a basemesh, whether it be from the skin modifier, mesh modeling the base, or mesh modeling/primitive/basemesh joining.  Find the workflow that works for you!

    • One thing to add to the clipping issue that gradyp mentioned: if you make any changes in the N panel, you also want to update the values in your Camera settings (select the Camera object, go to Object Data tab and you'll see it in the "Lens" section). Otherwise you might end up with Viewport looking OK and nothing being displayed in the render. Happened to a friend of mine. Ahem, cough :-).

    • crew

      You're full of good advice gradyp! Thanks for taking the time to share this kind of insight with everyone. It makes this thread rich with valuable info.

      Your Melvin is an interesting take. Kinda like you intentionally put your own spin on the character's design. You remember in Toy Story 3 when Mr Potato Head swapped his body for a tortilla? This version of Melvin is like that for me! He's more flat than he is round and has a cactus-man aesthetic about him. A little bumpy in spots.

  • BC1-1801 Week 3 Homework Submission (Part 3)

    One final piece to round out week 3 for me.. .This is one I did as a "30 minute" exercise to help show that it doesn't take a lot of detail to start seeing the shape come together. There's still a lot of work for this to be a "completed" piece to get the anatomy right and to get it to look more like a fox, but considering this is only about 30 minutes of sculpting starting from an icosphere,  (And about 15-20 minutes coloring it after) I think this turned out pretty well.  The coloring definitely helps in this particular case, because without the coloring, you might thing it closer to a wolf or dog. I think I might work some more on this one later.  (This also does help to show why you want to retopolize.. If you look, you can see how messy the coloring is. With a proper mesh that can be UV unwrapped, you can get much better results.)

  • BC1-1801 Week 3 Homework Submission

     3: Primitive-2

    Again !

    The left small one is that I noticed it would be very small and gave up.

    But I never give up to improve of my Blender skill... and surprised the lead of Wacom-Pen by its speedy shortening :)

  • BC1-1801 Week 3 Homework Submission

    Finally Melvin is done. Thank you aarkesh, gradyp for help.

    Maybe it sound funny but i spent hours on it. For me it wasn't easy to understand settings in Dyntopo.

    During work we with my daughter have done some small Melvins).

    • crew

      All 3 Melvins are looking good! It's apparent to me that you took the time to polish your sculpt. Shapes are strong and well-formed. Pose is good too. His torso may be a little skinny from the side, considering the girth of the torso from the front. But overall really job alexsr. LOVE the little clay Melvins too!

      Certainly an A for effort and quality but it pains me to give a C for incompleteness 😖

    • Great job!

  • So, theluthier ... No week 4 announcement?

  • BC1-1801 Week 3 Homework Submission 3

    After the hard work with melvin I had hardly any energy to sculpten ;).

    While working on Melvin and try to finished sculpt on time I noticed that he is still too heavy for me and I would like to practice even more the basic theories. But then tried some simpler shapes.

    Just as I wanted to post my result I saw that there are already showed sculpted tree trunks and awsome mushrooms. So I decided not to show my sculpts. They still were not very well and It would have looked like I did not have my own idea ;)

    The last few days I practiced a bit more every day and always used only a specific brush or setting.

    I was amazed how sculpts then daily became a bit easier. However, I always repeat my simple shapes and did not go into details. I also experimented with the texture brush for the ground. This need a lot of geometry to work 

    The beginning is very difficult. In particular working with the pen, navigate and handle the many settings. But with just a little exercise daily it quickly becomes more natural and easier.

    And that´s why I show my little nature scene with tree stump, pepples and mushroom collection and texture ground yet.

    Maybe this will also encourage other beginners.

    Link Sketchfab

    • That looks great! It has nice composition and shading, and I especially like the shapes of the mushrooms. They seem very organic. And kudos for working with thin surface and still managing to get nice details on the stump. That's not easy to pull off. It shows that all the practice and experimenting paid off in the end. :-)

    • crew

      This is great mmonaloren! Thanks so much for sharing.

      If your Melvin sculpture is too dense for sculpting efficiently, I recommend decimating his model down to a more manageable density. Simply add a decimate modifier in object mode, set the value around 0.2 or 0.1 and wait for it to decimate. The modifier reduces mesh density while trying to maintain all the detail, prioritizing density where it's needed and away from where it's not needed. Once you get to a density you like, apply it and continue sculpting.

  • BC1-1801 Week 3 Homework Submission

    Here is my sculpt of Melvin, and below are the three original primitives in green for reference and my sculpts in red.

    Here is the

    cube from a sphere,

    the cone from a sphere,

    and the sphere from a cube.

    • crew

      Nice work, aaz93. Primitives are a skosh lumpy but good overall. On the spectrum of polished primitives, yours lean toward more polished 👍

      Melvin's looking pretty good too! His meta-shape is authentic and recognizable. Still some room for surface smoothing and polish. Commendable work though. Good stuff this week!

      To be consistent I gotta give you a B for assignment completeness. Quality is an A though.

  • BC1-1801 Week 3 Homework Submission

    Sorry for the late submission but i had exams on university .

    Here is the primitives sculpt :

    Here is my sculpt on melvin Melvin Sculpt

    And finally here is my first sculpt ever after melvin , not so good but i tried my best .

    • I think it's great!

    • crew

      No worries ppanagiotis156 it was arguably on-time-ish, down to the last second 😅

      Another quadruped, nice! Grady did a fox earlier. The front legs are a little wonky in that image, especially noticeable on the screen-right front leg. Like it thickens toward the foot a bit. The back and muzzle are little square too...kinda nitpicking it though. Solid work for your choice sculpt ultimately!

      And your primitives look good too. Slight lumpiness but edges are crisp and shapes clearly recognizable. 

      I'd say Melvin edges out in front as your strongest sculpt. Very authentic to the art. Only crit is that his body is a little flat from front to back. Looking from the front, he's appropriately wide but looking from the side he's a little on the thinner side.

      Overall you've earned an A for the week. Good stuff!

    • First, I've got to say, fantastic work overall, especially for a first sculpt.

      Here's a few things where using references from multiple angles like theluthier mentioned at the end of today's live stream can really be helpful.  It may be a little hard to tell some of these from just the one angle of your sculpt (or just using one angle in a reference) but here's a few things about canines in particular but a a lot of these types of quadropeds in general.

      First, with the front legs, image walking around on your hands and knees. Your elbows would be pointed back towards your body. The dog's forelegs would operate in a similar manner. I think in my fox, I went the wrong direction on one of these bends which is one reason it came out looking wrong.  (I was trying to think my way through it, and if I'd given myself more time, I probably would have figured this out and corrected it, but I was trying to keep that on inside 30 minutes on the sculpt, focusing on the overall above details because some things can still be easily fixed on it at this point.)  I think yours seems like it might be going the right way, but something to keep an eye on if you want to push this further.

      There were a couple of things with the head.  Most dogs have an almost lazy S (like an S shape that doesn't quite double back on itself  is what I mean) shapes going form the head to the nose rather than straight lines, most notably from the top view to form the muzzle and from the side as well. On some dogs (like a Chihuahua), this is more pronounced from the "top" view, and some, like shepherds (like I think this one is) it's less obvious from a top perspective. Take a look multiple pictures, and I think you might can see what I mean.  (This shape on the head is common on most felines and canines in particular in some varying degree.)

      And like Kent said, these points are a bit nit picking, but it's little things like this that you want to learn to pay attention to in using references, both from pictures and ones you physically have access to, that can really help to push your work further.

    • Here's a reference of one of my own dogs that shows what I mean with that "lazy S" shape, from as near a top as I could find that I had and from the side. Note that while it is near a pyramid shape when taken as a whole, it's more like a stepped pyramid but with more rounded transitions.  How sharp this transition is depends on the animal (cat, fox, dog, etc) and the breed (Chihuahua, shepherd, etc), but it is present.  Bears have this too.  Hoofed animals, like deer and horses, might have more of a straight from the top, but from the side, they still have it on the side view, though less distinct.

  • BC1-1801 Week 4 Homework Submission

    I was trying to incorporate modeling and sculpting into one scene.  The bust is sculpted, everything else is modeled. I hope this meets the requirements.  Thanks for a great class!  I hope to see you all in March!

    • crew

      ALREADY?! Wow, great stuff. It totally meets the requirements. Glad to see you incorporated both modeling approaches in one scene. Good modeling happened here: It's an A 👍

    • Fantastic job here!  My biggest recommendation is try using some multires sculpting on the pillows and cushions to soften them and give them a more realistic look.  Check out some reference photos to see how they're formed.

      And just a note about scenes like this in general... One thing a lot of interior scenes in particular suffer with is that so many feel "stiff" and "stale"  and almost like a "showroom" model because they lack certain details. It's great that you have the sculpt, the plants, and the lamps, but think about who lives in this room.  Are they married? Single? Have kids?  What interests do they have? Hobbies? Do they like to read? If so, what kind of books or magazines? Are they neat and tidy or lazy and messy?  All of these can help inform what kinds of things you might want to put into a room like this and will make the resulting scene more visually appealing and interesting. 

      Most importantly, add imperfection!  Using multires to sculpt wrinkles will help, but so will changing the rotation of the tables (and anything that's not a "perfect" circle that gets put on them) even by 1 to 5 degrees. Pull one or two of a stack or line of objects just slightly out of alignment -- even for a "tidy" appearance.  Remember, nothing in realitiy is "perfectly" placed, so adding these imperfections of placement and rotation go a long way to helping a scene feel more realistic.

      What you have here is great, and is a great start! Keep pushing it, and you can turn it into something amazing!

  • This is not my week 4 submission (I'm still working on that, and most likely will be through the weekend!)

    I just wanted to post this as the finished sculpt of week 3's homework.  It's still has rough edges and it would be nice to paint the Guardian to look like it does on the set, but that would take time I don't have right now.

    • Nice to see you got it working with the mountains in the background. Maybe paint it in March when the next class starts :)

    • crew

      Looking really good mathias67! You're really taking the time to craft the scene and composing the image. Love the mountains and columns. Intriguing theme here. 🤘

    • Thank you both! I'm learning a lot.  The reason I couldn't finish the background was because I had the detail too high.  I've found that when sculpting very large background objects in constant detail it pays to take it all the way down to '1' and work up as detail is needed.  Fortunately for me the set from which this scene was taken was fairly lumpy / low detail to start with so it didn't take much to get a close approximation.  Also, the original scene appears to have been sculpted with gray plaster or foam (which took on a purple hue from the rear stage lights) so the only painting I'll have to do is the gate itself.  I plan on taking that up after I've finished my project for week 4.

      Kent: I wish I would take credit for the composition, but all I'm doing is trying to stay faithful to the set as it was shown.  This is the 'Guardian of Forever' from the original Star Trek season 1, 'The City on the Edge of Forever'.  As it is likely I'm the oldest person in the class (I'll be 51 this year), and having a penchant for very strange and obscure references anyway, I'm showing my age on this project. ;-)

  • BC1-1801 Week 3 Homework Submission

    Kent, just wanted to say how much I have enjoyed this class!  It was kind of heartbreaking hearing you talk yesterday about everyone getting burned out over The Range.  Glad you guys are fighting the good fight.  It's been tremendously helpful this month to have, however informal they are, assignments and deadlines and the knowledge that people will review and critique my work.  I've stayed more motivated and active this than anytime since I first started learning 3d. And to everyone in the community, thank you so much for making this class work, your submissions were inspiring and your feedback astute.  I will definitely be back for stylised characters!!  Here is my homework (inspired by Dr. Seuss).  It's a little early, and could still use more texture work, but I'm leaving town for a week and wanted to get it in.


  • I think I said something along these lines a couple of weeks ago, but in light of this week's homework, I wanted to say it again.

    For the last couple of weeks, we've learned how to model and sculpt individual objects.  With that knowledge, you now know nearly all you need to know to be able to do a complex scene such as a room.  Doing an entire room, well, is a long, time consuming process. but don't let that scare you.

    The key to understanding how to do a "large, complex" scene is to realize that a huge scene is nothing more than a collection of smaller pieces.  What makes it seem scary is that there is so much to do. Instead of focusing on an entire room needing to be done, simplify it.  Break it down. What goes in the room?  A table, chairs, lamp.. So focus on the individual pieces.  Model the table. Then when you get that done, model the chair. And so on. Each piece. One at a time.  Then, once you get enough pieces done, you can bring them together.  

    And just like doing the sculpting, take it one layer at a time. Once you have the "big" pieces in place, look at it and see what else it needs. What goes on the tables? What else is needed in the scene? In response to choyce7 's post, I listed several questions that you might want to answer if you're doing a scene.  The more of those kinds of questions  you answer, the better the scene will be.

    Doing a character is more or less the same.  Answering the questions about who the character is, what he (or she) does for employment, what hobbies and interests they might have, and so on helps you to establish (if for no one else) in your mind what the character should look like, be wearing, and so on. And just take each part one at a time, adding detail and so on.

    Finally, in regards to this assignment, if you're looking for inspiration on what to do this week, what have you done that you can push further? What can you build a scene around?  Reusing assets is a very useful, and common, thing to do with 3D modeling, so keep that in mind this week.

    I've seen a lot of great things come out even from those who are completely new, and I look forward to seeing what come up this week!

  • BC1-1801 Week 4 Homework Submission

    Turned out my laptop can run some sculpting pretty well. At least when the number of faces was round 200 000 it still goes on but immediately starts to choke when matcap is added but it's not so big deal, I'm just glad I was able to make this weeks homework in time.

    Here they are: Velociraptor, Triceratops and Pteranodon!

    And the Sketchfab links:




  • BC1-1801 Week 4 Homework Submisson
    An old wooden hay wagon
    I need a lot of time to find out how axels an drawbars work ;)
    This is what  I was able to finished in 3 days.
    There is still a lot of work e.g. some sculpting for the wood to make it look old and add a few details and to bake normal maps.
    I want to upload the wagon to a virtuell world, so some work is still needed because there are some requirements e.g. for materials, geometry and LOD.

    So I definitely keep on working on it.

    Thank you so much for this class. I have learnet a lot and the combination with additonal live-streams is very helpful.  

    • crew

      Look at that! Those details are looking really nice. Excellent job paying attention to all the nooks and crannies as well as various pieces. Great work to finish off the class: It's an easy A in my book 👏

  • BC1-1801 Week 4 Homework Submission

    I would like just join to the schoolmates who completed the "Grand Slam" in BC1-1801, meaning posting homeworks in all the four weeks in January (John Sanderson and monaloren at this moment, hopefully others comes in yet)

    That was an intensive month but this course reached at me which any method was not able so far in learning Blender - stepping out from the "Tutorial Zone".

    As mentioned somewhere before, for more than 3 years watching Blender tutorials from different sources, loving the program and got a lot of information, but that was in 90% just inactivity.

    Here in BC1-1801 on the first week realized that okay, I can place mesh primitives beside each other, it can be harder than someone would think, but were able to do. Then if someone can place and resize mesh primitives, also can go to Edit mode, that is just one step further, moving there left and right vertices and applying modifiers, by that finished the next homework. The third week was really hard, jumping into the scuplting, some two years ago did already the Melvin exercise but now at Christmas time again, plus which one I posted that was already a third version. But again just a proof to myself, being able to sculpt and even an own scene from nothing. Then on this fourth week searched for some reference 2D images in Google which never before, started to sculpt by myself and although slightly modified the concept, step by step built up the confidence, that no need to keep and lead my hand anymore, the creativity woke up. 

    If next at anytime would feel the block and just loving but not doing anything in Blender, then would like just think again - can I position mesh primitives beside each other? Yes. Then can I go to Edit mode with extruding moving vertices and apply modifiers? Yes. Can I grab a mesh in scuplt mode and build something into an empty space? Yes. Then so already creating!

    Regarding the actual homework, to tell the truth started from these simple reference images and you can see finally a slightly different character came out, did not have chance to watch the Wrangler tutorial, the hair could be done probably as he has the beard. Attaching also the link to the model version on

    Kent just also would like to especially thank you for the inspiration this month, I thought that actually having absolutely no time for hobby like Blender beside of a 10 months old little girl, but this idea of a class on CG Cookie mobilized the required energy :-)

    • crew

      Thanks so much for sharing about your experience this month csehz . In many ways you've confirmed my best aspirations for the class format. I'm quite inspired to keep going with these and to keep pushing them forward, making them better.

      It's awesome to see your month of homework collected together - the Grand Slam! You've done a lot of work! And culminating into your loveable bear sculpt - really great stuff, Zsolt. I also like that you started with the bear art work but you ended up with something unique. Isn't that a great thing about creativity? You've earned an A this week for sure.

      You've been a pleasure to have as a student his month. I hope to see you in another class!

  • BC1-1801 Week 4 Homework Submission:

    Before all of the Christmas decorations get put away for another year.... Here are some reference shots and a final render of a handmade wooden train ornament from Germany. I would love to add some yarn hair to the drivers and the red string on top, but that will be for another day.

    I had a great time in this class. Getting to know Kent and some of the CG Cookie community a little better and completing these assignments have been two major benefits from participating in the live stream.

    Hope to see you all in THX 1138... er I mean BC2-1803. ;-)

  • BC1-1801 Week 4 Homework Submission

    The Hard Surface Modeling tutorial was quite a challenge for me. When I´ve learned how to model in Blender, back in the day, there weren't so many modeling tools and modifiers. The challenge for me was not to rush into poly modeling but understand how those new tools work, why it was used in the tutorial and then keep using them, repeatedly. After 12 hours I got this nice airplane! ;)

    Thanks for this class otherwise I wouldn't have gone so far... and now I need a pilot... :D

    • crew

      Your plane looks fantastic! I never would have guessed it took 12 hrs to work your way through the course and model. Really great job ninivekha - An A for certain. Way to end the month strong!

      Thanks for participating each week this month. You've been a pleasure to have in the class. And if a pilot is what you need, we have just the course and upcoming class for you!

  • BC1-1801 Week 4 Homework Submission

    I tried to sculpt a character ( i was suppose to make something very challenging)
    During this week i think i've overestimate my abilities to create an "Alien-like" creature with the short amout of time i had.
    However it helped me to see were my weaknesses are and most importantly... find something i'd love to create...

    i would like to say a HUGE thanks to Kent, all the instructors of CG cookie, all the community, and you, who are reading this message ^^.

    This month was the best of my formation since i started blender 5 month ago.
    These classes gave me 3 things:
    -Knowledge i didn't have
    -Self-confidence in myself (I never thought I'd be able to sculpt melvin, or the sword i made)
    -A goal to achieve

    Now, i want to increase my sculpt abilities but also... Create characters !
    This head (badly sculpt i know ^^') is only the beginning of a project for me.

    Cya in march ! ;)

    PS: Sorry for my bad english ^^'

    • crew

      This alien creature is crazy! I'm curious how you did all those tentacles. Did you snake-hook brush them out individually? Mask each spot and pull them out together? Another approach?

      "... it helped me to see were my weaknesses are and most importantly... find something i'd love to create..."

      That's a big victory. Way to go. And for what it's worth, I think your creature is very interesting. It's clear to me that you challenged yourself and learned something. That's earns an A for the homework.

      Finally, thanks for the feedback on the class. It's so exciting for me to hear what this month has done for you. I can't wait to do more of them. You've been an excellent student galledark. Thanks for participating each week!

    • Very cool model :) My dream is that one day I sculpt a detailed Alien

    • Cool character! Love the balance and flow you've got going with it.

  • BC1-1801 Week 4 Homework Submission

    Three views of the same model. Getting better but it still takes me way too long to get things the way I want them. The rest of my weekend is full so I must submit now or not at all. The class has been fun. Looking forward to March.

    P.S. I don't consider this "done". Just out of time.

    • The light is almost a little too bright on this one to see well.. the clipping is almost making it hard to see.  Still looks like a great sculpt. If this is a human character, the anatomy might be a little off. The legs, in particular, feel too long to me.  Although it's aimed at drawing, one book I have is "Figure It Out: Human Proportions by Christopher Hart. It does a great job of breaking down how different parts of the body should be in relation to other parts of the body.

    • How much do you have experience in humans? I think your model looks very nice and even if it's not yet "done" it is very close to it. Too bad you had to submit it (or her) while still in progress but I believe you can easily make the finishing tweaks if you have made it this far already.

    • crew

      The human body is one of the toughest things to get right. But you're well on your way! Kudos for aiming this high for the final week. I know the kind of effort this requires; you've certainly challenged yourself.

      I agree with Grady that the light looks too bright or your material is too white. Either way the blown out highlights distort some areas of your sculpture. Even still, it's a commendable human anatomy sculpt. You've earned an A in my book, Paul.

      Thanks for participating each week! You've been a great student all month.