Goals
- Learn about the composition and modeling of 3D scenes with Blender as well as lighting for the composition of still images
- Modeling more or less complex 3D objects. Execute high quality renderings
Program
About Blender, history, use, features and philosophy of Open Source
Presentation of the interface:
– The starting scene:
The cube, the light, the camera / top view on the x, y plane
X red axis / Y green axis / Z blue axis
– The various menus
Organization / reorganization of the ‘workspace
The 3D cursor
Views:
Orbit
Panoramic
Zoom in and out
View from the camera
Top
view Front
view Side view
Switch to orthogonal / perspective mode
Rotation around the scene along the Z axis
Rotation around the scene on the X & Y axes
Resets the view on the 3D cursor
Selection mode
Select / deselect all
Rectangular
selection Circular selection and modification of brush size
Lasso selection
Add / remove from selection
Progressive
selection Invert active selection
Selection by linked vertices
Manipulation of primitives « on the fly »:
Move an object on the 3 axes
Modify the scale on the 3 axes
Tilt on the 3 axes
Constrain a modification along an axis
Cancel a modification Reset
position, scale and rotation
Handling primitive with the Transform panel
Selecting the position along the axes X, Y, Z
Choice of rotation along the axes X, Y, Z
scale selection according to axes X, Y, Z
Management the pivot point of one or more primitives
Selected object
Individual centers
3D cursor
Baricenter
Center of bounding box
Object types
– mesh objects
– Bézier curves, NURBS curves
– NURBS surfaces
– meta-objects
The types of « mesh » shapes
– Plane, cube, circle, UV sphere, icosphere, cylinder, cone
– Grid and monkey
– Empty mesh and ring or torus
The types of « curve » shapes
– Bézier
curve and circle
– NURBS curve and circle – Path
NURBS surfaces
– Curve and circle NURBS
– NURBS surface
– NURBS tube, sphere and torus
Meta-objects
– Ball, tube, cube
– Plane, ellipsoid
Vertices, edges or faces selection mode
Rotation, scale and position
Extrusion of faces / edges / vertices
Separate vertices
Separate an object into 2 parts
Make an independent object
Join two independent objects
Join 2 parts of an object (merge vertices)
or
Remove duplicates (merge vertices)
Clone an object
Add edges
Remove / create faces
Loop Cut and Slide
function Spin
function Screw function
curve The default Bézier curve / the circle
Options for handling the handles:
– Automatic
– Vector
– Aligned
– Free
Close a path
Dig a closed path
Add / remove handles
Object data
– Extrusion and beveling
– Ribbon
object function – Bevel object function
Converting curves to mesh
Converting meshes to curves
Text editing Text
menu
Choice of typos and particularities
Basic text settings
Text on path
Offset
Extrusion
Bevel
Resolution
Type and bevel objects
Transform text into a mesh object
Import text objects in SVG
General presentation
– Subsurf
– Array
– Mirror
– Edge split
– Solidify
Using several modifiers on an object
Modifiers and null objects
Overview of materials
Preview and preview options
Glow
Reflection
Shading
Transparency
Mirror
Overview of textures
Preview and preview options
The different types of textures
Mapping
Influence
Setting the types of textures
Definition of a background
Paper
Blend sky
Real Sky
Horizon
color Zenithal
color Ambient color Ambient
light
Luminous environment
Indirect light
Fog
Stars
General presentation of lights
The different types of lights
Lamp settings
Colors
Intensity
Distance
Shadows
General presentation of cameras
Focal length
Positioning
Depth of field
General overview of still image renderings
Dimensions
Render quality
Aliasing
Shading
Output file type
Loop Cut and Slide
Edge slide
Bridge tool
Bevel
Vertex Bevel
Function F2
Dissolve
Ngons
Model with modify
Creating matéiaux using nodes
Different shaders
multiple Textures
Procedural Textures
Factors:
Light path
Layer weight
Geometry
Object info
Vectors:
Bump maping black & white
Normal mapping
Creating normal maps
Alpha Channel
UV Mapping
Editor UV
Plating
Mesh behavior in Emission mode
Influence of scale, power
Use of historical lights
Size
Power
Light Fall off
Installation of lighting systems:
3-point lights
Key light
Fill light
Backlight
Using layers
Principle of compositing nodes
Combining nodes: the editor node
Input
nodes Output nodes
Mixing
nodes Color
nodes Vector
nodes Filter
nodes Masking
nodes Deformation nodes
Value nodes
Group creations
Material index
Objects index
Ambient Occlusion Map
Notions of keyframes
Notion of Timeline Keyframe
creation:
Position
Rotation
Scale
Presentation of the Dope Sheet
Selection of keys in the timeline
Movements of keys in the timeline
Presentation of the Graph Editor
Adjusting the approach speed in the Graph Editor
Adjusting the distance speed in the Graph Editor
De transformations:
Copy Location
Copy Rotation
Copy Scale
Copy Transform
Transformation
De followings:
Clamp To
Track To
Locked Track
Follow Path
2D drawing import
techniques Conversion techniques from .dwg to .fbx Mesh
constraints
Re-appropriation of the 3D model
Duration
10 days
Price
£ 3907
Audience
Designers, graphic designers, architects, interior architects
Prerequisites
Mastery of the PC environment. Knowledge of complementary graphic tools (Photoshop or Gimp / Illustrator or Inkscape)
Reference
CAO742-F
Sessions
Contact us for more informations about session date