Creating 3D environments in Blender
- Description
- Curriculum
- FAQ
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Creating 3D environments in Blender
After four years, the creating 3D environments course, is now finally here for Blender 2.81. Thousands of students participated in the first version of this course and there were a lot of requests for a follow-up course. Prepare for a new chapter in the world of 3D environments!
The profession continues
For centuries, making environments has been something that many artists do to impress other people. Since the advent of computer graphics there is a new wave of designers studying this lovely profession. This course reveals some fundamental lessons from the old painting masters. Use the course to get the max out Blender and learn to create high quality 3D environments.
Starting from scratch
The complexity of many scenes is often holding people back from creating environmental scenes in 3D. Most designers drop-out halfway and are then facing their unfinished work because it takes a lot of time and work to create scenes with architecture and nature. I faced this many times, but because I was so inspired by medieval architecture, I took the time to learn how to create 3D environments in a way in which I could express myself. During this process I struggled hard and made many unnecessary choices that slowed down my progression. The power of this course is that it shows you exactly what you need to design 3D environments and which details you might want to avoid or postpone in order to make the most out of your own progression.
The road to perfection
We all want to create beautiful scenes, but making these scenes can be a big challenge. This course is not only a technical education, it also covers topics like focus, inspiration and organization. I believe that a well-organized focused designer, with the right inspiration, will be able to make every 3D dream come to life. This course is well documented and guides you through the process of creating 3D scenes in Blender 2.81.
From ruin to castle
This course will guide you through the new Blender 2.81 interface. Together we make our first steps in Blender. Slowly we start building objects and after one chapter you will be able to make a small dice scene. This warming-up is needed to get used to the workflow and make you comfortable with Blender and the things that will come. Shortly after that, we will jump into the node editor. We will start mixing textures, just like the old painting masters, to get decent looking results. We will apply the material on a ruin and build the first environment scene. Then we will start building a farmhouse in a medieval style. We will use the workbench for modeling, Eevee for the texture work and Cycles to render the scenes to get the max out of it. After finishing the farmhouse, we merge the building with a nature environment. We will create the trees with the sapling add-on, so you will not need any external plugins. There is a full chapter about creating nature assets and in the final castle scene we will merge everything together to make a wonderful environmental scene. All content and textures come from Texture/HDRI Haven and are included in the course.
About me
My name is Rob Tuytel and I have been a environment designer for the past 13 years. I have a huge passion for the Dutch 17th century and mainly focus on medieval architecture. I run the platform Texture Haven together with Greg Zahl who also runs HDRI Haven. I recently completed my latest project Batavia 1627, a Realtime VR project for a Dutch museum. I love to study old environment paintings and use these as an inspiration for my work. You might know me from the Tears of Steel open Blender movie or from my previous environment course for Blender 2.79
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6Lecture 01 - introduction
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7Lecture 02 - Download and installing Blender 2.81
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8Lecture 03 - Getting in touch with the blender viewport
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9Lecture 04 - The Blender 3D interface
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10Lecture 05 - Collections
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11Lecture 06 - Eevee and Cycles
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12Lecture 07 - The workbench
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13Lecture 08 - Creating a simple object
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14Lecture 09 - Making a dice
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15Lecture 10 - Adding dice holes
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16Lecture 11 - Adding a material
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17Lecture 12 - Improving dice material
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18Lecture 13 - Making a scene render
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19Lecture 01 - Introduction to materials (2.81)
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20Lecture 02 - Materials in the real world
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21Lecture 03 - Materials in 3D scenes
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22Lecture 04 - Building a material setup sphere
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23Lecture 05 - Making colors with color ramp node
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24Lecture 06 - Mixing image textures
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25Lecture 7 - Mix plaster on the bricks
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26Lecture 08 - Add sandstone border
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27Lecture 09 - Add displacement and weight layer
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28Lecture 10 - Optimizing node tree in groups
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29Lecture 11 - Adding background images
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30Lecture 12 - Building the wall
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31Lecture 13 - Using the boolean modifier
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32Lecture 14 - Remesh the wall
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33Lecture 15 - Adding wall material
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34Lecture 16 - Adding displacement map
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35Lecture 17 - Adding weight layer sandstone
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36Lecture 18 - Making a render
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37Lecture 19 - recap
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38Lecture 01 - Introduction
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39Lecture 02 - Making a scene template
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40Lecture 03 - deform the landscape
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41Lecture 04 - Importing the wall model
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42Lecture 05 - Adding landscape material
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43Lecture 06 - Adding landscape displacement
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44Lecture 07 - Importing HDRI map
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45Lecture 08 - Adding grass strand backplate
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46Lecture 09 - Model a grass strand
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47Lecture 10 - Adding strand details
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48Lecture 11 - Adding strand texture
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49Lecture 12 - Making strand variations
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50Lecture 13 - making a grass clump
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51Lecture 14 - making clump variations
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52Lecture 15 - Convert grass clump
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53Lecture 16 - Adding grass material
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54Lecture 17 - adding terrain displacement
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55Lecture 18 - Adding grass particle system
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56Lecture 19 - improving grass looks
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57Lecture 20 - adding particle texture
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58Lecture 21 - grass color variation
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59Lecture 22 - Modeling small reed
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60Lecture 23 - modeling reed variation models
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61Lecture 24 - Adding reed particle system
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62Lecture 25 - Adding fog
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63Lecture 26 - Mixing grass length
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64Lecture 27 - Adding grass on the ruin
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65Lecture 28 - Making scene improvements
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66Lecture 29 - Recap
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