Get the course Blender 2.8 Launchpad (Updated) – CG Boost free download links through Mega.nz and Google Drive.
You want to become a 3D artist but you don’t know where to start?
This video course is for you.
Everything you need to get started in ONE place.
This course will teach you everything that is important to start your journey as 3D artist. All the crucial fundamental principles, tools, settings and workflows are explained and you will learn a full pipeline to create simple yet beautiful 3D animations, step by step and easy to understand. No need for gathering online videos from different sources to get started.
Suitable for absolute beginners.
You don’t know anything about 3D or Blender yet or you just started out? No problem. This course will take you by the hand right from the start and will guides you through the dense 3D jungle. If you have some experience already, this course will help you to fill in the missing gaps and smoothly enter the new and exciting land of Blender 2.8.
A whooping amount of 15 hrs of content awaits you. To make this easy to chew, we split the course into 15 chapters and ~200 short videos, mostly between 2 and 10 minutes long.
Get help along the way.
We give our best to make each lesson as clear and understandable as possible. If it still happens, that you got stuck at any point, you can ask for help or share your work in progress in the discussion section under each lecture.
Join the community.
Additionally, you get access to an exclusive Facebook group dedicated to our academy students only. There you can ask questions, share your renders and give or receive feedback from us or the other students.
Chapter 1 – 3
User Interface, Navigation, working with 3D Objects and more
Get to know Blender 2.8. In the first three chapters you will learn how the new complete revised user interface of Blender 2.8 works, how to navigate, how to work with objects in 3D space and much more. These chapters are especially important to get the hang of Blender 2.8 and make the following chapters more enjoyable.
To make this part not too boring, we are doing some small exercises in between, to consolidate what you have learned.
Chapter 4 & 5
Modeling Fundamentals and Exercise
Hands on guide to modeling. In the fourth chapter you will learn all the important modeling fundamentals, like workflows, tools and how to solve certain modeling problems.
In the fifth chapter we will practice modeling by creating a car and environment assets, step by step.
Chapter 6 & 7
Shading Fundamentals and Exercise
The 3d world full of color. In the sixth chapter you will learn all the important fundamentals on how to work with materials in Blender 2.8 (this is called “Shading”). We also take a look into the new “Look Dev Viewport Shading”, which allows us to quickly view the 3D scene in different lighting conditions and see all the changes on the materials in real time.
In the seventh chapter we will practice shading by colorizing all assets which were modeled in the previous chapters.
Please note: To keep the content beginner friendly, we won’t cover UV mapping and texturing in this chapter. These topics are planned to be added in the future, as a bonus chapter.
Chapter 8 & 9
Particle Simulation and World Creation
3D world creation made easy. In the eighth chapter you will learn all important fundamentals on how to use the particle simulation, to create moving particles like rain or quickly grow a big forest.
In the ninth chapter we will use these techniques to assemble all previously created assets into a big desert scene.
Chapter 10 & 11
Lighting Fundamentals and Exercise
Turn on the lights. In the tenth chapter you will learn all the important fundamentals on how to work with lights in Blender 2.8. We take a look at different light types, important settings, how to use the background to light up your scene and how to work with indirect and volumetric lighting.
In the eleventh chapter we will practice lighting by adding light to the 3D scene created in the previous chapters and in this way generating a beautiful mood.
Chapter 12 & 13
Animation Fundamentals and Exercise
Bring it to life. In the twelfth chapter you will learn all important fundamentals on how to animate 3D objects, properties and shapes. We take a look at the different editors for animation, keyframe interpolations and animation modifiers.
In the thirteenth chapter we will bring the 3D scene to life which was created in the previous chapters. We will animate the flying car, different camera shots and crashing the car into a rock.
Chapter 14 & 15
Rendering Fundamentals and Exercise
Put it out. In the fourteenth chapter you will learn all the fundamentals on how to render and output still images. We will learn more about the render and output settings, and we take a deep look into the new realtime render engine called EEVEE. Besides that, we will also have a quick look at the Cycles render engine for creating high quality renders and the Workbench render engine for creating technical images.
In the fifteenth and last chapter we will render out the final animation and convert it into a video which you can watch outside of Blender and share online with your friends and followers.
The animation you can see below is the final result of this course.
UV Mapping Fundamentals and Exercise
Unwrap it. In the newly added 16th chapter you will learn all important fundamentals on how UV mapping and UV unwrapping works. This is the foundation we need in order to get into texturing in the following chapters.
At the end of the chapter we will UV unwrap a 3D scene.
Chapter 17 & 18
Texturing & Texture Painting Fundamentals
Adding color details. In the newly added 17th chapter you will learn all the important texturing fundamentals. We will have a look on how to use textures in the shader editor in Blender and how flexible you can adjust the textures. We will learn how to use masks, seamless textures, how to create semi-realistic materials on the fly, how to use PBR textures and much more. We will work with image textures and procedural textures. In the exercise at the end, you will fully texture a 3D scene.
In the newly added 18th chapter we will dive into texture painting. First we have a brief look on what we can do with the Vertex Paint mode, which has its limitations, and then we’ll get into the more advanced Texture Paint mode. From learning all important settings and options over creating custom brushes to how to use Blenders Shader Editor to get some kind of painting layers and much more.
Chapter 19 & 20 (New)
Texturing Exercise and Baking Textures
Advanced texturing in Blender. In the newly added 19th chapter we will practice everything we have learning in the new texturing chapters and texture and texture paint a CG Boost barrel.
To make this barrel usable in other 3D tools and Game Engines, we will bake down the material into practical PBR texture maps in the last new chapter.