[Course]conceptartist,rahulc Details
In-Depth Look
- SECTION 01
OT
01. Orientation- Meet your instructor - My journey to becoming a concept artist & landing my first job - Talking about past work - Overview of the class & what you will learn
- SECTION 02
Intro
02. Resources & Workflow- Where to find references, valuable blender addons, kitbash models & textures - Talking about the workflow I will use in the class - How the workflow applies to client work
- SECTION 03
Build Your World
03. Building Your Visual Library- Finding inspiration that sparks an idea - What are good references & the purpose of different kinds of references in your work - Talking about PureRef, building your reference board & planning your project for the class - Creating a brief
- SECTION 04
Fundamentals of Image Making
04. Basics About Composition- Big, medium, & small shapes - Rule of thirds - Grouping/Value grouping - Graphic shapes - Shape language - Contrast
05. Telling a Story - Telling a story in an environment-centric piece - Using lighting/mood to tell a story
- SECTION 05
Blocking Out Your Scene
06. Blender Basics- Using 3D compared to 2D - Setting up your startup file, shortcuts, & setting up add-ons - Compositor
07. Modeling Basics- Basics of poly modeling - Modeling using textures as a base - Add-ons that speed up the modeling process
08. Blocking Out Your Scene- Sketching in 3D - Thinking of 3D as your canvas - Setting up a solid base to build upon
- SECTION 06
Building Assets/Props
09. Designing Main Assets- Breaking models down into simple shapes - Modeling the base mesh
10. Adding Details- Adding details while still maintaining good design and shapes
11. Modeling Secondary Assets- Desiging and modeling secondary assets
12. Creating Your Own Kitbash Set- The power of having the ability to create your own assets - Where to use online Kitbash sets, but not rely on them! - Setting up Blender's asset manager
- SECTION 07
Texturing
13. Desigining Custom Textures- Using photo textures to create your own unique textures - Thinking of graphic/shape design - Observing reality to bring life to your textures - Exporting textures
14. Setting up Your Shaders- Bringing the textures we created in Photoshop into Blender - Setting up shader nodes
15. Texturing Your Assets- Basics of UV unwrapping - Applying textures to your models - Bringing life to your models
- SECTION 08
Populate Your Scene
16. Tertiary Elements- Creating more assets to add to the story and believability of your world - Creating leading lines - Grouping shapes/objects
17. Managing Large Scenes in Blender- Instances/Collection instances - Grouping objects in collections - Value of proper organization of objects - Managing file/texture size
18. Particle Systems & Cloth Simulation- Bringing more life to your scenes by adding foliage & other elements using particle systems - Cloth Simulation
- SECTION 09
Lighting/Mood, Camera Setups
19. Lighting- Lighting setup in Blender - Creating mood with lighting - Using volumetrics to create atmosphere - Exploring different lighting scenarios
20. Cameras- Exploring different camera angles - Polishing your scenes from all angles
- SECTION 10
Final Render & Final Thoughts
21. Blender’s Compositor & Render Settings- Learning Blender's in-built compositor to post-process your final images - Talking about render settings before you render out your final result
22. Previewing the Process- Thoughts on the entire workflow and final result - How to give yourself feedback
23. How to Improve as an Artist- My thoughts on how to practice as an artist and make progress - Importance of speed - Talking about quantity vs quality & the importance of both while practicing - Thoughts on creating an industry-ready portfolio & what employers look for - Final thoughts and best of luck :)