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.
- Only 1 course to watch this week: Fundamentals of Digital Sculpting
- Live Event tomorrow at 2pm EST
- Please submit homework anytime between Jan 15 - Jan 21 with "BC1-1801 Week 3 Homework Submission" at the top of your post.
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.
- Reminder that you have 2 courses to watch this week: Mesh Modeling Fundamentals and Modeling with Modifiers.
- Live Event tomorrow at 2pm EST
- Please submit homework anytime between Jan 8 - Jan 14 with "BC1-1801 Week 2 Homework Submission" at the top of your post.
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:
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.
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*.
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*.
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*
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*.
@theluthier I should have watched the class first, after that and listening of the retopology class I know get the importance of edge and face loops, I had thought the issue was quads. I have learned a lot from listening to your class and it has helped to have the active group and seeing other peoples stuff. Thanks.
Haha the Porg mug! Is that a mesh modeling job or sculpt + retopo?
The wheel is great. Awesome detail in the rim and tread. Don't forget to submit this to the exercise if you haven't. Get some CGC XP :)
And the bananas + holder are 👌
Grade A work. I'd say you have this modeling thing down 👏
Thanks for sharing these stats csehz! The weekend commeth. I look forward to seeing more week 2 homeworks 🤘
BC1-1801 Week 2 Submission
The bell pepper seemed like a good challenge in the time allotted (and also reminded me of an intro graphite/charcoal drawing class). Had I to do it over again, I would have started the UV sphere with fewer segments, and I would have tried to have been more clever about modeling the cap. I learned a lot though.
The ring was just having fun. Threw that one together pretty quickly. For want of time, I gave up trying to resolve the seam where the ends of the curve modifier merge. Probably normals, or maybe the ends aren't actually merging as I want them to.
These organized classes work better for me, and thanks for providing this. A combination of community, accountability, and deadlines. Definitely focuses the mind.
"These organized classes work better for me, and thanks for providing this. A combination of community, accountability, and deadlines. Definitely focuses the mind."
I completely agree. My self-motivation sometimes needs a kick in the pants.
BC1-1801 Week 2 Homework Submission
The tyre has some issues I know.. :D Two mandatory (for me) items and one the house just as a free idea
BC1-1801 Week 2 Submission
After 4 hours I got the wheel...
And that is how it looks without all the modifiers.
Thanks for the class! The deadline makes me find time to model...:D
Yes exactly. Still not being some modelling master of course but one thing is sure, that I am better in that than two weeks ago! :-)
"I do see where killzone is coming from. It's a good crit." Meaning the plant is too high poly for what it needs? I can see that. I just left the default settings for the primitive cylinder and sphere. The bullet was made from a cube,thus the lower resolution, but I can see how keeping things simpler would be important when the model gets more complex. Thanks for the feedback everyone. I did another today for funsies, that made more use of modifiers. It was supposed to be a chandelier, but it kind of just turned out to look like a jellyfish ...and it may also be more high poly than needed...
The bell pepper is a great choice. I'm so enjoying the variety everyone's coming up with in here. The shape is very recognizable and the wireframe is clean and even as can be. Also good work with the braided ring. It's an excellent application of modifier-based modeling. Awesome job: An easy A overall.
I'm thrilled to hear that you're enjoying the class format. Getting this kind of feedback motivates me to get more scheduled :)
The tire is hard. Took me a couple attempts in preparation for Week 2's stream. So you should feel accomplished about what you have. Your other models are great too! Love the skyscraper; another excellent modifier-based modeling choice. And your coffee cup has super-even topology. I honestly don't think you could get the polygons more uniform. Aside from the inside of the cup. But now I'm nitpicking.
Great job, csehz! csehz! Grade A work 👏
WOW. Is this your first time modeling something like this? As in based so heavily on modifiers? If so, wow.
This is a fantastic wheel. It immediately makes me think of WWII-era Jeep wheels. The details are spot on and I appreciate you showing the base mesh of each piece (without modifiers)! You killed the assignment: A grade.
No doubt it was a laborious 4 hours, but I'd bet you learned a lot about the workflow and could do it again in half the time.
I have a general modeling question. I am trying to model an old milk can.
The handle is attachted to the surface of an additional piece of metall.
I don´t know the correct term.
For this I need additional geometry.How can I do that?
If I use Loop cut I will have vertices on areas I don`t neet them.
With subdivide I will produce n-gone around this area.
With shortcut "V" I can split - but this doesn`t really help me.
I saw already tutorials and there was explained how to get rid of the extra vertices (n-gones) by usin edge-slide.
But so far I dont have a correct idea how to managed it.
By the way:In Blender you can found e.g. n-gones:
Edit Mode >Face selection mode
Go to Select >Select All by Traits>Select Faces by Sides
On the Tool shelf, select :"Greater than 4"
there are some more helpful options
generally you can think mesh modeling the way the real world object is made of. meaning if its constructed two separate pieces, make two separate pieces. since those pieces are riveted together in real world, there is ever so slight gap between those despite the rivets keeping them together. In this instance there is no need to have them connected.
Come on now. I've seen Mario and Zelda models, now a Joycon? I think you all know I'm a sucker for the Switch! Not sure I can grade this objectively 😅
Overall it's a solid model. Your details are defined and clear. It absolutely registers as a JoyCon to my eye. The wireframe is just a tiny bit unpolished in spots. But it's going to be hard to explain how it could be better polished here in text form.
@indieviking Could you possibly provide me a download link to your .blend file so I could explain critique during the livestream this coming Tuesday? I'm inclined to give this model a B+ but want to clearly explain what would make it an A for me.
BC1-1801 Week 2 Homework Submission
It started off as a homework submission and ended up being one of my weekly scenes. I just hope it doesn't count as flexing :-) The modifiers I used are Subsurf, Mirror, Bevel, and Array. To make the outline visible, I added Wireframe (and turned off Subsurf).
busy week. allmost didn't have time to finish this. And damn, so many good works here already!
I have long project on doing my desk items and I've been putting it off. decided to start with a mug and line 6 ux2 unit. I found this especially useful since i've been doing so much stuff from head and used reference as a guide to make things cool, so in practice point this was good. ux2 needs textures which is something i'll do later, now just quick render with principled shader and nothing fancy.
I think a lot would depend on the use case. If it is something that is going to be up close, I'd do it as a separate piece, but if it was going to be from a distance, you might not even notice it.