Wouldn't it be an idea to open a pinned thread in which users could suggest things/ topics they would like to learn more about? There propably would be a huge variety of ideas and a course takes some time but it might be helpful for instructors to see if a large amount of users want to learn more about a specific topic. I for example would love to learn more about creating game assets (similar to the weapon course) or how to build an atual scene full of assets. Also a course on how to create an interior visualization and use textures and lighting to make it look as photorealistic as possible (similar to the architectual visualization course) would be awesome.
Just an idea on how the website could be improved.
I have found it! https://cgcookie.com/course/transformer-compositing-vfx-in-blender :D It's more composing than tracking but this was the course I was looking for :) I almost started feeling that I have had a dream of seeing this course :D
I would love to see updates for some of the "Core" courses. I see some of the new 2.8 content and I'M LOVING IT!
Specifically:
Blender Mesh Modelling Bootcamp
Introduction to Character Modelling
Additionally, I would like to see some more "conceptual" videos intermingled, or maybe a little more explanation in some of the existing videos.
For example, while going through the treasure chest lessons, I learned TONS of new areas of Blender. I know what buttons to press.
But I still don't really understand what "UV Wrapping / Unwrapping" is really doing. Why did we have to lay all that stuff out flat and then we just painted on the regular models?
I'd like to see a full Material course.
From basic ones, let's say Norm/Displace/Texture to really complex, addressing caustics and mixed materials.
And you can add a lot of info into that course: how to turn Displacement into a mesh, how to clean up that noise, how to bake, what do all these colored dots in Shader Editor mean.
These subjects are there already, scattered all over the place in different courses and flows, maybe that would be much more convenient to gather them in one piece?
Imagine that UVs are clothing on a person. A particular person that doesn't want to be naked. But a person can wear different types of clothes, right? So in order to understand what fits, you need to know sizes and certain parameters of that person: height, shoe size, shoulder width, chest size, etc. You need to measure it. Same with UVs. You need to unwrap the surface of an object and tell the program what that particular texture will look like.
As for painting on models: it's just a way to make something fast. If you want to make a really tight and precise texture -- unwrapping and texture painting is the way to succeed.
More from Ethan Snell. I just finished Production Design in Blender 2.8 w/ Eevee and it's incredible! Even though it was fast-paced and showing more what's possible rather than a step by step tutorial I will happily go through it again. In addition to fundamentals its inspiring to get insight into high-end art projects.
I would love to see a in depth course about the action editor and NLA editor in blender 2.8
there are only starter tutorials out there and they are not well explained.
and also how to export them to engines correctly
I would love to see courses on these particular subjects if possible. Animation nodes would be awesome. It would really be cool if we had an official course for the vector displacement texturing. I know we are having a live stream today but there is almost no tutorials on it anywhere.
REQUEST: Substance suite of applications to Blender and vice versa workflow course.
This is more of a site suggestion. I noticed we have added questions to the forum. I can understand why as they were tucked away in the various lectures and probably not benefitting from community input as much as they could. However, they are now kind of overwhelming the forum, which I think has killed some of the community vibe that used to be there. I think an elegant solution would be to change how the filters work. Instead of choosing a single filter, have them be a series of tick boxes that users can check and uncheck. That way we can filter combinations and exceptions. This could also help for things like classes when those are going on. People not involved can simply uncheck that box and still see everything else. I’m not into webdev so I don’t know how simple that would be, but it seems simple enough in my head and I think it would greatly enhance the forum utility.
Well, I've got a bit on the site too:
I read most of the questions in topics, including old ones, not only to help beginners, but also for interesting answers with useful information. In my opinion, the mechanics of questions/tabs are now implemented not in the most successful way. You need to click on the question, then click on the answers, then just start reading (the video to which the question relates with will remain outside the answer page). It is very cumbersome. I would like to see open questions with answers within one page: you click on a question - it opens with all answers and the comment form. Would not that be much more convenient?
Low-poly modelling and rigging. - For people with less advanced PCs or for assets in MMO environments.
Isometric rooms.
Simpler objects, like bottles, cans, lamps, I feel like there is a slight lack of easier material. Maybe course on a small set of props that could be used over and over.
How to LOD your model.
Texture drawing - Like making wood, rock, seamless textures in Photoshop or Gimp, making normal and specular versions of them, (understandable if you're not looking to cover this.)
Have a look at this:
https://cgcookie.com/course/rigging-train-wheels-within-blender
Request: I would like an updated course on all things nodes. There are new node editions, procedural materials, animation nodes. So many things to learn. I'm slowly grasping them but I tend to need to know when, why, how, where. Once I know that, it all starts turning on the light bulb I call a brain.
a full course for high details character polygonal modelling without having to sculpt would be great