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.
yyukinoh1989 Probably not something that can be made into a course as it's very subjective, but it does make me think that we could have an in-depth test for each area that could determine what your skill level is. After that is done we can then cater a set of courses based off how well you did. That's probably a combination of something we'd have to build into the site and also working with the instructors but it does sound like a great thing to add into the site in the future.
why there is not a single course on real human modeling , there are 3 cartoon modeling courses but there is not a single real human course ... i wanted to model real human for my game but there is no course on that .... please do something about it . please
aalientro How about this one: https://cgcookie.com/course/modeling-realistic-characters-with-blender
jgonzalez
That would be awesome. as for now i am wondering if i progress at a good rate or if i should improve faster and how well the models are so far. I sure would love to see this in the future :D
yyukinoh1989 That's honestly something we couldn't be able to do. Everyone progresses differently. Don't worry about how quickly you're progressing, just make some progress daily and it'll compound. At first it feels quite rough getting started, but once you build that momentum it actually becomes much easier over time. We can provide the tools and tips and tricks on getting there quicker, but we can't transfer that knowledge directly. Not until we get Matrix like knowledge uploads. ;)
I'd always interested in how Blizzard character design looks readable and comfort for eye.
Super detailed and high res textured games are everywhere but I don't want them everyday.
Sometimes it's too tiring to look at for hours.
So my suggestion is making low poly characters with hand paint texture.
For example, Overwatch is combined of handpaint and PBR materials. It still looks simple and little realistic and comfort for eye. It's visual didn't have any problem playing 2000 hours
dduketogo Great idea! Those characters look really awesome, wouldn't mind learning the workflow and techniques for creating such characters 😎
ssmurfmier1985 dduketogo Check out this course for AAA game character workflow: https://cgcookie.com/course/modeling-a-robot-game-character-with-blender
sstclark I will most definitely check this course out in time! I'll add it to my list :) but this course doesn't seem to cover the hand paint texturing and pbr materials duketogo was suggesting? :( I know a lot of techniques are covered here and there in other courses, but still would be awesome to learn this specific style of hand paint texturing in combination with PBR materials. Don't know if that's covered somewhere else... If you (or anyone) know I would love to hear it!
More hand painted content would be nice. I definitely love the style in Overwatch myself. We do have a simple exercise on hand painting an axe: https://cgcookie.com/exercise/texture-painting-an-ax
I agree with the texturing and texture painting ideas. It would be cool to have a full course on it especially for stylised art which I feel is a bit of a mystery sometimes.
In addition, it would be really great to have an in depth anatomy course, not just covering humans but also creatures and how to approach anatomy for imaginary creatures. I find it really simple to sculpt details and such but if the overall form is incorrect it ruins everything. I suppose the basis of all imaginary creature anatomy is transposed of what we know of muscle structure and how they work but actually doing it is very challenging (imo).
I'd like to see more content added to the fundamentals of compositing course and/or a new course that goes more into detail on common techniques used in taking renders and making them better. There's a few here and there (not just on this site, but just in general) on things done "in post" to make a render look better, but most of these focus on one technique or tool (such as doing a vignette). It would be nice to see more content on how to take a base render and make it even better, whether it's using the compositor or using another program like Photoshop or Krita (for example).
This may not be the right thread, but is the closest to a site suggestion. I just realized that the "hub" for submitted exercises is very hidden, almost thought it was gone. One of my exercises has been unseen for like a week now, and it seems that there's a few older ones yet to be approved. Maybe it should be back in the dashboard? Or at least a big button telling you it's there or telling you to help.
REQUEST: I think a lot of people would like a Blender tutorial on creating creatures for Unity, personal projects, etc. I've looked around here a lot and haven't found anything like it. Specifically, something advanced would be very helpful.
If you second this, give it a like.
ggdhprinter What exactly did you have in mind? Game asset creation in general is something I'd like to see more of as well, but creatures tend to be very unique and specific to a project.
What about a course on fluids (waterfalls, ocean waves and not the small ones, tropical storms etc)? I'm at work still so I have not read the entire thread (you know, boss etc), so apologies if this was already asked. I'd like to see a film course on Unity (think ADAM).
@cypherslock I'd love to work on some short films with Unity but they're definitely a lot of work. Not just from the technical side of things, but also general storyline, assets, voice overs and framing of shots etc. I've used the Timeline and Cinemachine briefly before creating very short cinematic sequences.