Suggestions for new courses

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. 


  • Rita G replied


    @rontarrant Same here. I too want to see a course on Animation Nodes. Beginner courses on that are so scarce; however, I keep scrapbooks on Animation Nodes. I have three scrapbooks that might be of interest to you, 

    https://docs.google.com/presentation/d/1_oEDgknbd1ED96HswcD6vft9IfiqRLmeo-8r2R0izqo 

    https://docs.google.com/presentation/d/1R16AA-FWlLt3NozUsS1fSV9gshDp3fUUSKusK1e6INo 

    https://docs.google.com/presentation/d/1-n_R7yN2R-0ZUkj8xZyW5ObWzh_aEEFaRqv0SpC27V8 


  • mjans replied
    I would like to see something on building a portfolio.  I feel like a best practices to use class would be super helpful. 
  • ottawablenderguy replied


    @ritag Thanks!

  • Jonathan Lampel replied
  • mjans replied


    @jlampel that is great.  I must have missed that on the site.  Thanks Jonathan.

  • Eddy Chen(casio101) replied

    I would like to see more hand-painted texturing tutorials


  • Jon White(whitej1) replied

    I'd really like to see a course focused on performance considerations in 3d modeling. I'm a beginner, but I don't want to learn bad habits early. I'd like to know how I SHOULD be building objects in Blender for best performance, etc. I realize this could be a broad topic and somewhat specific, but I haven't found good resources anywhere so far that cover this.

    Also, I'm interested in Substance topics and I've seen you cover them a little. Makes sense that we'd go to the publisher for all of their good resources, but I would love to see a Blender-Substance workflow course that also incorporates performance considerations. 


    Thanks!

  • Jonathan Gonzalez(jgonzalez) replied


    wwhitej1 What do you mean by performance? Are you talking about working more efficiently? Performance in regards to creating models for games? Ideal modeling can often times be personal preference, so this might be tough to really nail down. One person may like modeling a certain way and think that way is the best, while another would do it a completely different way. 

  • Jon White(whitej1) replied


    jgonzalez Thanks for getting back to me. I meant performance in regards to creating models for games. Things like, what types of mistakes do people make when they start out, "cheap" options for creating great meshes that don't kill performance, tips on creating meshes that look high poly but maybe aren't because of ways to optimize....things like that.

  • Jonathan Gonzalez(jgonzalez) replied

    wwhitej1 Great, there's definitely a ton we can work with there. Games tend to have a lot of smoke and mirrors to create an end effect that looks greater than it really is and it's fun to explore how that all works. 

  • John Sanderson(procyonlotor) replied

    I would be very interested in material covering the shading techniques discussed in this video.  How to accomplish something similar in blender, particularly the tricks he discusses with custom per vertex normals for cell shading and inverted hull lines, and also the UV magic for internal line work. I know it's kind of hyper-specific, so maybe more of a brief tutorial series, but I do think a lot of the community (like me) is very interested in heavily stylized 3D stuff.

  • concrescence replied

    Hey guys :) This is Concrescence. I would like to have a course on the philosophical import of modeling.

  • Palo Piktor(thepainter) replied

    Hi,

    I would like to see a course about lowpoly modeling for games. I mean no high to low poly bake, no normal maps. Just lowpoly model with required texel density using single texture "atlas" only and texture tiling in UV space.  Texture source should be phototextures. I want to learn more about how to deal with texel density when planning  a low poly mesh. 

    For example https://sketchfab.com/models/a8a91b786b9740a3b4b9c05747f58568

  • Jon Wickerd(freelancedishwasher) replied

    hello

  • Jonathan Gonzalez(jgonzalez) replied


    concrescence Can you clarify what you mean? 

  • Jan-Willem van Dronkelaar(3dioot) replied

    I would really enjoy a rigging course as in depth and complete as this one:

    https://www.youtube.com/playlist?list=PL8hZ6hQCGHMXKqaX9Og4Ow52jsU_Y5veH

  • concrescence replied

    yea sure, kinda like contextualizing cg. Is it a tool? Is it a God's gift to man? Like what is it? It didnt just spring from nowhere, this may be the cutting edge of our evolutionary development. It is a type of mathematics. Topologies are often grabbed from the imagination and made vizible. You know that kinda stuff. What are we as cg artists?

  • Federico Violin(federicoviolin) replied

    Hi to all.

    I think it could be a good idea that the crew became active moderators and mentors, and incite groups of users to develop new projects together.

    Developing a project needs always to solve a lot of big and small problems and crew could help us to solve them.

    What do you think about it?

    Bye, Federico

  • Jonathan Gonzalez(jgonzalez) replied

    ffedericoviolin With the content crew being so small it's something we just don't have the bandwidth for unfortunately. We encourage the community members to work together. There have been a few projects started here and there on the community, but that would largely rely on you guys following through and working together. It can be difficult to get a group of people who really don't know each other to cooperate and work on a project.

  • Ronald Vermeij(indigowarrior9) replied

    This is a best suggestion i've read here in a long time Julian! [LIKE]

    WHY: 
    The ancient 19st century (force schooling) educational paradigm needs to go out the window in 2019 (and beyond)

    I'm all in for the new "CGCOOKIE-Courses-On-Demand" principle in which the desires of the students here lead (not follow)
    the CGCookie teachers in the process of their knowledge transfer towards their clients.

    HER's an IDEA for a new community interface mechnisme (just as happens for years inside crowdfunding)

    A - At the beginning of the week / month / Q1,Q2,Q3,Q4 / year a student driven poll is started:
    This creates interface-space in which the students can come up with topics on which THEY want to be educated (next).

    B - After a certain time (e.g a week) the most popular in demand topics are added into a 2n community voting poll
    This enables the community to vote for which topics / courses are going to be created for them in the next period.

    C - In the next months (or 2? 3?) these community voted course is being scheduled / given by the CGCookie crew.
    How about that for a change in learning Blender and other artist skills? "On-community-Demand-Courseware"(tm)

    FINAL WORDS:
    I personally see this as a win-win-win situation.. since - anno 2019 - students want to learn what they want!.
    - They do not want to [follow] digest somebody elses pre-cooked Curriculums anymore
    - They want to have a vote in what comes on their learning menu's


    The signs on the wall - that knowledge transfer needs to be "On-student-demand" - are very clearly show in this article:
    Learn from CG Cookie Classes Passively

    I'm looking forward to see this courses-on-demand principle implemented soon