Become a 3D illustrator!
3D can be just another design tool to get things done. It’s on the rise and you can incorporate 3D illustration into your everyday design workflow. I have prepared a little pinboard so you can see for yourself. The tricky part is knowing what to learn. Hunting scattered YouTube videos and putting the puzzle pieces together can take a lot of your time. And your time is an asset.
More
Instant action
With me, you jump right into action and within the first hour, you will have your first 3D illustration rendered! Let me show you the image, that one of the students created. One hour lesson is all it took!
I won’t bore you with lengthy fundamentals sections. You will only learn essential information as you go, and by the end of the course, you will find out that there is no limit on what you can create. At every step, I share my personal workflow tips and every time add a little bit of a secret sauce to the mix :)
Additionally, every chapter has a dedicated downloadable file, so if for some reason you feel like skipping particular chapter, you can continue working right where the next chapter starts. You get the most out of your time.
Why Blender
Is it possible, that open-source completely free software can reach the level of industry standard packages? Even if it sounds too good to be true, it’s a reality. Since the release of version 2.8 last year, it has a beautiful and intuitive UI, amazing render engines and complete set of tools, that you need for 3D production. Did you know, that Netflix full feature animated movie Next Gen was made completely in Blender?
I believe in Blender and I think it can be the first choice for the illustrators and designers when it comes to 3D.
Watch Online Become a 3D illustrator!
# | Title | Duration |
---|---|---|
1 | Bonus Video: Using renders in your designs | 08:02 |
2 | Bonus Video: Animation Basics | 33:36 |
3 | Bonus Video: Animating Cloud 66 - Part 1 | 24:13 |
4 | Bonus Video: Animating Cloud 66 - Part 2 | 29:12 |
5 | Bonus Video: HDRI Lighting | 15:30 |
6 | Chapter 1: Introduction, installation and first setup | 06:59 |
7 | Chapter 2: Basic transform and subdivision | 06:42 |
8 | Chapter 3: Extrude and loop select | 06:15 |
9 | Chapter 4: Materials and color | 05:28 |
10 | Chapter 5: Array modifier | 03:10 |
11 | Chapter 6: Inset tool and outline view | 03:20 |
12 | Chapter 7: Positioning in the wireframe view | 03:15 |
13 | Chapter 8: 3D cursor and linked duplicates | 05:36 |
14 | Chapter 9: Camera setup and orthographic projection | 02:20 |
15 | Chapter 10: Lighting setup | 04:09 |
16 | Chapter 11: Rendering and color management | 05:51 |
17 | Chapter 1: Introduction | 03:35 |
18 | Chapter 2: Modeling a pine tree | 21:07 |
19 | Chapter 3: Modeling rocks | 15:10 |
20 | Chapter 4: Modeling a dead pine tree | 18:40 |
21 | Chapter 5: Modeling terrain | 13:56 |
22 | Chapter 6: Adding water with displace modifier | 12:56 |
23 | Chapter 7: Creating road | 10:05 |
24 | Chapter 8: Scene layout | 31:56 |
25 | Chapter 9: Adding materials | 13:00 |
26 | Chapter 10: Creating isometric camera with addon | 09:03 |
27 | Chapter 11: Lighting | 17:51 |
28 | Chapter 12: Texture painting the water puddles | 22:18 |
29 | Chapter 13: Rendering and color management | 09:35 |
30 | Chapter 1: Introduction | 01:21 |
31 | Chapter 2: Modeling the ruins | 11:10 |
32 | Chapter 3: Modeling the stairs | 11:21 |
33 | Chapter 4: Detailing - Part 1 | 15:38 |
34 | Chapter 4: Detailing - Part 2 | 19:21 |
35 | Chapter 5: Pillars and stone blocks | 27:26 |
36 | Chapter 6: Palm tree | 35:31 |
37 | Chapter 7: Chipped rock | 08:04 |
38 | Chapter 8: Tiles | 10:19 |
39 | Chapter 9: Terrain | 13:18 |
40 | Chapter 10: Objects layout | 23:47 |
41 | Chapter 11: Modeling water | 16:35 |
42 | Chapter 12: Vines with particle system | 32:24 |
43 | Chapter 13: Adding glyphs | 05:39 |
44 | Chapter 14: Materials | 10:34 |
45 | Chapter 15: Isometric camera and background | 04:27 |
46 | Chapter 16: Lighting | 17:02 |
47 | Chapter 17: Rendering | 07:17 |
48 | Chapter 1: Introduction | 05:41 |
49 | Chapter 2: Reference setup | 07:45 |
50 | Chapter 3: Blocking out the scene | 27:34 |
51 | Chapter 4: Floating island | 10:59 |
52 | Chapter 5: Detailing the scene | 21:23 |
53 | Chapter 6: Upper building details | 22:56 |
54 | Chapter 7: Stairs | 06:44 |
55 | Chapter 8: Railings | 13:43 |
56 | Chapter 9: Wireframe objects | 11:06 |
57 | Chapter 10: Vent with propeller | 13:27 |
58 | Chapter 11: Navigation arrow | 10:15 |
59 | Chapter 12: Fuel pumps | 11:11 |
60 | Chapter 13: Creating pipes | 12:51 |
61 | Chapter 14: Kit bashing | 27:16 |
62 | Chapter 15: Adding text | 16:35 |
63 | Chapter 16: Using object library | 17:21 |
64 | Chapter 17: Car modeling | 32:45 |
65 | Chapter 17: Car modeling 2 | 17:06 |
66 | Chapter 18: Cables with grease pencil | 23:08 |
67 | Chapter 19: Materials | 33:26 |
68 | Chapter 20: Lighting and rendering | 24:42 |
69 | Chapter 1: Introduction | 05:13 |
70 | Chapter 2: Walls and windows with booleans | 10:59 |
71 | Chapter 3: Blocking out furniture | 13:45 |
72 | Chapter 4: Hard surface modeling basics | 12:43 |
73 | Chapter 5: Sofa modeling | 11:22 |
74 | Chapter 6: Record player modeling | 22:13 |
75 | Chapter 7: Speakers modeling | 09:42 |
76 | Chapter 8: Chair modeling | 12:22 |
77 | Chapter 9: Computer modeling | 11:44 |
78 | Chapter 10: Creating plant with non-destructive workflow | 10:09 |
79 | Chapter 11: Coffee table modeling from reference | 11:50 |
80 | Chapter 12: Filling the scene | 13:50 |
81 | Chapter 13: Introduction to nodes | 08:33 |
82 | Chapter 14: Introduction to PBR shading | 16:12 |
83 | Chapter 15: Smart UV projection | 09:45 |
84 | Chapter 16: Manual UV unwrapping | 08:35 |
85 | Chapter 17: Shading and mapping the scene objects | 13:30 |
86 | Chapter 18: Tree stump mapping and random colored books | 09:36 |
87 | Chapter 19: Finishing the room and floor mapping | 10:58 |
88 | Chapter 20: Eevee preview setup and cycles render | 07:41 |
89 | Chapter 21: Final word | 02:05 |