Showing posts with label Video. Show all posts
Showing posts with label Video. Show all posts

13 April 2015

Complete Dinosaur Creation by Steve Lund - Video Training Course Review

Having reviewed a fair number of 3D modeling courses that use Blender, I have seen many different things created, and in general I am more interested in the features of Blender that are demonstrated than that actual thing that is created.  However there is one particular thing that my inner 7 year old does like and that is dinosaurs;  When the particular dinosaur is the mighty T-Rex well then so much the better!

So when I was contacted by CG Masters and asked if I would review their latest Complete Dinosaur Creation course I of course said yes, because well dinosaurs and Blender you can't really go wrong with that combination.

For those that have been Blenderheads for a while or have previously read some of my other reviews you will already know who CG Masters are, but for those that haven't CG Masters are the creators of many high quality tutorial courses which go through the process of creating various things with Blender from beginning to end.  Their tutorials cover the range of Blender user experience levels from beginner up to very advanced.

Product Specifications:
 
        The Complete Dinosaur Creation course is instructed by Steve Lund a very knowledgeable Blenderhead who is also known as CG Geek on G+ ( https://plus.google.com/+BlenderSteVe/posts ).

        After having downloaded the course content you have a number of ways of accessing it.  You can if you want use your web browser to access the course resources or access them directly from the resource directories.

        Of the various resources made available in the download are:
        • Various Texture files for the course
        • The Blend files for the course
        • Video course files
        • Blender 2.72b (Windows & Mac)
        It's worth noting that as I reviewed this course on a Linux machine I had no issue viewing or using the content, even though the Linux version of Blender is not supplied with the course, it is very easy to get from the official Blender Website.  I used the newest version of Blender and all the content of the course is still compatible with it.

        Since I reviewed the downloadable version of the course it came as a collection of archive files with a download size of 13.5GB which means that unless you have a very fast internet connection it is going to take a while to download.  So if internet speed is an issue then you may either want to use a download manager to get the files or instead get the DVD version of the course.

        The videos in the course are very clearly encoded and well narrated by Steve who is for the most part a very clear speaker and does a very good job of explaining what he is doing and why.  This is definately a good thing as the entire course is over 13 and a half hours in length.  If you are going to follow along while watching you will need a lot of free time.

        The video introduction to the course goes over the topics that will be covered and shows what the end result will be.

        After the intro Steve shows the viewer how to do basic blocking of the T-Rex form and the basics of how to setup Blender 3D Viewport background images to aide in creation of the T-Rex model.  The T-Rex is initially created using the poly by poly modeling method.

        Having blocked out the T-Rex Steve covers using the Mirror modifier and Blender's Proportional Editing Tools.

        I am not T-Rex expert but to me the modeling looked realistic, though if there are any palaeontologist out there you will have to make your own decisions. 

        With the basic T-Rex forms created Steve then refines each of the major parts of the T-Rex model adding progressively more and more detail at each stage.  Unlike the rough blocking stage Steve uses a combination of vertex and face pushing and pulling and extensive use of Blender's Sculpting and Proportional Editing tools to add the fine mesh details to the T-Rex mesh.

        While this courses aim is to produce a dinosaur and not teach the finer points on the techniques of sculpting in Blender, Steve's use of Blender's Sculpting features is clear and easy to understand and he does take the time to explain the sculpting features that he uses throughout the course;  So if you haven't used Blender's Sculpting tools before you should not have any problems following along to what Steve is doing.  Sculpting and Multires were used thoughout and Steve makes sure to properly explain how to use the Multiresolution Modifier.  Blender's Dynatopo feature wasn't used, not sure why but it didn't seem to me that the workflow process Steve used suffered in any way because of this.

        The one small issue I noticed and I am probably being a bit nit picky was that at one point Steve had an issue with Mirror Modifier splitting the mesh and leaving a hole in the mesh along it's center line.  He eventually managed to determine what the cause of this issue was and fixed it in later parts of the course;  It may have been better to pause recording at this point find the issue fix it and then tell the viewer what the issue was and how it was fixed rather than having issue present until later videos.

        As the T-Rex got more complex Steve gave various tips on how to keep the performance of Blender high and allow you to model the T-Rex in a fluid responsive manner.  Blenderheads that have been using Blender for a while will likely know those tips but for newer Blender users it will be handy extra information to have.

        The next major part of the course comes when covering the texturing of the T-Rex.  All the texturing is done using the Blender Cycles rendering engine rather than the Blender Internal rendering engine.  This means that you get all the power of Cycles renderer but you will need some patience when doing renders if you don't have a particularly powerful Graphics Card.  Topics such as how to carry out the basics of using Cycles Shading Nodes are covered in a clear way.

        Normal Maps and Normal Baking and how it works as well as the processes involved in UV Unwrapping are all explained in a very clear way.

        After the basics of Normal Map creation and applying those Normal Maps are gone over Steve moves onto using one of Blender's newer features, Image Stencil Texturing.  This feature allows easier more intuitive texturing on the surface of a mesh.  I am not certain but I think this is the first commercial course that I have seen that covers the use of this new feature.  Steve did a very good job of explaining what it is used for and its various features.

        Steve uses the Image Stencil Texturing feature to very good effect, he textures the T-Rex mesh very efficiently and it really shows the power of the Stencil feature.


        With Blender Cycles having Subsurface Scattering for a while it's good to see Steve use it to give even more realism to his T-Rex, has does a reasonably good job of explaing what the various SSS node settings do.

        He shows a good technique to add scars to the T-Rex using Specular Mapping and Painting on the scars using Texture Painting.

        One thing I really liked was Steve's explanation of how to make changes to a low poly mesh and then have those changes be transfered to the high poly sculpted mesh improving normal map quality.  I didn't know about this feature and it looked super useful.

        Grunge texturing techniques are demonstrated using another Blender feature I haven't seen used before the Brush Mask feature.  This is yet another very useful feature.

        The next stage of the course covers the techniques for adding a rig to the T-Rex so that it can be posed and animated.  Only the basics of rigging and applying the rig to the model are covered but they are enough to get a reasonable animation walk cycle created for the dinosaur.  The basics of creating and using Shape Keys is covered.  Again you won't end up being a Shape Key expert but the informtion that is covered is useful.


        The T-Rex is integrated with video footage using Blender's Motion Tracking feature.  This was clearly explained and demonstrated, and if you have never used Blender Motion Tracker before you should be able to now do basic Motion Tracking in Blender.

        Another of the things that caught my eye was when the dinosaur was being animated was the use of Dynamic Paint to make foot print deformations in the ground as the dinosaur places its feet on the ground.

        Also integrated with the ground deformations was a simple method of adding a dust upwelling effect when the feet strike the ground using Blender Cycles Particles for dust effects and debris scattering.

        With the dust, debris and scene integration covered Steve covers setting up HDRI environments and lighting the scene so it looks visually appealing.


        Finally the often tedious but useful issue of rotoscoping/masking is covered so that various unrelated elements in a scene can be composited together to look like they are in the scene together.  The masking was basic but showed the overall process well.

        This was a great course, I enjoyed watching it, even though it took me quite a while to watch all of it.

        If you want a course that shows you all the major steps in creating, modeling, texturing, animating and rendering a project with a T-Rex or any other sort of megafauna this is the course for you.

        Review Score 90%

        18 June 2014

        Lee Posey & Light BWK - BNPR's Freestyle Level Up video training

        If you have been using Blender for any length of time then you know that Blender's feature set is forever increasing;  Hardly a week goes by when some new feature is either tweaked or an entirely new feature is added.

        One of those reasonably new features is Blender's Freestyle feature.

        Blender's Freestyle feature is a more feature rich and flexible version of Blender's older edge rendering technique.  Freestyle is a class of post processing non-photo realistic rendering system, used for doing stylized renders with line geometry.

        Blender Freestyle is so flexible and powerful that not many yet know how to use it (or even what it is specifically).  There is a lot of misinformation as to what role it plays in the creative pipeline of software such as Blender and other software.

        Light BWK & Lee Posey have a very clear definition:

        "Freestyle is a geometry based, post processed, line art renderer. Commonly used in animation, info-graphic, arch-viz and product visualization. Freestyle is only line art, not a surface shader as most believe it is."

        Product Specifications:
        • Name : BNPR's - Freestyle Level Up
        • Author : Lee Posey (TheJikz) & Light BWK
        • Price : $38 USD or Bitcoin equivalent (on 9th June 2014)
        • Runtime : 124 Mins
        • Format : Video
        • Website : https://blendernpr.org/store
         

              In an attempt to remedy this apparent lack of information on what Blender Freestyle is and what it is for Lee Posey and Light BWK have created a series of video tutorials that describe the features that Freestyle has to offer, and also describes how to integrate it into your workflow.

              Their stated aim is:

              "Learn FreeStyle the fun way. Masterfully create geometry based post-processed *line art* from the very basic to the very advanced for your still images, product design, arch-viz, motion graphics and motion pictures."

              Both Lee Posey and Light BWK are very experienced Blender users so you can expect the information they provides to be accurate.

              The tutorial series comes with all the videos and Blend files included.  The videos are very clear and well encoded and they are spoken very clearly and very well produced.

              For each purchase of this course a percentage of the money raised goes towards funding development of B.E.E.R (Blender Extended Expressive Rendering) an impressive Non-Photo Realistic rendering extension for Blender.

              You can see the videos for the site promotion and Freestyle line demo for the Freestyle Level Up course below:





              There are 15 videos which teach the various important topics for getting to grips with Freestyle.

              The approach taken when teaching the material is to use a points scoring game metaphor.  With short videos which teach specific topics in a short amount of time as you watch the material and do the tasks you gain points.  This game based approach is somewhat strange but the information provided is accurate and clear and you can ignore the point scoring if you want to.

              It should be made clear that if you are entirely new to Blender you may struggle with this material;  As it is assumed you have at least basic familiarity with Blender's interface and how to interact with it.  If you do have this level of knowledge of Blender then you should be able to understand what is presented in this course.  The fast pacing of the videos does mean though that you may well have to watch some videos multiple times to grasp the topics that are covered.

              Freestyle is not anymore difficult than other parts of Blender but it does have strange terminology which can take a while to wrap your head around, but the terminology is consistent to other software according to the authors.

              The tutorial videos often speak of things like mastering a topic, and while you will get a lot of useful information from the videos, Freestyle has so many options and they are so configurable that you will at best get a good grounding in what Freestyle is capable of;  It will require extensive experimentation to get the most out of this material.

              The Freestyle Python API method of controlling Freestyle is not covered, but this is not really a major limitation as this still leaves a lot to learn from and experiment with.  According to the authors the Freestyle API is undergoing lots of changes and could not yet be documented in a tutorial series.

              Features such as Line Sets, Styles, and Line Textures, Line Modifiers are covered and various examples are used to demonstrate some of the harder to grasp features.  You are expected to experiment and try out various features for yourself when watching the videos.

              All in all an excellent introduction to Blender Freestyle, and currently the only good source of Blender Freestyle information, as the Wiki information is not the easiest things to understand at the moment.  There are various websites but the information they cover is patchy and does not cover Freestyle as a single whole.

              Well worth adding to your collection of Blender based learning materials.

              Review Score 85%

              24 May 2013

              Lee Salvemini - CG Masters Character Creation Volume 3 - Texturing Review

              Lee Salvemini of CG Masters.net contacted me recently to ask if I would review his most recent release: "Character Creation Volume 3 - Texturing".

              This is the 3rd of a multipart series which covers the creation of a Ninja character using Blender and various other tools such as Gimp.

              The previous volumes of the series are:
              Each DVD covers a different aspect of the Ninja characters creation.

              Those of you that have read my previous reviews of Lee's work know that he is a very talented Blender user who has worked on some of the Blender Foundation Open Movies as well as produced many different types of Blender tutorials and video.

              This time around Lee covers the topics involved in Texturing the Ninja character model that was previously created in the other volumes of his training series.

              I am reviewing the downloadable versions of the training materials but the material is also available on a physical DVD;  Either way the contents and price are identical no matter which method of distribution you use.

              Product Specifications:


              The downloadable files are roughly 4Gig in size, and so assuming you have a reliable connection to the internet the downloading the files should not take too long.  For me the downloads were reliable and fast.

              Once the downloads had completed I extracted the files onto my desktop;  All the files and resources you will need to both watch and follow along to the video tutorials are provided;  This includes all the blend files, textures, Blender application, original Gimp resource files and VLC media player for playing the videos for those of you who need it;  The concept art that the ninja character is created from is also provided;  The was created by  David Revoy;  It won't come as a surprise to anyone that knows David that his concept art is amazing.

              All of the resources and videos are accessible either through an easy to navigate web browser interface or you can access the resource directly on the file system.  The web browser interface breaks the texturing videos into chapters.  Each page in the browser also indicates all the keyboard shortcuts and tools used in a particular video.  This should be useful for people who are new to Blender.

              This 3rd volume is not really aimed at beginners but if you are a beginner, you would just have to take it very slowly and you should be able to understand what is happening.  Lee even includes an introductory video covering the use and differences between Blender 2.49 and the newer 2.5/2.6 version of Blender.

              All the videos are encoded in high quality and are very clear to watch.  As with the other volumes the production values on the videos are very good.  Lee uses a combination of realtime video instruction and time lapse video when needed.  The vast majority of the video content is recorded in realtime.

              There are 15 chapters of training material videos, each chapter covering a different part of the Ninja character as it is textured.

              The basic workflow in all the videos is unwrap a different part of the ninja for Uv texture mapping and then use a combination of Gimp and Blender to do the texturing of the character.

              Gimp is used extensively to do UV texturing, and Lee really knows his way around texturing with Gimp;  You can view this 3rd volume as both a tutorial on texturing with both Blender and Gimp.  If you are one of those strange people that just have to use another bitmap editor then Lee is clear enough in explaining what he is doing that you will be able to convert reasonably easily;  Lee uses a combination of UV Texturing and Procedural Texturing to fully texture the ninja character.

              The rendering engine used in these tutorials is Blender's Internal Renderer.  Some may be a little disappointed that Blender Cycles Rendering engine was not used.  You should not be as Lee does amazing things with Blender's Internal Renderer which will make you have a re-found respect for Blender Internal Renderer.  It may be older than Cycles but it is more than powerful enough as Lee shows.  Also if you want to use Cycles to do texturing then converting what Lee does with the Blender Internal Renderer to Cycles should not be too difficult.  Lee mentions on his website that there will be a Cycles based video at some point, but I have no other information on when it will be released or how in-depth it will be.  Another possible reason that Cycles wasn't used as the rendering engine could have been that Lee uses render baking a lot in all the tutorials and Cycles currently doesn't make that easy to use;  The same is also true of Sub-Surface Scattering which at the time these videos were recorded, was not available in Cycles.

              The 1st chapter goes over setting up a basic studio lighting setup and camera positioning, and useful starting material node setup to show off the ninja character in clay type material.  This setup is used to view the ninja as it gets textured throughout the rest of the chapters.  The use of the normal relighting method is very useful to see and it goes to show just how big an impact it can have on surface shading of a character.  Using normal relighting and shading is used throughout all the different videos.

              The 2nd chapter goes over unwrapping and texturing the eyes of the ninja character.  Texturing is done in Gimp mostly, with very clever use of Blender's Material shaders to give the eyes a very realistic look.  Lee also shows a great way to fake reflections to give the eyes even more impact.  This was a fairly indepth chapter and is a very good introduction to Blender's materials and Gimp's texturing features and filters.

              The 3rd chapter is a multipart chapter it covers the various texturing aspect of different parts of the face of the ninja.  Clever use of premade Uv face texture shows a quick way to get real looking face skin.  This chapter also shows Blender's Sub-Surface Scattering ability.  This really does make skin look much more realistic.  Gimp's clone tool is used extensively to improve the skin texture to make it look more even and usable as a face texture.  It was a reasonably short chapter but had a lot of useful information in it.  Part 2 of Chapter 3 covers texturing eye brows and eye lashes;  This is done using particles and Blender's Particle Editing mode;  Features such as Particle combing are covered.  Lee uses a novel technique to fake shading around the eyelids by using objects to influence ambient occlusion.  I don't think I have seen this technique used before, but it was effective.  Part 3 of Chapter 3 covers taking low detail proxy hair that is currently used by the ninja character, and shows how to convert it to particle hair which looks much more realistic.  Lee makes this look easy and with just a few clumps of particle hair gets a very effective hair appearance.  Part 4 of Chapter 3 covers creating a specular map and adding extra texture details to the eyes to make them look more realistic.  Chapter 3 was an excellent chapter just make sure to be paying attention when watching so as not to miss some of the clever tricks and techniques.

              The 4th chapter covers the texturing of the cloth head wrap that the ninja wears to hide his face.  This forms a mask by wrapping around his head multiple times.  Lee shows how to add a texture motif to the wrap around cloth, such that it follows the cloth flow.  He shows clearly how to unwrap the cloth in a simple way to allow texturing to happen.  Once the pattern texture has been added to the head wrap a material shader is created which alters how the cloth looks depending on the angle you view it from (Fresnel type shading).  This is really impressive and gives a big pop in quality.

              The 5th chapter is another multipart chapter that is split into 3 parts.  It covers texturing of items on the torso of the ninja.  Some very nice examples of how to make materials look like they are knitted and also a very useful way of making leather items look worn and used.  This ageing of leather materials is used in almost all the videos.  It's created in Gimp and tweaked even more in Blender using the material system.  The leather shoulder pads on the ninja are modeled and textured and look really good; Even scratches and dents are included.

              The 6th chapter covers unwrapping and texturing of arm objects such as wrist wraps.  Shows a very good method of applying textures to bandages so that they look wrapped and grimy.  The displacement modifier is also demonstrated to make the wraps look uneven and displaced.

              The 7th chapter goes over how to unwrap and texture the hands of the ninja, by giving him knitted cloth gloves.  This chapter uses the same techniques as in previous chapters.  One thing I did like was that when adding the cloth glove to the hands Lee even takes account of the slight increase in hand surface volume when wearing gloves.   Now that is attention to detail.

              The 8th chapter covers unwrapping and texturing of the ninja's belt, and using previously described techniques makes the belt look worn and used.  Also covered is a nice way of using face select mode with seams to isolate parts of a mesh when selecting is happening.  Blender's UV pinning and live unwrap feature is also described.

              The 9th chapter describes how to unwrap and texture the ninja's pants.  Some very impressive tips and tricks are described, such as a quick way to fake stitched seams on the pants and faking creases that happen in baggy pants the ninja character wears.  The end result of these tricks looks very effective to me.  I would also imagine the ability to fake stitched seams is something you can use in many modeling situations.

              The 10th chapter covers texturing of the shoes of the ninja using the techniques described previously.

              The 11th chapter covers methods for texturing of a bone animal skull and horns.  Lee shows a method of texturing the skull and bones using Gimp and a photograph of a real skull.  It would have been nice to see Blender's Projection painting system used here just to demonstrate another way to approach this type of texturing, but the Gimp way was just as good.

              The 12th chapter is another multipart chapter split into 3 parts.  Together the 3 parts cover texturing the small accessories the ninja has.  This chapter also goes over how to make realistic looking metal materials.  Which I really liked the look of;  The gold metal items looked gorgeous.  Also covered in this chapter are glass lens like materials of the ninja's goggles.

              The 13th chapter covers the ninja's swords.  Everything from the blades, handles and even the handle wrapping on the sword are covered.  Lee demonstrates yet another clever technique for making wound string wrapping for the sword handles using curves and a mesh deform modifier.  By the end of this chapter we have a almost completely textured character.

              The 14th chapter is another multipart chapter split into 2 parts.  The first part covers fixing up oversights and missed parts of the ninja that needed extra work.  The 2nd part covers using the cloth simulator to give the ninja's pants a more realistic look;  Also in this part the compositor is used to improve the final render result to give the whole render the polished look.  Lee shows a useful way of doing a vignettes.

              The 15th chapter is a bonus chapter, it's an overview of how he made the teaser trailer that was used to promote the this 3rd volume.  It really goes to show how much work Lee put into the trailer to make it look good.  Yet if you watched all 3 volumes of his training series you could at least in theory be able to do something like that yourself.  As by this point you have seen all the techniques he uses and if you have a very good memory or studied the tutorials a lot you could do the same.

              By this point a lot of information has been imparted by Lee to the viewer, some of it was a little fast and took real effort to keep up with but you can always rewind.  I think unless you are a total hard core Blenderhead you  will be going back to watch certain parts of the videos again and again.

              You know this DVD is good when the only thing I can think up that comes even close to a mistake is that he doesn't know how to say the word Fresnel properly (well I had to come up with something I mean no one should be allowed to be this good!)

              But seriously, brilliant videos, just like all his other volumes and well worth getting if you can.

              Review Score 95%

              18 July 2012

              Sebastian Konig - Track, Match, Blend! - VFX Basics: Camera-Tracking & Match-moving - Training Video Review

              Getting a little busy here this week, no sooner had I finished my review of Nathan Vegdahl's Humane Rigging, I decided I had some time to do a review of another Blender Foundation Training DVD.  This time it's "Track, Match, Blend" authored by Sebastian Konig.  A very well known and experienced Blenderhead.  He is currently part of the Blender Mango Open Movie project, working on most of the 3D tracking that is required in that movie.

              So given that Sebastian is the go to guy as far as all things camera tracking & object tracking is concerned, it is very handy that he decided to make a set of video tutorials that cover the important topics of tracking in depth.

              Track Match Blend
               

              Product Specifications:
              •     Name: Training DVD 9: Track, Match, Blend! - VFX Basics: Camera-Tracking & Match-moving
              •     Author: Sebastian Konig
              •     Price: €27.50 (as of 18th July 2012)
              •     Type: Video Training DVD
              •     Runtime: 10 Hours 54 Min(approximately)

              For those that do not know, Camera Tracking is the ability analyze 2D film footage and from that film footage determine where the camera must have been situated when the scene was being filmed.  From calculated camera position it is then possible to place that calculated camera inside Blender and have Blender's 3D camera move in the same way.  This allows you to match movements on film with the movements of the 3D Camera inside Blender so that you can have 3D objects that react as if they were in the filmed scene.

              Related to Camera Tracking is Object Tracking, which instead of tracking the camera position, tracks how specific objects move withing a scene.  Being able to match real 2D film footage with 3D generated objects is essential in special effects work, and it is these topics that the DVD most focuses upon.

              The first thing to note is that the videos have a runtime of almost 11 hours which seems to be longer than the information provided on the official website of the DVD.  This could just be that I calculated the runtime wrong or extra information was added after the product website was put online.  Either way this DVD is not a quick watch, you will need to set aside a considerable amount of time to take in all the information this DVD presents.

              Everything required to follow along with the topics and tutorials discussed in the videos are provided on the DVD.  This includes all the blend files, video footage that camera and object tracks are created from, appropriate versions of Blender, and a copy of vlc media player for windows and mac users, which will allow you to play the videos contained within.

              The web browser interface to the DVD is very easy to navigate and is well presented, allowing the user quick access to the videos they are interested in.  If you do not want to use the web browser to access the content of the DVD, then you are not required to as you can directly open all the video tutorial files from the DVD in your operating systems file manager.

              The first video on the DVD is an introduction by Sebastian covering what will be taught on the DVD, and giving examples of what will be possible once you have watched the entire DVD.  Sebastian's narration is very clear and well paced throughout the entire DVD.  The videos are very clear and well encoded.

              After the introduction, the tutorials are split up into 5 sections and each sub-section covers a specific aspect of camera tracking/motion tracking.

              Topics Covered:

              •     Tracking Basics
              •         1 Point Tracking
              •         2 Point Tracking
              •         Stabilization
              •         4 Point Tracking
              •     Camera Tracking
              •         Photogrammetry
              •         The First Shot
              •         Inside The Camera
              •         Setup Tracking Scene
              •         Compositing
              •         Examining The Solution
              •         Feature Detection
              •     Advanced Tracking Techniques
              •         Motion Blur
              •         External Reference
              •         Helper Frames
              •         Creating A Clean Plate
              •     Object Tracking
              •         Head Tracking
              •         Composite Head Track
              •         Object & Camera Track
              •         Composite With Cycles
              •     Extras
              •         Face Deformation
              •         Exporting
              •         Tips For Shooting
              •         Various Tips

              The first section "Tracking Basics" covers 2D forms of tracking that can be carried out with Blender, and it also covers the basic parts of the Blender tracking interface that Blender uses.  Single Point, Two Point (covering tracking involving rotations), Stabilization and Four Point (planar) tracking methods are covered.  Each different 2D tracking method is fully explained and their various different uses gone over.  Not only tracking topics are covered but basic uses of compositing are covered so as to allow replacement of certain parts of 2D footage and to add things such as motion blur to more properly integrate additional footage.  On the whole a very simple but clearly explained section of the DVD which aides in slowly working your way into the more advanced 3D tracking topics presented in the next section, as well as presenting very useful information if you ever need to do 2D tracking tasks.

              Where as the first section covered 2D tracking and didn't really need the 3D camera to carryout its work, this second section "Camera Tracking" does use Blender's 3D Camera and concerns tracking points on 2D footage so as to convert them into points in a 3D scene.  Sebastian takes a good deal of time explaining how points on 2D film are converted to 3D points using a process called "Photogrammetry", and although this is a complex topic, Sebastian simplifies it making it understandable.  Having gone over the theory of Camera Tracking we get to do our first actual track of a real video shot, with Sebastian slowly and clearly going over the individual steps required to carry out the first track.  Here also more theory is explained, but this time in regards to the various interface settings and their effects on Blender tracking software, again all clearly explained.  Handily the anatomy and terminology used with conventional cameras is covered, things such as focal length, depth of field, and lens distortion are all covered, as is why it is important to understand these concepts while carrying out tracking with Blender.  As a final part to this section descriptions of both what proxies are and how they are used within Blender is covered, as is bringing your tracked shot into the compositor for further post processing work.  Automatic feature detection is covered, but really just as a way to warn you about its current flaws and why you really should not use it unless you have no choice.  Refining camera solves and tracking is covered in some detail, though bear in mind that Blender's refinement feature is more of art than a science, however Sebastian does a good job of explaining the refinement settings included with Blender.  I found this section of the DVD very clear and well laid out.  The explanation of the theory and terminology of both camera settings and tracking was useful to me.  By the end of this section you should be able to do most standard camera tracking tasks without any difficulty (I could by this point).

              The third section "Advanced Tracking Techniques" covers topics which are not so easily dealt with automatically by the tracking system and so requires more ingenious tricks and techniques to get the results required.  Specifically adding motion blur to 3D computer generated models which have been added to film footage of a scene which has been tracked.  Other standout parts in this part of the DVD where the methods by which original film footage could be masked out and replaced with 3D models using various Blender modifiers and clean plate techniques.  It is known that Blender's tracker currently does not deal too well with camera shots which only rotate around a fixed point and have very little perspective shift information within a shot.  So Sebastian goes over various ways you can get around these issues to retrieve a successful camera track from a shot that has these problems.  You can think of this section of the DVD as a description of the various edge cases you will encounter in real world production, and as far as possible the solutions that can be thrown at them, to make them work for you.

              While the third section covered tracking the motion of a camera in the 3D scene the forth covers tracking the position and movement of objects in film footage.  This is in general much harder to do because there is usually much less perspective information for Blender's solver to work with, but Sebastian again shows the various ways in which you can help Blender give you the best possible chance of getting a good object track.  Having then gotten a successful object track we are then shown how we can do basic compositing on it, integrating various objects that are computer generated into a 2D film scene, using a combination of Blender Internal renderer and Cycles to make the object appear to belong to the scene.  Though this DVD is not about learning to use Cycles, because it only give enough information to start you along the path of using Cycles.

              The fifth and final section covered on the DVD is more of a tidy up section, it covers all the topics which Sebastian feels were missed in the previous sections of the DVD or didn't quite fit anywhere else.  Using the tracker to capture face deformation and apply basic digital makeup is covered, as is exporting the tracking data created in Blender to other applications such as Cinema 4D and After Effects.  The last two videos in this section I found really useful as they covered how you can make a tracking shot more likely to be successful and accurate by planning your shot before hand, as well as how to successfully place markers on your 2D film footage to ensure this.

              Before I watched this DVD I would say I knew very little about camera tracking and would have found it a chore to get a successful track out of Blender.  After watching it however I feel in a much stronger position with my knowledge of tracking and I think it will greatly improve the level of tracking I will be able to do with Blender.  Having searched around the web for tracking videos for Blender I can say that for now this is the most accurate and clear source of information on Blender's Tracking system.  I especially liked the detailed explanations of the theory behind tracking that will certainly help.

              I would say that this DVD will be useful to anyone wanting to learn both the theory and practical side of Match Moving/Camera Tracking in Blender, from beginner to semi-advanced.

              So excellent DVD, well worth the money.

              Review Score 95%

              10 July 2012

              Nathan Vegdahl's - Humane Rigging - DVD Review

              Another month and it's time to do another Blender Foundation Open Movie Workshop training DVD release review.

              The Blender Foundation Open Movie Workshop training DVD are high quality training DVD's covering all aspects of production and training in relation to Blender 3D. They are the nearest thing to official/gold standard training that the Blender Community currently has access to, as they tend to be created by the people that created Blender. Each DVD is released under Creative Commons Licensing.  The sale of the training DVD helps support the Blender Foundation and helps in improving Blender.

              This time the DVD released is "Humane Rigging" created by Nathan Vegdahl, the irrepressible guy who has worked on many of the Blender Foundation's Open Movie Projects and has produced many different training products.

              For those who don't already know Nathan is an extremely talented Blender user who specializes in all things rigging. Which means that he is the ideal person to be producing this training DVD, as it covers rigging in Blender.

              Humane Rigging - Blender Foundation Training DVD 8

              Product Specifications:
              • Name: Training DVD 8: Humane Rigging - Rigging For Human Beings
              • Author: Nathan Vegdahl
              • Price: €27.50 (as of 10th July 2012)
              • Type: Video Training DVD
              • Runtime: 6 Hours (approximately)

              The first thing to say about this DVD is that it only covers certain concepts related to rigging in Blender.  It will not cover how to animate the rigs you create with this DVD, nor will it cover deformations in any great detail and weight painting is only briefly demonstrated.  This is to be expected as rigging is a vast and sometimes complex topic, and trying to cover both rigging, weight painting and animation at the same time would make this DVD much longer than it already is.

              What is covered are the major rigging structures and controls that are needed to make flexible rigs which can stand up to a real world production requirements of a professional animator, giving the animator the flexibility they need to get their job done.

              The approach Nathan takes to do this is simple and effective, he goes over the topics he wants to teach by introducing and creating 3 character rig types.  Each different rig type explaining an important rigging concept in Blender.

              The 3 different rig types are loosely ordered from simple to complex, using a process of continued refinement to the rigs to make them more flexible as new topics are introduced to the watcher.  This helps greatly when trying to get to grips with some of the more complex theoretical concepts that Nathan explains throughout the DVD.  It is important to note that Nathan does introduce a lot of theory as well as practical instruction when creating his rigs.  I found this very useful and educational.

              The DVD is very well narrated and Nathan on the whole is very clear when it comes to explaining the topics of rigging.  Though rigging is a complex topic and by necessity you will have to be paying complete attention to what he is saying if you want to understand the rigs he makes.  Rigging at the best of times can be confusing but Nathan does his best to keep it understandable.

              Over the course of the 6 chapters, Nathan shows you how to rig some of the major parts of a character (fingers, eyes, hands, palms, feet, legs, etc.).  He also covers using various modifiers and constraints to make the job of rigging more efficient and his rigs more powerful.

              By the end of this DVD you will have good knowledge of what Rigs, Bone Constraints and Drivers can be used for.  The Bone and Driver Constraints are used extensively in Nathan's rig and his descriptions of how to use these features if very good.  Another highlight of the DVD was Nathans discussion of Intermediate Parenting and it uses.  I found this very useful once I was able to wrap my head around it.  Also the use of drivers to prevent alterations to specific rig values was very clever.

              I personally think that if you are a beginner/intermediate Blender user starting out in the rigging side of things that you will learn a lot from this DVD.  Be warned though that you will be required to be paying attention and probably have to rewatch parts of the DVD repeatedly to get your head around a lot of the topics Nathan goes over.

              All in all an excellent DVD, well worth adding to your collection especially if you have an interest in wanting to rig more effectively in Blender.

              Review Score 85%

              03 June 2012

              Jonathan Williamson - Architectural Visualization In Blender 2.6 - Training Video

              Recently Jonathan Williamson released a new tutorial video on BlenderCookie.com, covering how to do Architectural Visualization In Blender 2.6 using Blender Cycles rendering engine.

              Since there aren't any recent architectural modeling and rendering tutorials around commercially for Blender, I was very interested in Jonathan's new tutorial. I am big fan of both hard body modeling and architectural modeling tutorials. One of the first reviews I ever did was of a hard body mechanical model. So when Jonathan contacted me and asked if I would be interest in doing a review of his new baby, I said yes.


              Product Specifications:
              • Name: Architectural Visualization In Blender 2.6
              • Author: Jonathan Williamson
              • Price: $10 Monthly Citizen Membership Subscription
              • Type: Online Streaming Video/Downloadable
              • Runtime : 5 Hours
              The aim of the course if the rendered results are anything to go by is to deliver a very realistic looking scene of an interior room. According to the website everything required to produce such a render will be covered in the tutorial (which is was). So hopes were high that this will be a very good product.

              Given that it's Jonathan Williamson doing the Blendering, you would expect nothing less, seeing how he has a string of high quality tutorials behind him.

              So off I went to BlenderCookie and signed in to the Architectural Visualization in Blender 2.6 course. Once signed in I was presented with a total of 25 video tutorials each covering an aspect of architectural visualization in Blender. You can watch the videos online or download them direct to your hard drive. I decided to download them. The downloads were very quick and reliable. The total file size of the downloaded zip files was just over 3 gigabytes. You will need either a very quick or very reliable connection to download them.

              Video Listing:
               Introduction To The Series                       1 Min 14
               Introduction To BMesh                           12 Min 18
               Modeling The Main Structure                     19 Min 15
               Modeling The Windows                            29 Min 25
               Modeling The Trim                               10 Min 20
               Modeling The Stairs                             10 Min
               Modeling The Chair                              21 Min 25
               Modeling The Wall Light                         23 Min 42
               Using Linked Groups                              6 Min 19
               Using The Edit Linked Library Addon              2 Min 35
               Importing Assets                                10 Min 45
               Environment And Sun Lighting                    12 Min 33
               Using A Window Light                             4 Min 38
               Adding A Background Image                        6 Min 58
               Adjusting The Cameras                            9 Min 42
               Creating A Material Library                      4 Min 49
               Creating The Room Shaders                       30 Min 21
               Shading The Chair                                8 Min 50
               Shading The Wall Lighting                        1 Min 21
               Shading The Room                                13 Min 52
               Scenes And Render Layers                        23 Min 02
               Compositing The Render Layers                    9 Min 17
               Color Adjustments With Nodes                    15 Min 23
               Adding Volumetric Lighting                      16 Min 20
               Final Editing With Photoshop                    10 Min 17
               

              Of the 25 videos the first video is an introduction and goes over what will be covered in the rest of the videos.

              The second video "Introduction To BMesh" has a brief rundown of the important changes that were introduced in Blender's new mesh system called BMesh which has recently been added to Blender's SVN trunk and will be available to all Blender users when Blender 2.63 is released.

              This course requires what is currently a beta version of Blender 2.63, as the features of BMesh are used at various places within the tutorial. BMesh's major feature is that it allows for NGONS which are faces which have more than 4 edges, as well as numerous other useful features. Jonathan provides links to the appropriate Blender builds on the course website, so even if you do not have the latest and greatest version of Blender you will be able to get it from the links provided. I found the explanation of how BMesh worked and what it means for Blender users to be clear and easy to understand, with the important concepts explained very well. If you had no clue as to what BMesh was this video really helps. It's hard for me to remember sometimes that a lot of Blender users never use development/beta versions of Blender and may be totally unaware of BMesh and its long, long history of getting to the Blender public at large.

              After the whirlwind tour of BMesh, the third video "Modeling The Main Structure" gets into the real work of constructing the interior room. In preparation Jonathan first goes through correctly calculating and using the right scales to model in with Blender. Explaining why it is important and laying down some simple rules to make sure scale is accurately maintained throughout the rest of the project, as well as highlighting some potential pitfalls that can be encounter by Blender users when modeling with accurate scaling. Thankfully he models using the Metric system and bypassed the crappy imperial system. Which should make things much more accurate and easy to do, given that Blender's current unit system is not consistently applied correctly with Blender own scale conversion system. Once the unit system is out of the way Jonathan moves on to creating a basic floor plan layout of the interior room. At this point he takes some time to explain how object scale can be distorted when scaling things in Object Mode and makes it very clear how to fix it, so as not to get caught out later on.

              For his preliminary floor plan design layout he uses the grease pencil very effectively to quickly sketch the layout of the major structural parts of the room (ie window opening, stair locations etc). Once the grease pencil work is completed the mesh modeling actually starts. Here he start by cutting in a stairway in the floor plan using various features of BMesh, specifically the new knife tool.

              The knife tool has been improved a lot in the BMesh builds of Blender. It was at this point that I was surprised as I learned that you could constrain knife cuts using the C key. Makes the video worth getting just for that reason alone for me. Extensive use of snapping is demonstrated to achieve accurate modeling. Once the basic stair cutouts have been done Jonathan moves on to constructing very basic walls and windows. Once this is done the basic general block structure for the interior building is complete and we move on to the next video. Excellent video overall, clearly explained and I actually learned something about the new knife cut and constraints!

              The fourth video "Modeling The Windows" covers unsurprisingly modeling the basic structures that form the windows of the room, the support beams and other such things. At this point also the initially constructed block room is separated out into different parts. Those part being the floor and the windows. This shows good use of the separate tool and keeping parts organized for later stages of the construction project. Good simple methods for positioning an objects origin in Edit Mode are also demonstrated on the newly created support beams which aide in scaling the object more accurately and efficiently with Blender. This is good because people often get caught out when trying to position things accurately when switching between Object Mode and Edit Mode and knowing where your object origin is and how to control it really can speed things up. There is also good use of Blender's face angle display feature, shown when trying to accurately rotate the support beams, as was the use of accurate snapping, both of which are very important when doing this kind of modeling. Jonathan uses and demonstrates linked duplication and the repeat command to duplicate the support beams accurately. Another notable thing to me was the demonstration of Custom Transform Orientations, as they are very useful for architectural modeling and make creating the support beams much easier than it otherwise would have been. Custom Transforms are often not understood so this should help Blender users get to grips with them. After the support beams Jonathan moves on to modeling the window struts and lower and upper window trim, using similar techniques to those used when modeling the support beams. By the end of this video the major structural support parts of the room are completed).

              Video number five "Modeling The Trim" covers modeling the trim/baseboard/skirting board that runs along the wall at floor level. A new modeling technique is used to to do this, by using two curves, a path curve and a profile curve. The path curve uses Blender's Bevel Object feature to take the profile curve that Jonathan shows you how to create and uses it to form the cross section of the baseboard path. Jonathan's explanations were clear and easy to understand. As was his explanation of how vector curves work and how to interact with them. By the end of this video you have a cleanly modeled trim along the floor which was quick to make and it is very easy to alter both the path it takes and the profile shape of the trim, should you wish to have something different for your project.

              Video number six "Modeling The Stairs" models a standard set of stairs using standard measurements as you would find with real stairs. The stairs are created using the same techniques as were used in previous videos with the added use of Blender's Array Modifier feature to accurately offset and rise the stair treads. The tread nose (the part the generally juts out from the top of a stair) of the stairs was even modeled to give them an even more realistic look. The stairs were modeled efficiently and with good use of snapping for quick positioning. Occasionally in this video Jonathan would revert back to using imperial measurements this did happen often and was not really important in the video.

              Video number seven "Modeling The Chair" is the first of a few videos which go over how to model smaller items/assets that will eventually end up placed in the room that was constructed previously. Since there are a lot items (called assets) in the video tutorial Jonathan goes over modeling just two of them, the chair in this video and a lamp in the next one. All the other items were obtained from www.blendswap.com. www.blendswap.com is an excellent model repository for sharing Blender files, well worth checking out if you want to see a vast assortment of freely available Blender models.

              On starting to model the chair Jonathan opens a brand new Blend file and models the chair separately from the rest of the room. The chair will get linked in later using Blender's Append and Linking feature, which is described later. The chair model is measured and created to scale. Jonathan uses a good technique of using a bounding box to more accurately work out what the eventual dimensions of the created chair will be. He also makes good use of the Display Properties Panel to show the bounding box in a different display mode, so that it does not get in the way while modeling the chair. The chair is constructed using various combinations of extrusions and edge loop cuts and edge sliding, all clearly described. Two modifiers were used and explained in the construction of the chair, the Mirror Modifier and the Subdivision Surface Modifier. Soft chairs like the one being modeled in this video generally have a more rounded soft organic shape when it comes to their surfaces. This is achieved using Blender's Subsurf Modifier, which Jonathan takes time to explain and shows when and how it should and should not be used. He also highlights possible pitfalls of having internal faces present when using the Subsurf Modifier and how to fix it. Using various techniques Jonathan shows how to add the appearance of seams to the chair to make it look softer and more realistic, as well as how to add extra faces when needed to achieve that desired soft effect. Good use of the CTRL++ feature of Blender is shown (Grow selection). Even though this video packed in a lot of information in a short amount of time it was all clearly explained as needed and resulted in a very simple chair model that looked very impressive. He also showed how asymmetric modeling can be used to make models look less computer generated and regular, improving their realism. Impressive video.

              Video number eight "Modeling The Wall Light" used all the same techniques as previously describe to produce a stylish but simple wall light, but also included some new features that were describe clearly by Jonathan. Those features were Normal recalculation, High Speed Extrusion using Ctrl+Left Mouse Button clicking, the Edge Split Modifier, Solidify Modifier, Creases and Seams. I liked the use of the Edge Split Modifier with Mark Sharp combined with Creases to reduce the total amount of needed geometry in terms of controlling edge loops for small items such as this. Also it helps to make people aware of the power of creases & sharp edges when combined with the Edge Split Modifier. Just using these few basic features Jonathan was able to construct a lamp that looked a lot more detailed than it actually was. After the geometry of the lamp was finished Jonathan moved on to doing a basic form of rigging on the lamp so that its component parts could be moved and repositioned easily. This was achieved using Blender's Armature system. The use of the Armature system to attach the various bones to the various bits of a lamps mesh geometry was clearly and quickly explained. Weight painting was not covered but it was not needed in this case. Finally bone transformation locks and basic parenting were also used and explained, all combining together to give a lamp that was very easy to manipulate correctly without any bad movements. Yet another feature packed fast moving chapter with a lot of new information within it.

              Video number nine "Using Linked Groups" takes the previously created and rigged wall light and goes through the steps needed to import that model into your room model by using Linked Groups to keep the linked models both organized and easier to link into a scene. The effects of linking a model and what that means are all clearly explained and Jonathan demonstrates how altering the original model also alters the linked in model in the room. Because the wall light model also had a rig attached to it Jonathan also explains how to use Blender's Rigging Proxy system to allow the linked in models to alter their rig bone positions. Blender's Rigging Proxy system is often skipped over so it was a surprise to see it explained. This will surely help when you need to import rigged objects that need to be amenable to adjusts in their rigs on a case by case basis. Another excellent video, making what could potentially be a difficult topic easy to grasp.

              Video number ten "Using The Edit Linked Library Addon" Is a short but interesting video which covers how to use an Addon written by Jason Van Gumster which allows for the quick editing of original linked in files (assets) in Blender with a click of a button. Being able to alter original linked in files really helps when you have a lot of linked asset files, and this Addon makes the whole process so much easier. This was another short video, but a very useful one as this Addon is a great time saver.

              Video number eleven "Importing Assets" is an extension of the things learned in the previous two videos. It covers importing all the other assets which are used in the scene and covers the topic of positioning objects for good visual composition. Specifically how to position the imported assets such that they feel right and give the correct visual focal point or eye flow for the scene. Jonathan imports the main objects showing how to do it and what to take into consideration. The rest are imported with the video paused and once imported the video is started up again. This was a short and simple video but still useful for the information on composition it gave. Also it showed the usefulness of the Edit Linked Addon as it was used to correct a mistake in an object import.

              Video number twelve "Environment And Sun Lighting" covers setting up materials such that they all render with clay material. This is used to test how the scene will look as a whole when lighted using sky textures from the world settings. Blender Cycles node system is demonstrated and it seemed very clearly explained to me. Good descriptions of how to use the Sky Texture Node setup were gone over, and Jonathan showed how to mix various colors with the Sky texture to get a more colorful lighted scene. After having the light how he wants Jonathan uses a sunlamp to create shadows and again explains clearly how to set that up to get good shadows and color mixing. So another short chapter but full of important information.

              Video number thirteen "Using A Window Light" is related to the previous video in that it also covers lighting but this time it's a different type of lighting, using a plane mesh object to act as an emission light source. Used primarily to get around certain control issues with lighting using only world and sky texture lighting. Also this video covers how to make this mesh light not block out the effects of the previously configured world sky texture lighting. This is done by using and changing the Ray Visibility settings in Cycles. All of this is explained by Jonathan. The end result is that we end up with a nicely lighted scene that is both lighted by a Sky Texture and an light emitting plane which covers our windows but does not block other light sources.

              Video number fourteen "Adding A Background Image": Up until this point the view out of the window in the room that has been constructed was totally empty, but in a real view the window would look out on something. So Jonathan goes over how to add a background image texture to the scene and position it such that it looks like a real world view outside of the window. This is achieved using the Image As Plane Addon and Blender Cycles Light Path feature to create a shadeless material that is usable in Cycles. Jonathan explains all these features clearly. Though I was a little confused about the Light Path setup, it was simple enough to achieve and it could just have been me not paying attention. Another short video but the information on setting up shadeless image textures was very useful as it was not immediately obvious to me how I would have achieved this. Good video.

              Video number fifteen "Adjusting The Camera" covers setting up the camera, and some of its important settings precisely. as up until this point the camera has only been positioned very roughly. To achieve the proper camera setup Jonathan uses the standard tools such as rotation and translations of that camera and also uses two less well known features that a Blender camera provides. Those being Compositions guides set to "Rule Of 3rds" mode and the Cameras shift feature. Most people will know what composition guides are for, but less probably know about the Camera Shift option. I just assumed it was for offsetting the camera slightly in the Viewport when rendering a scene, but Jonathan showed its true power in correction for perspective distortion. So this is another video where I learned something and it's probably worth the price on its own. Excellent video.

              Video number sixteen "Creating A Material Library" covers how to create a simple scene which will be used to test various material settings to see how they look when rendered with the same light setting as you would have in your original room scene. It is also used as a storage location from which the materials can be taken from and linked into other scenes. This is made easier by Jonathan demonstrating how to import node groups which have the sky texture setup in them and by linking in the sun lamp from the original scene, thereby making sure that both the test material scene and the original room scene are lighted identically. Short video but an excellent way of testing material and making sure they will look right when used in a live scene. This video forms the first part of the next major topic covered in this tutorial, that of materials and shaders and how to set them up to get the desired results.

              Video number seventeen "Creating The Room Shaders" this video covers creating the various shaders needed for the constructed room, which will later be linked into our scene. The first shader created is the wood floor shader. Jonathan shows how to use the Cycles Nodes to get the wooden floor effect that is required. Using textures that have been made available with the tutorial Jonathan goes over how to apply textures for color, spec and bump mapping using Cycles Node system. UV texturing is nicely explained, if a little quickly. Another handy tip I learned was that Node can be constrained along the x and y axis. Being able to change how the scale of UV Mapping is displayed on objects using Cycles is fully covered. The node setups covered are well explained and very flexible in terms of how much control they give you over your final outputted shader. Nice tip of how to alter the tint of the floor texture using Cycles Node was very useful also. Cycles Node Groups are also covered in the tutorial. Jonathan takes some time to explain how these work and what they are used for.

              After the floor shader Jonathan moves onto the wall shader. But instead of using the Cycles Node system he uses the Material Panel system that is also available in Cycles. Which again is handy to know. Next up is covering how to shade the wooded beams. He does this by using the settings from the previously created wood floor shader, showing how sharing settings can speed up shader creation. Jonathan works his way through all the other shaders (glass, metal) in a similar way and describes them all very well. The end result of creating these shaders was very realistic looking. A fabric shader was also created, which again the end result looked very good. The Cycles Node system makes creating these realistic shaders so easy that Jonathan almost had nothing to say, just a few nodes and some simple steps and boom, realistic shaders!

              Video number eighteen "Shading The Chair" in this video the previously created shader materials are used to add a material to the chair model that was modeled in an earlier video. Only at this point the chair has not yet been UV Unwrapped so can't be UV Textured, so Jonathan demonstrates how to UV unwrap the chair model. Again it's clearly explained and I had no problem following. Handily Jonathan highlighted a possible bug with long file path names, which should save some people trouble.

              Video number ninteen "Shading The Wall Light" covers shading the wall light that was previously modeled. Since this is a very basic shading object. The materials are just linked in from the ones you made in your material test file. Very short video but again easy to understand.

              Video number twenty "Shading The Room" covers similar topics as were covered when shading assets earlier only this time it covers shading the major room structures, the floor, walls and stairs are all shown being shaded. The rest of the items in the room are shaded also but not shown on the video, as it is the same process of shading throughout. Other interesting highlights of this video were the coverage of a material changing Addon and the use of Blender's layers system to make shading the important parts of the scene easier and more organized. Excellent video.

              Video number twenty one "Scenes And Render Layers" this video marks the start of a completely different phase in this tutorial process. All the physical modeling and texturing of geometry has been completed by this point. Things move on to the more post production oriented side of architectural rendering and visualization. This video covers how to split up and organize your created scene using a combination of render layers and separate scenes. Jonathan describes how he is going to organize his scenes and why, as well as describes some of the important render settings that will be used to get the best results for his scene. Render Layer manipulation and scene management within Blender can be a complicated and difficult to follow subject but Jonathan managed to explain it very well and I was able to understand what he was doing. A good tip I liked on this video was the simple but not often used button which allows you to delink 3D Viewport layer buttons from the render layer version of the same buttons. He also covered BVH caching and how to speed up scene rendering with this option. Another impressive part of this tutorial was the method he used to capture reflections on a window for later compositing in Blender. An advanced video but very well explained, though you may have to watch it more than once to get it.

              Video number twenty two "Compositing The Render Layers" takes the previously organized render layers and scenes from the last video and goes through how to render those elements and finally composite them together to give a scene that looks like one whole scene rather than a collection of different parts. Jonathan clearly shows how to take those rendered images and use them in the compositor, and shows some of the new features available in newer development builds of Blender Cycles. Probably about the only minor mistake I saw was that like almost everyone else Jonathan incorrectly said that the compression slider for PNG images effects image quality, this is incorrect it just effects image size. not output quality of the image. PNG is a lossless image format after all. This would effect quality if it was a jpg or some other lossy format. Either way it's a insignificant issue and has no effect on the final results. Excellent video.

              Video number twenty three "Color Adjustments With Nodes" is where Jonathan covers how to do color correction on his composited render. The node setup he uses are explained very well, and it is a simple setup, he does not go crazy with many different nodes, just the basic ones for very good final results. One thing that I did like a lot was Jonathan's discussion of the Multilayer OpenEXR file format, and how to use it to preserve the ambient occlusion pass as an image, rather than having to depend on Blender internal render buffers, or less suitable file formats. You could do entire video series just on color correction so Jonathan did a great job in cutting out all the fluff here. Excellent video covered only what was needed, nothing superfluous.

              Video twenty four "Adding Volumetric Lighting" was a bit of a surprise to me, because Jonathan actually goes all out to get something approximating atmospheric light dispersion. Most other tutorials either skip doing this entirely or just add a glow effect to highlights. By doing volumetic lighting using Blender internal render he was able give a lot of extra realism to his scene. I am not well up on the volumetric settings, so I can't say why changing the Lighting on the volumetrics to shadow gets the light ray effects that it does but it certainly works, so again I ended up learning something new. So all in all another excellent video even if parts of it I was not entirely clear on why it worked, I probably need to go back and watch it more times.

              Video twenty five "Final Editing With Photoshop" this is the final tutorial and it combines the previously made volumetric light rays into the room scene, does some color cast tweaks and shows you how to clean up fireflys. While it would have been better to have completed this stage in open source software like Gimp, it's very easy to convert what was done in Photoshop to Gimp (which does make me wonder why Jonathan did not use Gimp in the first place). So another short but clearly explained video, covering the final touch ups needed to make an image truly polished.

              So for those of you who made it all the way through this long and rambling review you can probably tell that I thought on the whole this set of video tutorials was excellent, if not go count the number of times I said excellent in this review. What problems I did find were so small as to be not worth worrying over, as far as the content of the video tutorials is concerned. It's an amazing piece of work. Jonathan Williamson should give himself a big pat on the back.

              On a slightly less certain note, I know that some will not like having to subscribe to a Blender Cookie Citizen membership just to have access to this tutorial as good as it is, but I think it is worth it as Blender Cookie does put out a lot of citizen tutorials, so you would likely over a year get several high quality tutorials not just including this one. Which I think makes it worth the subscription. It may or may not become available as a standalone product you can buy outright, I just don't know.

              Brilliant product, if you can subscribe you should!

              Review Score 90%

              George Maestri - Blender 2.6 Essential Training - Training Video

              It recently got very busy here and I have 2 reviews of Blender based training products to review. The product reviewed in this article is:



              Product Specifications:
              • Name: Blender 2.6 - Essential Training
              • Author: George Maestri
              • Price: $25 (Monthly Subs)
              • Type: Online Streaming Video
              • Runtime : 7 Hrs 26 Mins
              This is an online steaming training video course covering the basics of using Blender 2.6. It was authored by George Maestri, who I haven't heard of before, but he narrates very well and appears to be reasonably good with Blender. The website that hosts this training material is lynda.com, who are a large and popular educational training site. They have a combination of subscription models as well as being able to purchase training DVD directly. Currently this product is not available as a DVD, so it can only be purchased by having a subscription to the lynda.com site.

              The videos in this course are aimed squarely at the beginning Blender 2.6 user. Each short training video is designed to explain the basics of one particular specific feature of Blender very quickly to get the watcher up to speed as quickly as possible.

              Tutorial Listing:
               Introduction
                   Welcome                                             01m 22s
                   Using the exercise files                            00m 28s
                   Downloading Blender                                 00m 34s
                   Using Blender on a Mac                              00m 42s
                   Using Blender on a laptop                           00m 36s
               
               1. The Blender Interface
                   Overview of the Blender interface                   06m 06s
                   Understanding 3D view windows                       05m 23s
                   Navigating in 3D space                              06m 35s
                   Configuring user preferences                        06m 24s
                   Creating custom layouts                             06m 04s
               
               2. Selecting and Translating Objects
                   Selecting objects                                   06m 12s
                   Moving objects                                      04m 35s
                   Rotating objects                                    02m 48s
                   Scaling objects                                     02m 16s
                   Understanding transform orientation                 03m 53s
                   Changing an object's origin                         05m 27s
                   Selecting pivot points                              03m 22s
                   Using Snap to move objects precisely                03m 56s
               
               3. Modeling
                   Creating mesh primitives                            06m 36s
                   Selecting vertices, edges, and faces                04m 48s
                   Editing mesh objects                                07m 39s
                   Proportional editing                                03m 52s
                   Sculpt mode                                         04m 45s
                   Working with edges and edge loops                   03m 42s
                   Extrusions                                          05m 18s
                   Smooth shading objects                              02m 23s
                   Subdividing meshes                                  05m 12s
               
               4. Advanced Modeling
                   Working with modifiers                              05m 52s
                   Working with subdivision surfaces                   03m 48s
                   Creating a simple creature                          07m 54s
                   Symmetrical modeling with the Mirror modifier       08m 21s
                   Joining mesh objects                                03m 37s
                   Stitching vertices                                  04m 52s
                   Finalizing a simple creature                        04m 48s
                   Creating text                                       03m 29s
                   Boolean tools                                       02m 59s
                   Vertex groups                                       04m 51s
               
               5. Staying Organized
                   Using the Outliner                                  08m 22s
                   Using layers                                        04m 30s
                   Creating groups                                     02m 48s
                   Working with scenes                                 04m 02s
                   Creating hierarchies                                02m 54s
               
               6. Applying Materials
                   Assigning materials to objects                      08m 04s
                   Diffuse shaders                                     06m 47s
                   Working with specularity                            05m 56s
                   Using the Ramp Shader options                       09m 45s
                   Additional shading options                          02m 37s
                   Creating reflections                                08m 29s
                   Adding transparency and refractions                 06m 49s
                   Subsurface scattering                               05m 59s
               
               7. Adding Textures
                   Adding a simple texture                             06m 11s
                   Using bitmaps                                       06m 53s
                   Mapping textures in the UV Editor                   08m 28s
                   Using UV projections                                05m 56s
                   UV mapping a character                              06m 11s
                   Fine-tuning UV mapping                              06m 07s
                   Creating Bump and Normal maps                       03m 15s
                   Displacement mapping                                03m 48s
                   Using the Node Editor                               04m 59s
               
               8. Working with Light
                   Adding lamps to a scene                             08m 44s
                   Fine-tuning ray-trace shadows                       04m 32s
                   Using spot lamps                                    04m 20s
                   Fine-tuning buffer shadows                          06m 19s
                   Using Hemi lamps                                    02m 32s
                   Working with Area lamps                             05m 17s
                   Creating sky and ambient light                      04m 49s
                   Adding background images                            03m 19s
                   Creating sunlight                                   06m 06s
                   Ambient occlusion                                   07m 11s
               
               9. Cameras and Rendering
                   Working with cameras                                04m 47s
                   Creating camera targets with constraints            03m 43s
                   Render properties                                   05m 07s
                   Rendering animation                                 05m 13s
                   Adding motion blur                                  04m 10s
                   Creating depth of field                             07m 08s
               
               10. Basic Animation
                   Understanding the Timeline                          04m 03s
                   Animating objects                                   06m 26s
                   Animating properties                                04m 00s
                   Editing animation in the Graph Editor               08m 36s
                   Using the Dope Sheet                                04m 53s
                   Path animation                                      04m 32s
               
               11. Character Rigging
                   Facial animation using shape keys                   04m 40s
                   Understanding armatures                             06m 02s
                   Fitting an armature to a creature                   07m 23s
                   Deforming a character with an armature              03m 49s
                   Setting up inverse kinematics                       03m 53s
                   Controlling the hips and body                       02m 01s
                   Animating in Pose mode                              02m 47s
                   Creating a test animation                           09m 24s
               
               Conclusion
                   Goodbye                                             00m 15s
               

              While you won't become a Blender expert with these video the numerous amount of videos are extremely well produced and for the most part explained very well by the author.

              All the exercise files which the course references throughout the videos are available as part of the course and indicated clearly when you need to reference theme. Though I found that I did not need to reference the exercise files as the author explained what he was doing on screen for each different video.

              With the short runtimes of each of the videos this has enabled the author to pack in a lot of different bits of information and tips and trick when using Blender various features. So although you won't get in depth information from the videos you will get most of the major salient pieces of information and techniques you will need to get going in Blender.

              There are a few small mistakes and omissions in the course as a whole, but they are small not really important (mostly terminology issues and not mentioning certain often used features). The one thing that I would really like to have been included in the tutorials was coverage of Weight Painting for armature attachment. Armature attachment was covered but only by using Parenting and automatic methods. Please also be aware that Cycles is not covered in this course because when it was released Cycles was not available in Blender, but Blender's internal render engines is still plenty powerful enough and flexible for most things regardless of what all the Cycles acolytes say!.

              So if you are a beginner and you want to get the basics of Blender down as quickly as possible this is a good well narrated online course that will do well. The biggest major downside for me is that at the moment the product cannot be purchased without subscribing. This may change in time and they may release a DVD product that does not require subscribing (they have done this with other Blender products).

              Review Score 70%

              Paul Friedl - The Leather Book Animation - 3D from Start to Finish - Training Video

              It's been a slow time for me recently as far as Blender tutorial reviews go, so when I found out about a new video tutorial, off I went to go and have a look at it.

              In this video tutorial Paul Friedl takes the viewer through the steps involved in creating a photo-realistic Leather Book Animation with simple animations and texturing techniques.

              I haven't seen many commercial Blender video tutorials which cover the creation of the smaller more mundane objects such as books like this one. I have seen plenty of character modelling and larger hard body things such as cars and helicopters etc., but not smaller items.

              To me these smaller and mundane objects are just as important to be able to create, so a tutorial such as this one is very welcome.


              Product Specifications:
              • Name: The Leather Book Animation - 3D from Start to Finish
              • Author: Paul Friedl
              • Price: $19 (3 Dec 2011)
              • Type: Downloadable Video
              • Runtime : 214 Mins
              To download the video tutorial I went to the 3D Animation Plus website which I had not heard of before. So I checked out the About section of the website and found out that it looks to have been setup recently. Looks very organised and well designed. If the about page is to be believed then it will be a good web site to keep an eye on as there will be other tutorials to follow. Paul Friedl owns the website and has been working in 3D for 6 years, so is not a 3D newbie.

              Irrespective of how long Paul has been doing 3D the important question is, how good a video tutorial is this? I would have to say that on the whole the tutorial is very good and the end result (shown in the image) looks very good to my eye.

              The downloading of the videos was very easy and hassle free for me. The downloads are very large so you will need a reasonably fast network connection.

              Once the downloads had completed I was presented with an archive file which I extracted and this left me with 3 directories. The first directory named "The Leather Book: Scene Files" contains all of the resource files that you will need if you want to follow along with modelling the Leather Book Animation. All textures, soundtrack, blend files and even the fonts used are supplied. These resources are very useful and are good examples to use.

              The other two directories contain the main Leather Book Animation video tutorial files and also a Blender Basics video tutorial for those new to Blender, which is used to get the new Blender user up to speed with using Blender. So even if you have never used Blender before you should be able to understand what is being described, if you first watch the supplied Blender Basics videos.

              The tutorial videos are organised into 16 parts, and go in order from start to finish in creating the Leather Book Animation. There is also a bonus video showing the process of making weathered old looking leather.

              Sections Listing:
              • Introduction
              • Modelling And UV Export
              • Layout Design In Inkscape
              • Layout In Blender
              • Layout Animated In Blender
              • Photo-realistic Texturing In Blender
              • Applying Textures In Blender
              • Compositing In Blender
              • Creating Camera Rigs In Blender
              • Camera Animation
              • Improvements For Shot 1
              • Improvements For Shot 2 And 3
              • Improvements For The Depth Of Field In Shot 3
              • Video Editing In Blender
              • Outro
              • Worn And Damaged Leather
              The narration of the videos is very clear as Paul takes his time explaining what he is doing and why. Also on a more technical level the encoding of the videos is clear and easy to see. Blender is used for all the mesh modelling, compositing, animations and video editing done while creating the book, but Blender is not the only piece of software used. Other popular open sourced software is used. Gimp is used to create the initial base textures which are later used in Blender to creature realistic leather. Also used is Inkscape to create the cover art that is on the front of the finished leather book.

              I found the use of Blender, Gimp and Inkscape very informative as to how powerful a combination they can be when creating products such as this book animation. The Gimp coverage will be extremely useful to Blender users for creating base textures. On the mesh modelling side of thing Paul uses very simple modelling methods which are very easy to follow but he uses these simple modelling methods to create very effective results. Good coverage is given to properly UV Unwrapping the modelled meshes.

              The animation sections of the tutorial are good but somewhat rushed, but are still useful for learning how to do basic animation. It would have been nice to have Paul explain in more detail how to control which camera is used for shot output (with features such as Camera Marker Binding). However the method he used still works.

              The compositing section of the video is very good, extensive explanations are given of the processes used to composite together the previously created Gimp textures. This was my favourite part of the whole video as lots of simple but very clever uses of the Compositor were described. It really shows the power that the compositor has.

              So in closing, this is a really good product well produced and if you are a Blender beginner or intermediate level user you are bound to find something of interest to learn. It's always good when a new company starts producing Blender materials, so hopefully it will be worth keeping an eye on the website for new tutorials.

              Review Score 78%