Allan Didier

Graphics and Modeling Skills

Level / Skill

Beginner

Intermediate

Advanced

Objects and Meshes

Selecting, transforming, rotating, scaling.

20 objects per scene

Parent-child relationships

 

Layers, groups and scenes

 

50 objects per scene

 

Particles: computer generated meshes and objects.

None

Multiple layers, groups and scenes

 

100+ objects per scene

Modeling

Meshes, edge, face, vertices

 

Subdivision surfaces

 

Extrusions

 

Objects with 50 vertices

.

Joining and stitching mesh objects

 

Modifiers: mirroring, subdivision surfaces, Boolean, bevel, etc.

 

Vertex groups

 

Sculpting

 

Objects with hundreds of vertices

Realistic modeling of objects like people, animals, faces, cars, etc.

 

Objects with thousands of vertices

 

Particle systems and auto-generated shapes

Materials & Textures

Basic shading, color, materials, and textures

 

Transparencies

 

Reflections

 

Basic UV mapping

Intermediate UV mapping

 

Bump and displacement maps

 

Node editor with 5+ nodes.

 

Multiple materials on a single mesh

Lighting multiple scenes

Animating the lighting

Adding mis en scene with lighting

Fire and other complex luminous objects

Lighting

Basic 3-point lighting system (key, fill, and back lights)

 

Lighting a character

Spot, hemi, and sun lamps

 

Adding color to lighting

 

Scene lighting (outdoor, indoor, and specialty)

 

Luminous objects

Lighting multiple scenes

 

Animating the lighting

 

Adding mis en scene with lighting

 

Fire and other complex luminous objects

Camera & Rendering

Single camera

 

Basic rendering

 

Rendering a simple animation

 

EVEE vs. Cycles rendering

.

None specific for this skill. The Beginner Lighting and Materials & Texture assignments will get you this skill.

Camera Motion

 

Multiple cameras

 

Rendering complex models and animation

Camera motion: pan, track, and zoom.

 

Integrating photography rules (rule of thirds, depth of field, etc.)

 

Customizing rendering

 

Baking

Rigging

Basic bones and armatures

 

Basic pre-made rigs

 

Rig parented to model

 

Armatures with less than 15 bones

Inverse kinematics

 

Full human / animal rigs

 

Weight painting

 

Armatures with 30 bones

Inanimate object rigs

 

Facial rigs

 

Armatures with 50+ bones

 

Rigs with positioning bones

Animation

Frames and keyframes

 

Basic simple object motion animation

 

Timeline, Dope Sheet, and Graph Editor

Simple physics engine animations

 

Adding curves to the graph editor

 

Animating cameras

12 principles of animation

 

Realistic movement animation (i.e. walk cycle)

 

Inverse-kinematic animations

 

Blender physics systems