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Skillshare

Blender 2.9 Creating a Medieval Castle Kitbash Modular Set

via Skillshare

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Overview

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Would you like to learn how to model an entire medieval castle?

 

Now, what if I told you I have a course to do just that on Skillshare?

 

 

 'Blender 2.9 Creating a Medieval Kitbash' will see you creating a super varied group of interlinkable assets. 

 

The biggest set of variations are available for roofs, castle towers, and related fixings.

 

There’s nothing like this course on Skillshare. 

 

 

'Blender 2.9 Creating a Medieval Castle Kitbash' will give you access to 24 full hours of 3D asset creation. It will teach you the very basics of Blender 2.9, moving on to professional techniques in a short time of accelerated learning.

 

 

And that's not all. The course will be even longer than that because we still have to build the castle. As a result, this will certainly be my biggest course yet, scoring at over 30 hours of learning.

 

 

 Through reading this course description you will find out: 

 

- What you want to learn about 3D modeling;

- What you are going to get through 'Blender 2.9 Creating a Medieval Kitbash', and;

- What are you going to lose if you don’t enroll in this course.

 

 

 

Modeling 

 

 

Join the craziest Blender course on Skillshare to complete a kitbash with you infinite possibilities. By completing the course, you will be able to 3D model vast cities, towns, and castles. 

 

We go on a journey through 65 medieval castle kitbash parts.

 

Through 'Blender 2.9 Creating a Medieval Castle Kitbash', you will be creating a series of exciting variations of castle walls, including walls with or without slits for bowmen (let's imagine there's an impending battle, right?!).

 

You will also be creating white walls like the ones we built in my 'Blender 2.8 Complete Beginners Guide to 3D Modelling a Scene' course. As part of building these props, you will learn how to create and apply Tudor era wall materials; the iconic wood, wattle and daub (i.e., wooden strips covered with clay). 

 

Other awesome props will include hatch doors and windows, wooden walls, a hay roof, stone roofs, a moat bridge, and castle towers with round winding steps.

 

There will be a huge series of props and individual components for these towers, including extensions and decorative details.

 

Following the success of my latest courses, we will be modelling, texturing, and finalising every individual asset before moving onto the next. Students have said that this has helped them in staying excited throughout the creation process, being able to see how their scene comes closer to the course preview step-by-step.

 

Kitbash item variations will help you diversify your castle and make it unique from any other student's. With a touch of innovative thinking, which I know you all have, you will be able to create something that stands out. 

 

Be creative! Make your castles bigger and grander. Expand your castle keep land or beautify the upper level of the castle to make it stand out more and increase the social class divide with the other people living there.

 

Engage in roleplay thinking as you build your castle and create something that breathes life!

 

  

 

 Texturing and Materials

 

 

One of the new things we cover in this course is vertex painting. We will be painting on vertices, which gives us the ability to create layered texturing. The more vertices you have, the more detailed you can make a texture. In a few words, we will be painting onto the mesh.

 

 

As part of creating our medieval castle walls, you will learn how to get your bricks to be seamless when they line up. Using this technical know-how, you will learn how to improve how realistic your medieval castle wall design looks.

 

This course will also teach you the basics of shaders and how to create your own water shader which you will be able to use in any other builds. But that is not the only unique feature of this course.

 

We will also be using a grass texture to represent the flourishing grass around our castle gate, and we will adorn the scene using solid rocks.

 

 

 

Lighting

 

 

 Lighting is one of the most fundamental parts of this course and we take a deep dive into not only HDRI real-world lighting. For a full introduction into lighting 3D scenes, we will also cover all in-built Blender lighting functionalities.

 

 

 

Rendering

 

 

 We render the kitbash every time we finish a section to make sure everything is going together correctly. To give you full control over the rendering process, you will learn how to render out your scene in both Eevee and cycles and you will know what their differences are.

 

 

 

Course Resources & Freebies

 

 

The course reference pack includes 125 texture maps, including alphas, albedo, AO, roughness, metallic, normal, height, and displacement. Our course reference schematics will also show you all the little parts of what you will be creating and they include height information for each asset.

 

The best course navigation tool for 'Blender 2.9 Creating a Medieval Castle Kitbash' will also be included. The course handbook will give the control back to you and you will be able to fully streamline your learning process to your needs and wants seamlessly. 

 

Something like this is essential to courses as long as this one.

 

 

 

'Blender 2.9 Creating a Medieval Castle Kitbash', is perhaps the most detailed course on Skillshare. We will go through every single part of the creation process. Nothing's left to chance. 

 

 

Enrol in this course and come be part of a 3D modeling journey of over 30 hours of learning.

 

Check out the free introduction and I am sure you won’t be able to put this course down.

 

Still unsure? Then, let me tell you what's unique about this course:

 

 - a massive course resource pack with 125 free texture maps;

 - 65 references of all kitbash items with real-world dimensions;

 - animations & key commands throughout the learning process;

 - full control over where you render out your scene, using Eevee or cycles;

 - learning how to import and put textures together;

 - becoming an expert at using the in-built Blender node wrangler add-on;

 - accessing 3 courses within a course, including full lessons on (a) Blender basics, (b) materials and textures, and (c) seams, sharps, and UVs.

 

 

 

Who wouldn’t like to learn how to model a castle, and take their creativity to the next level by scaling it up into an entire medieval city?

 

 

Learn how to do it with just 65 pieces. Join now.

 

 

Until next time, happy modelling everyone!

 

Neil

 

 

 

Syllabus

  • Blender 2.9 Medieval Kitbash Introduction
  • Course Layout & Blender Basics
  • Using References to Create Grey Boxes
  • Creating The Block Wall Greybox
  • Finishing the Castle Wall Block
  • Learning how to use Array Modifier
  • Creating the Slit Wall Greybox
  • Finishing the Castle Wall Grey Boxes
  • Introduction to Seams & Sharps
  • Introduction to Materials & Texture Maps
  • Marking Seams & Sharps on our Castle Walls
  • Faster Workflow for UV Mapping
  • Fixing UV's & New Ways to Unwrap Meshes
  • Learning About Collections & Bevels
  • Adding New Materials to our Castle Walls
  • Finishing the Castle Walls
  • Learning About Lighting & Ngons
  • Learning About Proportional Editing
  • Introduction to Nodes
  • Tips & Tricks to Speed up Workflow
  • Changing Texture Mapping with Mirror
  • Creating our Door Openings with Boolean
  • Finishing the Walls & Openings
  • Creating our First Roof
  • Finishing the Small Roof Greybox
  • Adding Materials to our Small Roof
  • Working With the Knife Tool
  • Discussing Normals & Large Roof Greybox
  • Finishing the Large Roof Greybox
  • Cleaning up Loose Geometry
  • Finishing the Large Roof Materials
  • Setting out the Tower Template
  • Creating the Tower Top Block Greybox
  • Finishing the Tower Top Block
  • Finishing the Square Tower Tops
  • Creating the Wooden Surround Greybox
  • Wooden Surround Materials & Bolts
  • Finishing the Wooden Surround
  • Creating the Stone Surround Greybox
  • Learning When to Restart a Mesh
  • Finishing our Square Surrounds
  • Laying Out our Large Tower Idea
  • Different Ways to Solve Problems
  • Adding Materials to the Large Tower
  • Finishing our Large Tower
  • Learning About Mesh Extras Addon
  • Different Shading Options
  • Creating our Wooden Window Greybox
  • Laying out the Stone Window
  • Creating Notched Bars with Array
  • Testing out our Windows
  • Creating our Second Walls
  • Setting up our Plank Material
  • Creating Plank Wall Doors
  • Creating our Plank Wall Roof Greybox
  • Finishing The Wood Part of our Roof
  • Working with Alphas
  • Finishing the Hay Roof
  • Creating our First Tower Roof Greybox
  • Testing Out our Roofs as a Kitbash
  • Working With Templates
  • Working on our Small Tower Roofs
  • Finishing our First Tower Roofs
  • Starting our Three Doors
  • Creating & Finishing the Wood Doors
  • Creating our Stone Doorway
  • Testing out our doors
  • Creating the Castle Wall Steps Greybox
  • Finalizing the Castle Wall Steps
  • Creating the Round Tower Greybox
  • Finishing the Round Tower Staircase
  • Creating the Stone Wall Top
  • Adding Materials to the Round Tower
  • Finishing the Round Towers
  • Creating our Round Top Block Part
  • Creating our Round Top Stone Part
  • Creating the Wooden Round Top Greybox
  • Creative Ways to UV Unwrap
  • Starting our Tower Top Extention
  • Finishing our Tower Tops
  • Working with Curves & Converting Meshes
  • Working on our Pyramid Roof
  • Adding Materials & Checking our Roof in Eevee
  • How to Create a Good Roof Top
  • Working With Awkward Meshes & UV's
  • Working on the Bottom of our Cone Roof
  • Realism Needs to be Structurally Sound
  • Finishing the Final Roof Part of the Kitbash
  • Checking our Mesh Normals
  • Learning how to UV Unwrap a Cone
  • Creating our Corner Tower Wooden Supports
  • Finishing our Cone Tower
  • How to Recover Lost Work
  • Creating our Brick Material & Chimney
  • Finishing our Brick Chimney
  • Starting our Castle Gate Greybox
  • Creating Archways the Easy Way
  • Correcting Topology for Game Engines
  • Creating the Gate Hole
  • Creating the Gate & Finishing the Entrance
  • Splitting up a Complex Reference
  • Creating the Plaster Wood & Walls
  • Creating the Bridge Roof Grey
  • Creating the Tiles & Panels for our Roof
  • Finishing the Main Bridge Structure
  • Creating the Bridge Walkway
  • Creating a Believable Structure
  • Creating our Wooden Simple Support
  • Creating the Arch Aiming at Realism
  • Finishing the Stone Arch Support
  • Starting our Small Wooden Steps
  • Creating the Handrails & Steps
  • Fixing the UV's of our Small Steps
  • Creating the Large Steps Greybox
  • Creating our Cobblestones
  • Finishing the Large Steps
  • Breaking Down our Castle Gate Drawbridge Reference
  • Laying out the Main Parts of the Gate
  • Creating our Gate Shield
  • Creating our Gate Stone Main Arch
  • Sizing up the Drawbridge Door
  • Creating the Gate Chain & Metalwork
  • Sizing the Chain Holes & Adding Materials
  • Fixing UV's & Building up Materials
  • How to Apply Materials on our Shield
  • Starting our Castle Gate Wooden Supports
  • UV Vs Material Texture Mapping
  • Parents & Children Joining Meshes
  • Creating our Moat Bridge Dimensions
  • Adding the Materials to our Bridge
  • Creating the Final Kitbash Parts
  • Finishing the Mini Towers & Extentions
  • Setting up Lighting for Eevee & Cycles
  • Cycles in Depth Setup
  • Setting up The Sky HDRI Shader
  • Starting The Castle Build
  • Creating the Castle Courtyard
  • Setting Out our Courtyard Windows
  • Working With Scales to Create Unique Buildings
  • Creating The Smuggler Entrance
  • Creating the North West Part of our Castle
  • Working Out our Castle Levels & Variations
  • Fixing The Walkway with Bisect
  • Learning how to Adapt Parts to Fit
  • Fitting our Ground Plane
  • Creating the Downtown Area
  • Learning how to Create a Realistic Layout
  • Starting the Main Part of our Town
  • Creating our First Stand Alone Building
  • Parenting Parts to Create Full Buildings
  • Establishing our Town Outskirts
  • Creating our Water Shader
  • Finishing the Outskirts of our Town
  • Creating our Final Town Building
  • Remeshing & Creating our Grass
  • How to use Displacement
  • Creating the Second Level of our Castle
  • Moving on up to Level Three
  • Working on the Overall Height
  • Creating our Last Ground Plain
  • Creating the Final Building
  • Setting up Shaders for Vertex Painting
  • The Joys of Vertex Painting
  • Displacement Modifiers for Easy Realism
  • The Rock Generator
  • Placing our First Scenery Parts
  • Creating our Main Rock Formation
  • Being Creative with Poor UV's
  • Checking our Environment in Cycles Renderer
  • Rince & Repeat with our Environment
  • Finishing off our Environment
  • Final Lesson - How to Create a Great Render

Taught by

3D Tudor

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