Here’s a first tutorial/log about environment modelling and texturing.
It’s about materials in cycles, shaders-preset nodegroups in particular , next videos will be more strictly about modelling and texturing, but i’m starting with this because .. it’s just such a cool topic: while setting up textures for the dome it was necessary to organize them in a way that lighting and shading artists could make sense of it, tweak it or rearrange the material for the final shot .
So i started using nodegroups for organization… But it’s more than just keeping the node-tree tidy and readable, it speeds up material creation, keeps things consistent and allows to refactor and do quick ‘global’ changes on materials.
It’s also a good starting point to just discuss best-practices for texturing and shading in Cycles, so i’m looking forward to comments, and the presets you see in this video could be expanded with more types and variants (there’s quite a few threads on BlenderArtists i need to dig through :)
More to come, I’m still tuning the audio recording quality (I removed noise and normalized in Audacity, but my new soundcard is still misbehaving. It’s also tricky to find the right balance between doing many takes and editing more, to make the speech more fluid)