Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Blender Master Class: a hands-on guide to modeling, sculpting, materials, and rendering Dedication Acknowledgments About the Author About the Technical Reviewer Introduction
Topics Covered What Isn’t Covered Requirements The Projects
The Bat Creature The Spider Bot The Jungle Temple How to Follow the Projects
Resources Accompanying This Book Let’s Begin
1. Introduction to Blender
About Blender The Blender User Interface
Layout and UI Terminology Switching Editors and Customizing the UI Multiple Layouts
Editor Types
The 3D Viewport
Navigating the 3D Viewport Coordinates in 3D and the Grid Floor
The Properties Editor The Info Editor The Node Editor The UV Image Editor Other Editors
Using Blender
Scenes The Default .blend File Adding Objects The 3D Cursor Selecting Objects Manipulating Objects Other Coordinate Systems Operators Datablocks Naming Datablocks Modes Saving and Loading Appending and Linking
In Review
2. Introduction to GIMP
About GIMP Why GIMP? The GIMP User Interface
The Toolbox The Canvas Dialogs
Using GIMP
Creating an Image Painting and Drawing Brushes and Brush Dynamics Filters Layers Selections Saving and Exporting
In Review
3. Preparation
Concept Art and References
Creating, Finding, and Using References What to Look for in Reference Material
Composition
The Rule of Thirds Silhouettes and Negative Space Simplicity and Focus Visual Path
Testing Compositions in Blender Preparing References in GIMP
Creating a Reference Sheet Aligning Orthographic References
Using Concepts and Reference Images in Blender
UV Image Editor Background Images Image Empties
In Review
4. Blocking In
Basic Modeling Terms Edit Mode Other Ways to Model: Curves Modifiers Blocking in the Jungle Temple Snapping Base Meshes Building the Bat Creature Base Mesh
Loop Cuts and Face and Edge Loops Poses for Modeling Characters Modeling the Hands and Feet Modeling the Head Tweaking the Model with Proportional Editing Creating the Wings Applying Transforms
Shading Modes Creating the Spider Bot In Review
5. Modeling the Details
Topology
What Is Good Topology? Dealing with Difficult Topology
Modeling the Details of the Jungle Temple
Walls Statues Stone Carvings
Tagging Edges Sharp Edges and Subdivision
Plants IvyGen Ground/Soil
Modeling the Details of the Spider Bot
Joints Wires Coupling Other Parts
Modeling the Details of the Bat Creature
Eyes Teeth and Nails
In Review
6. Sculpting
Sculpt Mode
Brush Options Brush Types
Creating Custom Brushes
Clay Tubes Rake Scrape Flat Crease Lazy Drag Alpha Making Brushes Available by Default
Improving Your Sculpting Experience
Optimizing Sculpting Performance Customizing the 3D Viewport MatCap Materials
Creating a MatCap Material Finding MatCap Images
Tweaking OpenGL Shading The Multires Modifier
Vertex Order Subdivision and Polycounts
Sculpting Concepts Sculpting the Bat Creature
Volumes Planes Coarse Anatomy Sculpting Hard-to-Reach Areas Using Shape Keys Hiding Parts of the Mesh Sculpting the Wings Basic Details Sculpting Around the Eyes Time to Retopologize Transferring Sculpted Detail to a New Mesh with a Displacement Map
About Displacement Maps Applying Displacement to the Sculpt Controlling Displacement with a Vertex Group
Detailing
Procedural Details Breaking Symmetry
Posing Expression
Sculpting the Spider Bot
Body Head Legs
Jungle Temple: Creating Incidental Details Sculpting Natural-Looking Faces In Review
7. Retopology
The Basics
Using Snapping to Retopologize Alternative Methods for Retopology
Retopologizing the Jungle Temple Trees Retopologizing the Bat Creature
Decimation Retopologizing the Body
Retopologizing the Spider Bot
Duplicating Groups of Objects
Tips for Retopologizing Head Topology
Eyes Mouth Nose/Nasolabial Fold Ears
In Review
8. UV Unwrapping
Other Kinds of Texture Coordinates Editing UV Coordinates
The UV Grid Unwrapping Tools Seams Pinning Vertices Packing Assigning UV Textures Testing Your UV Coordinates
Unwrapping the Bat Creature Unwrapping the Jungle Temple
Stone Blocks Trees Multiple UV Maps Sharing UV Space Between Objects Leaves and Grass Statue The Rest of the Elements
Unwrapping the Spider Bot
Applying Modifiers and Duplicates Sharing UV Space Efficiently
In Review
9. Hair and Particle Systems
Particles for Hair
Choosing an Object to Add Hair To
Creating a Scalp
Vertex Groups for Hair Weight Painting
Hair Density Hair Length
Adding a Particle System
Particle System Properties Emission Panel Velocity Panel Rotation Render Display Children Vertex Groups Particle Mode Shaping Your Hair Styling Tips Child Particles Peach Fuzz
Complex Haircuts Controlling Particles with Textures Other Uses for Particle Systems
Grass for the Jungle Temple
Creating a Grass Particle System Object Rotation and Particle Systems
Hair and Fur Tips In Review
10. Texture Baking
Images and Textures
Assigning an Image Assigning Textures
Texture-Baking Controls Texture Map Types Baking Textures for the Bat Creature
Baking Displacement from Sculpt to Final Mesh Bit Depth and Textures Applying the Displacement Map Baking Normal Maps Baking Ambient Occlusion
Baking Textures for the Spider Bot
Baking Maps for Multiple Objects Baking Diffuse Colors and Textures
Material Utils Add-On Baking a Texture Map
Texturing the Jungle Temple General Tips for Baking Maps In Review
11. Texture Painting
Texturing in Blender
Project Paint Painting in the UV Image Editor
Texturing in GIMP
Creating Brushes for Texturing in GIMP Adding Variation to a Brush
Texturing the Bat Creature
Materials and UI Setup for Painting
Adding a Light Laying Out Basic Textures in Blender Switching to GIMP
Layer Modes and Opacity
Adjusting Colors Saving and Exporting Back to Blender Adding Details Nails and Teeth
Fixing Seams
Reconciling Fixed Seams and Layered Images
Layer Masks Creating Specular and Hardness Textures Layer Groups
Specular Map Hardness Map
Texturing the Eyes
Texturing the Jungle Temple
Hardness vs. Roughness Creating Seamless Textures with GIMP
Testing the Texture Creating Additional Textures
Texturing the Ground and Trees
Ground Texture Tree Textures
Texturing the Statue Texturing to Camera Texturing the Leaves
Collecting the Leaf Images Alpha Map Diffuse Map Specular Map Combining Leaves onto a Single Texture
Texturing the Spider Bot
Creating Three Textures Adding Decals
In Review
12. Materials
Render Engines: Blender Internal and Cycles Reflection Transmission and Refraction
Z Transparency
Blender Internal Materials Cycles Materials
Other Inputs in Cycles Texture Nodes Nodes in Blender Internal
Materials for the Bat Creature
Skin
Mapping Coordinates Influence Further Textures Adding a Normal Map Subsurface Scattering
Teeth, Nails, and Eyes Fur
Strand Coordinates Peach Fuzz
Materials for the Spider Bot
Editing Node Materials
The Cycles Render Preview Adding Textures
Socket Types
Roughness Map Adjusting Inputs
Other Materials
Materials for the Jungle Temple
Ground Stone Material
Displacement Statue
Leaves Foreground Rocks and Soil Puddles
General Tips for Creating Materials In Review
13. Lighting
Blender Internal vs. Cycles Lighting Lighting in Blender Internal Shadows in Blender Internal
Ray Tracing Shadow Buffers
Common Shadow Options Ray-Traced Shadow Options Shadow-Buffer Options
Lighting in Cycles
Lamp Objects in Cycles Mesh-Emitter Objects in Cycles
World Settings and Ambient Light and Occlusion
World Settings in Blender Internal World Settings in Cycles
Lighting the Bat Creature
Three-Point Lighting
The Key Light The Fill Light The Back Light Positioning the Lights
Clay Renders and Material Override Shadows and Fur Lighting the Eyes Floor Shadows World Settings for the Bat Creature
Lighting the Spider Bot Lighting the Jungle Temple
World Background Temple Entrance Lighting Fill Lighting Back Light A Note on Soft Shadows
General Lighting Tips In Review
14. Rendering and Compositing
The Render Tab
Rendering with Blender Internal
Render Panel Layers Panel Dimensions Anti-Aliasing and Motion Blur Shading Performance Post-Processing Stamp Output Bake
Rendering with Cycles
Sampling Light Paths Film Layers
Balancing Render Time and Quality The Compositor Rendering and Compositing the Bat Creature
Render Layers Compositing the Passes
Extra Ambient Occlusion Combining the Body and Fur Bloom Color Correction Adding a Vignette
Compositing Feedback and Viewer Nodes Organizing Node Trees with Frames and Node Groups Frame Nodes Node Groups Retouching in GIMP
Rendering and Compositing the Spider Bot
Depth of Field in Cycles Render Settings for the Spider Bot Compositing the Spider Bot
Rendering and Compositing the Jungle Temple
Background Required Painting the Sky in GIMP Compositing the Temple
Depth of Field Adding Bloom and Vignetting Color Grading
In Review
15. Going Further
Embellishments
Adding to the Jungle Temple
Creating the Branch Object Duplicating with Face Duplication Creating Pebbles
Adding to the Bat Creature
Creating the Rock Adding Clouds
Different Looks Rigging and Animation In Review
A. B. About the Project Files Index About the Author Copyright
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion