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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
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