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Index
Blender 3D Cookbook
Table of Contents Blender 3D Cookbook Credits About the Author About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers, and more
Why Subscribe? Free Access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Sections
Getting ready How to do it… How it works… There's more… See also
Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Modeling the Character's Base Mesh
Introduction Setting templates with the Images as Planes add-on
Getting ready How to do it… How it works…
Setting templates with the Image Empties method
Getting ready How to do it… How it works…
Setting templates with the Background Images tool
Getting ready How to do it…
Building the character's base mesh with the Skin modifier
Getting ready How to do it… How it works…
2. Sculpting the Character's Base Mesh
Introduction Using the Skin modifier's Armature option
Getting ready How to do it… How it works… There's more… See also
Editing the mesh
Getting ready How to do it… How it works…
Preparing the base mesh for sculpting
Getting ready How to do it… How it works…
Using the Multiresolution modifier and the Dynamic topology feature
Getting ready How to do it… How it works…
Sculpting the character's base mesh
Getting ready How to do it… There's more…
3. Polygonal Modeling of the Character's Accessories
Introduction Preparing the scene for polygonal modeling
Getting ready How to do it… How it works…
Modeling the eye
Getting ready How to do it… How it works…
Modeling the armor plates
Getting ready How to do it… How it works… See also
Using the Mesh to Curve technique to add details
How to do it… How it works…
4. Re-topology of the High Resolution Sculpted Character's Mesh
Introduction Using the Grease Pencil tool to plan the edge-loops flow
Getting ready How to do it… There's more… See also
Using the Snap tool to re-topologize the mesh
Getting ready How to do it… How it works…
Using the Shrinkwrap modifier to re-topologize the mesh
Getting ready How to do it…
Using the LoopTools add-on to re-topologize the mesh
Getting ready How to do it…
Concluding the re-topologized mesh
Getting ready How to do it… There's more… How it works…
5. Unwrapping the Low Resolution Mesh
Introduction Preparing the low resolution mesh for unwrapping
Getting ready How to do it…
UV unwrapping the mesh
Getting ready How to do it…
Editing the UV islands
Getting ready How to do it… How it works… There's more…
Using the Smart UV Project tool
Getting ready How to do it…
Modifying the mesh and the UV islands
Getting ready How to do it…
Setting up additional UV layers
Getting ready How to do it…
Exporting the UV Map layout
Getting ready How to do it…
6. Rigging the Low Resolution Mesh
Introduction Building the character's Armature from scratch
Getting ready How to do it…
Building the rig for the secondary parts Completing the rig
How it works…
Perfecting the Armature to also function as a rig for the Armor
Getting ready How to do it… How it works…
Building the character's Armature through the Human Meta-Rig
Getting ready How to do it… How it works…
Building the animation controls and the Inverse Kinematic
Getting ready How to do it… See also
Generating the character's Armature by using the Rigify add-on
Getting ready How to do it… How it works… See also
7. Skinning the Low Resolution Mesh
Introduction Parenting the Armature and Mesh using the Automatic Weights tool
Getting ready How to do it… How it works… There's more… See also
Assigning Weight Groups by hand
Getting ready How to do it… How it works… See also
Editing Weight Groups using the Weight Paint tool
Getting ready How to do it… See also
Using the Mesh Deform modifier to skin the character
Getting ready How to do it… How it works… See also
Using the Laplacian Deform modifier and Hooks
Getting ready How to do it… How it works… See also
8. Finalizing the Model
Introduction Creating shape keys
Getting ready How to do it… How it works…
Assigning drivers to the shape keys
Getting ready How to do it… How it works… There's more… See also
Setting movement limit constraints
Getting ready How to do it… See also
Transferring the eyeball rotation to the eyelids
Getting ready How to do it…
Detailing the Armor by using the Curve from Mesh tool
Getting ready How to do it… There's more… See also
9. Animating the Character
Introduction Linking the character and making a proxy
Getting ready How to do it… See also
Creating a simple walk cycle for the character by assigning keys to the bones
Getting ready How to do it… How it works… There's more… See also
Tweaking the actions in Graph Editor
Getting ready How to do it… See also
Using the Non Linear Action Editor to mix different actions
Getting ready How to do it… See also
10. Creating the Textures
Introduction Making a tileable scales image in Blender Internal
Getting ready How to do it… How it works…
Preparing the model to use the UDIM UV tiles
Getting ready How to do it… How it works…
Baking the tileable scales texture into the UV tiles
Getting ready How to do it… How it works… There's more…
Painting to fix the seams and to modify the baked scales image maps
Getting ready How to do it… How it works… There's more… See also
Painting the color maps in Blender Internal
Getting ready How to do it… How it works… See also
Painting the color maps in Cycles
Getting ready How to do it…
11. Refining the Textures
Introduction Sculpting more details on the high resolution mesh
Getting ready How to do it…
Baking the normals of the sculpted mesh on the low resolution one
Getting ready How to do it… How it works… There's more…
The Armor textures
Getting ready How to do it… There's more… See also
Adding a dirty Vertex Colors layer and baking it to an image texture
Getting ready How to do it… How it works… See also
The Quick Edit tool
Getting ready How to do it… How it works…
12. Creating the Materials in Cycles
Introduction Building the reptile skin shaders in Cycles
Getting ready How to do it… How it works… There's more… See also
Making a node group of the skin shader to reuse it
Getting ready How to do it… How it works…
Building the eyes' shaders in Cycles
Getting ready How to do it… How it works…
Building the armor shaders in Cycles
Getting ready How to do it… How it works… There's more…
13. Creating the Materials in Blender Internal
Introduction Building the reptile skin shaders in Blender Internal
Getting ready How to do it… How it works… There's more… See also
Building the eyes' shaders in Blender Internal
Getting ready How to do it… How it works…
Building the armor shaders in Blender Internal
Getting ready How to do it… How it works… There's more…
14. Lighting, Rendering, and a Little Bit of Compositing
Introduction Setting the library and the 3D scene layout
Getting ready How to do it… How it works… See also
Setting image based lighting (IBL)
Getting ready How to do it…
Image based lighting in Cycles Image based lighting in Blender Internal
How it works… See also
Setting a three-point lighting rig in Blender Internal
Getting ready How to do it… How it works… See also
Rendering an OpenGL playblast of the animation
Getting ready How to do it… How it works… There's more… See also
Obtaining a noise-free and faster rendering in Cycles
Getting ready How to do it… See also
Compositing the render layers
Getting ready How to do it… How it works… See also
Index
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