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Index
Blender 3D By Example
Table of Contents Blender 3D By Example Credits About the Authors 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 Conventions Reader feedback Customer support
Downloading the color images of this book Errata Piracy Questions
1. Straight into Blender!
An overview of the 3D workflow
The anatomy of a 3D scene What can you do with Blender?
Getting used to the navigation in Blender
An introduction to the navigation of the 3D Viewport What are editors?
The anatomy of an editor Split, Join, and Detach Some useful layout presets
Setting up your preferences
An introduction to the Preferences window Customizing the default navigation style Improving Blender with add-ons
A brief introduction to the projects
The Robot Toy The Alien Character The Haunted House The Rat Cowboy
Summary
2. Robot Toy – Modeling of an Object
Let's start the modeling of our robot toy
Preparing the workflow by adding an image reference Adding the head primitive The Edit Mode versus the Object Mode
Using the basic modeling tools
Modeling the head Modeling the antenna An introduction to the Subdivision Surface modifier
Improving the head shape
Modeling the thunderbolts Modeling the eyes Modeling the chest Modeling the neck Modeling the torso Modeling the buttons Modeling the fork
Modeling protections for the fork
Modeling the main wheel Modeling the arm Using Blender Internal to render our Robot Toy
Summary
3. Alien Character – Base Mesh Creation and Sculpting
Understanding the sculpting process An introduction to sculpting Choosing sculpting over poly modeling
Using a pen tablet The sculpt mode
Optimizing the viewport
Anatomy of a brush
Dyntopo versus the Multires modifier
First touch with the Multires modifier First touch with Dyntopo
Creating a base mesh with the Skin modifier
Visual preparation
An introduction to artistic anatomy
Sculpting the body
The head The torso The arms The legs The belt
Summary
4. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details
Why make a retopology?
Possibilities of arranging polygons Errors to avoid during the creation of retopology Density of polygons
Making the retopology of the alien character
Preparing the environment
The head The neck and the torso The arms and the hands The legs
Unwrapping UVs Understanding UVs
The placement of the seams The placement and adjustment of the islands The baking of textures
The baking of a normal map What is a normal map?
Making of the bake
Displaying the normal map in the viewport
The baking of an ambient occlusion
Understanding the ambient occlusion map
Creation of the bake
Displaying the ambient occlusion in the viewport
Summary
5. Haunted House – Modeling of the Scene
Blocking the house
Working with a scale
Blocking the bases of the house Refining the blocking
Adding instantiated objects
Reworking the blocking objects Breaking and ageing the elements
Simulate a stack of wooden planks with physics
Creation of the simulation of a stack of planks Modeling the environment (8 pages)
Modeling the cliff Modeling a tree with curves Enhancing the scene with a barrier, rocks, and a cart
Organizing the scene
Grouping objects Working with layers
Summary
6. Haunted House – Putting Colors on It
Unwrapping UVs
Using Project From View Unwrapping the rest of the house The tree with the Smart UV Project Unwrapping the rest of the environment Tiling UVs
What is tiling for? The UV layers
Adding colors
Basics of the Texture Paint tool
Discovering the brushes
The TexDraw brush The Smear brush The Soften brush The Clone brush The Fill brush The Mask brush
The Stroke option Delimiting the zones of painting according to the geometry Painting directly on the texture
Painting the scene
Laying down the colors
Tiled textures
The settings of our workspace Advice for a good tiled texture
Painting the roof-tile texture Quick tips for other kinds of hand-painted tiled textures Baking our tiled textures
Why bake? How to do it?
Creating transparent textures
The grass texture The grunge texture
Doing a quick render with Blender Internal
Setting lights Placing the camera Setting the environment (sky and mist)
Summary
7. Haunted House – Adding Materials and Lights in Cycles
Understanding the basic settings of Cycles
The sampling Light path settings Performances
Lighting
Creating a testing material Understanding the different types of light Lighting our scene Painting and using an Image Base Lighting
Creating materials with nodes
Creating the materials of the house, the rocks, and the tree Adding a mask for the windows Using procedural textures Making and applying normal maps in Cycles
Creating realistic grass
Generating the grass with particles Creating the grass shader
Baking textures in Cycles
Cycles versus Blender Internal Baking the tree
Compositing a mist pass Summary
8. Rat Cowboy – Learning To Rig a Character for Animation
An introduction to the rigging process Rigging the Rat Cowboy
Placing the deforming bones The leg and the foot The arm and the hand The hips The tail The head and the eyes Mirroring the rig Rigging the gun Rigging the holster Adding a root bone
Skinning
The Weight Paint tools Manually assigning weight to vertices Correcting the foot deformation Correcting the belt deformation
Custom shapes The shape keys
What is a shape key? Creating basic shapes Driving a shape key
Summary
9. Rat Cowboy – Animate a Full Sequence
Principles of animation
Squash and Stretch Anticipation Staging Straight Ahead Action and Pose to Pose Follow Through and Overlapping Action Slow In and Slow Out Arcs Secondary Action Timing Exaggeration Solid drawing Appeal
Animation tools in Blender
The timeline What is a keyframe? The Dope Sheet The Graph editor The Non-Linear Action editor
Preparation of the animation
Writing a short script Making a storyboard Finding the final camera placements and the timing through a layout Animation references Organization
Animating the scene
The walk cycle Mixing actions Animation of a close shot Animation of the gunshot Animation of the trap
Render a quick preview of a shot Summary
10. Rat Cowboy – Rendering, Compositing, and Editing
Creating advanced materials in Cycles
Skin material with Subsurface Scattering Eye material The fur of the rat
The Raw rendering phase Enhance a picture with compositing
Introduction to nodal compositing Depth Pass Adding effects Compositing rendering phase
Editing the sequence with the VSE Introduction to the Video Sequence Editor
Edit and render the final sequence
Summary
Index
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