Log In
Or create an account ->
Imperial Library
Home
About
News
Upload
Forum
Help
Login/SignUp
Index
Blender 3D: Designing Objects
Table of Contents
Blender 3D: Designing Objects
Blender 3D: Designing Objects
Credits
Preface
What this learning path covers
What you need for this learning path
Who this learning path is for
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Module 1
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
2. Module 2
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
3. Module 3
1. Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Getting ready
How to do it...
How it works...
There's more...
See also
Procedural textures in Cycles
Getting ready
How to do it...
How it works...
There's more...
See also
Setting the World material
Getting ready
How to do it...
How it works...
There's more...
Creating a mesh-light material
Getting ready
How to do it...
How it works...
There's more...
Using volume materials
Getting ready
How to do it...
How it works...
There's more...
Using displacement
Getting ready
How to do it...
How it works...
2. Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Getting ready
How to do it...
How it works...
There's more...
Naming materials and textures
Getting ready
How to do it...
There's more...
Creating node groups
Getting ready
How to do it...
How it works...
Grouping nodes under frames for easier reading
Getting ready
How to do it...
Linking materials and node groups
How to do it...
There's more...
3. Creating Natural Materials in Cycles
Introduction
Creating a rock material using image maps
Getting ready
How to do it...
How it works...
There's more...
Creating a rock material using procedural textures
Getting ready
How to do it...
How it works...
Creating a sand material using procedural textures
Getting ready
How to do it...
How it works...
There's more...
Creating a simple ground material using procedural textures
Getting ready
How to do it...
How it works...
Creating a snow material using procedural textures
Getting ready
How to do it...
How it works...
Creating an ice material using procedural textures
Getting ready
How to do it...
How it works...
See also
4. Creating Man-made Materials in Cycles
Introduction
Creating a generic plastic material
Getting ready...
How to do it...
How it works...
Creating a Bakelite material
Getting ready...
How to do it...
How it works...
There's more...
Creating an expanded polystyrene material
Getting ready...
How to do it...
How it works...
Creating a clear (glassy) polystyrene material
Getting ready...
How to do it...
Creating a rubber material
Getting ready...
How to do it...
How it works...
Creating an antique bronze material with procedurals
Getting ready...
How to do it...
How it works...
Creating a multipurpose metal node group
Getting ready...
How to do it...
How it works...
Creating a rusty metal material with procedurals
Getting ready...
How to do it...
How it works...
There's more...
Creating a wood material with procedurals
Getting ready...
How to do it...
How it works...
5. Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Getting ready
How to do it...
Creating the water surface and the bottom shaders
Creating the foam shader
Creating the stencil material for the foam location
Putting everything together
How it works...
See also
Creating underwater environment materials
Getting ready
How to do it...
How it works...
Creating a snowy mountain landscape with procedurals
Getting ready
How to do it...
Appending and grouping the rock and the snow shader
Mixing the material groups
Creating the stencil shader
Adding the atmospheric perspective
How it works...
Creating a realistic Earth as seen from space
Getting ready
How to do it...
The planet surface
The clouds
The atmosphere
How it works...
6. Creating More Complex Man-made Materials
Introduction
Creating cloth materials with procedurals
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a leather material with procedurals
How to do it...
How it works...
Creating a synthetic sponge material with procedurals
Getting ready
How to do it...
How it works...
Creating a spaceship hull shader
Getting ready
How to do it...
How it works...
There's more...
See also
7. Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Getting ready
How to do it...
How it works...
See also
Simulating Subsurface Scattering in Cycles using the Translucent shader
Getting ready
How to do it...
How it works...
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Getting ready
How to do it...
How it works...
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Getting ready
How to do it...
How it works...
Creating a fake Subsurface Scattering node group
Getting ready
How to do it...
How it works...
8. Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Getting ready
How to do it...
How it works...
Creating a wasp-like chitin material with procedural textures
Getting ready
How to do it...
How it works...
Creating a beetle-like chitin material with procedural textures
Getting ready
How to do it...
How it works...
Creating tree shaders – the bark
Getting ready
How to do it...
How it works...
There's more...
Creating tree shaders – the leaves
Getting ready
How to do it...
How it works...
There's more...
Creating a layered human skin material in Cycles
Getting ready
How to do it...
How it works...
Creating fur and hair
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a gray alien skin material with procedurals
Getting ready
How to do it...
How it works...
9. Special Materials
Introduction
Using Cycles volume materials
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a cloud volumetric material
Getting ready
How to do it...
How it works...
Creating a fire and smoke shader
Getting ready
How to do it...
How it works...
See also
Creating a shadeless material in Cycles
Getting ready
How to do it...
How it works...
There's more...
Creating a fake immersion effect material
Getting ready
How to do it...
How it works...
Creating a fake volume light material
Getting ready
How to do it...
How it works...
See also
Bibliography
Index
← Prev
Back
Next →
← Prev
Back
Next →