万本电子书0元读

万本电子书0元读

顶部广告

Blender 3D By Example电子书

售       价:¥

38人正在读 | 0人评论 9.8

作       者:Romain Caudron

出  版  社:Packt Publishing

出版时间:2015-09-25

字       数:256.1万

所属分类: 进口书 > 外文原版书 > 电脑/网络

温馨提示:数字商品不支持退换货,不提供源文件,不支持导出打印

为你推荐

  • 读书简介
  • 目录
  • 累计评论(0条)
  • 读书简介
  • 目录
  • 累计评论(0条)
Design a complete workflow with Blender to create stunning 3D scenes and films step-by-step! About This Book Give life to a character within a full animated short film by learning the rigging and animation process Make use of the powerful tools available in Blender to produce professional-quality 3D characters and environments Discover advanced techniques by adding fur to a character, creating a grass field, and fine-tuning a shot with post-processing effects to enhance your creations Who This Book Is For This book will give any beginner the necessary skills and knowledge to create own 3D projects with Blender. You don't need to have any previous experience in 3D modeling, but if you do, then this book is a great way get you started with Blender. This book is for anyone who wants to learn Blender by creating concrete projects. What You Will Learn Understand the basics of 3D and how to navigate your way around the Blender interface Create a 3D robot toy model from start to finish using the basic modeling tools of Blender Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach Use re-topology techniques to create a clean 3D version of the previously sculpted alien Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, or Curves Discover the power of the texture paint tool in order to add color to the haunted house Get to know the Cycles render engine by creating different materials for the house and the environment In Detail Blender is a powerful tool, stable, with an integral workflow that will allow you to understand your learning of 3D creation with serenity. Today, it is considered to be one of the most complete 3D packages on the market and it is free and open source! It is very efficient for many types of productions, such as 3D animated or live action films, architecture, research, or even game creation with its integrated game engine and its use of the Python language. Moreover, Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies. Through this book, you will create many types of concert projects using a step-by-step approach. You will start by getting to know the modeling tools available in Blender as you create a 3D robot toy. Then, you will discover more advanced techniques such as sculpting and re-topology by creating a funny alien character. After that, you will create a full haunted house scene. For the last project, you will create a short film featuring a rat cowboy shooting cheese in a rat trap! This will be a more complex project in which you learn how to rig, animate, compose advanced material, composite, and edit a full sequence. Each project in this book will give you more practice and increase your knowledge of the Blender tools. By the end of this book, you will master a workflow that you will be able to apply to your own creations. Style and approach This is an easy-to-follow book that is based on four concrete projects, with increasing levels of difficulty. Each chapter will teach you how to create these projects step-by-step. New tools and techniques are introduced in a theoretical and practical way, so you can apply them in your own projects later.
目录展开

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

累计评论(0条) 0个书友正在讨论这本书 发表评论

发表评论

发表评论,分享你的想法吧!

买过这本书的人还买过

读了这本书的人还在读

回顶部