Blender 3D by example design a complete workflow with Blender to create stunning 3D scenes and films step by step!
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...
Other Authors: | , |
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Format: | eBook |
Language: | Inglés |
Published: |
Birmingham :
Packt Publishing
2015.
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Edition: | 1st edition |
Series: | Community experience distilled.
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Subjects: | |
See on Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629769406719 |
Table of Contents:
- Cover
- Copyright
- Credits
- About the Authors
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 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
- Chapter 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
- The modeling of the chest
- The modeling of the neck
- Modeling the torso
- The modeling of the buttons
- Modeling the fork
- Modeling protections for the fork
- The modeling of the main wheel
- The modeling of the arm
- Using Blender Internal to render our Robot
- Summary
- Chapter 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
- Chapter 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?
- Displaying the normal map in the viewport
- The baking of an ambient occlusion
- Understanding the ambient occlusion map
- Displaying the ambient occlusion in the viewport
- Summary
- Chapter 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
- Chapter 6: The 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 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
- Chapter 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
- Chapter 8: The 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
- Chapter 9: The 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
- Chapter 10: The 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.