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...

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Bibliographic Details
Other Authors: Caudron, Romain, author (author), Nicq, Pierre-Armand, author
Format: eBook
Language:Inglés
Published: Birmingham : Packt Publishing 2015.
Edition:1st edition
Series:Community experience distilled.
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.