blender 3d

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blender 3d by example, Design a complete workflow with Blender to create stunning 3D scenes and films step by step!
Blender 3d By Example Copyright o 2015 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews rt has been made in the preparation of this book to ensure the accuracy of the information presented However the information contained in this book is sold without warranty, cither express or implied. Neither the authors nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals However, Packt Publishing cannot guarantee the accuracy of this information First published: September 2015 Production reference: 1220915 Published by Packt Publishing ltd Livery place 35 Livery street Birmingham b3 2PB UK ISBN978-1-78528-507-3 www.packtpub.com Credits Authors Project Coordinator Romain caudron Bijal Patel Pierre-Armand Nicq Proofreader Reviewer Safis Editing Fernando castilhos melo Indexer Acquisition Editor Rekha nair Tushar Gupta Production Coordinator Content Development Editor Aparna Bhagat Athira Laji Cover work Technical editor Aparna Bhagat Menza mathey Copy edit Kausambhi majumdar About the authors Romain Caudron is a French 2D/3D artist. He is a cofounder and CG artist of Main Digitales, a new video game studio in Montpellier in the south of france, and he specializes in virtual reality. Also, he is an assistant to patrice stellest, the swiss contemporary artist Romain has had a mostly self-taught career, but he received a master's degree in cinema and game design from Paul valery University, Montpellier Ill, france. Then, he studied 3D animation using CGTrainer. His interest in hacker culture and open source software led him to start working with Blender in 2012 Before this book in 2014 he was a reviewer on blender cycles: Materials and Textures Cookbook by enrico valenza Pierre-Armand Nicq started learning how to generate 3D images with Blender 2. 4x at a young age. He is really passionate about all types of multimedia creation and uses blender for projects such as 3d images/ animations and games. He codes in different programming languages, such as C/C++, C#, As3, JavaScript, and PHP, to create games and other kinds of programs. Pierre-Armand loves to share hisknowledgeThisiswhyhefoundedaFrenchYoutubechannel(http://www youtube. com/ToutApprendre) It has more than ,500 subscribers and 200 tutorials about 3D and programming. Currently, he is in his fifth and last year of school at TIM (Paris/La defense). During his free time, he loves to play jazz music, participate in GameJams, and perform card tricks I would like to thank my family and all my friends for supporting me in my passion. Also, I would like to thank my coauthor romain believing in our project and helping us throughout the creation of Or Moreover I am really grateful to the entire Packt Publishing team fo this book. Last but not least, I hope you will have fun mixing tons of ingredients in your blender About the reviewers Fernando Castilhos melo lives in Caxias do Sul, brazil, and works in a software company as a software developer and systems analyst. In his spare time, he works on 3D modeling using Blender. He has been using Blender since 2009. He has given several lectures on Blender and 3D modeling at several Brazilian free/open source software events, such as FLISOL and TcheLinux Fernando holds a degree in computer science from tCs (University of Caxias do sul This is the second book on blender that he has worked on The first one was blender Cycles: Lighting and Rendering Cookbook in 2013. He had developed an integration between Blender and Kinect named"Kinected Blender"to generate 3D animation This project is currently in the alpha version. For more information, you can go to his webpageathttp://www.fernando.melo.nom.br/. all my friends for their support during the review of this book and I want to thank my wife, Mauren, my parents, Eloir and Miriam, Www.Packtpub.com Support files, e Books, discount offers, and more Forsupportfilesanddownloadsrelatedtoyourbookpleasevisitwww.PacktPub.com Did you know that Packt offers e Book versions of every book published, with PDF andepubfilesavailable?YoucanupgradetotheeboOkversionatwww.packtpub com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at service@packtpub com for more details Atwww.packtPub.comyoucanalsoreadacollectionoffreetechnicalarticlessign up for a range of free newsletters and receive exclusive discounts and offers on packt books and ebooks PACKTLIB° https://www2.packtpub.com/books/subscription/packtlib Do you need instant solutions to your It questions? PacktLib is Packt's online digital book library. Here, you can search, access, and read Packt's entire library of Why subscribe? Fully searchable across every book published by packt Copy and paste, print, and bookmark content On demand and accessible via a web browser Free access for Packt account holders IfyouhaveanaccountwithPacktatwww.packtpub.comyoucanusethistoaccess Packt Lib today and view g entirely free books Simply use your login credentials for immediate access Table of contents Preface X 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 11256688 What are editors The anatomy of an editor Split, Join, and Detach 9 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 14 The robot toy 14 The alien character 14 The haunted house 15 The Rat Cowboy Summar 15 Chapter 2: Robot Toy- Modeling of an object 17 Let' s start the modeling of our Robot Toy Preparing the workflow by adding an image reference 18 Adding the head primitive 19 The edit mode versus the object Mode 20 Using the basic modeling tools 21 Modeling the head 22 Modeling the antenna 24 Table of contents An introduction to the subdivision surface modifier Improving the head shape Modeling the thunderbolts 30 Modeling the eyes 34 Modeling the chest 34 Modeling the neck 38 Modeling the torso 39 Modeling the buttons 40 Modeling the fork 41 Modeling protections for the fork Modeling the main wheel 46 Modeling the arm 47 Using Blender Internal to render our Robot Toy 51 Summary 52 Chapter 3: Alien Character-Base Mesh Creation and Sculpting 53 Understanding the sculpting process 54 An introduction to sculpting 54 Choosing sculpting over poly modeling 55 Using a pen tablet 55 The sculpt mode 56 Optimizing the viewport Anatomy of a brush 57 Dyntopo versus the Multires modifier 60 First touch with the multires modifier First touch with Dyntopo 61 Creating a base mesh with the skin modifier 63 Visual preparation 66 An introduction to artistic anatomy 68 Sculpting the body 69 The head The torso 78 The arms 81 The legs The belt Summary 88 Chapter 4: Alien Character-Creating a Proper Topology and Transferring the Sculpt Details 89 Why make a retopology 90 Possibilities of arranging polygons 90 Errors to avoid during the creation of retopology 92 Density of polygons 94 Table of Contents Making the retopology of the Alien Character 94 Preparing the environment 94 The head 95 The neck and the torso 103 The arms and the hands 106 The legs 108 Unwrapping UVs 110 Understanding UVs 111 The placement of the seams 111 The placement and adjustment of the islands 115 The baking of textures 116 The baking of a normal map What is a normal Displaying the normal map in the viewport 118 The baking of an ambient occlusion 119 Understanding the ambient occlusion map 119 Displaying the ambient occlusion in the viewport 121 Summary 122 Chapter 5: Haunted House -Modeling of the Scene 123 Blocking the house 124 Working with a scale 124 Blocking the bases of the house 125 Refining the blocking 129 Adding instantiated objects 129 Reworking the blocking objects 133 Breaking and ageing the elements 135 Simulate a stack of wooden planks with physics 137 Creation of the simulation of a stack of planks 137 Modeling the environment 8 pages) 139 Modeling the cliff 139 Modeling a tree with curves 140 Enhancing the scene with a barrier, rocks, and a cart 144 Organizing the scene 149 Grouping objects 149 Working with layers 150 Summary 151 Chapter 6: Haunted House-Putting Colors on It 153 Unwrapping UVs 154 Using Project From View 154 Unwrapping the rest of the house 155 The tree with the Smart UV Project 158 Unwrapping the rest of the environment 159

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