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Blender 3D By Example
Blenderisapowerful3Dcreationpackagethatsupportseveryaspectofthe3Dpipeline.Withthisbook,you'lllearnaboutmodeling,rigging,animation,rendering,andmuchmorewiththehelpofsomeinterestingprojects.Thispracticalguide,basedontheBlender2.83LTSversion,startsbyhelpingyoubrushuponyourbasicBlenderskillsandgettingyouacquaintedwiththesoftwaretoolset.You’llusebasicmodelingtoolstounderstandthesimplest3DworkflowbycustomizingaVikingthemedscene.You'llgetachancetoseethe3Dmodelingprocessfromstarttofinishbybuildingatimemachinebasedonprovidedconceptart.Youwilldesignyourfirst2DcharacterwhileexploringthecapabilitiesofthenewGreasePenciltools.ThebookthenguidesyouincreatingasleekmodernkitchensceneusingEEVEE,Blender’snewstate-of-the-artrenderingengine.Asyouadvance,you'llexploreavarietyof3Ddesigntechniques,suchassculpting,retopologizing,unwrapping,baking,painting,rigging,andanimatingtobringababydragontolife.Bytheendofthisbook,you'llhavelearnedhowtoworkwithBlendertocreateimpressivecomputergraphics,art,design,andarchitecture,andyou'llbeabletouserobustBlendertoolsforyourdesignprojectsandvideogames.
目錄(333章)
倒序
- 封面
- Title Page
- Copyright and Credits
- Blender 3D By Example Second Edition
- About Packt
- Why subscribe?
- Contributors
- About the authors
- About the reviewers
- Packt is searching for authors like you
- Preface
- Who this book is for
- What this book covers
- To get the most out of this book
- Download the example code files
- Download the color images
- Conventions used
- Get in touch
- Reviews
- Introduction to 3D and the Blender User Interface
- Overview of the 3D workflow
- The 3D coordinate system
- 3D objects
- Components of a mesh
- Materials and textures
- Perspective view versus Orthographic view
- Blender's user interface
- A brief history of Blender's user interface
- Blender 2.8's user interface
- Basic 3D navigation controls
- A brief introduction to the projects in this book
- Setting up the source files
- Summary
- Editing a Viking Scene with a Basic 3D Workflow
- Setting up the source files
- Using the Outliner to organize a scene
- Navigating the 3D Viewport
- Using the Toolbar
- Basic transformations in Object Mode
- Editing the Viking helmet
- Preparing to work on the helmet
- Making changes to components in Edit Mode
- Adding the nose guard
- Adding the horns
- Adding the studs
- Returning to Object Mode to finish
- Rendering the final image
- Summary
- Modeling a Time Machine - Part 1
- Using transformation hotkeys
- Setting up the reference images for the time machine
- Box modeling the main section of the chair
- Destructive editing versus non-destructive editing
- Modeling the cushions of the chair
- Modeling the sci-fi rings with modifiers
- Modeling the armrests
- Summary
- Questions
- Modeling a Time Machine - Part 2
- Modeling the base of the time machine
- Modeling the clock
- Modeling the side rails
- Modeling the rear assembly
- Modeling the front housing
- Adding smooth shading to the model
- Summary
- Questions
- Modern Kitchen - Part 1: Kitbashing
- Setting up the source files
- Previsualizing the kitchen layout
- Creating a floor plan
- Creating previz objects
- Laying out the kitchen composition
- Creating tables with box modeling
- Appending or linking the tables to the scene
- Creating chairs with modifiers and curves
- Chair 1 – a wooden slat deck chair
- Chair 2 – a perforated plastic bar stool
- Chair 3 – cushioned coffee table chairs
- Chair 4 – a plastic chair with air slits
- Chair 5 – wooden layers with Booleans
- Appending linking and instancing the chairs
- Creating cabinets islands and a stove with add-ons
- Enabling our add-ons
- An Archimesh kitchen island
- Boolean modeling a sink with Bool Tool
- Doors and windows with Archipack
- Adding other decorations with Extra Objects
- Linking in canned assets
- Summary
- Questions
- Further reading
- Modern Kitchen - Part 2: Materials and Textures
- Simple materials and the nodal workflow
- Navigating nodes with a test material
- The Principled BSDF material
- Simple metals
- Simple non-metals
- Wood
- Tiled backsplash
- Granite counters
- Plant alpha cards
- Wall art texture atlas
- Summary
- Questions
- Further reading
- Modern Kitchen - Part 3: Lighting and Rendering
- Preparing the scene
- Daylight rendering
- Preliminary lighting with a sun object
- World lighting
- Indirect lighting
- Irradiance volume
- Addressing artifacts
- Reflection probes
- Using filters and postprocessing
- Screen space reflections
- Bloom
- Ambient occlusion
- Color management
- Camera settings
- Rendering with indoor lighting
- Summary
- Questions
- Further reading
- Illustrating an Alien Hero with Grease Pencil
- Playing with Grease Pencil objects
- Setting up a tablet and stylus
- Annotating with Grease Pencil
- Testing in the default Grease Pencil scene
- The Edit and Sculpt modes
- Adjusting the brush tool for calligraphy
- Customizing Grease Pencil materials
- Stippling over a photo with a dots material
- Roughing in a character
- Thumbnailing with layers and keyframes
- Sketching rounded forms in Pencil
- Construction drawing
- Inking the alien hero
- The starting ink
- Adding color with the fills pipeline
- Silhouette and local color
- The background
- Lighting and texture
- Summary
- Questions
- Further reading
- Animating an Exquisite Corpse in Grease Pencil
- Animating a bouncing ball
- Pose to pose beginnings
- Arcs timing and squash and stretch
- Adding a visual style
- Adding an ease-in ease-out anticipation starting take
- Reusing and reworking frames with Multiframe
- Blinking Blender eyes
- Reusing frames for the Blender blinking animation
- A field of eyeballs
- Returning to the start frame
- Building a zooming fight scene
- The lines layer
- The fighters
- Adding color
- Bringing it all together
- Rendering to external files
- Editing the scenes together
- Summary
- Questions
- Further reading
- Animating a Stylish Short with Grease Pencil
- Getting started
- Preproduction
- Navigating this chapter's files
- The walk cycle
- The pencil test
- The head and pelvis
- Footfalls
- Finalizing the walk cycle with loop and pizzazz
- The background
- The city skyline
- The theater and usher
- Animating the usher's take
- The theater approach
- The first take
- The money exchange
- Setting up the scene
- Animating the characters
- The theater crying and triumph
- Reusing the walk with the concession stand
- The popcorn
- The change of heart
- The ending
- Entering the theater
- Animating the girl's eating and the popcorn's death
- End credits
- Rendering the finished animation
- Summary
- Questions
- Further reading
- Creating a Baby Dragon - Part 1: Sculpting
- The sculpting UI preset
- Viewport shading and MatCaps
- Low poly versus high poly
- Overview of the sculpting brushes
- The Draw brush
- Smooth Slide Relax and Simplify brushes
- The Clay and Clay strips brushes
- The Snake Hook Grab and Elastic Deform brushes
- Mask brushes
- The Inflate and Blob brushes
- The Crease and Pinch brushes
- The Scrape and Flatten brushes
- The Nudge and Thumb brushes
- The Layer brush
- The Rotate and IK Pose brushes
- Utility brushes
- Creating the starting point of the baby dragon with speed-sculpting
- Approach 1: Dynamic topology – head jaw and horns
- Approach 2: Skin modifier – wings arms and legs
- Approach 3: Metaballs – torso and tail
- Approach 4: Meshes – eyes teeth claws and horns
- Brute-force sculpting
- Sculpting intermediate details
- Chiseling with the Scrape Pinch and Smooth brushes
- Bulging seams
- Overlapping muscles via masking
- Sculpting the fine details
- Stenciling in scales
- Stamping ridges along the wing and spine
- Refining the details
- Summary
- Questions
- Further reading
- Creating a Baby Dragon - Part 2: Retopology
- What is topology?
- What are the rules of good topology?
- Polygon density
- Edge loops
- Face loops
- Poles
- Setting up Blender for the retopology workflow
- Downloading the source files
- Linking the sculpture to a new scene
- Setting up viewport shading
- Setting up the snap settings
- Setting up the retopology object
- Subdivision-shrinkwrap method (optional)
- Enabling add-ons
- Retopologizing the baby dragon
- Method 1 – the Poly Build tool
- Method 2 – Manual extrusion and F2
- Method 3 – Shrinkwrap
- Method 4 – Bsurfaces
- Method 5 – QuadriFlow remeshing
- Finishing up
- Summary
- Questions
- Further reading
- Creating a Baby Dragon - Part 3: UV Unwrapping
- What are UVs?
- Setting up Blender for the UV unwrapping workflow
- Downloading the source files
- Setting up the interface
- Setting up the preview checker pattern
- Marking the seams and UV unwrapping
- Marking the first seams
- Visualizing the distortion
- Fixing texel density issues
- Laying out the baby dragon's UVs
- Summary
- Questions
- Creating a Baby Dragon - Part 4: Baking and Painting Textures
- Technical requirements
- Getting set up for texture baking
- Preparing the scene for baking
- Material baking setup
- Baking texture maps from high poly to low poly
- Your first bake – AO
- Normals
- Cavity and displacement
- Convexity
- Subsurface
- Top lighting soft lighting and facing maps
- Texture painting the base color in Blender
- Painting the base color
- Creating stencils in the image editor
- Normal maps and sculpting with a bump map
- Using external programs for image editing
- Setting up an external program
- Image edit projection painting
- Setting up the remaining BSDF textures
- Making specular and roughness maps from a master file
- Subsurface scattering
- Rune magic with object projection
- Painting the eye
- Summary
- Questions
- Further reading
- Creating a Baby Dragon - Part 5: Rigging and Animation
- What is a rig?
- Armatures and bones in Edit Mode
- Practicing with a simple tentacle rig
- Setting up the tentacle rig's controls
- Finishing the tentacle rig
- Using the Rigify add-on to rig the baby dragon
- Setting up the baby dragon's meta-rig
- Creating and modifying the Rigify rig
- Modifying the armature weights
- Parenting (everything) with automatic weights
- Parenting to bones (eyes and stencil)
- Assigning weights manually (to the horns claws and teeth)
- Weighting the animation
- Painting weights
- Animating a flying cycle
- Understanding the rig controls
- Blocking in keyframes
- Summary
- Questions
- Further reading
- The Wide World of Blender
- Blender skills to learn next
- Photogrammetry
- Physics
- Volumetrics
- Hair and fur
- Recording a macro in Python
- The Blender community
- The Blender Foundation and Blender Institute
- Blender user groups
- Online Blender communities
- Summary
- Questions
- Other Books You May Enjoy
- Leave a review - let other readers know what you think 更新時(shí)間:2021-06-24 16:10:25
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