Book description
Gain the insights and techniques you need to give life to your own custom characters, machines, and scenes in Blender 3D
About This Book
Learn how to establish the basic shape of a character on the basis of templates, and take it to completion using the tools available in Blender
Develop realistic and awesome machines for your 3D projects and animation films
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 learning path is for those who know the basics of Blender and have hands-on experience with the software. We will directly dive into creating characters first. If you wish to use Blender to create games, animated films, and architecture simulations, this learning path will benefit you.
What You Will Learn
Use your sculpting skills to carve the character features from the mesh
Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation
Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible
Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another
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, and Curves
In Detail
Blender 3D is one of the top 3D animation software available. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level.
This learning path is divided into three modules that will take you on this incredible journey of creating games.
The first module will take you on a journey to understand the workflow normally used to create characters, from the modeling to the rendering stages, using the tools of the last official release of Blender exclusively. You will be making production-quality 3D models and characters quickly and efficiently, which will be ready to be added to your very own animated feature or game.
The second module will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. You will create many types of projects, including a pistol, spacecraft, robot, and a racer. By the end of this module, you will have mastered a workflow that you will be able to apply to your own creations.
The final module will help you to create many types of projects using a step-by-step approach. Each project in this module will give you more practice and increase your knowledge of the Blender tools and game engine.
This learning path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products:
Blender 3D Cookbook, Second Edition by Enrico Valenza
Blender 3D Incredible Machines, Second Edition by Christopher Kuhn
Blender 3D By Example by Romain Caudron and Pierre-Armand Nicq
Style and approach
This easy-to-follow course will teach you how to create complex 3D characters, create incredible machines, and put them together to create a 3D scene. Each topic is explained sequentially in the process of creating various models, and includes detailed explanations of the basic and advanced features.
Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.
Table of contents
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Blender 3D: Characters, Machines, and Scenes for Artists
- Table of Contents
- Blender 3D: Characters, Machines, and Scenes for Artists
- Blender 3D: Characters, Machines, and Scenes for Artists
- Credits
- Preface
-
1. Module 1
- 1. Modeling the Character's Base Mesh
- 2. Sculpting the Character's Base Mesh
- 3. Polygonal Modeling of the Character's Accessories
- 4. Re-topology of the High Resolution Sculpted Character's Mesh
- 5. Unwrapping the Low Resolution Mesh
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6. Rigging the Low Resolution Mesh
- Introduction
- Building the character's Armature from scratch
- Perfecting the Armature to also function as a rig for the Armor
- Building the character's Armature through the Human Meta-Rig
- Building the animation controls and the Inverse Kinematic
- Generating the character's Armature by using the Rigify add-on
- 7. Skinning the Low Resolution Mesh
- 8. Finalizing the Model
- 9. Animating the Character
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10. Creating the Textures
- Introduction
- Making a tileable scales image in Blender Internal
- Preparing the model to use the UDIM UV tiles
- Baking the tileable scales texture into the UV tiles
- Painting to fix the seams and to modify the baked scales image maps
- Painting the color maps in Blender Internal
- Painting the color maps in Cycles
- 11. Refining the Textures
- 12. Creating the Materials in Cycles
- 13. Creating the Materials in Blender Internal
- 14. Lighting, Rendering, and a Little Bit of Compositing
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2. Module 2
- 1. Sci-Fi Pistol - Creating the Basic Shapes
- 2. Sci-Fi Pistol - Adding Details
- 3. Texturing and Rendering Your Sci-Fi Pistol
- 4. Spacecraft – Creating the Basic Shapes
- 5. Spacecraft - Adding Details
- 6. Spacecraft – Materials, Textures, and Rendering
- 7. Modeling Your Freestyle Robot
- 8. Robot - Freestyle Rendering
- 9. Low-Poly Racer – Building the Mesh
- 10. Low-Poly Racer – Materials and Textures
- 1. All About Packt
-
3. Module 3
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1. Robot Toy – Modeling of an Object
- Let's start the modeling of our robot toy
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Using the basic modeling tools
- Modeling the head
- Modeling the antenna
- An introduction to the Subdivision Surface modifier
- Modeling the thunderbolts
- Modeling the eyes
- Modeling the chest
- Modeling the neck
- Modeling the torso
- Modeling the buttons
- Modeling the fork
- Modeling the main wheel
- Modeling the arm
- Using Blender Internal to render our Robot Toy
- Summary
- 2. Alien Character – Base Mesh Creation and Sculpting
- 3. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details
- 4. Haunted House – Modeling of the Scene
- 5. Haunted House – Putting Colors on It
- 6. Haunted House – Adding Materials and Lights in Cycles
- 7. Rat Cowboy – Learning To Rig a Character for Animation
- 8. Rat Cowboy – Animate a Full Sequence
- 9. Rat Cowboy – Rendering, Compositing, and Editing
- A. Bibliography
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1. Robot Toy – Modeling of an Object
- Index
Product information
- Title: Blender 3D: Characters, Machines, and Scenes for Artists
- Author(s):
- Release date: November 2016
- Publisher(s): Packt Publishing
- ISBN: 9781787129665
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