Blender 3D: Designing Objects Год издания: 2016 Автор: Caudron R., Nicq P., Valenza E. Издательство: Packt Publishing ISBN: 9781787127197 Язык: Английский Формат: PDF Качество: Издательский макет или текст (eBook) Интерактивное оглавление: Да Количество страниц: 1281 Описание: Blender is a powerful, stable tool with an integral workflow that will allow you to understand 3D creation with ease. With its integrated game engine and use of the Python language, it is an efficient choice for many productions, including 3D animated or live action films, architecture, research, and even game creation. Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies. Throughout Blender for Designers, you will create many types of complete projects using a step-by-step approach. Start by getting to know the modeling tools available in Blender to create a 3D robot toy, and discover more advanced techniques such as sculpting and retopology by creating an alien character. Move on in the second module to engage with the workflow used to create characters. Run through the process from modeling to the rendering stages, using the tools of the latest official release of Blender. The last module will teach you how to utilize the power of the Blender series to create a wide variety of materials, textures, and effects using the Cycles rendering engine. You will learn about node-based shader creation, and master Cycles through step-by-step, recipe-based advice. Start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans. 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 By Example By Romain Caudron and Pierre-Armand Nicq - Blender 3D Cookbook By Enrico Valenza - Blender Cycles: Materials and Textures Cookbook - Third Edition By Enrico Valenza What You Will Learn - Understand the basics of 3D and how to navigate your way around the Blender interface - Discover the power of the texture paint tool in order to add color to a haunted house - Get to know the Cycles render engine by creating different materials for the house and the environment - Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation - Create a basic mesh depicting the character's overall shape and mood in a few simple steps - Use your sculpting skills to carve the character features from the mesh - Paint your character to enhance the surface's details - Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible - Set up light sources and world global illumination - Build material interfaces for general use in complex materials by grouping the shaders inside groups - Parent and rename the nodes to better organize the Node Editor window
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Table of Contents 1: Straight into Blender! 2: Robot Toy – Modeling of an Object 3: Alien Character – Base Mesh Creation and Sculpting 4: Alien Character – Creating a Proper Topology and Transferring the Sculpt Details 5: Haunted House – Modeling of the Scene 6: Haunted House – Putting Colors on It 7: Haunted House – Adding Materials and Lights in Cycles 8: Rat Cowboy – Learning To Rig a Character for Animation 9: Rat Cowboy – Animate a Full Sequence 10: Rat Cowboy – Rendering, Compositing, and Editing 11: Modeling the Character's Base Mesh 12: Sculpting the Character's Base Mesh 13: Polygonal Modeling of the Character's Accessories 14: Re-topology of the High Resolution Sculpted Character's Mesh 15: Unwrapping the Low Resolution Mesh 16: Rigging the Low Resolution Mesh 17: Skinning the Low Resolution Mesh 18: Finalizing the Model 19: Animating the Character 20: Creating the Textures 21: Refining the Textures 22: Creating the Materials in Cycles 23: Creating the Materials in Blender Internal 24: Lighting, Rendering, and a Little Bit of Compositing 25: Overview of Materials in Cycles 26: Managing Cycles Materials 27: Creating Natural Materials in Cycles 28: Creating Man-made Materials in Cycles 29: Creating Complex Natural Materials in Cycles 30: Creating More Complex Man-made Materials 31: Subsurface Scattering in Cycles 32: Creating Organic Materials 33: Special Materials
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