| Preface |
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xi | |
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Chapter 1 An Introduction to 3D: Recreating the World Inside Your Computer, or Not |
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1 | (12) |
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2 | (2) |
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4 | (3) |
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7 | (1) |
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8 | (1) |
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9 | (4) |
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Chapter 2 Understanding Blender's Interface |
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13 | (18) |
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13 | (1) |
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14 | (1) |
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Getting and Installing Blender |
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15 | (1) |
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The Parts of the Interface |
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15 | (13) |
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15 | (1) |
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16 | (2) |
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Merging and Splitting Windows |
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18 | (1) |
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18 | (1) |
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Creating a New Application Window |
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19 | (1) |
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19 | (1) |
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20 | (1) |
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A Tour of the Common Window Types |
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21 | (1) |
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21 | (1) |
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22 | (1) |
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23 | (1) |
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23 | (1) |
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23 | (1) |
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23 | (4) |
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27 | (1) |
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How to Find the Tools You Need |
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28 | (3) |
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Chapter 3 Object and Animation Basics |
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31 | (30) |
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31 | (2) |
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Perspective and Orthographic View |
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33 | (2) |
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35 | (1) |
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36 | (2) |
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38 | (1) |
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39 | (2) |
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Transformation Manipulator |
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41 | (2) |
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43 | (1) |
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44 | (1) |
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45 | (7) |
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Object Relationships and Management |
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52 | (4) |
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52 | (2) |
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54 | (1) |
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55 | (1) |
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Instancing and Duplicating |
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55 | (1) |
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56 | (1) |
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57 | (1) |
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58 | (3) |
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Chapter 4 Modeling: A Million to One |
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61 | (40) |
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The Building Blocks of Mesh Modeling |
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61 | (1) |
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Free Modeling: Polygon by Polygon |
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62 | (16) |
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78 | (4) |
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82 | (7) |
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89 | (10) |
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Putting the Table Together |
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99 | (1) |
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100 | (1) |
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100 | (1) |
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Chapter 5 Lighting: The Easiest Thing That's Tough |
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101 | (28) |
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The Tools: Directional Lighting |
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102 | (12) |
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102 | (1) |
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102 | (1) |
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103 | (1) |
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104 | (1) |
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105 | (1) |
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105 | (1) |
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106 | (1) |
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107 | (2) |
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109 | (1) |
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110 | (1) |
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111 | (1) |
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111 | (1) |
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111 | (3) |
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114 | (1) |
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114 | (1) |
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114 | (14) |
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115 | (1) |
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Approximate Environment Lighting |
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116 | (1) |
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An Effective General Outdoor Lighting Setup |
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117 | (5) |
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An Effective General Indoor Lighting Setup |
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122 | (6) |
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128 | (1) |
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Chapter 6 Character Creation |
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129 | (38) |
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An Overview of Character Creation |
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129 | (1) |
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Starting from a Base Head |
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130 | (2) |
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132 | (8) |
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133 | (1) |
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134 | (1) |
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134 | (6) |
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140 | (1) |
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141 | (1) |
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Hands and Other Exposed Parts |
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142 | (3) |
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Techniques for Adding Clothes |
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145 | (13) |
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146 | (9) |
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155 | (3) |
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158 | (1) |
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158 | (5) |
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Hair Styling and Digital Rogaine |
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163 | (3) |
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166 | (1) |
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167 | (60) |
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Targets for Building Believable Materials |
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167 | (1) |
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Basic Material and Texture Settings: Walls and Floor |
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167 | (21) |
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Varying Material Properties with Textures |
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170 | (9) |
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Adding a Second Material and Using Image Textures |
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179 | (2) |
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181 | (1) |
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Extremely Basic UV Mapping |
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182 | (6) |
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The Table: Cheap, Fast Unwrapping and Real Reflection |
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188 | (5) |
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The Vase: Transparency and the Faked Reflection |
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193 | (2) |
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The Character: High-Quality UV Unwrapping, Subsurface Scattering, and Projection Painting |
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195 | (18) |
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The Easy Way: Pinning and Live Unwrap |
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198 | (3) |
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201 | (2) |
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203 | (1) |
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Creating UV Unwraps for Different Views |
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203 | (2) |
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205 | (1) |
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Completing the Head Texturing |
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206 | (3) |
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209 | (2) |
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211 | (2) |
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213 | (4) |
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Combining Painted Textures with Procedurals |
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217 | (1) |
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Live Mattes: Camera Projection |
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217 | (9) |
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226 | (1) |
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226 | (1) |
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227 | (20) |
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An Alternative to Traditional Modeling |
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227 | (1) |
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227 | (1) |
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228 | (2) |
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Detailing and Normal Maps |
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230 | (14) |
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Using the Multiresolution Modifier |
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231 | (12) |
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243 | (1) |
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244 | (1) |
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Sculpting and Performance |
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245 | (2) |
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Chapter 9 Rigging: Digital Orthopedia |
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247 | (38) |
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247 | (1) |
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Creating the Initial Skeleton |
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248 | (7) |
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Rig Testing and Adjustment |
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255 | (1) |
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Adding Basic Controls with Parenting |
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255 | (1) |
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256 | (1) |
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257 | (5) |
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259 | (3) |
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262 | (1) |
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262 | (1) |
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263 | (3) |
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Toggle IK and Other Constraints |
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266 | (3) |
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269 | (3) |
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272 | (1) |
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273 | (5) |
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278 | (2) |
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280 | (1) |
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Helping Deformation with Extra Bones |
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281 | (3) |
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284 | (1) |
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284 | (1) |
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Chapter 10 Shapes and Morphing |
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285 | (14) |
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285 | (5) |
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Creating Effective Shape Keys |
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290 | (1) |
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Preparing Shapes for Animations |
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291 | (8) |
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Chapter 11 Character Animation: The Fun Part |
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299 | (32) |
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299 | (1) |
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Pose Mode and the Dope Sheet |
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299 | (8) |
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Recording the Starting Pose |
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307 | (1) |
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Creating a New Pose, or Animation |
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308 | (10) |
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318 | (7) |
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325 | (2) |
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327 | (1) |
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328 | (3) |
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Chapter 12 Rendering: Faster, Processor! |
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331 | (34) |
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331 | (1) |
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331 | (3) |
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334 | (2) |
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Finding the Sweet Spot for Final Renders |
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336 | (1) |
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337 | (4) |
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Getting Familiar with the Compositor |
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337 | (4) |
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341 | (20) |
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342 | (1) |
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343 | (2) |
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345 | (2) |
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347 | (1) |
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347 | (6) |
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Render Layers and the Compositor |
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353 | (8) |
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361 | (1) |
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362 | (3) |
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Chapter 13 Environmental Animation |
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365 | (20) |
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This is Not a Physics Class |
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365 | (1) |
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365 | (4) |
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Soft Bodies, or Bouncy, Squishy Things |
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369 | (4) |
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373 | (3) |
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376 | (3) |
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379 | (1) |
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380 | (3) |
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383 | (2) |
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Chapter 14 Video Compilation and Final Output |
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385 | (8) |
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385 | (1) |
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Rendering to Still Frames |
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385 | (2) |
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Creating an Animation from Stills |
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387 | (5) |
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392 | (1) |
| Index |
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393 | |