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E-raamat: Blender Foundations: The Essential Guide to Learning Blender 2.5 [Taylor & Francis e-raamat]

  • Formaat: 404 pages, 5 Tables, color; 478 Halftones, color
  • Ilmumisaeg: 15-Jul-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240814315
  • Taylor & Francis e-raamat
  • Hind: 295,43 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 422,05 €
  • Säästad 30%
  • Formaat: 404 pages, 5 Tables, color; 478 Halftones, color
  • Ilmumisaeg: 15-Jul-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240814315

Blender Foundations is the definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market . With the expert insight and experience of Roland Hess, noted Blender expert and author, animators and artists will learn the basics starting with the revised 2.6 interface, modeling tools, sculpting, lighting and materials through rendering, compositing and video editing. Some of the new features covered include the completely re-thought interface, the character animation and keying system, and the smoke simulator.

More than just a tutorial guide, "Blender Foundations" covers the philosophy behind this ingenious software that so many 3D artists are turning to today. Start working today with Blender with the accompanying web site which includes all of the projects and support files alongside videos, step-by-step screenshots of the trickier tutorials, as well as a direct links to official resources like the Blender download site and artist forums.

Preface xi
Chapter 1 An Introduction to 3D: Recreating the World Inside Your Computer, or Not
1(12)
Form
2(2)
Surfacing
4(3)
Light
7(1)
Motion
8(1)
Rendering
9(4)
Chapter 2 Understanding Blender's Interface
13(18)
A Little Bit of History
13(1)
Spend the Time
14(1)
Getting and Installing Blender
15(1)
The Parts of the Interface
15(13)
Changing Window Sizes
15(1)
Headers
16(2)
Merging and Splitting Windows
18(1)
Window Swap
18(1)
Creating a New Application Window
19(1)
Using Different Screens
19(1)
Maximizing a View
20(1)
A Tour of the Common Window Types
21(1)
3D View
21(1)
Outliner
22(1)
Timeline
23(1)
Graph Editor
23(1)
Dope Sheet
23(1)
Properties
23(4)
File Browser
27(1)
How to Find the Tools You Need
28(3)
Chapter 3 Object and Animation Basics
31(30)
Finding Your Way in 3D
31(2)
Perspective and Orthographic View
33(2)
Display Modes
35(1)
Working with Objects
36(2)
Transformation Basics
38(1)
Selection Basics
39(2)
Transformation Manipulator
41(2)
3D Cursor
43(1)
Moving in Time
44(1)
Basic Keyframe Animation
45(7)
Object Relationships and Management
52(4)
Layers
52(2)
Parenting
54(1)
Empties
55(1)
Instancing and Duplicating
55(1)
Data Blocks
56(1)
Summary
57(1)
What We Missed
58(3)
Chapter 4 Modeling: A Million to One
61(40)
The Building Blocks of Mesh Modeling
61(1)
Free Modeling: Polygon by Polygon
62(16)
Tools
78(4)
Box Modeling
82(7)
Modeling with Modifiers
89(10)
Putting the Table Together
99(1)
Assembling the Room
100(1)
What we Missed
100(1)
Chapter 5 Lighting: The Easiest Thing That's Tough
101(28)
The Tools: Directional Lighting
102(12)
Point Lamp
102(1)
Color
102(1)
Energy
103(1)
Distance
104(1)
Sun Lamp
105(1)
Hemi Lamp
105(1)
Area Lamp
106(1)
Spot Lamp
107(2)
Size
109(1)
Samples
110(1)
Soft
111(1)
Bias
111(1)
Clipping
111(3)
Filter Type
114(1)
Deep Shadow Maps
114(1)
Nondirectional Lighting
114(14)
Ray-Based Gathering
115(1)
Approximate Environment Lighting
116(1)
An Effective General Outdoor Lighting Setup
117(5)
An Effective General Indoor Lighting Setup
122(6)
Generalizing
128(1)
Chapter 6 Character Creation
129(38)
An Overview of Character Creation
129(1)
Starting from a Base Head
130(2)
Refining Facial Features
132(8)
Cheeks
133(1)
Lips
134(1)
Eyes and Eyelids
134(6)
Asymmetry
140(1)
Modeling Joints
141(1)
Hands and Other Exposed Parts
142(3)
Techniques for Adding Clothes
145(13)
Shirt
146(9)
Pants
155(3)
Shoes and Feet
158(1)
Adding Hair
158(5)
Hair Styling and Digital Rogaine
163(3)
What We Missed
166(1)
Chapter 7 Surfacing
167(60)
Targets for Building Believable Materials
167(1)
Basic Material and Texture Settings: Walls and Floor
167(21)
Varying Material Properties with Textures
170(9)
Adding a Second Material and Using Image Textures
179(2)
Adding an Image Texture
181(1)
Extremely Basic UV Mapping
182(6)
The Table: Cheap, Fast Unwrapping and Real Reflection
188(5)
The Vase: Transparency and the Faked Reflection
193(2)
The Character: High-Quality UV Unwrapping, Subsurface Scattering, and Projection Painting
195(18)
The Easy Way: Pinning and Live Unwrap
198(3)
Defining the Material
201(2)
Adding UV Channels
203(1)
Creating UV Unwraps for Different Views
203(2)
Projection Painting
205(1)
Completing the Head Texturing
206(3)
Hair Materials
209(2)
Materials for Clothes
211(2)
Painting Custom Textures
213(4)
Combining Painted Textures with Procedurals
217(1)
Live Mattes: Camera Projection
217(9)
Finishing Up
226(1)
What We Missed
226(1)
Chapter 8 Sculpting
227(20)
An Alternative to Traditional Modeling
227(1)
Basic Sculpting Tools
227(1)
Shaping Existing Models
228(2)
Detailing and Normal Maps
230(14)
Using the Multiresolution Modifier
231(12)
Baking to a Normal Map
243(1)
Sculpting from Scratch
244(1)
Sculpting and Performance
245(2)
Chapter 9 Rigging: Digital Orthopedia
247(38)
Preparing to Rig
247(1)
Creating the Initial Skeleton
248(7)
Rig Testing and Adjustment
255(1)
Adding Basic Controls with Parenting
255(1)
Rigging with Constraints
256(1)
The Reverse Foot
257(5)
Adding a Pole Target
259(3)
Finishing the Foot Rig
262(1)
More High-Level Control
262(1)
Hands
263(3)
Toggle IK and Other Constraints
266(3)
Drivers
269(3)
Skinning
272(1)
Too Much Influence
273(5)
Spikes, or No Influence
278(2)
A Hard Break
280(1)
Helping Deformation with Extra Bones
281(3)
Conclusion
284(1)
What We Missed
284(1)
Chapter 10 Shapes and Morphing
285(14)
Creating a Shape Key
285(5)
Creating Effective Shape Keys
290(1)
Preparing Shapes for Animations
291(8)
Chapter 11 Character Animation: The Fun Part
299(32)
What We Missed
299(1)
Pose Mode and the Dope Sheet
299(8)
Recording the Starting Pose
307(1)
Creating a New Pose, or Animation
308(10)
Walking
318(7)
Grabbing the Chair
325(2)
Throwing the Cube
327(1)
Checking Your Arcs
328(3)
Chapter 12 Rendering: Faster, Processor!
331(34)
Rendering Basics
331(1)
Render Options
331(3)
Speeding Up Test Renders
334(2)
Finding the Sweet Spot for Final Renders
336(1)
The Compositor
337(4)
Getting Familiar with the Compositor
337(4)
Overall Effects
341(20)
Depth of Field
342(1)
Motion Blur
343(2)
Glow and Glare
345(2)
Color Changes
347(1)
Color Grading
347(6)
Render Layers and the Compositor
353(8)
Conclusion
361(1)
What We Missed
362(3)
Chapter 13 Environmental Animation
365(20)
This is Not a Physics Class
365(1)
Cloth and Force Fields
365(4)
Soft Bodies, or Bouncy, Squishy Things
369(4)
Particles
373(3)
The Halo Material
376(3)
Smoking is Good for You
379(1)
Smoke Materials
380(3)
What We Missed
383(2)
Chapter 14 Video Compilation and Final Output
385(8)
Creating Animation Files
385(1)
Rendering to Still Frames
385(2)
Creating an Animation from Stills
387(5)
What We Missed
392(1)
Index 393
This book comes to us directly from Roland Hess, noted Blender expert and authority, and is perfect for getting up to speed with Blender 2.6's new interface and many of its new features. Blender 2.6 promises to be a MAJOR departure in interface and workflow from previous versions; Blender Foundations will be a much needed resource for Blender workflows and the preferred one-stop guide for new users.