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E-raamat: How to Cheat in Blender 2.7x [Taylor & Francis e-raamat]

(National Film & Television School, Upminster, UK)
  • Formaat: 269 pages, 521 Line drawings, color; 5 Line drawings, black and white
  • Sari: How To Cheat
  • Ilmumisaeg: 05-May-2017
  • Kirjastus: CRC Press
  • ISBN-13: 9781315153612
  • Taylor & Francis e-raamat
  • Hind: 203,11 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 290,16 €
  • Säästad 30%
  • Formaat: 269 pages, 521 Line drawings, color; 5 Line drawings, black and white
  • Sari: How To Cheat
  • Ilmumisaeg: 05-May-2017
  • Kirjastus: CRC Press
  • ISBN-13: 9781315153612
Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorns How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity.

Key Features

Bite-sized tips and tricks that can be read in any order Illustrated examples and step-by-step guides for improving your workflow Explores practical applications and real-world contexts Demonstrates "lesser-known" and unconventional tips Improves your efficiency and workflow
Author ix
1 Interface Cheats
1(26)
1.1 Factory Reset
2(1)
1.2 Last-Session Recovery
3(1)
1.3 Recovering Overwritten Files
4(1)
1.4 Start-Up Files
5(1)
1.5 Multiple Scenes
6(2)
1.6 Asset Sharing and Reusing
8(3)
1.7 User Preferences
11(4)
1.8 Multimonitor Setup
15(1)
1.9 First-Person Controls
16(1)
1.10 Align Camera to Viewport
17(1)
1.11 MatCap
18(1)
1.12 Text Editing
19(1)
1.13 Scroll Editing
20(1)
1.14 Hide the Splash Screen
21(1)
1.15 Dual Outliners
22(1)
1.16 Viewport Visibility
22(5)
2 Selections
27(26)
2.1 Edit Selection Modes
28(1)
2.2 Layers and Selections
28(3)
2.3 Layer Management
31(2)
2.4 Groups
33(2)
2.5 Vertex Groups
35(2)
2.6 Selecting NGons
37(2)
2.7 Edge Loops and Shortest Path Selections
39(1)
2.8 Selecting Perimeter Edges
40(1)
2.9 Selecting UV Seams and Linked Selection
41(1)
2.10 Selecting Objects from Patterns
42(1)
2.11 Random Selection
43(1)
2.12 Selection and Visibility
44(2)
2.13 Lasso Selection
46(2)
2.14 Selective Texture Painting
48(1)
2.15 Vertex Weights and Selection
49(4)
3 Modeling
53(26)
3.1 Modeling from References
54(2)
3.2 Nondestructive Deformations
56(2)
3.3 One-Sided Polygons
58(1)
3.4 Duplication and "Multiple Modeling"
59(1)
3.5 Water, Waves, and Oceans
60(2)
3.6 Quads and Triangles
62(1)
3.7 Bending
63(1)
3.8 Meshes from Edges
64(4)
3.9 Spline Modeling
68(2)
3.10 Rebuilding Meshes: Retopology
70(4)
3.11 Grease Pencil Modeling
74(5)
4 UV Mapping Cheats
79(26)
4.1 The UV Image Editor
80(1)
4.2 Smart UV Project
80(1)
4.3 Manual Mapping
81(2)
4.4 Diagnosing and Fixing Map Distortions
83(5)
4.5 Camera Mapping
88(4)
4.6 Atlas Texturing
92(5)
4.7 Packing and Layout
97(1)
4.8 Copying UVs
98(1)
4.9 Overlapping UVs
98(1)
4.10 Breaking Islands
99(1)
4.11 Exporting UV Layouts
100(1)
4.12 The 0--1 Space
101(1)
4.13 Pinning and Unwrapping
101(4)
5 Texturing and Materials
105(32)
5.1 Blender Render versus Cycles
106(1)
5.2 Viewport Rendering
106(2)
5.3 Layered Painting: Blender Internal
108(4)
5.4 Flattening Layer Painting
112(2)
5.5 Camera Project Painting
114(4)
5.6 Flat Projection
118(2)
5.7 UV Cloning
120(5)
5.8 Configuring a Stencil Brush
125(4)
5.9 Node Wrangler
129(3)
5.10 Stroke Methods
132(5)
6 Rigging and Animation Cheats
137(28)
6.1 Keyframing, Auto-Key, and Optimization
138(3)
6.2 Motion Paths: Following and Clamping
141(3)
6.3 Curves and Colors
144(3)
6.4 Animation Baking
147(4)
6.5 Squash and Stretch
151(1)
6.6 Hierarchical Rigging
152(1)
6.7 Selection Controls
153(3)
6.8 Hooks
156(2)
6.9 Grease Pencil Referencing and Animation
158(3)
6.10 Rigify
161(4)
7 Rendering Cheats
165(28)
7.1 Rendering Wireframes
166(2)
7.2 Texture Baking
168(3)
7.3 Progressive Refine
171(2)
7.4 Tiles and Bounces
173(1)
7.5 Render Selections
174(2)
7.6 Manual Culling
176(1)
7.7 Comparative Renders
176(2)
7.8 Render Layers
178(5)
7.9 Render Layers and Image Files
183(3)
7.10 Combining Render Layers
186(2)
7.11 Light Portals
188(5)
8 Add-0ns
193(26)
8.1 More Objects!
194(1)
8.2 Image Planes
195(2)
8.3 F2 Add-On
197(2)
8.4 Landscape Tool
199(1)
8.5 Trees and More Trees!
200(1)
8.6 Pie Menus
201(1)
8.7 Camera Navigation
202(1)
8.8 Scene Information
203(1)
8.9 Layer Management
204(2)
8.10 Blend File Packaging
206(1)
8.11 Dynamic Space Bar
207(1)
8.12 OpenStreetMap
208(6)
8.13 Easy FX---Special Effects
214(2)
8.14 Books
216(3)
9 Game Development Cheats
219(26)
9.1 Standardize Units
220(1)
9.2 Normals and Backface Culling
221(1)
9.3 Real-Time Rendering
222(3)
9.4 Modeling for Games: Information and Auto-Merging
225(2)
9.5 UV Seams: Visualization
227(3)
9.6 UV Seams: Combining Islands
230(1)
9.7 Object Combining and Modularity
231(2)
9.8 Exporting: Native versus Nonnative
233(4)
9.9 Exporting Animations
237(1)
9.10 Collision Meshes
238(1)
9.11 Lightmap UVs
239(2)
9.12 Empties and Hierarchies
241(1)
9.13 Blender Export Limitations
242(3)
10 Interoperability
245(14)
10.1 SVG and Inkscape
246(2)
10.2 Blend Swap
248(1)
10.3 Free Images and Textures
248(1)
10.4 Blender Cloud and Texture Library
249(1)
10.5 Working with Colors and Color Palettes
249(5)
10.6 Maps and Terrain Displacement
254(3)
10.7 MakeHuman
257(1)
10.8 Renderers: V-Ray and RenderMan
258(1)
Index 259
Alan Thorn is a multidisciplinary game developer, author and educator with 16 years industry experience. He makes games for PC desktop, Mobile and VR. He founded the indie studio Wax Lyrical Games, and created the award-winning game Baron Wittard: Nemesis of Ragnarok. He has written twenty-two technical books on game development and presented eighteen video training courses from Lynda.com and 3DMotive.com. He has worked in game development education as a Senior Lecturer at Teesside University and as a Lead Teacher for Uppingham School. He is currently a Visiting Lecturer for the National Film and Television School and an Associate Lecturer for London South Bank University. His website is: http://www.alanthorn.net