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دسته بندی: برنامه نویسی: بازی ها ویرایش: 2 نویسندگان: Oscar Greer. Xury Baechler سری: ISBN (شابک) : 9781789612561, 178961256X ناشر: Packt Publishing سال نشر: 2020 تعداد صفحات: 644 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 21 مگابایت
در صورت تبدیل فایل کتاب Blender 3D By Example به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب Blender 3D به عنوان مثال نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Title Page Copyright and Credits About Packt Contributors Table of Contents Preface Chapter 1: Introduction to 3D and the Blender User Interface Overview of the 3D workflow The 3D coordinate system 3D objects Components of a mesh Materials and textures Perspective view versus Orthographic view Blender's user interface A brief history of Blender's user interface Blender 2.8's user interface Basic 3D navigation controls A brief introduction to the projects in this book Setting up the source files Summary Chapter 2: Editing a Viking Scene with a Basic 3D Workflow Setting up the source files Using the Outliner to organize a scene Navigating the 3D Viewport Using the Toolbar Basic transformations in Object Mode Editing the Viking helmet Preparing to work on the helmet Making changes to components in Edit Mode Adding the nose guard Adding the horns Adding the studs Returning to Object Mode to finish Rendering the final image Summary Chapter 3: Modeling a Time Machine - Part 1 Using transformation hotkeys Setting up the reference images for the time machine Box modeling the main section of the chair Destructive editing versus non-destructive editing Modeling the cushions of the chair Modeling the sci-fi rings with modifiers Modeling the armrests Summary Questions Chapter 4: Modeling a Time Machine - Part 2 Modeling the base of the time machine Modeling the clock Modeling the side rails Modeling the rear assembly Modeling the front housing Adding smooth shading to the model Summary Questions Chapter 5: Modern Kitchen - Part 1: Kitbashing Setting up the source files Previsualizing the kitchen layout Creating a floor plan Creating previz objects Laying out the kitchen composition Creating tables with box modeling Appending or linking the tables to the scene Creating chairs with modifiers and curves Chair 1 – a wooden slat deck chair Chair 2 – a perforated plastic bar stool Chair 3 – cushioned coffee table chairs Chair 4 – a plastic chair with air slits Chair 5 – wooden layers with Booleans Appending, linking, and instancing the chairs Creating cabinets, islands, and a stove with add-ons Enabling our add-ons An Archimesh kitchen island Boolean modeling a sink with Bool Tool Doors and windows with Archipack Adding other decorations with Extra Objects Linking in canned assets Summary Questions Further reading Chapter 6: Modern Kitchen - Part 2: Materials and Textures Simple materials and the nodal workflow Navigating nodes with a test material The Principled BSDF material Simple metals Simple non-metals Wood Tiled backsplash Granite counters Plant alpha cards Wall art texture atlas Summary Questions Further reading Chapter 7: Modern Kitchen - Part 3: Lighting and Rendering Preparing the scene Daylight rendering Preliminary lighting with a sun object World lighting Indirect lighting Irradiance volume Addressing artifacts Reflection probes Using filters and postprocessing Screen space reflections Bloom Ambient occlusion Color management Camera settings Rendering with indoor lighting Summary Questions Further reading Chapter 8: Illustrating an Alien Hero with Grease Pencil Playing with Grease Pencil objects Setting up a tablet and stylus Annotating with Grease Pencil Testing in the default Grease Pencil scene The Edit and Sculpt modes Adjusting the brush tool for calligraphy Customizing Grease Pencil materials Stippling over a photo with a dots material Roughing in a character Thumbnailing with layers and keyframes Sketching rounded forms in Pencil Construction drawing Inking the alien hero The starting ink Adding color with the fills pipeline Silhouette and local color The background Lighting and texture Summary Questions Further reading Chapter 9: Animating an Exquisite Corpse in Grease Pencil Animating a bouncing ball Pose to pose beginnings Arcs, timing, and squash and stretch Adding a visual style Adding an ease-in, ease-out anticipation starting take Reusing and reworking frames with Multiframe Blinking Blender eyes Reusing frames for the Blender blinking animation A field of eyeballs Returning to the start frame Building a zooming fight scene The lines layer The fighters Adding color Bringing it all together Rendering to external files Editing the scenes together Summary Questions Further reading Chapter 10: Animating a Stylish Short with Grease Pencil Getting started Preproduction Navigating this chapter's files The walk cycle The pencil test The head and pelvis Footfalls Finalizing the walk cycle with loop and pizzazz The background The city skyline The theater and usher Animating the usher's take The theater approach The first take The money exchange Setting up the scene Animating the characters The theater, crying, and triumph Reusing the walk with the concession stand The popcorn The change of heart The ending Entering the theater Animating the girl's eating and the popcorn's death End credits Rendering the finished animation Summary Questions Further reading Chapter 11: reating a Baby Dragon - Part 1: Sculpting The sculpting UI preset Viewport shading and MatCaps Low poly versus high poly Overview of the sculpting brushes The Draw brush Smooth, Slide Relax, and Simplify brushes The Clay and Clay strips brushes The Snake Hook, Grab, and Elastic Deform brushes Mask brushes The Inflate and Blob brushes The Crease and Pinch brushes The Scrape and Flatten brushes The Nudge and Thumb brushes The Layer brush The Rotate and IK Pose brushes Utility brushes Creating the starting point of the baby dragon with speed-sculpting Approach 1: Dynamic topology – head, jaw, and horns Approach 2: Skin modifier – wings, arms, and legs Approach 3: Metaballs – torso and tail Approach 4: Meshes – eyes, teeth, claws, and horns Brute-force sculpting Sculpting intermediate details Chiseling with the Scrape, Pinch, and Smooth brushes Bulging seams Overlapping muscles via masking Sculpting the fine details Stenciling in scales Stamping ridges along the wing and spine Refining the details Summary Questions Further reading Chapter 12: Creating a Baby Dragon - Part 2: Retopology What is topology? What are the rules of good topology? Polygon density Edge loops Face loops Poles Setting up Blender for the retopology workflow Downloading the source files Linking the sculpture to a new scene Setting up viewport shading Setting up the snap settings Setting up the retopology object Subdivision-shrinkwrap method (optional) Enabling add-ons Retopologizing the baby dragon Method 1 – the Poly Build tool Method 2 – Manual extrusion and F2 Method 3 – Shrinkwrap Method 4 – Bsurfaces Method 5 – QuadriFlow remeshing Finishing up Summary Questions Further reading Chapter 13: Creating a Baby Dragon - Part 3: UV Unwrapping What are UVs? Setting up Blender for the UV unwrapping workflow Downloading the source files Setting up the interface Setting up the preview checker pattern Marking the seams and UV unwrapping Marking the first seams Visualizing the distortion Fixing texel density issues Laying out the baby dragon's UVs Summary Questions Chapter 14: Creating a Baby Dragon - Part 4: Baking and Painting Textures Technical requirements Getting set up for texture baking Preparing the scene for baking Material baking setup Baking texture maps from high poly to low poly Your first bake – AO Normals Cavity and displacement Convexity Subsurface Top lighting, soft lighting, and facing maps Texture painting the base color in Blender Painting the base color Creating stencils in the image editor Normal maps and sculpting with a bump map Using external programs for image editing Setting up an external program Image edit projection painting Setting up the remaining BSDF textures Making specular and roughness maps from a master file Subsurface scattering Rune magic with object projection Painting the eye Summary Questions Further reading Chapter 15: Creating a Baby Dragon - Part 5: Rigging and Animation What is a rig? Armatures and bones in Edit Mode Practicing with a simple tentacle rig Setting up the tentacle rig's controls Finishing the tentacle rig Using the Rigify add-on to rig the baby dragon Setting up the baby dragon's meta-rig Creating and modifying the Rigify rig Modifying the armature weights Parenting (everything) with automatic weights Parenting to bones (eyes and stencil) Assigning weights manually (to the horns, claws, and teeth) Weighting the animation Painting weights Animating a flying cycle Understanding the rig controls Blocking in keyframes Summary Questions Further reading Chapter 16: The Wide World of Blender Blender skills to learn next Photogrammetry Physics Volumetrics Hair and fur Recording a macro in Python The Blender community The Blender Foundation and Blender Institute Blender user groups Online Blender communities Summary Questions Other Books You May Enjoy Index