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دسته بندی: رسانه ها ویرایش: نویسندگان: Romain Caudron, Pierre-Armand Nicq سری: ناشر: سال نشر: تعداد صفحات: 498 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 13 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.
Blender 3D By Example Credits About the Authors About the Reviewers www.PacktPub.com Support files, eBooks, discount offers, and more Why subscribe? Free access for Packt account holders Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the color images of this book Errata Piracy Questions 1. Straight into Blender! An overview of the 3D workflow The anatomy of a 3D scene What can you do with Blender? Getting used to the navigation in Blender An introduction to the navigation of the 3D Viewport What are editors? The anatomy of an editor Split, Join, and Detach Some useful layout presets Setting up your preferences An introduction to the Preferences window Customizing the default navigation style Improving Blender with add-ons A brief introduction to the projects The Robot Toy The Alien Character The Haunted House The Rat Cowboy Summary 2. Robot Toy – Modeling of an Object Let's start the modeling of our robot toy Preparing the workflow by adding an image reference Adding the head primitive The Edit Mode versus the Object Mode Using the basic modeling tools Modeling the head Modeling the antenna An introduction to the Subdivision Surface modifier Improving the head shape Modeling the thunderbolts Modeling the eyes Modeling the chest Modeling the neck Modeling the torso Modeling the buttons Modeling the fork Modeling protections for the fork Modeling the main wheel Modeling the arm Using Blender Internal to render our Robot Toy Summary 3. Alien Character – Base Mesh Creation and Sculpting Understanding the sculpting process An introduction to sculpting Choosing sculpting over poly modeling Using a pen tablet The sculpt mode Optimizing the viewport Anatomy of a brush Dyntopo versus the Multires modifier First touch with the Multires modifier First touch with Dyntopo Creating a base mesh with the Skin modifier Visual preparation An introduction to artistic anatomy Sculpting the body The head The torso The arms The legs The belt Summary 4. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details Why make a retopology? Possibilities of arranging polygons Errors to avoid during the creation of retopology Density of polygons Making the retopology of the alien character Preparing the environment The head The neck and the torso The arms and the hands The legs Unwrapping UVs Understanding UVs The placement of the seams The placement and adjustment of the islands The baking of textures The baking of a normal map What is a normal map? Making of the bake Displaying the normal map in the viewport The baking of an ambient occlusion Understanding the ambient occlusion map Creation of the bake Displaying the ambient occlusion in the viewport Summary 5. Haunted House – Modeling of the Scene Blocking the house Working with a scale Blocking the bases of the house Refining the blocking Adding instantiated objects Reworking the blocking objects Breaking and ageing the elements Simulate a stack of wooden planks with physics Creation of the simulation of a stack of planks Modeling the environment (8 pages) Modeling the cliff Modeling a tree with curves Enhancing the scene with a barrier, rocks, and a cart Organizing the scene Grouping objects Working with layers Summary 6. Haunted House – Putting Colors on It Unwrapping UVs Using Project From View Unwrapping the rest of the house The tree with the Smart UV Project Unwrapping the rest of the environment Tiling UVs What is tiling for? The UV layers Adding colors Basics of the Texture Paint tool Discovering the brushes The TexDraw brush The Smear brush The Soften brush The Clone brush The Fill brush The Mask brush The Stroke option Delimiting the zones of painting according to the geometry Painting directly on the texture Painting the scene Laying down the colors Tiled textures The settings of our workspace Advice for a good tiled texture Painting the roof-tile texture Quick tips for other kinds of hand-painted tiled textures Baking our tiled textures Why bake? How to do it? Creating transparent textures The grass texture The grunge texture Doing a quick render with Blender Internal Setting lights Placing the camera Setting the environment (sky and mist) Summary 7. Haunted House – Adding Materials and Lights in Cycles Understanding the basic settings of Cycles The sampling Light path settings Performances Lighting Creating a testing material Understanding the different types of light Lighting our scene Painting and using an Image Base Lighting Creating materials with nodes Creating the materials of the house, the rocks, and the tree Adding a mask for the windows Using procedural textures Making and applying normal maps in Cycles Creating realistic grass Generating the grass with particles Creating the grass shader Baking textures in Cycles Cycles versus Blender Internal Baking the tree Compositing a mist pass Summary 8. Rat Cowboy – Learning To Rig a Character for Animation An introduction to the rigging process Rigging the Rat Cowboy Placing the deforming bones The leg and the foot The arm and the hand The hips The tail The head and the eyes Mirroring the rig Rigging the gun Rigging the holster Adding a root bone Skinning The Weight Paint tools Manually assigning weight to vertices Correcting the foot deformation Correcting the belt deformation Custom shapes The shape keys What is a shape key? Creating basic shapes Driving a shape key Summary 9. Rat Cowboy – Animate a Full Sequence Principles of animation Squash and Stretch Anticipation Staging Straight Ahead Action and Pose to Pose Follow Through and Overlapping Action Slow In and Slow Out Arcs Secondary Action Timing Exaggeration Solid drawing Appeal Animation tools in Blender The timeline What is a keyframe? The Dope Sheet The Graph editor The Non-Linear Action editor Preparation of the animation Writing a short script Making a storyboard Finding the final camera placements and the timing through a layout Animation references Organization Animating the scene The walk cycle Mixing actions Animation of a close shot Animation of the gunshot Animation of the trap Render a quick preview of a shot Summary 10. Rat Cowboy – Rendering, Compositing, and Editing Creating advanced materials in Cycles Skin material with Subsurface Scattering Eye material The fur of the rat The Raw rendering phase Enhance a picture with compositing Introduction to nodal compositing Depth Pass Adding effects Compositing rendering phase Editing the sequence with the VSE Introduction to the Video Sequence Editor Edit and render the final sequence Summary Index