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دسته بندی: رسانه ها ویرایش: 1 نویسندگان: Enrico Valenza, Christopher Kuhn, Romain Caudron, Pierre-Armand Nicq سری: ISBN (شابک) : 1787123146, 9781787129665 ناشر: Packt Publishing سال نشر: 2016 تعداد صفحات: 1254 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 119 مگابایت
کلمات کلیدی مربوط به کتاب Blender 3D: شخصیت ها، ماشین ها و صحنه ها برای هنرمندان: بلندر، بلندر (فایل کامپیوتری)، گرافیک کامپیوتری، انیمیشن کامپیوتری، مدل سازی سه بعدی
در صورت تبدیل فایل کتاب Blender 3D: Characters, Machines, and Scenes for Artists 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: شخصیت ها، ماشین ها و صحنه ها برای هنرمندان 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 یکی از برترین نرم افزارهای انیمیشن سه بعدی موجود
است. همانطور که نرم افزار Blender قدرتمندتر و محبوب تر می شود،
تقاضا برای ارتقای مهارت های مدل سازی شما به سطح بالاتری وجود
دارد.
این مسیر یادگیری به سه ماژول تقسیم می شود که شما را به این سفر
باورنکردنی ساخت بازی می برد.
اولین ماژول شما را به سفری می برد تا روند کاری را که معمولاً
برای ایجاد کاراکترها استفاده می شود، از مدل سازی تا مراحل رندر،
با استفاده از ابزارهای آخرین نسخه رسمی Blender به طور انحصاری
درک کنید. شما مدلها و شخصیتهای سه بعدی با کیفیت تولید را سریع
و کارآمد میسازید، که آماده افزودن به ویژگی یا بازی متحرک
خودتان خواهند بود.
ماژول دوم به شما کمک میکند تا یک مجموعه مهارت جامع را ایجاد
کنید که شامل آن میشود. جنبه های کلیدی مدل سازی مکانیکی شما
انواع مختلفی از پروژه ها از جمله تپانچه، فضاپیما، ربات و مسابقه
را ایجاد خواهید کرد. در پایان این ماژول، شما بر یک گردش کاری
مسلط خواهید شد که می توانید آن را برای خلاقیت های خود اعمال
کنید.
ماژول نهایی به شما کمک می کند تا انواع مختلفی از پروژه ها را با
استفاده از یک گام به گام ایجاد کنید. رویکرد. هر پروژه در این
ماژول به شما تمرین بیشتری می دهد و دانش شما را در مورد ابزارهای
Blender و موتور بازی افزایش می دهد.
این مسیر یادگیری برخی از بهترین هایی را که Packt ارائه می دهد
در یک بسته کامل و انتخاب شده ترکیب می کند. این شامل محتوای
محصولات بسته زیر است:
* کتاب آشپزی Blender 3D، ویرایش دوم توسط انریکو والنزا
* Blender 3D Incredible Machines، نسخه دوم توسط کریستوفر
کوهن
* Blender 3D By Example توسط رومن کادرون و پیر- آرماند نیک
Blender 3D is one of the top 3D animation software available.
As the Blender software grows more powerful and popular, there
is a demand to take your modeling skills to the next
level.
This learning path is divided into three modules that will take
you on this incredible journey of creating games.
The first module will take you on a journey to understand the
workflow normally used to create characters, from the modeling
to the rendering stages, using the tools of the last official
release of Blender exclusively. You will be making
production-quality 3D models and characters quickly and
efficiently, which will be ready to be added to your very own
animated feature or game.
The second module will help you develop a comprehensive skill
set that covers the key aspects of mechanical modeling. You
will create many types of projects, including a pistol,
spacecraft, robot, and a racer. By the end of this module, you
will have mastered a workflow that you will be able to apply to
your own creations.
The final module will help you to create many types of projects
using a step-by-step approach. Each project in this module will
give you more practice and increase your knowledge of the
Blender tools and game engine.
This learning path combines some of the best that Packt has to
offer in one complete, curated package. It includes content
from the following Packt products:
* Blender 3D Cookbook, Second Edition by Enrico Valenza
* Blender 3D Incredible Machines, Second Edition by Christopher
Kuhn
* Blender 3D By Example by Romain Caudron and Pierre-Armand
Nicq
1: Modeling the Character\'s Base Mesh
Introduction
Setting templates with the Images as Planes add-on
Setting templates with the Image Empties method
Setting templates with the Background Images tool
Building the character\'s base mesh with the Skin modifier
2: Sculpting the Character\'s Base Mesh
Introduction
Using the Skin modifier\'s Armature option
Editing the mesh
Preparing the base mesh for sculpting
Using the Multiresolution modifier and the Dynamic topology feature
Sculpting the character\'s base mesh
3: Polygonal Modeling of the Character\'s Accessories
Introduction
Preparing the scene for polygonal modeling
Modeling the eye
Modeling the armor plates
Using the Mesh to Curve technique to add details
4: Re-topology of the High Resolution Sculpted Character\'s Mesh
Introduction
Using the Grease Pencil tool to plan the edge-loops flow
Using the Snap tool to re-topologize the mesh
Using the Shrinkwrap modifier to re-topologize the mesh
Using the LoopTools add-on to re-topologize the mesh
Concluding the re-topologized mesh
5: Unwrapping the Low Resolution Mesh
Introduction
Preparing the low resolution mesh for unwrapping
UV unwrapping the mesh
Editing the UV islands
Using the Smart UV Project tool
Modifying the mesh and the UV islands
Setting up additional UV layers
Exporting the UV Map layout
6: Rigging the Low Resolution Mesh
Introduction
Building the character\'s Armature from scratch
Perfecting the Armature to also function as a rig for the Armor
Building the character\'s Armature through the Human Meta-Rig
Building the animation controls and the Inverse Kinematic
Generating the character\'s Armature by using the Rigify add-on
7: Skinning the Low Resolution Mesh
Introduction
Parenting the Armature and Mesh using the Automatic Weights tool
Assigning Weight Groups by hand
Editing Weight Groups using the Weight Paint tool
Using the Mesh Deform modifier to skin the character
Using the Laplacian Deform modifier and Hooks
8: Finalizing the Model
Introduction
Creating shape keys
Assigning drivers to the shape keys
Setting movement limit constraints
Transferring the eyeball rotation to the eyelids
Detailing the Armor by using the Curve from Mesh tool
9: Animating the Character
Introduction
Linking the character and making a proxy
Creating a simple walk cycle for the character by assigning keys to the bones
Tweaking the actions in Graph Editor
Using the Non Linear Action Editor to mix different actions
10: Creating the Textures
Introduction
Making a tileable scales image in Blender Internal
Preparing the model to use the UDIM UV tiles
Baking the tileable scales texture into the UV tiles
Painting to fix the seams and to modify the baked scales image maps
Painting the color maps in Blender Internal
Painting the color maps in Cycles
11: Refining the Textures
Introduction
Sculpting more details on the high resolution mesh
Baking the normals of the sculpted mesh on the low resolution one
The Armor textures
Adding a dirty Vertex Colors layer and baking it to an image texture
The Quick Edit tool
12: Creating the Materials in Cycles
Introduction
Building the reptile skin shaders in Cycles
Making a node group of the skin shader to reuse it
Building the eyes\' shaders in Cycles
Building the armor shaders in Cycles
13: Creating the Materials in Blender Internal
Introduction
Building the reptile skin shaders in Blender Internal
Building the eyes\' shaders in Blender Internal
Building the armor shaders in Blender Internal
14: Lighting, Rendering, and a Little Bit of Compositing
Introduction
Setting the library and the 3D scene layout
Setting image based lighting (IBL)
Setting a three-point lighting rig in Blender Internal
Rendering an OpenGL playblast of the animation
Obtaining a noise-free and faster rendering in Cycles
Compositing the render layers
15: Sci-Fi Pistol - Creating the Basic Shapes
A project overview
Creating the barrel
Summary
16: Sci-Fi Pistol - Adding Details
Finishing the handgrip
Cutting shapes into our gun
Circles, angles, and edge splits
Adding final details
General workflow for detailing
Summary
17: Texturing and Rendering Your Sci-Fi Pistol
Preparing our scene
Enabling GPU rendering
Adding materials and textures
Summary
18: Spacecraft – Creating the Basic Shapes
Shaping the body
Creating the accessories
Summary
19: Spacecraft - Adding Details
Refining our ship
Adding detail with pipes
Finishing our main objects
Do it yourself - completing the body
Building the landing gear
Adding the cockpit
Creating small details
Working with Path objects
Finishing touches
Summary
20: Spacecraft – Materials, Textures, and Rendering
Preparing the model and scene
Creating materials
Adding decals with UV maps
Other possibilities
Summary
21: Modeling Your Freestyle Robot
Modeling for Freestyle
Blocking out your robot
Creating the body with Subdivision Surfacing
Finishing the robot
Summary
22: Robot - Freestyle Rendering
Preparing the scene
Marking Freestyle edges
Creating materials
Rendering and material options
Summary
23: Low-Poly Racer – Building the Mesh
Building for external applications
Starting the truck model
Manifold versus non-manifold meshes
Adding details
Summary
24: Low-Poly Racer – Materials and Textures
Texturing workflow
Adding materials
Unwrapping and baking
Adding detail in an Image Editor
Checking the Texture Map
Summary
25: Robot Toy – Modeling of an Object
Let\'s start the modeling of our robot toy
Using the basic modeling tools
Summary
26: Alien Character – Base Mesh Creation and Sculpting
Understanding the sculpting process
An introduction to sculpting
Choosing sculpting over poly modeling
Anatomy of a brush
Creating a base mesh with the Skin modifier
An introduction to artistic anatomy
Summary
27: Alien Character – Creating a Proper Topology and Transferring the Sculpt Details
Why make a retopology?
Making the retopology of the alien character
Unwrapping UVs
Understanding UVs
The baking of an ambient occlusion
Summary
28: Haunted House – Modeling of the Scene
Blocking the house
Blocking the bases of the house
Refining the blocking
Reworking the blocking objects
Breaking and ageing the elements
Creation of the simulation of a stack of planks
Modeling the environment (8 pages)
Organizing the scene
Summary
29: Haunted House – Putting Colors on It
Unwrapping UVs
Adding colors
Doing a quick render with Blender Internal
Summary
30: Haunted House – Adding Materials and Lights in Cycles
Understanding the basic settings of Cycles
Lighting
Creating materials with nodes
Creating realistic grass
Baking textures in Cycles
Compositing a mist pass
Summary
31: Rat Cowboy – Learning To Rig a Character for Animation
An introduction to the rigging process
Rigging the Rat Cowboy
Skinning
Custom shapes
The shape keys
Summary
32: Rat Cowboy – Animate a Full Sequence
Principles of animation
Animation tools in Blender
Preparation of the animation
Animating the scene
Render a quick preview of a shot
Summary
33: Rat Cowboy – Rendering, Compositing, and Editing
Creating advanced materials in Cycles
The Raw rendering phase
Enhance a picture with compositing
Editing the sequence with the VSE
Introduction to the Video Sequence Editor
Summary