Blender 3D Basics


Blender 3D Basics
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  • The best starter guide for complete newcomers to 3D modeling and animation
  • Easier learning curve than any other book on Blender
  • You will learn all the important foundation skills ready to apply to any 3D software

Book Details

Language : English
Paperback : 468 pages [ 235mm x 191mm ]
Release Date : June 2012
ISBN : 1849516901
ISBN 13 : 9781849516907
Author(s) : Gordon Fisher
Topics and Technologies : All Books, Blender, Other, Beginner's Guides, Open Source, Web Graphics & Video

Table of Contents

Preface
Chapter 1: Introducing Blender and Animation
Chapter 2: Getting Comfortable using the 3D View
Chapter 3: Controlling the Lamp, the Camera, and Animating Objects
Chapter 4: Modeling with Vertices, Edges, and Faces
Chapter 5: Building a Simple Boat
Chapter 6: Making and Moving the Oars
Chapter 7: Planning your Work, Working your Plan
Chapter 8: Making the Sloop
Chapter 9: Finishing your Sloop
Chapter 10: Modeling Organic Forms, Sea, and Terrain
Chapter 11: Improving your Lighting and Camera Work
Chapter 12: Rendering and Compositing
Pop Quiz Answers
Index
  • Chapter 1: Introducing Blender and Animation
    • Welcome to the world of Blender 3D
    • Discovering Blender and animation
      • Learning Blender will literally change how you think
      • Installing Blender
      • Using Blender
    • Time for action – rendering your first scene in Blender
    • Time for action – closing Blender
    • Top 10 reasons to enjoy using Blender 3D
    • Learning from your animation heros
      • Going back to the year 1922 on an animation field trip
    • Time for action – searching on Felix Turns the Tide + 1922
      • Moving ahead a few years in time, to 1928
    • Time for action – searching on Plane Crazy +1928
      • Arriving in 1938, the animation industry is at a peak
    • Time for action – searching on Goonland + 1938
    • Starting to use computers for animation in the 1960s
      • Beginnings of 3D animation in 1963
    • Time for action – searching on Ivan Sutherland + Sketchpad
      • Going to the late 1970s, a few companies are doing 3D animation
    • Time for action – searching on Triple I demo
    • Time for action – watching Information International,
    • Inc. (Triple I) 1982 demo reel
      • Introducing Pixar – 1984, and everything comes together
    • Time for action – searching for the video of The Adventures of André and Wally B
      • Back to the present time
    • Animation principles
    • Using 3D skills, what can you do with them?
      • Making 2D animation
      • TV and video
      • Films and pre-visualization
      • Stereoscopic 3D
      • Web animation
      • Games
      • Flight and driving simulators
      • Digital signage
      • Displaying scientific data
      • Legal evidence display
      • Architectural walkthroughs
      • Virtual reality
      • Virtual sets
      • Interactive instruction
      • Showing what can't otherwise be seen
      • Creating a portfolio to get a job
      • Product development and visualization
    • Summary
    • Chapter 2: Getting Comfortable using the 3D View
      • Exploring the Blender 3D interface
        • Setting up Blender the way you want it
        • Using the three basic Blender controllers
          • Using the numeric keypad with Blender
          • Emulating the three-button mouse and Numpad
        • Understanding how to use Blender Windows
      • Time for action – playing with the Blender windows
      • Time for action – resizing windows
      • Time for action – flipping the window header
      • Time for action – maximizing and tiling the window
      • Time for action – splitting Blender windows
      • Time for action – joining Blender windows
      • Exploring the 3D View window, the heart of Blender
      • Time for action – discovering your tools
        • Looking at the 3D View window, what do you see?
        • Making pictures with computers
          • Making colors with a computer
          • Making millions of colors with just red, green, and blue
        • Measuring things in 3D
        • Navigating in the 3D View
      • Time for action – rotating the scene in 3D View
      • Time for action – zooming the scene in 3D View
      • Time for action – panning the scene in 3D View
        • Using the Numpad to change the angle in the 3D View
    • Time for action – seeing the top view, front view, and right side view
    • Time for action – seeing the bottom view, rear view, and left side view
    • Time for action – seeing what the camera sees
    • Time for action – verifying the Camera View
    • Time for action – rotating the view with the Numpad
    • Time for action – rotating the view in another direction with the Numpad
    • Time for action – zooming with the Numpad
    • Time for action – making the camera see what you do
      • Understanding Perspective and Orthographic views
    • Time for action – toggling between Perspective and Orthographic views
      • Displaying the Quad View and Full Screen
    • Time for action – toggling the Quad view
      • Navigating in the 3D View
    • Summary
      • Chapter 3: Controlling the Lamp, the Camera, and Animating Objects
        • Understanding lamps
        • Time for action – moving the lamp
        • Time for action – moving the lamp close to the cube
        • Time for action – moving the lamp far away
        • Time for action – seeing how the lighting looks without rendering
          • Adding color to the lamp using the Properties window
        • Time for action – adding color to the lamp
          • Using multiple lamps for better lighting
        • Time for action – adding a second lamp
          • Light color mixing
        • Saving your work
        • Time for action – saving a file
          • Always have a backup file
        • Controlling the camera
        • Time for action – using the global axis and local axis
        • Time for action – moving an object in one plane in global mode
        • Time for action – moving an object in one plane in the local mode
          • Seeing through the lens
        • Time for action – setting up Blender so you can see what the camera sees
          • Using the camera as a canvas
            • Understanding the rules of composition
            • Employing Blender's camera composition guides to make your work look better
            • Understanding the fundamental camera moves
            • Rotating and scaling the camera and other objects
        • Making an animation
        • Time for action – loading a file
        • Time for action – making a simple animation with keyframes
          • Getting a video player so you can play your animation
        • Time for action – downloading the Blender video player
        • Time for action – installing a video player for Blender
          • Rendering your animation
        • Time for action – rendering the animation
          • Controlling motion in the Graph Editor
        • Time for action – exploring the Graph Editor
          • Introducing the F-Curve
          • Modifying motion with the Bézier curve controls
      • Time for action – working with a Bézier curve
      • Time for action – adding squash and stretch to the animation
        • Doing more with the Bézier curve handles
      • Time for action – refining the use of the Bézier curve handles
        • Selecting which channel to work on
      • Time for action – adding keyframes in the Graph Editor
      • Time for action – controlling the F-Curves with the Channel Selection Panel
      • Time for action – controlling channel display with the header
        • Copying, pasting, and deleting keyframes
      • Time for action – copying and pasting keyframes
        • Keyframes for properties
      • Time for action – keyframes for lights
      • Summary
        • Chapter 4: Modeling with Vertices, Edges, and Faces
          • Using Object Mode and Edit Mode
          • Time for action – going into Edit Mode
          • Investigating vertices, edges, and faces
          • Time for action – choosing the best display mode
          • Time for action – working with vertices, edges, or faces
            • Selecting multiple vertices, edges, and faces
          • Time for action – pressing A to select all
          • Time for action – pressing B for border selection
          • Time for action – pressing C for circle selection
          • Time for action – pressing Ctrl+LMB for lasso selection
          • Creating Blender's basic objects
          • Time for action – making a basic object
          • Understanding what lies behind vertices, edges, and faces
          • Building vertices, edges, and faces from scratch
          • Time for action – making faces out of vertices and edges
          • Time for action – making a face from an edge
          • Summary
          • Chapter 5: Building a Simple Boat
            • Turning a cube into a boat with box modeling
              • Using extrusion, the most powerful tool in box modeling
            • Time for action – extruding to make the inside of the hull
              • Using normals in 3D modeling
          • Time for action – displaying normals
            • Planning what you are going to make
              • Choosing which units to model in
          • Time for action – making reference objects
            • Sizing the boat to the reference blocks
          • Time for action – making the boat the proper length
          • Time for action – making the boat the proper width and height
          • Time for action – adding curves to the boat's lines by subdividing
            • Using clean building methods
          • Time for action – adding a seat to the boat
          • Time for action – making the other seat
          • Making modeling easier with Blender's layers function
          • Time for action – introducing layers
          • Time for action – using layers for controlling rendering
          • Coloring the boat to add realism
          • Time for action – coloring the hull and the gunwale
          • Time for action – adding a texture to the seats
          • Time for action – naming objects and joining them
          • Using Basic Lighting
          • Summary
            • Chapter 6: Making and Moving the Oars
              • Modeling an oar
                • Getting scale from an image
                • Making a cylinder into an oar
              • Time for action – making the shaft of the oar
              • Time for action – making the grip and guard
              • Time for action – making the base of the blade of the oar
              • Time for action – making the blade
                • Controlling how smooth the surface is
              • Time for action – controlling flat and smooth surfaces
              • Making the oarlock
              • Time for action – making the oarlock
              • Assembling the boat, oars, and oarlocks
              • Time for action – loading all of the models together
              • Animating the boat
              • Time for action – timing a stroke
                • Parenting and kinematics
              • Time for action – animating the oarlock and oar
                • Animation cycles
              • Time for action – copying keyframes to make a rowing cycle
                • Moving the boat
              • Time for action – moving the boat in sync with the oars
              • Tracking the boat with the camera
              • Time for action – tracking the boat
              • Making Stereoscopic 3D Animation
              • Summary
              • Chapter 7: Planning your Work, Working your Plan
                • Using templates for modeling
                • Time for action – adding a template
                • Time for action – scaling and aligning the template
                • Time for action – building the mast
                • Modeling with Bezier Curves
                  • Making an object with a single Bezier Curve
                • Time for action – making the rudder with a Bezier Curve
                  • Using multiple Bezier Curves to make an object
                • Time for action – making the path and the cross-section for the tiller
                • Keeping everything organized
                  • Making an index of your files
                  • Saving your Blender files
                • Planning your animation
                  • Discovering the story you want to tell with your animation
                  • Bringing your story to life with storyboards
                    • Making a storyboard
                • Using animatics to plan the timing of your animation
                • Using charts and guides to help you plan your animation
                  • Staying in TV limits with Safe Title-Action zones and Lower Thirds
                • Time for action – adding a Safe Title/Safe Action guide to Blender
                  • Transitioning from Standard Definition TV to High Definition TV
                  • Laying out your motion with Timing
                    • Planning what work must be done to make an animation
                • Guiding animation production with an audio track
                • Time for action – adding an audio track to Blender
                • Summary
                • Chapter 8: Making the Sloop
                  • Modeling with Subdivision Surfaces
                  • Time for action – making a simple Subdivision Surface
                    • Using Edge Tools to make modeling easier
                  • Time for action – turning a Reference Block into a sloop
                  • Time for action – making selection easy with edge loops and edge rings
                  • Time for action – creating the shape of the sloop from the top
                  • Time for action – giving the hull a hull shape
                  • Time for action – flattening the transom
                  • Time for action – making the bow sharper
                  • Time for action – finishing the hull
                    • Getting the most for your rendering time with Levels of Detail
                  • Time for action – making the boat simpler
                  • Modeling the hull as a mesh
                  • Time for action – converting the surface to a mesh
                  • Time for action – making the cockpit
                  • Time for action – making the cabin
                  • Using Boolean modifiers to cut holes in objects
                  • Time for action – detailing the cabin using the Boolean modifier
                  • Time for action – applying the Boolean modifier
                  • Adding materials and textures to the sloop
                  • Time for action – coloring and texturing the sloop hull
                  • Time for action – using the same materials for two objects
                  • Making the ship's wheel with the Spin tool and DupliVerts
                  • Time for action – using the Spin tool to make the rim of the ship's wheel
                  • Time for action – making the hub
                  • Time for action – making the circle
                  • Time for action – making the spoke
                  • Time for action – assembling the ship's wheel
                  • Summary
                  • Chapter 9: Finishing your Sloop
                    • Making sure you have the files you'll need in this chapter
                    • Finishing the sloop
                    • Time for action – setting up the boom and gaff so they swing
                    • Time for action – adding the rudder, tiller, and keel
                    • Time for action – adding the ship's wheel
                    • Time for action – adding the boat name
                    • Time for action – using a NURBS surface to make the mainsail
                    • Detailing the sloop, adding a door and portals
                    • Time for action – adding a line to control the mainsail
                    • Time for action – adding the portals
                    • Summary
                    • Chapter 10: Modeling Organic Forms, Sea, and Terrain
                      • Getting ready to make the island
                      • Creating the ocean
                      • Time for action – making a surface for the water
                      • Making an island
                        • Using the ANT Landscape add-on
                      • Time for action – using ANT Landscape to make the island
                        • Detailing the island
                      • Time for action – understanding the proportional editing control
                      • Time for action – using proportional editing to create the port
                      • Time for action – building the breakwater
                      • Time for action – adding contours to the back side of the island
                        • Painting the island
                      • Time for action – painting the island
                      • Making the island ready for habitation
                        • Building the pier with just four objects
                      • Time for action – creating the pier frame rails with Bezier Curves
                      • Time for action – adding planks to the pier with DupliFrames
                      • Time for action – using arrays to create the pilings for the pier
                        • Appending the boathouse
                      • Time for action – appending the boathouse and building pilings for it
                        • Building modular houses
                        • Creating trees with the Sapling add-on
                      • Time for action – adding trees to the landscape
                        • Making rocks
                        • Assembling your world
                      • Time for action – using groups to organize your scene
                      • Summary
                      • Chapter 11: Improving your Lighting and Camera Work
                        • Getting ready to do lighting and camera work
                        • Using lighting
                          • Lighting with three lights
                        • Time for action – introducing the three point lighting system
                        • Time for action – lighting with only the key light
                        • Time for action – lighting with only the fill light
                        • Time for action – lighting with only the back light
                        • Time for action – using color to separate what you see
                        • Time for action – using cookies
                        • Time for action – preparing to adjust falloff
                        • Time for action – adjusting the falloff
                        • Time for action – using the Custom Curve to tailor light
                        • Using the camera to best effect
                          • Changing the field of view
                        • Time for action – zooming the camera versus dollying the camera
                          • Using perspective
                          • Using depth of field
                        • Time for action – creating depth of field
                          • Getting variety in your camera work
                            • Comparing long and medium shots
                            • Using close-up and two shots
                            • Applying the rule of 180
                          • Using motion blur
                        • Planning your animation and making sure it comes out right
                          • Storyboarding your ideas
                          • Laying out your animation
                          • Proofing your work
                            • Doing a preview
                            • Using hardware rendering to see the motion
                            • Inspecting details by rendering only part of the frame
                            • Glimpsing what the animation will look like with the quick render
                        • Time for action – reducing render times
                          • Making corrections
                        • Time for action – using the Dope Sheet
                        • Summary
                        • Chapter 12: Rendering and Compositing
                          • Preparing for Chapter 12
                          • Editing with the Video Sequence Editor
                          • Time for action – dissolving with the Video Sequence Editor
                          • Time for action – editing individual video strips
                          • Time for action – using K and Shift+K to make your trims
                          • Making stereographic 3D with the Node Editor
                          • Time for action – creating the red image for the left eye
                          • Time for action – making the right-eye view
                          • Rendering your animations
                            • Making your computer ready to render
                            • Making rendering more beautiful
                              • Using Anti-Aliasing for more beautiful renderings
                          • Time for action – displaying aliasing
                            • Getting realism with subsurface scattering
                            • Putting a sparkle on your animations with ray tracing
                        • Time for action – seeing ray tracing
                          • Choosing the proper number of tiles
                          • Using alpha channels
                        • Time for action – exploring the alpha channel
                        • Time for action – using transparency in the Video Sequence Editor
                          • Choosing the dimensions for your animation
                        • Time for action – selecting render presets
                        • Time for action – seeing what fields look like
                          • Choosing what gets rendered
                          • Selecting the best file format
                        • Rendering with the Cycles renderer
                        • Time for action – simulating the glow of a kiln
                        • Summary
                          • Pop Quiz Answers
                            • Chapter 2, Getting Comfortable using the 3D View
                            • Chapter 3, Controlling the Lamp, the Camera, and Animating Objects
                            • Chapter 4, Modeling with Vertices, Edges, and Faces
                            • Chapter 5, Building and Lighting a Simple Boat
                            • Chapter 6, Making and Moving the Oars
                            • Chapter 7, Planning your Work, Working your Plan
                            • Chapter 8, Making the Sloop
                            • Chapter 10, Modeling Organic Forms, Sea, and Terrain
                            • Chapter 11, Improving your Lighting and Camera Work
                            • Chapter 12, Rendering and Compositing

                            Gordon Fisher

                            Gordon Fisher, as a teenager, studied drafting and built plastic model cars. He got his start in 3D computer modeling back when one would have to create a 3D engineering drawing with a pencil and then input the information into a computer, vertex-by-vertex. He led a three-person crew in building 3D models of 80 aircraft for the U.S. Army Visual Aircraft Recognition program. He also built an accurate model of the 17th and 18th holes of the Pebble Beach golf course for Callaway Golf's golf simulator. He's currently working with the Open Luna Foundation to create models, X3D and 3D printed, of their parts of their proposed lunar base. He is the Creative Director at Point Happy Interactive. He has been using Blender professionally since 2002 and has given classes on using Blender and using Python with Blender at Python conferences in Texas and Arkansas. His work has been displayed at the National Air and Space Museum. He is also the author of the book Blender 3D Basics, published by Packt Publishing.

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                            Sample chapters

                            You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                            What you will learn from this book

                            • How to create 3D objects in blender
                            • How to compose a scene ready for animation
                            • Loading, saving, importing and exporting various file formats
                            • Create a full animation using key-frames on a timeline
                            • Adding simple materials and lighting your scene
                            • Rendering and compositing the final animation sequence
                            • Add stereoscopic 3D effects

                            In Detail

                            Blender is by far the most popular open source graphics program available. It is a full featured 3D modeling, animation and games development tool used by millions all over the world – and it’s free! This book is for those looking for an entry into the world of 3D modeling and animation regardless of prior experience.

                            Blender 3D Basics is the entry level book for those without prior experience using 3D tools. It caters for those who may have downloaded Blender in the past but were frustrated by its lack of intuitiveness. Using simple steps it builds, chapter by chapter, into a full foundation in 3D modeling and animation.

                            Using Blender 3D Basics the reader will model a maritime scene complete with boats and water, then add materials, lighting and animation. The book demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D.

                            Approach

                            Written in a step by step tutorial style, learning comes as a result of creating the fully animated scene and the explanations that follow each stage.

                            Who this book is for

                            Blender 3D Basics is great for anyone who is new to Blender or new to 3D.

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