More Information
Learn
  • Use your sculpting skills to carve the character features from the mesh
  • Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation
  • Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible
  • Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another
  • Create a 3D robot toy model from start to finish using the basic modeling tools of Blender
  • Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach
  • Use re-topology techniques to create a clean 3D version of the previously sculpted alien
  • Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, and Curves
About

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
Features
  • Learn how to establish the basic shape of a character on the basis of templates, and take it to completion using the tools available in Blender
  • Develop realistic and awesome machines for your 3D projects and animation films
  • Discover advanced techniques by adding fur to a character, creating a grass field, and fine-tuning a shot with post-processing effects to enhance your creations
Page Count 1257
Course Length 37 hours 42 minutes
ISBN 9781787123144
Date Of Publication 22 Nov 2016

Authors

Enrico Valenza

Enrico Valenza, also known as "EnV" on the Web, is an Italian freelance illustrator, mainly collaborating with publishers such as Mondadori Ragazzi and Giunti as a cover artist for sci-fi and fantasy books.

He graduated from Liceo Artistico Statale in Verona (Italy) and was later a student of illustrator and painter Giorgio Scarato.

When he started to work, computers weren't that much in use among normal people, and he spent the first 15 years of his career doing illustration with traditional media, usually on cardboard; he specialized in the use of the air-graph, a technique particularly esteemed for advertisement work.

When the movie Jurassic Park came to theaters, he decided to buy a computer and try this "computer graphic" everyone was talking about. When it comes to the many aspects of CG, he has been totally self-taught; it has been his encounter with the open source philosophy that actually opened a brand new world of possibilities, Blender in particular.

In 2005, he won the Suzanne Award for "Best Animation, Original Idea and Story" with the animation "New Penguoen 2.38."

In 2006, he joined the Orange Team in Amsterdam for the 2 last weeks of production to help in finalizing the shots of the first open source cg animated short movie produced by the Blender Foundation, Elephants Dream.

From 2007 to 2008, he has been a lead artist in the Peach Project team for the production of Big Buck Bunny, the second Blender Foundation's open movie.

From 2010 to 2011, he has been an art director at CINECA (Bologna, Italy) for the "Museo della Città di Bologna" project, which is the production of a stereoscopic CG-animated documentary made in Blender and which explains the history of the city of Bologna.

Also, being a Blender Certified Trainer, he often collaborates as a cg artist with production studios that have decided to switch their pipeline to open source.

Enrico uses Blender almost on a daily basis for his illustration jobs, rarely to have the illustration rendered straight by the 3D package and more often as a starting point for painting over with other open source applications.

He has conducted several presentations and workshops about Blender and its use in productions.

Christopher Kuhn

Christopher Kuhn is a 3D artist and Blender enthusiast. He has been heavily involved in the Blender community since 2010. His company, Kuhn Industries LLC, creates custom 3D assets and educational materials for both professional and non professional uses. In addition to his 3D courses on CGCookie.com, he's written two previous books on Blender (Build Your Own Rocket Bike and Death to the Armatures).

Romain Caudron

Romain Caudron is a French 2D/3D artist. He is a cofounder and CG artist of Main Digitales, a new video game studio in Montpellier in the south of France, and he specializes in virtual reality. Also, he is an assistant to Patrice Stellest, the Swiss contemporary artist.

Romain has had a mostly self-taught career, but he received a master's degree in cinema and game design from Paul Valery University, Montpellier III, France. Then, he studied 3D animation using CGTrainer. His interest in hacker culture and open source software led him to start working with Blender in 2012.

Before this book, in 2014, he was a reviewer on Blender Cycles: Materials and Textures Cookbook by Enrico Valenza.

Pierre-Armand Nicq

Pierre-Armand Nicq started learning how to generate 3D images with Blender 2.4x at a young age. He is really passionate about all types of multimedia creation and uses Blender for projects such as 3D images/animations and games. He codes in different programming languages, such as C/C++, C#, AS3, JavaScript, and PHP, to create games and other kinds of programs. Pierre-Armand loves to share his knowledge. This is why he founded a French YouTube channel (http://www.youtube.com/ToutApprendre). It has more than 9,500 subscribers and 200 tutorials about 3D and programming. Currently, he is in his fifth and last year of school at IIM (Paris/La Défense). During his free time, he loves to play jazz music, participate in GameJams, and perform card tricks.