Blender 3D: Designing Objects

Build your very own stunning characters in Blender from scratch

Blender 3D: Designing Objects

This ebook is included in a Mapt subscription
Romain Caudron, Pierre-Armand Nicq, Enrico Valenza

Build your very own stunning characters in Blender from scratch
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Book Details

ISBN 139781787127197
Paperback1281 pages

Book Description

Blender is a powerful, stable tool with an integral workflow that will allow you to understand 3D creation with ease. With its integrated game engine and use of the Python language, it is an efficient choice for many productions, including 3D animated or live action films, architecture, research, and even game creation. Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies.

Throughout Blender for Designers, you will create many types of complete projects using a step-by-step approach. Start by getting to know the modeling tools available in Blender to create a 3D robot toy, and discover more advanced techniques such as sculpting and retopology by creating an alien character.

Move on in the second module to engage with the workflow used to create characters. Run through the process from modeling to the rendering stages, using the tools of the latest official release of Blender.

The last module will teach you how to utilize the power of the Blender series to create a wide variety of materials, textures, and effects using the Cycles rendering engine. You will learn about node-based shader creation, and master Cycles through step-by-step, recipe-based advice. Start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans.

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:

Table of Contents

Chapter 1: Straight into Blender!
An overview of the 3D workflow
Getting used to the navigation in Blender
A brief introduction to the projects
Summary
Chapter 2: Robot Toy – Modeling of an Object
Let's start the modeling of our robot toy
Using the basic modeling tools
Summary
Chapter 3: 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
Chapter 4: 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
Chapter 5: 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
Chapter 6: Haunted House – Putting Colors on It
Unwrapping UVs
Adding colors
Doing a quick render with Blender Internal
Summary
Chapter 7: 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
Chapter 8: 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
Chapter 9: 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
Chapter 10: 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
Chapter 11: 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
Chapter 12: 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
Chapter 13: 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
Chapter 14: 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
Chapter 15: 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
Chapter 16: 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
Chapter 17: 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
Chapter 18: 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
Chapter 19: 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
Chapter 20: 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
Chapter 21: 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
Chapter 22: 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
Chapter 23: 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
Chapter 24: 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
Chapter 25: Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Procedural textures in Cycles
Setting the World material
Creating a mesh-light material
Using volume materials
Using displacement
Chapter 26: Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Naming materials and textures
Creating node groups
Grouping nodes under frames for easier reading
Linking materials and node groups
Chapter 27: Creating Natural Materials in Cycles
Introduction
Creating a rock material using image maps
Creating a rock material using procedural textures
Creating a sand material using procedural textures
Creating a simple ground material using procedural textures
Creating a snow material using procedural textures
Creating an ice material using procedural textures
Chapter 28: Creating Man-made Materials in Cycles
Introduction
Creating a generic plastic material
Creating a Bakelite material
Creating an expanded polystyrene material
Creating a clear (glassy) polystyrene material
Creating a rubber material
Creating an antique bronze material with procedurals
Creating a multipurpose metal node group
Creating a rusty metal material with procedurals
Creating a wood material with procedurals
Chapter 29: Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Creating underwater environment materials
Creating a snowy mountain landscape with procedurals
Creating a realistic Earth as seen from space
Chapter 30: Creating More Complex Man-made Materials
Introduction
Creating cloth materials with procedurals
Creating a leather material with procedurals
Creating a synthetic sponge material with procedurals
Creating a spaceship hull shader
Chapter 31: Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Simulating Subsurface Scattering in Cycles using the Translucent shader
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Creating a fake Subsurface Scattering node group
Chapter 32: Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Creating a wasp-like chitin material with procedural textures
Creating a beetle-like chitin material with procedural textures
Creating tree shaders – the bark
Creating tree shaders – the leaves
Creating a layered human skin material in Cycles
Creating fur and hair
Creating a gray alien skin material with procedurals
Chapter 33: Special Materials
Introduction
Using Cycles volume materials
Creating a cloud volumetric material
Creating a fire and smoke shader
Creating a shadeless material in Cycles
Creating a fake immersion effect material
Creating a fake volume light material

What You Will Learn

  • Understand the basics of 3D and how to navigate your way around the Blender interface
  • Discover the power of the texture paint tool in order to add color to a haunted house
  • Get to know the Cycles render engine by creating different materials for the house and the environment
  • Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation
  • Create a basic mesh depicting the character's overall shape and mood in a few simple steps
  • Use your sculpting skills to carve the character features from the mesh
  • Paint your character to enhance the surface's details
  • Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible
  • Set up light sources and world global illumination
  • Build material interfaces for general use in complex materials by grouping the shaders inside groups
  • Parent and rename the nodes to better organize the Node Editor window

Authors

Table of Contents

Chapter 1: Straight into Blender!
An overview of the 3D workflow
Getting used to the navigation in Blender
A brief introduction to the projects
Summary
Chapter 2: Robot Toy – Modeling of an Object
Let's start the modeling of our robot toy
Using the basic modeling tools
Summary
Chapter 3: 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
Chapter 4: 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
Chapter 5: 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
Chapter 6: Haunted House – Putting Colors on It
Unwrapping UVs
Adding colors
Doing a quick render with Blender Internal
Summary
Chapter 7: 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
Chapter 8: 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
Chapter 9: 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
Chapter 10: 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
Chapter 11: 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
Chapter 12: 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
Chapter 13: 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
Chapter 14: 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
Chapter 15: 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
Chapter 16: 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
Chapter 17: 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
Chapter 18: 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
Chapter 19: 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
Chapter 20: 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
Chapter 21: 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
Chapter 22: 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
Chapter 23: 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
Chapter 24: 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
Chapter 25: Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Procedural textures in Cycles
Setting the World material
Creating a mesh-light material
Using volume materials
Using displacement
Chapter 26: Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Naming materials and textures
Creating node groups
Grouping nodes under frames for easier reading
Linking materials and node groups
Chapter 27: Creating Natural Materials in Cycles
Introduction
Creating a rock material using image maps
Creating a rock material using procedural textures
Creating a sand material using procedural textures
Creating a simple ground material using procedural textures
Creating a snow material using procedural textures
Creating an ice material using procedural textures
Chapter 28: Creating Man-made Materials in Cycles
Introduction
Creating a generic plastic material
Creating a Bakelite material
Creating an expanded polystyrene material
Creating a clear (glassy) polystyrene material
Creating a rubber material
Creating an antique bronze material with procedurals
Creating a multipurpose metal node group
Creating a rusty metal material with procedurals
Creating a wood material with procedurals
Chapter 29: Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Creating underwater environment materials
Creating a snowy mountain landscape with procedurals
Creating a realistic Earth as seen from space
Chapter 30: Creating More Complex Man-made Materials
Introduction
Creating cloth materials with procedurals
Creating a leather material with procedurals
Creating a synthetic sponge material with procedurals
Creating a spaceship hull shader
Chapter 31: Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Simulating Subsurface Scattering in Cycles using the Translucent shader
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Creating a fake Subsurface Scattering node group
Chapter 32: Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Creating a wasp-like chitin material with procedural textures
Creating a beetle-like chitin material with procedural textures
Creating tree shaders – the bark
Creating tree shaders – the leaves
Creating a layered human skin material in Cycles
Creating fur and hair
Creating a gray alien skin material with procedurals
Chapter 33: Special Materials
Introduction
Using Cycles volume materials
Creating a cloud volumetric material
Creating a fire and smoke shader
Creating a shadeless material in Cycles
Creating a fake immersion effect material
Creating a fake volume light material

Book Details

ISBN 139781787127197
Paperback1281 pages
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