Blender 3D Cookbook

Build your very own stunning characters in Blender from scratch

Blender 3D Cookbook

Cookbook
Enrico Valenza

4 customer reviews
Build your very own stunning characters in Blender from scratch
$43.99
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RRP $43.99
RRP $54.99
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Book Details

ISBN 139781783984886
Paperback608 pages

Book Description

This book 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.

This book helps you create a character mesh and sculpt features, using tools and techniques such as the Skin modifier and polygon merging. You will also get a detailed, step-by-step overview of how to rig and skin your character for animation, how to paint textures and create shaders, and how to perform rendering and compositing. With the help of this book, 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.

Table of Contents

Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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

What You Will Learn

  • 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
  • Find the best possible flow for your edge-loops to enhance the character features and for the best possible range of deformation
  • 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

Authors

Table of Contents

Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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

Book Details

ISBN 139781783984886
Paperback608 pages
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