Blender 3D Cookbook

More Information
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
About

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.

Features
  • Establish the basic shape of a character with the help of templates, and complete it by using different Blender tools
  • Gain an understanding of how to create and assign materials automatically, working in both the Blender Internal engine as well as in Cycles
  • Familiarize yourself with the processes involved in rigging, skinning, and finally animating the basic walk-cycle of the character
Page Count 608
Course Length 18 hours 14 minutes
ISBN 9781783984886
Date Of Publication 29 Jul 2015

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.

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

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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.

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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.

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

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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.

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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.

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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.

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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.

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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.

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