Blender 3D Basics Beginner's Guide Second Edition Год издания: 2014 Автор: Gordon Fisher Издательство: Packt Publishing ISBN: 9781783984909 Язык: Английский Формат: PDF Качество: Изначально компьютерное (eBook) Интерактивное оглавление: Да Количество страниц: 526 Описание: This book teaches you how to model a nautical scene, complete with boats and water, and then add materials, lighting, and animation. It demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D. This book starts with an introduction to Blender and some background on the principles of animation, how they are applied to computer animation, and how these principles make animation better. Furthermore, the book helps you advance through various aspects of animation design such as modeling, lighting, camera work, and animation through the Blender interface with the help of several simple projects. Each project will help you practice what you have learned and do more advanced work in all areas.
Примеры страниц
Оглавление
1: Introducing Blender and Animation Welcome to the world of Blender 3D Discovering Blender and animation Time for action – rendering your first scene in Blender Time for action – closing Blender Top 10 reasons to enjoy using Blender 3D Getting a good background in animation Time for action – watching Felix Turns the Tide Time for action – enjoying Plane Crazy Time for action – sailing to Goonland Animation principles Learning from your animation heroes Time for action – making a folder of your animation heroes Starting to use computers for animation in the 1960s Time for action – meeting Ivan Sutherland and Sketchpad Time for action – seeing the Triple I demo 1976 – 1979 Time for action – watching Triple I's 1982 demo reel Time for action – adventuring with André and Wally B Using your 3D skills, what can you do with them? Summary2: Getting Comfortable Using the 3D View Exploring the Blender 3D interface Time for action – playing with the Blender windows Time for action – resizing windows Time for action – splitting the Blender windows Time for action – joining the Blender windows Time for action – maximizing and tiling the window Time for action – flipping the window header Exploring the 3D View window – the heart of Blender Time for action – discovering your tools 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 Time for action – seeing the top view, front view, and right-side view Time for action – seeing the bottom view, and back view 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 Time for action – toggling between the Perspective and Orthographic views Time for action – toggling the Quad view Summary3: Controlling the Lamp, the Camera, and Animating Objects Placing lamps in the scene 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 – observing how the lighting looks without rendering Time for action – adding color to Lamp Time for action – adding a second lamp Time for action – setting colors 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 the global mode Time for action – moving an object in one plane in the local mode Time for action – setting up Blender so you can see what the camera sees Time for action – investigating the camera composition guides Making an animation Time for action – loading a file Time for action – making a simple animation with keyframes Time for action – rendering the animation Time for action – exploring Graph Editor Time for action – working with a Bézier curve Time for action – adding squash and stretch to the animation Time for action – refining the use of the Bézier curve handles Time for action – adding keyframes in Graph Editor Time for action – controlling the F-Curves with the Channel Selection Panel Time for action – controlling channel display with the header Time for action – copying and pasting keyframes Time for action – keyframes for lights Revisiting the commands Summary4: 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 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 primitives Time for action – making a primitive object Making precise selections Time for action – making back-facing geometry accessible Time for action – controlling the visibility of vertices Time for action – selecting vertex by vertex Time for action – fine-tuning the circle selection tool Time for action – hiding the vertices you aren't working on Time for action – modifying objects made by other people Time for action – fixing Suzanne's eye Organizing your work by grouping Time for action – grouping vertices Time for action – scaling and rotating groups of vertices Controlling the center of scaling and rotation Time for action – controlling the center of scaling 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 The key-function table Summary5: Building a Simple Boat Turning a cube into a boat with box modeling Time for action – extruding to make the inside of the hull Time for action – displaying normals Time for action – making reference objects 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 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 The key-function table Summary6: Making and Moving the Oars Modeling 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 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 Time for action – animating the oarlock and oar Time for action – copying keyframes to make a rowing cycle 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 The key-function table Summary7: Planning Your Work, Working Your Plan Using templates to model Time for action – adding a template Time for action – scaling and aligning the template Time for action – building the mast Modeling with Bézier Curves Time for action – making the rudder with a Bézier Curve Time for action – making the path and cross section for the tiller Keeping everything organized Planning your animation Using animatics to plan the timing of your animation Using charts and guides to help you plan your animation Time for action – using Blender's Safe Title/Safe Action guide Guiding animation production with an audio track Time for action – adding an audio track to Blender The key-function table Summary8: Making the Sloop Modeling with Subdivision Surfaces Time for action – making a simple Subdivision Surface 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 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 Time for action – creating objects for use in Boolean operations 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 The key-function table Summary9: Finishing Your Sloop Making sure you have the files you'll need in this chapter Finishing the sloop's superstructure Time for action – setting up the boom and gaff so they swing Time for action – adding the rudder, tiller, and keel Detailing the sloop Time for action – adding the ship's wheel Naming your sloop Time for action – creating a text object Time for action – making the second sample Time for action – making the third sample Adding the name to the boat Time for action – adding the boat name Time for action – using a NURBS surface to make the mainsail Detailing the sloop, and adding a door and portals Time for action – adding a line to control the mainsail Time for action – adding the door and a portal Time for action – adding the portals The key-function table Summary10: Modeling Organic Forms, Sea, and Terrain Getting ready to make the island Creating the ocean Time for action – making a surface for water Making an island Time for action – using ANT Landscape to make 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 Time for action – painting the island Making the island ready for habitation Time for action – creating the pier frame rails with Bézier curves Time for action – adding planks to the pier with DupliFrames Time for action – using arrays to create the pilings for the pier Time for action – appending the boathouse and building pilings for it Time for action – assembling a house from a kit Time for action – adding trees to the landscape Time for action – using groups to organize your scene The key-function table Summary11: Improving Your Lighting and Camera Work Getting ready to do lighting and camera work Using lighting Time for action – introducing the three-point lighting system 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 Custom Curve to tailor light Time for action – zooming the camera versus dollying the camera Time for action – creating depth of field Time for action – controlling the center of focus Time for action – using motion blur Planning your animation and making sure it comes out right Time for action – laying out the animation Time for action – doing a hardware render Time for action – rendering only a part of the frame Time for action – reducing render times Time for action – using the Dope Sheet The key-function table Summary12: Rendering and Compositing Getting ready Editing with Video Sequence Editor Time for action – preparing a scene in Video Sequence Editor Time for action – dissolving between video strips with Video Sequence Editor Time for action – editing individual video strips Time for action – using K and Shift + K to make your trims Time for action – finishing the video sequence Time for action – getting ready to render 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 Time for action – displaying aliasing Time for action – using subsurface scattering Time for action – seeing ray tracing Time for action – exploring the alpha channel Time for action – using transparency in the Video Sequence Editor Time for action – selecting render presets Time for action – seeing what fields look like Rendering with the Cycles renderer Time for action – simulating the glow of a kiln Time for action – creating and applying the Cycles materials Time for action – making an emission material The key-function table Summary
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