Index
A
- actions
- add-ons
- additional UV layers
- advanced materials, Cycles
- Alien Character / The Alien Character
- alien character
- alien character retopology
- alpha / Anatomy of a brush
- Alt key / Using a pen tablet
- ambient occlusion
- animation
- animation, preparing
- animation controls
- animation principles
- animation process
- animations, rendering
- animation tools, Blender
- anisotropy / How it works...
- Anticipation principle / Anticipation
- appeal principle / Appeal
- Append and Link
- arcs principle / Arcs
- Armature
- Armature, character
- building, from scratch / Building the character's Armature from scratch, How to do it…
- rig, building for secondary parts / Building the rig for the secondary parts
- rig, completing / Completing the rig, How it works…
- perfecting, as rig for Armor / Perfecting the Armature to also function as a rig for the Armor, How to do it…, How it works…
- building, through Human Meta-Rig tool / Building the character's Armature through the Human Meta-Rig, Getting ready, How to do it…
- generating, by Rigify add-on / Generating the character's Armature by using the Rigify add-on, How to do it…, How it works…
- Armature modifier
- Armature option, Skin modifier
- Armor
- armor plates
- armor shaders
- Armor textures
- Array modifier / Adding instantiated objects
- Artistic Anatomy
- atmosphere layer / The atmosphere, How it works...
- atmospheric perspective
- AutoKey option / What is a keyframe?
- Automatic Weights tool
- used, for parenting Armature / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- used, for parenting Mesh / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- about / Getting ready
B
- B-bones
- Background Images tool
- Bakelite material
- base mesh
- base mesh, character
- basic settings, Cycles render engine
- beetle-like chitin material
- bevel modifier / Simulate a stack of wooden planks with physics
- Bevel tool
- Big Buck Bunny
- Blender
- Blender Artists forum
- Blender bug tracker
- Blender documentation
- Blender Internal
- used, for rendering robot toy / Using Blender Internal to render our Robot Toy
- used, for rendering / Doing a quick render with Blender Internal
- lights, setting / Setting lights
- camera, placing / Placing the camera
- environment, setting / Setting the environment (sky and mist)
- versus Cycles render engine / Cycles versus Blender Internal
- tileable scales image, creating / Making a tileable scales image in Blender Internal, Getting ready, How to do it…
- color maps, painting in / Painting the color maps in Blender Internal, Getting ready, How to do it…, How it works…
- reptile skin shaders, building in / Building the reptile skin shaders in Blender Internal, Getting ready, How to do it…, How it works…
- eyes' shaders, building in / Building the eyes' shaders in Blender Internal, How to do it…, How it works…
- armor shaders, building in / Building the armor shaders in Blender Internal, How to do it…, How it works…, There's more…
- three-point lighting rig, setting in / Setting a three-point lighting rig in Blender Internal, Getting ready, How to do it…, How it works…
- materials, working / Introduction
- Blender Internal shaders
- Blender Official Add-ons Catalog
- Blender Render engine
- Blender units / Working with a scale
- blocking method
- blocking objects
- body parts
- body sculpting, Artistic Anatomy
- bones, Armature
- Boolean modifier
- bottom shaders
- Breakdowns / Straight Ahead Action and Pose to Pose
- Bridge tool
- bronze material
- brush
- brushes, Texture Paint tool
- BSDF
C
- character
- Child Of constraint / Rigging the gun
- Clay brush / The torso
- Clay Strips brush / The head
- Clone brush / The Clone brush
- cloth materials
- clouds / The clouds
- cloud volumetric material
- color balance node
- color maps
- colors
- color wheel window / The grass texture
- complex man-made materials
- complex natural materials
- composite nodes
- control bones
- Copy Attributes Menu add-ons
- Copy Rotation constraint / The arm and the hand
- cranium/neck section, mesh / How to do it…
- Crease brush / The head
- Cube primitive
- curves
- custom shapes
- cycles
- Cycles
- advanced materials, creating / Creating advanced materials in Cycles
- passes / The Raw rendering phase
- URL / The Raw rendering phase
- color maps, painting in / Painting the color maps in Cycles, Getting ready, How to do it…
- reptile skin shaders, building / How to do it…, How it works…, There's more…
- eyes shaders, building / Building the eyes' shaders in Cycles, Getting ready, How to do it…, How it works…
- armor shaders, building / Building the armor shaders in Cycles, Getting ready, How to do it…, How it works…, There's more…
- materials, working / Introduction
- material nodes / Material nodes in Cycles, Getting ready, How to do it..., How it works..., There's more..., Introduction
- procedural textures / Procedural textures in Cycles, How to do it..., How it works..., There's more..., See also
- World material, setting / Setting the World material
- man-made materials / Introduction
- Subsurface Scattering / Introduction
- Subsurface Scattering, simulating by Translucent shader / Simulating Subsurface Scattering in Cycles using the Translucent shader
- Subsurface Scattering, simulating by Vertex Color tool / Simulating Subsurface Scattering in Cycles using the Vertex Color tool, How to do it...
- Subsurface Scattering, simulating by Ray Length output / Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
- layered human skin material, creating in / Creating a layered human skin material in Cycles, Getting ready, How to do it..., How it works...
- volume materials, using / Using Cycles volume materials
- shadeless material, creating / Creating a shadeless material in Cycles
- Cycles interface
- Cycles material
- Cycles materials and textures
- Cycles nodes
- Cycles render engine
- Cycles Render Engine
- Cycles Render engine
D
E
- edge-loops flow
- edge loop
- edge loops / Creating a base mesh with the Skin modifier
- editor
- Empties
- environment
- modeling / Modeling the environment (8 pages)
- cliff, modeling / Modeling the cliff
- tree with curves, modeling / Modeling a tree with curves
- scene, enhancing with barrier / Enhancing the scene with a barrier, rocks, and a cart
- scene, enhancing with rocks / Enhancing the scene with a barrier, rocks, and a cart
- scene, enhancing with carts / Enhancing the scene with a barrier, rocks, and a cart
- environment preparation, alien character retopology
- exaggeration principle / Exaggeration
- expanded polystyrene material
- expressions shape keys
- Extremes / Straight Ahead Action and Pose to Pose
- extrusion tool
- eye, creature
- eyeball rotation
- eyes' shaders
- eyes shaders
- Eyes sphere
F
G
H
- hair
- haunted house
- Haunted House / The Haunted House
- HDR (High Dynamic Range) image
- hdr image
- head deformation, Gidiosaurus mesh
- High-dynamic-range (HDR) / How to do it...
- high resolution mesh
- Hooks
- Human Meta-Rig
- Human Meta-Rig tool
I
- IBL
- ice material
- IK constraint / The leg and the foot
- IK solver
- image based lighting (IBL)
- Image Empties method
- image maps
- images
- Images as Planes add-on
- image texture
- Index Of Refraction (IOR) / How to do it...
- Inflate/Deflate brush / The head
- inset
- Inverse Kinematic
- Inverse Kinematic (IK) / The leg and the foot
- Inverse Kinematics
- Inverse Kinematics constraint
- IORs
- IOR values
J
K
L
- Laplacian Deform modifier
- Laplacian modifier
- lattice
- Lattice object / How to do it…
- layered human skin material
- Layered Painting, in Blender 2.72
- leather material
- Left Mouse Button (LMB) / Split, Join, and Detach
- library
- light path settings, Cycles render engine
- lights
- light types
- Link and Append file structures / Organization
- Linux Ubuntu
- Live Unwrap tool / Editing the UV islands
- Locked Track constraint
- Loft tool
- LoopCut tool
- LoopTools add-on
- low poly mesh / The legs
- low resolution mesh
M
- man-made materials, Cycles
- mapping method
- mask / The head
- Mask brush / The legs, The Mask brush
- Matcap
- Matcaps
- material creation screen
- material groups
- materials
- creating, with nodes / Creating materials with nodes
- of house, creating / Creating the materials of the house, the rocks, and the tree
- of rock, creating / Creating the materials of the house, the rocks, and the tree
- of tree, creating / Creating the materials of the house, the rocks, and the tree
- mask, adding for windows / Adding a mask for the windows
- procedural textures, using / Using procedural textures
- Normal Maps, creating in Cycles / Making and applying normal maps in Cycles
- naming / Naming materials and textures, How to do it..., There's more...
- linking / Linking materials and node groups, How to do it...
- materials, Blender Render Engine
- Mesh
- mesh
- editing / Editing the mesh, How to do it…
- re-topologizing, Snap tool used / Using the Snap tool to re-topologize the mesh, How to do it…, How it works…
- re-topologizing, Shrinkwrap modifier used / Using the Shrinkwrap modifier to re-topologize the mesh, How to do it…
- re-topologizing, LoopTools add-on used / Using the LoopTools add-on to re-topologize the mesh, How to do it…
- unwrapping / UV unwrapping the mesh, How to do it…
- modifying / Modifying the mesh and the UV islands, Getting ready, How to do it…
- mesh-light material
- Mesh Deform modifier
- Mesh to Curve technique
- metric system / Working with a scale
- Middle Mouse Button (MMB) / An introduction to the navigation of the 3D Viewport
- mirror modifier / Modeling the thunderbolts
- mist pass
- model
- modeling tools, robot toy
- modifier
- morphing
- movement limit constraints
- multipurpose metal node group
- Multires modifier
- Multiresolution modifier
- Multiresolution modifier method
- MyPaint
N
O
P
- Paint Tool
- using / Preparing the model to use the UDIM UV tiles
- used, for fixing seams / Painting to fix the seams and to modify the baked scales image maps, Getting ready, How to do it…, How it works…, There's more…
- used, for modifying baked scales image maps / Painting to fix the seams and to modify the baked scales image maps, Getting ready, How to do it…, How it works…, There's more…
- about / How to do it…
- pelvis island
- pen tablet
- performance considerations
- performance settings, Cycles render engine
- PET
- PET (Proportional Editing Tool) / Getting ready
- Photoshop
- picture
- Pinch/Magnify brush / The head
- pin tool / Editing the UV islands
- Pitchipoy human rig
- planet surface / The planet surface
- playblast
- PlayBlast / Render a quick preview of a shot
- Plugins / Improving Blender with add-ons
- polygonal modeling
- poly modeling / Choosing sculpting over poly modeling
- Pose Mode
- Pose to Pose principle / Straight Ahead Action and Pose to Pose
- Preferences window / An introduction to the Preferences window
- procedurals
- used, for creating bronze material / Creating an antique bronze material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating rusty metal material / Creating a rusty metal material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating wood material / Creating a wood material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating snowy mountain landscape / Creating a snowy mountain landscape with procedurals, Getting ready, How to do it...
- used, for creating cloth materials / Creating cloth materials with procedurals, Getting ready, How to do it..., How it works..., See also
- used, for creating leather material / How to do it...
- used, for creating synthetic sponge material / Creating a synthetic sponge material with procedurals, Getting ready, How to do it..., How it works...
- organic-looking shader, creating with / Creating an organic-looking shader with procedurals, How to do it..., How it works...
- Gray Alien skin material, creating with / Creating a gray alien skin material with procedurals, Getting ready, How to do it..., How it works...
- procedural textures
- in Cycles / Getting ready, How to do it..., How it works..., There's more...
- used, for creating rock material / Creating a rock material using procedural textures, How to do it..., How it works...
- used, for creating sand material / Creating a sand material using procedural textures, Getting ready, How to do it..., How it works..., There's more...
- used, for creating ground material / Creating a simple ground material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating snow material / Creating a snow material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating ice material / Creating an ice material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating ocean material / Creating an ocean material using procedural textures, Getting ready
- wasp-like chitin material, creating with / Creating a wasp-like chitin material with procedural textures, How to do it..., How it works...
- beetle-like chitin material, creating with / Creating a beetle-like chitin material with procedural textures, Getting ready, How to do it...
- projects
- Properties sidepanel / Getting ready
- Proportional Editing / Modeling the chest
- proxy / Organization
- proxy object
Q
R
- Rat Cowboy / The Rat Cowboy
- rigging / Rigging the Rat Cowboy
- about / Rigging the Rat Cowboy
- deforming bones, placing / Placing the deforming bones
- Display options / Placing the deforming bones
- leg, rigging / The leg and the foot
- foot, rigging / The leg and the foot
- arm, rigging / The arm and the hand
- hand, rigging / The arm and the hand
- arm / The arm and the hand
- hand / The arm and the hand
- hips, rigging / The hips
- tail, rigging / The tail
- head, rigging / The head and the eyes
- eyes, rigging / The head and the eyes
- rig, mirroring / Mirroring the rig
- gun, rigging / Rigging the gun
- holster, rigging / Rigging the holster
- root bone, adding / Adding a root bone
- raw rendering phase
- Ray Length output, Light Path node
- re-topologized mesh
- re-topology
- realistic grass
- realistic planet
- Reducing Noise
- render layers
- render passes
- render settings
- reptile skin shaders
- retopologized mesh / The baking of textures
- retopology
- retopology process / Introduction
- Return key / Modeling the antenna
- rig
- rigging process
- rigging stage
- Rigify add-on
- Robot toy / The Robot Toy
- robot toy
- modeling / Let's start the modeling of our robot toy
- about / Let's start the modeling of our robot toy
- image reference, adding for preparing workflow / Preparing the workflow by adding an image reference
- naming shortcuts / Adding the head primitive
- image rHead primitive, adding / Adding the head primitive
- Edit Mode, versus Object Mode / The Edit Mode versus the Object Mode
- head, modeling / Modeling the head
- antenna, modeling / Modeling the antenna
- thunderbolts, modeling / Modeling the thunderbolts
- eyes, modeling / Modeling the eyes
- chest, modeling / Modeling the chest
- neck, modeling / Modeling the neck
- torso, modeling / Modeling the torso
- buttons, modeling / Modeling the buttons
- fork, modeling / Modeling the fork, Modeling protections for the fork
- main wheel, modeling / Modeling the main wheel
- arm, modeling / Modeling the arm
- rendering, with Blender Internal / Using Blender Internal to render our Robot Toy
- rock material
- root bone
- rubber material
- rusty metal material
S
- sampling, Cycles render engine
- sand material
- scale operator
- scaling
- scene
- scene animation
- scene organization
- scenes
- scientific search engine
- Scripts / Improving Blender with add-ons
- sculpting
- sculpting process
- sculpt mode
- Secondary Action principle / Secondary Action
- shadeless material, Cycles
- shader
- shader node, Subsurface Scattering
- shaders / Material nodes in Cycles
- shape key
- shape keys
- shot
- Shrinkwrap modifier
- Shrinkwrap modifier technique
- sIBL addon
- sIBL Archive
- sIBL archive
- simple walk cycle, character
- skin, Gidiosaurus
- Skin modifier
- skinning
- skinning to shapes
- skin node group
- Slow In effect / Slow In and Slow Out
- Slow Out effect / Slow In and Slow Out
- Smart UV Project tool
- Smear brush / The Smear brush
- Smooth brush / The head
- Snake Hook brush / The head
- Snap tool
- snow material
- snowy mountain landscape
- creating, with procedurals / Creating a snowy mountain landscape with procedurals, Getting ready, How to do it...
- rock, appending / Appending and grouping the rock and the snow shader
- snow shader, grouping / Appending and grouping the rock and the snow shader
- snow shader, appending / Appending and grouping the rock and the snow shader
- rock, grouping / Appending and grouping the rock and the snow shader
- material groups, mixing / Mixing the material groups
- stencil shader, creating / Creating the stencil shader
- atmospheric perspective, adding / Adding the atmospheric perspective
- working / How it works...
- Soften brush / The Soften brush
- solid drawing principle / Solid drawing
- spaceship hull shader
- space view, from realistic Earth
- Squash and Stretch principle / Squash and Stretch
- stack simulation of wooden planks
- staging principle / Staging
- Stanford bunny
- stencil material
- stencil shader
- Straight Ahead Action principle / Straight Ahead Action and Pose to Pose
- Stroke option
- Subdivision Surface modifier / How to do it…
- Subsurface Scattering
- about / Introduction
- shader node, using / Using the Subsurface Scattering shader node
- URL / Simulating Subsurface Scattering in Cycles using the Translucent shader
- simulating, by Translucent shader / Simulating Subsurface Scattering in Cycles using the Translucent shader, Getting ready, How to do it..., How it works...
- simulating by Vertex Color tool / Simulating Subsurface Scattering in Cycles using the Vertex Color tool, Getting ready, How to do it...
- simulating, with Ray Length output of Light Path node / Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node, Getting ready, How to do it..., How it works...
- supported graphic cards, Cycles
- synthetic sponge material
T
- templates
- TexDraw brush / The TexDraw brush
- texture node
- Texture Paint, Blender
- Texture Paint tool
- textures
- textures, Blender Render Engine
- textures, UVs
- three-point lighting rig
- tileable scales image
- tileable scales texture
- tiled textures
- timeline editor / The timeline
- timing principle / Timing
- tools, re-topology
- Tool Shelf / How to do it…
- tracking shot / Writing a short script
- Transformation manipulators
- Transform locks
- Translucent shader
- transparent textures
- transparent textures, creating
- trees shaders, barks
- trees shaders, leaves
U
V
- Vertex Colors layer
- Vertex Color tool
- Vertex Connect Path tool / Modeling the arm
- vertex group
- Vertex Groups
- volume materials
- volume materials, Cycles
- VSE
W
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