Contents

Preface

Acknowledgments

About the Author

Part I The Basics of Blender

1 What You Need to Know About Blender

What Is Blender?

Commercial Software Versus Open-Source Software

Commercial Software

Open-Source Software

But Can I Sell the Works I Create with Blender?

History of Blender

Blender Foundation and Blender Development

Who Pays for Blender’s Development?

The Blender Community

Summary

Exercises

2 Blender Basics: The User Interface

Downloading and Installing Blender

Using Blender with Recommended Hardware

Using Blender’s User Interface

Splash Screen

Top Bar and Status Bar

Default Editors

Understanding Areas and Editors

Resizing Areas

Splitting and Joining Areas

Swapping and Duplicating Areas

Understanding the Types of Editors

Using Workspaces

Getting to Know Blender’s Interface Elements

Getting to Know Menus and Popovers

Getting to Know Panels

Getting to Know Pie Menus

Understanding the 3D Viewport

Understanding Regions

Understanding the 3D Viewport’s Header

Navigating the 3D Scene

Navigating the 3D Scene by Using the Mouse, Keyboard, and NumPad

Navigating from the View Menu

Navigating with the 3D Viewport’s Navigation Gizmos

Selecting Objects

Selecting All and Deselecting All

Using Active Tools to Perform Selections

Understanding the 3D Cursor

Placing the 3D Cursor

Understanding Blender’s User Preferences

Saving User Preferences

Resetting User Preferences

Creating Your Own Startup File

Summary

Exercises

3 Your First Scene in Blender

Creating Objects

Moving, Rotating, and Scaling

Using Active Tools

Using Manipulators

Using Keyboard Shortcuts (Advanced)

Using Menus

Arranging Objects in Your Scene

Naming Objects and Using Datablocks

Renaming Objects

Managing Datablocks

Naming Your Scene’s Objects

Using Interaction Modes

Applying Flat or Smooth Surfaces

Working with Modifiers

Adding Modifiers

Adding a Subdivision Surface Modifier to Your Object

Using Workbench, EEVEE, and Cycles

Understanding Viewport Shading

Switching Viewport Shading Modes

Managing Materials

Adding and Adjusting Materials

Turning On the Lights

Light Options

Adding Lights to Your Scene

Moving the Camera in Your Scene

Rendering

Saving and Loading Your .blend File

Launching and Saving the Render

Summary

Exercises

Part II Beginning a Project

4 Project Overview

Three Stages of a Project

Preproduction

Production

Postproduction

Defining the Stages

A Film Without Visual Effects

A Visual-Effects Film

An Animated Film

A Photograph

Making a Character-Creation Plan

Character Preproduction

Character Production

Project Postproduction

Summary

Exercises

5 Character Design

Character Description

Personality

Context

Style

Appearance

Designing the Character

Silhouettes

Base Design

Head

Details

Refined Design

Adding Color

Finalizing the Design

Making Character Reference Images

Using Other Design Methods

Summary

Exercises

Part III Modeling in Blender

6 Blender Modeling Tools

Working with Vertices, Edges, and Faces

Selecting Vertices, Edges, and Faces

Accessing Modeling Tools

Making Selections

Shortest Path

Proportional Editing

Linked Selection

Loops and Rings

Border Selection

Grow and Shrink Selection

Select Similar

Linked Flat Faces

Select Boundary Loop and Loop Inner-Region

Checker Deselect

Other Selection Methods

Using Mesh Modeling Tools

Bevel

Bisect

Boolean Operations

Bridge Edge Loops

Connect

Delete and Dissolve

Duplicate

Extrude

Fill and Grid Fill

Inset

Join

Knife

Knife Project

Loop Cut and Slide

Make Edge/Face

Merge

Offset Edge Loop

Poke

Rip and Rip Fill

Separate

Shrink/Fatten

Slide

Smooth Vertex

Solidify

Spin

Split

Subdivide

Using Modeling Add-Ons

Working with LoopTools

Working with F2

Using Other Useful Blender Options and Tools

Auto Merge

Global and Local View

Hide and Reveal

Snapping

X-Ray

Summary

Exercises

7 Character Modeling

What Is Mesh Topology?

Choosing Modeling Methods

Box Modeling

Poly to Poly

Sculpt and Retopology

Modifiers

The Best Method

Setting up the Reference Images

Modeling the Eyes

Creating an Eyeball

Using Lattices to Deform the Eyeballs

Mirroring and Adjusting the Eyes

Modeling the Face

Studying the Face’s Topology

Blocking the Face’s Basic Shape

Defining the Face’s Shapes

Modeling the Torso and Arms

Modeling the Basic Shapes for the Torso and Arms

Defining the Arms and Torso

Detailing the Backpack and Jacket

Finishing the Belt and Adding a Neck to the Jacket

Modeling the Legs

Modeling the Boots

Modeling the Hands

Building the Basic Hand Shape

Adding the Fingers and Wrist

Modeling the Cap

Creating the Base of the Cap

Adding Details to the Cap

Modeling the Hair

Shaping Locks of Hair

Adding Natural Details to the Hair

Modeling the Final Details

Eyebrows

Communicator

Badges

Teeth and Tongue

Other Clothing Details

Summary

Exercises

Part IV Unwrapping, Painting, and Shading

8 Unwrapping and UVs in Blender

Seeing How Unwrapping and UVs Work

Unwrapping in Blender

Using the UV Editor

Navigating the UV Editor

Accessing the Unwrapping Menus

Working with UV Mapping Tools

Defining Seams

Considering Before Unwrapping

Working with UVs in Blender

Marking the Seams

Creating and Displaying a UV Test Grid

Unwrapping Jim’s Face

Using Live Unwrap

Adjusting UVs

Separating and Connecting UVs

Reviewing the Finished Face’s UVs

Unwrapping the Rest of the Character

Packing UVs

Summary

Exercises

9 Painting Textures

Defining the Main Workflow

Texture Painting in Blender

Texture Paint Workspace

Texture Paint Interaction Mode

Before You Start Painting

Conditions for Painting

Texture Slots

Limitations of Blender’s Texture Paint Mode

Creating the Base Texture

Placing Texture Elements

Saving Your Image

Packing Your Images

Understanding the Elements of a Texture

Introduction to PBR Materials

Understanding Material Channels

Texturing in Other Software

Pros and Cons of Texturing in Blender and Other Software

Texturing in 2D Image-Editing Software

3D Texturing Software

Seeing the Painted Character in Blender

Summary

Exercises

10 Materials and Shaders

Understanding Materials

Applying Materials

How Materials Work

PBR Materials

Shaders and Mix Shaders

Masks and Layers

Channels

Procedural Textures

Differences and Compatibility Between EEVEE and Cycles

Nodes

Shading Your Character

Adding Several Materials to a Single Object

Understanding the Material Properties Tab

Using Shaders

Mixing and Adding Shaders

Loading Textures

Shading Jim

Shading the Eyeballs in EEVEE

Shading the Eyeballs in Cycles

Running Render Tests

Adding Lights and Environment

Rendering in EEVEE

Rendering in Cycles

Summary

Exercises

Part V Bringing Your Character to Life

11 Character Rigging

Understanding the Rigging Process

What’s a Rig?

Rigging Process

Working with Armatures

Manipulating Bones

Working in Object, Edit, and Pose Modes

Bone Hierarchies

Adding Constraints

Forward and Inverse Kinematics

Practice with Bones and IK Constraints

Rigging Your Character

A Few Tips Before You Start Rigging

Using Rigify to Generate Jim’s Rig

Organizing Bones

Bone Groups

Armature Layers

Understanding the Rigify Rig

Performing Adjustments to the Rigify Rig

Skinning

Understanding Vertex Weights

Vertex Groups

Setting Up the Model for Skinning

Enabling Deforming Bones Only

Knowing What Objects Don’t Need Weights

Adding an Armature Modifier

Defining Weights

Creating the Facial Rig

Rigging the Eyes

Mirroring the Eye Rig

Naming Bones Automatically

Mirroring Bones

Possible Side Effects of Mirroring Bones

Rigging the Jaw

Skinning the Eyes and the Jaw

Chest Badge Deformation

Modeling Shape Keys

Mirroring Shapes

Creating the Face Controls

Using Drivers to Control the Face Shapes

Organizing the Facial Rig

Creating Custom Shapes

Making Final Retouches

Reusing Your Character in Different Scenes

Library Linking

Linking

Appending

Working with Collections

Protecting Layers

Using Proxies to Animate a Linked Character

Summary

Exercises

12 Animating Your Character

Using the Character’s Rig

Posing the Character

Inserting Keyframes

Adding Keyframes Manually

Adding Keyframes Automatically

Adding Keyframes Using Keying Sets

Adding Keyframes to Properties in Menus

Working with Animation Editors

Timeline

Dope Sheet

Graph Editor

Non-Linear Animation

Common Controls and Tips

Animating a Walk Cycle

Creating an Action

Creating the Poses for the Walk Cycle

Repeating the Animation

Walking Along a Path

Summary

Exercises

Part VI Getting the Final Result

13 Camera Tracking in Blender

Understanding Camera Tracking

Shooting Video for Easy Tracking

Using the Movie Clip Editor

Tracking the Camera Motion

Loading Your Footage

Studying the Anatomy of a Marker

Tracking Features in the Footage

Configuring Camera Settings

Solving Camera Motion

Applying Tracked Motion to the Camera

Adjusting Camera Motion

Testing Camera Tracking

Summary

Exercises

14 Lighting, Compositing, and Rendering

Lighting Your Scene

Analyzing the Real Footage

Creating and Testing Lights

Showing/Hiding Objects in Render

Testing EEVEE and Cycles

Using the Node Editor

Compositing

Understanding Nodes

Studying the Anatomy of a Node

Using the Node Editor

Getting Started with Nodes

Previewing the Result

Rendering and Compositing Your Scene in Cycles

Creating a Shadow Catcher

Rendering in Cycles

Node Compositing in Cycles

Rendering and Compositing Your Scene with EEVEE

Creating a Shadow Catcher in EEVEE

Rendering in EEVEE

Compositing in EEVEE

Exporting the Final Render

Setting the Animation Output

Launching the Final Render

Summary

Exercises

Part VII Keep Learning

15 Other Blender Features

Simulations

Particles

Hair Simulation

Cloth Simulation

Rigid and Soft Bodies

Fluids Simulation

2D Animation

Grease Pencil

Cartoon Shaders with EEVEE

Freestyle

VFX: Masking, Object Tracking, and Video Stabilization

Video Editing

Sculpting

Retopology

Maps Baking

Add-Ons

Included Add-Ons

More Add-Ons

Python Scripting

Summary

Index

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