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1
Blender foundations: the essential guide to learning Blender 2.6
2010, Elsevier
in English
0240814304 9780240814308
|
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Book Details
Table of Contents
Preface
Page xi
Chapter 1.
An Introduction to 3D: Recreating the World Inside Your Computer, or Not
Page 1
Form
Page 2
Surfacing
Page 4
Light
Page 7
Motion
Page 8
Rendering
Page 9
Chapter 2.
Understanding Blender's Interface
Page 13
A Little Bit of History
Page 13
Spend the Time
Page 14
Getting and Installing Blender
Page 15
The Parts of the Interface
Page 15
Changing Window Sizes
Page 15
Headers
Page 16
Merging and Splitting Windows
Page 18
Window Swap
Page 18
Creating a New Application Window
Page 19
Using Different Screens
Page 19
Maximizing a View
Page 20
A Tour of the Common Window Types
Page 21
3D View
Page 21
Outliner
Page 22
Timeline
Page 23
Graph Editor
Page 23
Dope Sheet
Page 23
Properties
Page 23
File Browser
Page 27
How to Find the Tools You Need
Page 28
Chapter 3.
Object and Animation Basics
Page 31
Finding Your Way in 3D
Page 31
Perspective and Orthographic View
Page 33
Display Modes
Page 35
Working with Objects
Page 36
Transformation Basics
Page 38
Selection Basics
Page 39
Transformation Manipulator
Page 41
3D Cursor
Page 43
Moving in Time
Page 44
Basic Keyframe Animation
Page 45
Object Relationships and Management
Page 52
Layers
Page 52
Parenting
Page 54
Empties
Page 55
Instancing and Duplicating
Page 55
Data Blocks
Page 56
Summary
Page 57
What We Missed
Page 58
Chapter 4.
Modeling: A Million to One
Page 61
The Building Blocks of Mesh Modeling
Page 61
Free Modeling: Polygon by Polygon
Page 62
Tools
Page 78
Box Modeling
Page 82
Modeling with Modifiers
Page 89
Putting the Table Together
Page 99
Assembling the Room
Page 100
What We Missed
Page 100
Chapter 5.
Lighting: The Easiest Thing That's Tough
Page 101
The Tools: Directional Lighting
Page 102
Point Lamp
Page 102
Color
Page 102
Energy
Page 103
Distance
Page 104
Sun Lamp
Page 105
Hemi Lamp
Page 105
Area Lamp
Page 106
Spot Lamp
Page 107
Size
Page 109
Samples
Page 110
Soft
Page 111
Bias
Page 111
Clipping
Page 111
Filter Type
Page 114
Deep Shadow Maps
Page 114
Nondirectional Lighting
Page 114
Ray-Based Gathering
Page 115
Approximate Environment Lighting
Page 116
An Effective General Outdoor Lighting Setup
Page 117
An Effective General Indoor Lighting Setup
Page 122
Generalizing
Page 128
Chapter 6.
Character Creation
Page 129
An Overview of Character Creation
Page 129
Starting from a Base Head
Page 130
Refining Facial Features
Page 132
Cheeks
Page 133
Lips
Page 134
Eyes and Eyelids
Page 134
Asymmetry
Page 140
Modeling Joints
Page 141
Hands and Other Exposed Parts
Page 142
Techniques for Adding Clothes
Page 145
Shirt
Page 146
Pants
Page 155
Shoes and Feet
Page 158
Adding Hair
Page 158
Hair Styling and Digital Rogaine
Page 163
What We Missed
Page 166
Chapter 7.
Surfacing
Page 167
Targets for Building Believable Materials
Page 167
Basic Material and Texture Settings: Walls and Floor
Page 167
Varying Material Properties with Textures
Page 170
Adding a Second Material and Using Image Textures
Page 179
Adding an Image Texture
Page 181
Extremely Basic UV Mapping
Page 182
The Table: Cheap, Fast Unwrapping and Real Reflection
Page 188
The Vase: Transparency and the Faked Reflection
Page 193
The Character: High-Quality UV Unwrapping, Subsurface Scattering, and Projection Painting
Page 195
The Easy Way: Pinning and Live Unwrap
Page 198
Defining the Material
Page 201
Adding UV Channels
Page 203
Creating UV Unwraps for Different Views
Page 203
Projection Painting
Page 205
Completing the Head Texturing
Page 206
Hair Materials
Page 209
Materials for Clothes
Page 211
Painting Custom Textures
Page 213
Combining Painted Textures with Procedurals
Page 217
Live Mattes: Camera Projection
Page 217
Finishing Up
Page 226
What We Missed
Page 226
Chapter 8.
Sculpting
Page 227
An Alternative to Traditional Modeling
Page 227
Basic Sculpting Tools
Page 227
Shaping Existing Models
Page 228
Detailing and Normal Maps
Page 230
Using the Multiresolution Modifier
Page 231
Baking to a Normal Map
Page 243
Sculpting from Scratch
Page 244
Sculpting and Performance
Page 245
Chapter 9.
Rigging: Digital Orthopedia
Page 247
Preparing to Rig
Page 247
Creating the Initial Skeleton
Page 248
Rig Testing and Adjustment
Page 255
Adding Basic Controls with Parenting
Page 255
Rigging with Constraints
Page 256
The Reverse Foot
Page 257
Adding a Pole Target
Page 259
Finishing the Foot Rig
Page 262
More High-Level Control
Page 262
Hands
Page 263
Toggle IK and Other Constraints
Page 266
Drivers
Page 269
Skinning
Page 272
Too Much Influence
Page 273
Spikes, or No Influence
Page 278
A Hard Break
Page 280
Helping Deformation with Extra Bones
Page 281
Conclusion
Page 284
What We Missed
Page 284
Chapter 10.
Shapes and Morphing
Page 285
Creating a Shape Key
Page 285
Creating Effective Shape Keys
Page 290
Preparing Shapes for Animations
Page 291
Chapter 11.
Character Animation: The Fun Part
Page 299
What We Missed
Page 299
Pose Mode and the Dope Sheet
Page 299
Recording the Starting Pose
Page 307
Creating a New Pose, Or Animation
Page 308
Walking
Page 318
Grabbing the Chair
Page 325
Throwing the Cube
Page 327
Checking Your Arcs
Page 328
Chapter 12.
Rendering: Faster, Processor!
Page 331
Rendering Basics
Page 331
Render Options
Page 331
Speeding Up Test Renders
Page 334
Finding the Sweet Spot for Final Renders
Page 336
The Compositor
Page 337
Getting Familiar with the Compositor
Page 337
Overall Effects
Page 341
Depth of Field
Page 342
Motion Blur
Page 343
Glow and Glare
Page 345
Color Changes
Page 347
Color Grading
Page 347
Render Layers and the Compositor
Page 353
Conclusion
Page 361
What We Missed
Page 362
Chapter 13.
Environmental Animation
Page 365
This Is Not a Physics Class
Page 365
Cloth and Force Fields
Page 365
Soft Bodies, or Bouncy, Squishy Things
Page 369
Particles
Page 373
The Halo Material
Page 376
Smoking Is Good for You
Page 379
Smoke Materials
Page 380
What We Missed
Page 383
Chapter 14.
Video Compilation and Final Output
Page 385
Creating Animation Files
Page 385
Rendering to Still Frames
Page 385
Creating an Animation from Stills
Page 387
What We Missed
Page 392
Appendix A.
Blender Glossary
Page 393
Appendix B.
Blender Resources
Page 399
Index
Page 400
Edition Notes
Classifications
The Physical Object
ID Numbers
Source records
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