Valenza E. et al. - Blender 3D: Characters, Machines, and Scenes for Artists [2016, PDF, ENG]

Сообщение Солнышко » 29 янв 2018, 23:56

Blender 3D: Characters, Machines, and Scenes for Artists
Год издания: 2016
Автор: Valenza E. et al.
Издательство: Packt Publishing
ISBN: 9781787129665
Язык: Английский
Формат: PDF
Качество: Издательский макет или текст (eBook)
Интерактивное оглавление: Да
Количество страниц: 1257
Описание: Blender 3D is one of the top 3D animation software available. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level.
This learning path is divided into three modules that will take you on this incredible journey of creating games.
The first module 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. 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.
The second module will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. You will create many types of projects, including a pistol, spacecraft, robot, and a racer. By the end of this module, you will have mastered a workflow that you will be able to apply to your own creations.
The final module will help you to create many types of projects using a step-by-step approach. Each project in this module will give you more practice and increase your knowledge of the Blender tools and game engine.
This learning path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products:
- Blender 3D Cookbook, Second Edition by Enrico Valenza
- Blender 3D Incredible Machines, Second Edition by Christopher Kuhn
- Blender 3D By Example by Romain Caudron and Pierre-Armand Nicq
What You Will Learn
- 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 to get the best possible range of deformation
- Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible
- Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another
- Create a 3D robot toy model from start to finish using the basic modeling tools of Blender
- Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach
- Use re-topology techniques to create a clean 3D version of the previously sculpted alien
- Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, and Curves
Table of Contents
1: Modeling the Character's Base Mesh
2: Sculpting the Character's Base Mesh
3: Polygonal Modeling of the Character's Accessories
4: Re-topology of the High Resolution Sculpted Character's Mesh
5: Unwrapping the Low Resolution Mesh
6: Rigging the Low Resolution Mesh
7: Skinning the Low Resolution Mesh
8: Finalizing the Model
9: Animating the Character
10: Creating the Textures
11: Refining the Textures
12: Creating the Materials in Cycles
13: Creating the Materials in Blender Internal
14: Lighting, Rendering, and a Little Bit of Compositing
15: Sci-Fi Pistol - Creating the Basic Shapes
16: Sci-Fi Pistol - Adding Details
17: Texturing and Rendering Your Sci-Fi Pistol
18: Spacecraft – Creating the Basic Shapes
19: Spacecraft - Adding Details
20: Spacecraft – Materials, Textures, and Rendering
21: Modeling Your Freestyle Robot
22: Robot - Freestyle Rendering
23: Low-Poly Racer – Building the Mesh
24: Low-Poly Racer – Materials and Textures
25: Robot Toy – Modeling of an Object
26: Alien Character – Base Mesh Creation and Sculpting
27: Alien Character – Creating a Proper Topology and Transferring the Sculpt Details
28: Haunted House – Modeling of the Scene
29: Haunted House – Putting Colors on It
30: Haunted House – Adding Materials and Lights in Cycles
31: Rat Cowboy – Learning To Rig a Character for Animation
32: Rat Cowboy – Animate a Full Sequence
33: Rat Cowboy – Rendering, Compositing, and Editing





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