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Blender 3D cookbook : build your very own stunning characters in Blender from scratch /

This book is aimed at the professionals that already have good 3D CGI experience with commercial packages and have now decided to try the open source Blender and want to experiment with something more complex than the average tutorials on the web. However, it's also aimed at the intermediate Bl...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Valenza, Enrico (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Quick answers to common problems.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Preface; Modeling the Character's Base Mesh; Introduction; Setting templates with the Images as Planes add-on; Setting templates with the Image Empties method; Setting templates with the Background Images tool; Building the character's base mesh with the Skin modifier; Sculpting the Character's Base Mesh; Introduction; Using the Skin modifier's Armature option; Editing the mesh; Preparing the base mesh for sculpting; Using the Multiresolution modifier and the Dynamic topology feature; Sculpting the character's base mesh; Polygonal Modeling of the Character's Accessories; Introduction.
  • Preparing the scene for polygonal modelingModeling the eye; Modeling the armor plates; Using the Mesh to Curve technique to add details; Re-topology of the High Resolution Sculpted Character's Mesh; Introduction; Using the Grease Pencil tool to plan the edge-loops flow; Using the Snap tool to re-topologize the mesh; Using the Shrinkwrap modifier to re-topologize the mesh; Using the LoopTools add-on to re-topologize the mesh; Concluding the re-topologized mesh; Unwrapping the Low Resolution Mesh; Introduction; Preparing the low resolution mesh for unwrapping; UV unwrapping the mesh.
  • Editing the UV islandsUsing the Smart UV Project tool; Modifying the mesh and the UV islands; Setting up additional UV layers; Exporting the UV Map layout; Rigging the Low Resolution Mesh; Introduction; Building the character's Armature from scratch; Perfecting the Armature to also function as a rig for the Armor; Building the character's Armature through the Human Meta-Rig; Building the animation controls and the Inverse Kinematic; Generating the character's Armature by using the Rigify add-on; Skinning the Low Resolution Mesh; Introduction.
  • Parenting the Armature and Mesh using the Automatic Weights toolAssigning Weight Groups by hand; Editing Weight Groups using the Weight Paint tool; Using the Mesh Deform modifier to skin the character; Using the Laplacian Deform modifier and Hooks; Finalizing the Model; Introduction; Creating shape keys; Assigning drivers to the shape keys; Setting movement limit constraints; Transferring the eyeball rotation to the eyelids; Detailing the Armor by using the Curve from Mesh tool; Animating the Character; Introduction; Linking the character and making a proxy.
  • Creating a simple walk cycle for the character by assigning keys to the bonesTweaking the actions in Graph Editor; Using the Non Linear Action Editor to mix different actions; Creating the Textures; Introduction; Making a tileable scales image in Blender Internal; Preparing the model to use the UDIM UV tiles; Baking the tileable scales texture into the UV tiles; Painting to fix the seams and to modify the baked scales image maps; Painting the color maps in Blender Internal; Painting the color maps in Cycles; Refining the Textures; Introduction.