Description

Book Synopsis
Oliver Villar is a Blender Foundation Certified Trainer. He has has studied 3D since 2004 and used diverse commercial 3D software before stumbling onto Blender in 2008. Since then, he has used Blender professionally as a freelance 3D designer and tutor. In 2010, he founded blendtuts.com to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, Introduction to Blender LiveLessons (Addison-Wesley, 2015). Villar is now co-directing Luke's Escape, a 3D animated short film made with Blender. He is also teaching Blender at online schools focused on teaching for the Spanish community and teaches 3D for online schools and the University of Murcia in Spain.

Trade Review
"Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist."
--David Andrade, Producer, Theory Studios

"The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of techniques and important tools that will help readers to bring their ideas to life creatively while following professional workflows in 3D. Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great dedication!"
--Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com

"I found Oliver Villar's book, Learning Blender, to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and the magic that has made Blender what it is now. His book also prepares users to be productive and informed by explaining the community and its various portals. His book is complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program."
--Jerry Perkins, 3D Conceptor, Fenix Fire

Table of Contents
Preface xxv
Acknowledgments xxxi
About the Author xxxiii


Part I: The Basics of Blender 1

Chapter 1: What You Need to Know About Blender 3

What Is Blender? 3
Commercial Software Versus Open-Source Software 4
History of Blender 6
Blender Foundation and Blender Development 8
Who Pays for Blender’s Development? 10
The Blender Community 10
Summary 11
Exercises 12

Chapter 2: Blender Basics: The User Interface 13
Downloading and Installing Blender 13
Using Blender with Recommended Hardware 13
Using Blender’s User Interface 15
Understanding Areas and Editors 16
Using Workspaces 21
Getting to Know Blender’s Interface Elements 23
Understanding the 3D Viewport 26
Navigating the 3D Scene 31
Selecting Objects 33
Understanding the 3D Cursor 35
Understanding Blender’s User Preferences 37
Creating Your Own Startup File 39
Summary 40
Exercises 40

Chapter 3: Your First Scene in Blender 41
Creating Objects 41
Moving, Rotating, and Scaling 42
Arranging Objects in Your Scene 48
Naming Objects and Using Datablocks 49
Using Interaction Modes 51
Applying Flat or Smooth Surfaces 53
Working with Modifiers 54
Using Workbench, EEVEE, and Cycles 57
Turning On the Lights 62
Moving the Camera in Your Scene 62
Rendering 63
Summary 66
Exercises 66

Part II: Beginning a Project 67

Chapter 4: Project Overview 69

Three Stages of a Project 69
Defining the Stages 71
Making a Character-Creation Plan 73
Summary 74
Exercises 74

Chapter 5: Character Design 75
Character Description 75
Designing the Character 78
Adding Color 84
Finalizing the Design 85
Making Character Reference Images 86
Using Other Design Methods 88
Summary 89
Exercises 89

Part III: Modeling in Blender 91

Chapter 6: Blender Modeling Tools 93

Working with Vertices, Edges, and Faces 93
Making Selections 95
Using Mesh Modeling Tools 100
Using Modeling Add-Ons 120
Using Other Useful Blender Options and Tools 123
Summary 125
Exercises 125

Chapter 7: Character Modeling 127
What Is Mesh Topology? 127
Choosing Modeling Methods 129
Setting up the Reference Images 131
Modeling the Eyes 135
Modeling the Face 139
Modeling the Torso and Arms 150
Modeling the Legs 159
Modeling the Boots 161
Modeling the Hands 164
Modeling the Cap 168
Modeling the Hair 172
Modeling the Final Details 176
Summary 180
Exercises 180

Part IV: Unwrapping, Painting, and Shading 181

Chapter 8: Unwrapping and UVs in Blender 183

Seeing How Unwrapping and UVs Work 183
Unwrapping in Blender 184
Considering Before Unwrapping 191
Working with UVs in Blender 193
Unwrapping the Rest of the Character 200
Packing UVs 202
Summary 203
Exercises 204

Chapter 9: Painting Textures 205
Defining the Main Workflow 205
Texture Painting in Blender 206
Creating the Base Texture 214
Understanding the Elements of a Texture 215
Texturing in Other Software 216
Seeing the Painted Character in Blender 223
Summary 223
Exercises 224

Chapter 10: Materials and Shaders 225
Understanding Materials 225
Masks and Layers 230
Channels 231
Shading Your Character 236
Running Render Tests 246
Summary 252
Exercises 252

Part V: Bringing Your Character to Life 253

Chapter 11: Character Rigging 255

Understanding the Rigging Process 255
Working with Armatures 257
Rigging Your Character 267
Skinning 278
Creating Custom Shapes 305
Making Final Retouches 306
Reusing Your Character in Different Scenes 307
Summary 310
Exercises 310

Chapter 12: Animating Your Character 311
Using the Character’s Rig 311
Posing the Character 312
Working with Animation Editors 315
Animating a Walk Cycle 321
Summary 326
Exercises 326

Part VI: Getting the Final Result 327

Chapter 13: Camera Tracking in Blender 329

Understanding Camera Tracking 329
Shooting Video for Easy Tracking 330
Using the Movie Clip Editor 332
Tracking the Camera Motion 333
Testing Camera Tracking 343
Summary 343
Exercises 343

Chapter 14: Lighting, Compositing, and Rendering 345
Lighting Your Scene 345
Rendering and Compositing Your Scene in Cycles 356
Rendering and Compositing Your Scene with EEVEE 361
Exporting the Final Render 365
Summary 367
Exercises 367

Part VII: Keep Learning 369

Chapter 15: Other Blender Features 371

Simulations 371
2D Animation 373
VFX: Masking, Object Tracking, and Video
Stabilization 373
Video Editing 374
Sculpting 374
Retopology 375
Maps Baking 375
Add-Ons 375
Python Scripting 376
Summary 376

Index 379

Learning Blender

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    A Paperback / softback by Oliver Villar

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      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Learning Blender by Oliver Villar

      Publisher: Pearson Education (US)
      Publication Date: 05/05/2021
      ISBN13: 9780136411758, 978-0136411758
      ISBN10: 0136411754

      Description

      Book Synopsis
      Oliver Villar is a Blender Foundation Certified Trainer. He has has studied 3D since 2004 and used diverse commercial 3D software before stumbling onto Blender in 2008. Since then, he has used Blender professionally as a freelance 3D designer and tutor. In 2010, he founded blendtuts.com to offer high-quality Blender training videos to the community. He authored this book's first and second editions and the video, Introduction to Blender LiveLessons (Addison-Wesley, 2015). Villar is now co-directing Luke's Escape, a 3D animated short film made with Blender. He is also teaching Blender at online schools focused on teaching for the Spanish community and teaches 3D for online schools and the University of Murcia in Spain.

      Trade Review
      "Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist."
      --David Andrade, Producer, Theory Studios

      "The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of techniques and important tools that will help readers to bring their ideas to life creatively while following professional workflows in 3D. Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great dedication!"
      --Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com

      "I found Oliver Villar's book, Learning Blender, to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and the magic that has made Blender what it is now. His book also prepares users to be productive and informed by explaining the community and its various portals. His book is complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program."
      --Jerry Perkins, 3D Conceptor, Fenix Fire

      Table of Contents
      Preface xxv
      Acknowledgments xxxi
      About the Author xxxiii


      Part I: The Basics of Blender 1

      Chapter 1: What You Need to Know About Blender 3

      What Is Blender? 3
      Commercial Software Versus Open-Source Software 4
      History of Blender 6
      Blender Foundation and Blender Development 8
      Who Pays for Blender’s Development? 10
      The Blender Community 10
      Summary 11
      Exercises 12

      Chapter 2: Blender Basics: The User Interface 13
      Downloading and Installing Blender 13
      Using Blender with Recommended Hardware 13
      Using Blender’s User Interface 15
      Understanding Areas and Editors 16
      Using Workspaces 21
      Getting to Know Blender’s Interface Elements 23
      Understanding the 3D Viewport 26
      Navigating the 3D Scene 31
      Selecting Objects 33
      Understanding the 3D Cursor 35
      Understanding Blender’s User Preferences 37
      Creating Your Own Startup File 39
      Summary 40
      Exercises 40

      Chapter 3: Your First Scene in Blender 41
      Creating Objects 41
      Moving, Rotating, and Scaling 42
      Arranging Objects in Your Scene 48
      Naming Objects and Using Datablocks 49
      Using Interaction Modes 51
      Applying Flat or Smooth Surfaces 53
      Working with Modifiers 54
      Using Workbench, EEVEE, and Cycles 57
      Turning On the Lights 62
      Moving the Camera in Your Scene 62
      Rendering 63
      Summary 66
      Exercises 66

      Part II: Beginning a Project 67

      Chapter 4: Project Overview 69

      Three Stages of a Project 69
      Defining the Stages 71
      Making a Character-Creation Plan 73
      Summary 74
      Exercises 74

      Chapter 5: Character Design 75
      Character Description 75
      Designing the Character 78
      Adding Color 84
      Finalizing the Design 85
      Making Character Reference Images 86
      Using Other Design Methods 88
      Summary 89
      Exercises 89

      Part III: Modeling in Blender 91

      Chapter 6: Blender Modeling Tools 93

      Working with Vertices, Edges, and Faces 93
      Making Selections 95
      Using Mesh Modeling Tools 100
      Using Modeling Add-Ons 120
      Using Other Useful Blender Options and Tools 123
      Summary 125
      Exercises 125

      Chapter 7: Character Modeling 127
      What Is Mesh Topology? 127
      Choosing Modeling Methods 129
      Setting up the Reference Images 131
      Modeling the Eyes 135
      Modeling the Face 139
      Modeling the Torso and Arms 150
      Modeling the Legs 159
      Modeling the Boots 161
      Modeling the Hands 164
      Modeling the Cap 168
      Modeling the Hair 172
      Modeling the Final Details 176
      Summary 180
      Exercises 180

      Part IV: Unwrapping, Painting, and Shading 181

      Chapter 8: Unwrapping and UVs in Blender 183

      Seeing How Unwrapping and UVs Work 183
      Unwrapping in Blender 184
      Considering Before Unwrapping 191
      Working with UVs in Blender 193
      Unwrapping the Rest of the Character 200
      Packing UVs 202
      Summary 203
      Exercises 204

      Chapter 9: Painting Textures 205
      Defining the Main Workflow 205
      Texture Painting in Blender 206
      Creating the Base Texture 214
      Understanding the Elements of a Texture 215
      Texturing in Other Software 216
      Seeing the Painted Character in Blender 223
      Summary 223
      Exercises 224

      Chapter 10: Materials and Shaders 225
      Understanding Materials 225
      Masks and Layers 230
      Channels 231
      Shading Your Character 236
      Running Render Tests 246
      Summary 252
      Exercises 252

      Part V: Bringing Your Character to Life 253

      Chapter 11: Character Rigging 255

      Understanding the Rigging Process 255
      Working with Armatures 257
      Rigging Your Character 267
      Skinning 278
      Creating Custom Shapes 305
      Making Final Retouches 306
      Reusing Your Character in Different Scenes 307
      Summary 310
      Exercises 310

      Chapter 12: Animating Your Character 311
      Using the Character’s Rig 311
      Posing the Character 312
      Working with Animation Editors 315
      Animating a Walk Cycle 321
      Summary 326
      Exercises 326

      Part VI: Getting the Final Result 327

      Chapter 13: Camera Tracking in Blender 329

      Understanding Camera Tracking 329
      Shooting Video for Easy Tracking 330
      Using the Movie Clip Editor 332
      Tracking the Camera Motion 333
      Testing Camera Tracking 343
      Summary 343
      Exercises 343

      Chapter 14: Lighting, Compositing, and Rendering 345
      Lighting Your Scene 345
      Rendering and Compositing Your Scene in Cycles 356
      Rendering and Compositing Your Scene with EEVEE 361
      Exporting the Final Render 365
      Summary 367
      Exercises 367

      Part VII: Keep Learning 369

      Chapter 15: Other Blender Features 371

      Simulations 371
      2D Animation 373
      VFX: Masking, Object Tracking, and Video
      Stabilization 373
      Video Editing 374
      Sculpting 374
      Retopology 375
      Maps Baking 375
      Add-Ons 375
      Python Scripting 376
      Summary 376

      Index 379

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