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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    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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