Index
A
- actions
- tweaking, in Graph Editor / Tweaking the actions in Graph Editor, Getting ready, How to do it…
- additional UV layers
- setting up / Setting up additional UV layers, How to do it…
- animation
- OpenGL playblast, rendering of / Rendering an OpenGL playblast of the animation, Getting ready, How to do it…, How it works…, There's more…
- animation controls
- animation process
- URL / See also
- animations, rendering
- URL / See also
- Append and Link
- URL / How it works…
- Armature
- about / Using the Skin modifier's Armature option, Introduction, Introduction, How to do it…
- skinning, to Gidiosaurus mesh / Introduction
- parenting, Automatic Weights tool used / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- Armature, character
- building, from scratch / Building the character's Armature from scratch, How to do it…
- rig, building for secondary parts / Building the rig for the secondary parts
- rig, completing / Completing the rig, How it works…
- perfecting, as rig for Armor / Perfecting the Armature to also function as a rig for the Armor, How to do it…, How it works…
- building, through Human Meta-Rig tool / Building the character's Armature through the Human Meta-Rig, Getting ready, How to do it…
- generating, by Rigify add-on / Generating the character's Armature by using the Rigify add-on, How to do it…, How it works…
- Armature modifier
- URL / Editing the mesh
- Armature option, Skin modifier
- Armor
- detailing, Curve used from Mesh tool / Detailing the Armor by using the Curve from Mesh tool, Getting ready, How to do it…, There's more…
- armor plates
- modeling / Modeling the armor plates, How to do it…, How it works…
- armor shaders
- building, in Cycles / Building the armor shaders in Cycles, Getting ready, How to do it…, How it works…, There's more…
- building, in Blender Internal / Building the armor shaders in Blender Internal, How to do it…, How it works…, There's more…
- Armor textures
- defining / The Armor textures, How to do it…, There's more…, See also
- references / See also
- Automatic Weights tool
- used, for parenting Armature / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- used, for parenting Mesh / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- about / Getting ready
B
- B-bones
- about / How it works…
- Background Images tool
- about / Introduction
- templates, setting with / Setting templates with the Background Images tool, How to do it…
- using / Setting templates with the Background Images tool, How to do it…
- base mesh
- about / Introduction
- building / Introduction
- preparing, for sculpting / Preparing the base mesh for sculpting, How to do it…, How it works…
- base mesh, character
- building, with Skin modifier / Building the character's base mesh with the Skin modifier, Getting ready, How to do it…, How it works…
- sculpting / Sculpting the character's base mesh, How to do it…, There's more…
- Big Buck Bunny
- URL / How it works…
- Blender bug tracker
- URL / There's more…
- Blender Internal
- tileable scales image, creating / Making a tileable scales image in Blender Internal, Getting ready, How to do it…
- color maps, painting in / Painting the color maps in Blender Internal, Getting ready, How to do it…, How it works…
- reptile skin shaders, building in / Building the reptile skin shaders in Blender Internal, Getting ready, How to do it…, How it works…
- eyes' shaders, building in / Building the eyes' shaders in Blender Internal, How to do it…, How it works…
- armor shaders, building in / Building the armor shaders in Blender Internal, How to do it…, How it works…, There's more…
- three-point lighting rig, setting in / Setting a three-point lighting rig in Blender Internal, Getting ready, How to do it…, How it works…
- Blender Internal shaders
- creating / Introduction
- Blender Render engine
- about / Introduction
- URL / Getting ready
- body parts
- joining / How to do it…
- bones, Armature
- URL / Editing the mesh
- Boolean modifier
- using / There's more…
- Bridge tool
- about / How to do it…
C
- character
- animating / Introduction
- linking / Linking the character and making a proxy, Getting ready, How to do it…
- Clone brush
- using / There's more…
- color maps
- painting, in Blender Internal / Painting the color maps in Blender Internal, Getting ready, How to do it…, How it works…
- painting, in Cycles / Painting the color maps in Cycles, Getting ready, How to do it…
- composite nodes
- URL / How it works…
- control bones
- creating / How to do it…
- Copy Attributes Menu add-ons
- about / Getting ready
- Copy Rotation constraint
- about / How it works…
- cranium/neck section, mesh / How to do it…
- Cube primitive
- about / Getting ready
- curves
- URL / There's more…
- Cycles
- color maps, painting in / Painting the color maps in Cycles, Getting ready, How to do it…
- reptile skin shaders, building / How to do it…, How it works…, There's more…
- eyes shaders, building / Building the eyes' shaders in Cycles, Getting ready, How to do it…, How it works…
- armor shaders, building / Building the armor shaders in Cycles, Getting ready, How to do it…, How it works…, There's more…
- Cycles materials and textures
- URL / See also
- Cycles Render engine
- defining / Image based lighting in Cycles
- rendering settings, tweaking / Obtaining a noise-free and faster rendering in Cycles, Getting ready, How to do it…
D
- 3D Cursor
- about / How to do it…
- 3D manipulator widget
- enabling / How to do it…, Getting ready
- 3D scene layout
- data system
- URL / How it works…
- display, Render
- DJV Imaging
- URL / There's more…
- drivers
- assigning, to shape keys / Assigning drivers to the shape keys, Getting ready, How to do it…, There's more…
- about / How it works…
- URL / Setting movement limit constraints
- Dumped Track constraint
- about / How it works…
- Dynamic topology feature
- Dynamic topology setting
- about / How it works…
E
- edge-loops flow
- planning, Grease Pencil tool used / Using the Grease Pencil tool to plan the edge-loops flow, Getting ready, How to do it…
- Empties
- preparing / Getting ready
- expressions shape keys
- defining / How to do it…
- eye, creature
- modeling / Modeling the eye, Getting ready, How to do it…, How it works…
- building / How to do it…, How it works…
- eyeball rotation
- transferring, to eyelids / Transferring the eyeball rotation to the eyelids, Getting ready
- eyes' shaders
- building, in Blender Internal / Building the eyes' shaders in Blender Internal, How to do it…, How it works…
- eyes shaders
- building, in Cycles / Building the eyes' shaders in Cycles, Getting ready, How to do it…, How it works…
- Eyes sphere
- eyeballs / Building the eyes' shaders in Cycles
- irises / Building the eyes' shaders in Cycles
- pupils / Building the eyes' shaders in Cycles
F
- fangs
- about / Modeling the armor plates
- FK/IK sliders
- about / How to do it…
- Fresnel node
- about / How it works…
G
- Gidiosaurus
- Gidiosaurus character
- defining / Introduction
- Gidiosaurus object / Getting ready
- Gimp
- Global Illumination effect
- about / Getting ready
- GPU graphic cards, for Cycles
- URL / See also
- GPU rendering
- URL / See also
- Graph Editor
- actions, tweaking in / Tweaking the actions in Graph Editor, Getting ready, How to do it…
- URL / Using the Non Linear Action Editor to mix different actions
- Grease Pencil tool
- about / How it works…, How to do it…
- used, for planning edge-loops flow / Using the Grease Pencil tool to plan the edge-loops flow, Getting ready, How to do it…
- URL / There's more…
- Gstretch tool
- about / How to do it…
- guides
- creating / How to do it…
H
- HDR (High Dynamic Range) image
- hdr image
- about / How to do it…
- head deformation, Gidiosaurus mesh
- fixing / How to do it…
- high resolution mesh
- more details, sculpting on / Sculpting more details on the high resolution mesh, Getting ready, How to do it…
- Hooks
- Human Meta-Rig
- about / Introduction
- Human Meta-Rig tool
- used, for building Armature / Building the character's Armature through the Human Meta-Rig, Getting ready, How to do it…
- about / Building the character's Armature through the Human Meta-Rig
- using / Getting ready
I
- IK solver
- about / How to do it…
- image based lighting (IBL)
- setting / Setting image based lighting (IBL), Image based lighting in Cycles, Image based lighting in Blender Internal, How it works…
- in Cycles / Image based lighting in Cycles
- in Blender Internal / Image based lighting in Blender Internal, How it works…
- Image Empties method
- about / Introduction, Setting templates with the Image Empties method
- templates, setting with / Setting templates with the Image Empties method, How to do it…, How it works…
- images
- requisites / Introduction
- Images as Planes add-on
- about / Introduction, Setting templates with the Images as Planes add-on
- templates, setting with / Setting templates with the Images as Planes add-on, Getting ready, How to do it…, How it works…
- image texture
- Vertex Colors layer, baking to / Adding a dirty Vertex Colors layer and baking it to an image texture, How to do it…, How it works…
- Inverse Kinematic
- Inverse Kinematics
- about / How to do it…
- Inverse Kinematics constraint
- about / How it works…, How to do it…
K
- Knife Topology Tool
- about / How to do it…, How it works…
- Krita
L
- Laplacian Deform modifier
- Laplacian modifier
- setting up / How to do it…
- Lattice object / How to do it…
- Layered Painting, in Blender 2.72
- references / How it works…
- library
- lights
- settings / How to do it…
- Linux Ubuntu
- about / How to do it…, Getting ready
- Live Unwrap tool / Editing the UV islands
- Locked Track constraint
- about / How it works…
- Loft tool
- about / How to do it…
- LoopTools add-on
- about / Getting ready
- using / Modeling the armor plates, How to do it…
- URL / How it works…
- used, for re-topologizing mesh / Using the LoopTools add-on to re-topologize the mesh, How to do it…
- enabling / Getting ready
- low resolution mesh
- preparing, for unwrapping / Preparing the low resolution mesh for unwrapping, Getting ready, How to do it…
M
- Matcaps
- about / How it works…
- materials, Blender Render Engine
- mesh
- editing / Editing the mesh, How to do it…
- re-topologizing, Snap tool used / Using the Snap tool to re-topologize the mesh, How to do it…, How it works…
- re-topologizing, Shrinkwrap modifier used / Using the Shrinkwrap modifier to re-topologize the mesh, How to do it…
- re-topologizing, LoopTools add-on used / Using the LoopTools add-on to re-topologize the mesh, How to do it…
- unwrapping / UV unwrapping the mesh, How to do it…
- modifying / Modifying the mesh and the UV islands, Getting ready, How to do it…
- Mesh
- parenting, Automatic Weights tool used / Parenting the Armature and Mesh using the Automatic Weights tool, Getting ready, How to do it…, How it works…, There's more…
- Mesh Deform modifier
- used, to skin character / Using the Mesh Deform modifier to skin the character, Getting ready, How to do it…, How it works…
- Mesh to Curve technique
- used, for adding details / Using the Mesh to Curve technique to add details, How to do it…, How it works…
- model
- preparing, for using UDIM UV tiles / Preparing the model to use the UDIM UV tiles, How to do it…, How it works…
- morphing
- about / Introduction
- movement limit constraints
- setting / Setting movement limit constraints, How to do it…
- URL / How to do it…
- Multiresolution modifier
- Multiresolution modifier method
- defining / How to do it…
- MyPaint
N
- negative frames keys
- about / How to do it…
- negative low value
- about / There's more…
- NLA Editor
- about / How to do it…
- used, to mix different actions / Using the Non Linear Action Editor to mix different actions, How to do it…
- URL / How to do it…
- node group, of skin shader
- creating, for reusing / Making a node group of the skin shader to reuse it, How to do it…, How it works…
- noise reduction
- URL / See also
- Non-Photorealistic Rendering (NPR)
- about / Introduction
- normals, of sculpted mesh
- baking, on low resolution / Baking the normals of the sculpted mesh on the low resolution one, Getting ready, How to do it…, How it works…, There's more…
O
- OpenGL playblast
- rendering, of animation / Rendering an OpenGL playblast of the animation, Getting ready, How to do it…, How it works…, There's more…
- OpenGL rendering
- starting / How to do it…
P
- Paint Tool
- using / Preparing the model to use the UDIM UV tiles
- used, for fixing seams / Painting to fix the seams and to modify the baked scales image maps, Getting ready, How to do it…, How it works…, There's more…
- used, for modifying baked scales image maps / Painting to fix the seams and to modify the baked scales image maps, Getting ready, How to do it…, How it works…, There's more…
- about / How to do it…
- pelvis island
- editing / How to do it…
- performance considerations
- URL / See also
- PET
- enabling / How to do it…
- Photoshop
- pin tool / Editing the UV islands
- Pitchipoy human rig
- URL / How it works…
- playblast
- polygonal modeling
- scene, preparing for / Preparing the scene for polygonal modeling, Getting ready, How to do it…, How it works…
- Pose Mode
- about / Getting ready
- Properties sidepanel / Getting ready
- proxy
- proxy object
Q
- Quick Edit tool
- about / The Quick Edit tool
- defining / The Quick Edit tool, How to do it…, How it works…
R
- re-topologized mesh
- concluding / Concluding the re-topologized mesh, How to do it…, There's more…
- re-topology
- starting / How to do it…
- render layers
- compositing / Compositing the render layers, Getting ready, How to do it…, How it works…
- URL / How it works…
- render passes
- URL / How it works…
- render settings
- URL / See also
- reptile skin shaders
- building, in Cycles / How to do it…, How it works…, There's more…
- building, in Blender Internal / Building the reptile skin shaders in Blender Internal, Getting ready, How to do it…, How it works…
- retopology process / Introduction
- rig
- creating / How to do it…
- about / How it works…, Getting ready
- rigging process
- rigging stage
- about / Introduction
- Rigify add-on
- about / Introduction
S
- scale operator
- using / How to do it…
- scaling
- about / How to do it…
- scenes
- URL / How it works…
- sculpting
- base mesh, preparing for / Preparing the base mesh for sculpting, How to do it…, How it works…
- shader
- creating, for metal plates / How to do it…
- shape key
- types / How it works…
- shape keys
- creating / Creating shape keys, Getting ready, How to do it…, How it works…
- drivers, assigning to / Assigning drivers to the shape keys, Getting ready, How to do it…, There's more…
- Shrinkwrap modifier
- used, for re-topologizing mesh / Using the Shrinkwrap modifier to re-topologize the mesh, How to do it…
- tweaking / There's more…
- Shrinkwrap modifier technique
- setting up / Getting ready
- using / How it works…
- sIBL addon
- sIBL archive
- URL / See also
- sIBL Archive
- URL / How to do it…
- simple walk cycle, character
- creating, by assigning keys to bones / Creating a simple walk cycle for the character by assigning keys to the bones, Getting ready, How to do it…, There's more…, See also
- skin, Gidiosaurus
- defining / Introduction
- Skin modifier
- about / Introduction, Introduction
- base mesh, building with / Building the character's base mesh with the Skin modifier, Getting ready, How to do it…, How it works…
- using / Building the character's base mesh with the Skin modifier, Getting ready, How to do it…, How it works…
- skinning
- performing / Introduction
- skinning to shapes
- URL / There's more…
- skin node group
- creating / How to do it…, How it works…
- Smart UV Project tool
- Snap tool
- used, for re-topologizing mesh / Using the Snap tool to re-topologize the mesh, How to do it…, How it works…
- Subdivision Surface modifier
- about / How to do it…
T
- templates
- setting, with Images as Planes add-on / Setting templates with the Images as Planes add-on, Getting ready, How to do it…, How it works…
- setting, with Image Empties method / Setting templates with the Image Empties method, How to do it…, How it works…
- setting, with Background Images tool / Setting templates with the Background Images tool, How to do it…
- Texture Paint, Blender
- references / There's more…
- textures
- creating, for Gidiosaurus character / Introduction
- textures, Blender Render Engine
- three-point lighting rig
- setting, in Blender Internal / Setting a three-point lighting rig in Blender Internal, Getting ready, How to do it…, How it works…
- URL / How it works…
- tileable scales image
- creating, in Blender Internal / Making a tileable scales image in Blender Internal, Getting ready, How to do it…
- tileable scales texture
- baking, into UV tiles / Baking the tileable scales texture into the UV tiles, Getting ready, How to do it…, There's more…
- tools, re-topology
- Gstretch / How to do it…
- Loft / How to do it…
- Bridge / How to do it…
- Tool Shelf
- about / How to do it…
- Transformation manipulators
- about / How to do it…, How to do it…
- Transform locks
- defining / How to do it…
U
- U-Dimension / There's more…
- Ubuntu
- about / There's more…
- UDIM UV Mapping / There's more…
- UDIM UV Mapping standard / There's more…
- UDIM UV tiles
- used, for preparing model / Preparing the model to use the UDIM UV tiles, How to do it…, How it works…
- UV islands
- editing / Editing the UV islands, How to do it…
- modifying / Modifying the mesh and the UV islands, Getting ready, How to do it…
- UV Map layout
- exporting / Exporting the UV Map layout, How to do it…
- UV Mapping / Introduction
- UV Sphere placeholders
- about / Modeling the eye
- UV Spheres
- UV tiles
- tileable scales texture, baking into / Baking the tileable scales texture into the UV tiles, Getting ready, How to do it…, There's more…
V
- Vertex Colors layer
- adding / Adding a dirty Vertex Colors layer and baking it to an image texture, How to do it…
- baking, to image texture / Adding a dirty Vertex Colors layer and baking it to an image texture, How to do it…
- references / How it works…
- vertex group
- creating / How to do it…
- Vertex Groups
- URL / How it works…
W
- walk cycle tutorial
- URL / See also
- Weight Groups
- assigning, by hand / Assigning Weight Groups by hand, Getting ready, How to do it…, How it works…
- editing, Weight Paint tool used / Editing Weight Groups using the Weight Paint tool, How to do it…
- Weight Paint mode / How to do it…
- Weight Paint tool
- used, for editing Weight Groups / Editing Weight Groups using the Weight Paint tool, How to do it…
- URL / How to do it…
- World, in Blender
- references / See also