Book Image

Blender 3D Incredible Machines

By : Christopher Kuhn, Allan Brito
Book Image

Blender 3D Incredible Machines

By: Christopher Kuhn, Allan Brito

Overview of this book

Blender 3D is one of the top pieces of 3D animation software. Machine modeling is an essential aspect of war games, space games, racing games, and animated action films. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level. This book will cover all the topics you need to create professional models and renders. This book will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. Through this book, you will create many types of projects, including a pistol, spacecraft, robot, and a racer. We start by making a Sci-fi pistol, creating its basic shape and adding details to it. Moving on, you’ll discover modeling techniques for larger objects such as a space craft and take a look at how different techniques are required for freestyle modeling. After this, we’ll create the basic shapes for the robot and combine the meshes to create unified objects. We'll assign materials and explore the various options for freestyle rendering. We’ll discuss techniques to build low-poly models, create a low-poly racer, and explain how they differ from the high poly models we created previously. By the end of this book, you will have mastered a workflow that you will be able to apply to your own creations.
Table of Contents (16 chapters)
Blender 3D Incredible Machines
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
1
Sci-Fi Pistol - Creating the Basic Shapes

Preface

Welcome to Blender 3D Incredible Machines. In this book, we're going to explore the world of hard-surface modeling in Blender. This is distinct from organic modeling (creating humans/animals, and more), and there are different methods that we can employ to get the best results. We'll focus on ways to create complex machinery, vehicles, and other similar models in Blender.

What this book covers

Chapter 1, Sci-Fi Pistol – Creating the Basic Shapes, covers the basic modeling tools as we start our first project. It should be a good refresher for more experienced users, and will set the groundwork for more advanced modeling projects.

Chapter 2, Sci-Fi Pistol – Adding Details, looks at specific modeling techniques for adding detail to hard surface models. These techniques will be used to finish building our gun model, but will be applicable to many other projects as well.

Chapter 3, Texturing and Rendering Your Sci-Fi Pistol, takes a look at the Cycles rendering engine and how to create basic materials for it. We'll also set up a basic render scene that we can use in the future.

Chapter 4, Spacecraft – Creating the Basic Shapes, begins a more complex modeling project—a Sci-Fi spacecraft. We'll focus more on general technique and workflow here, since we covered a lot of the basic tools already in the first two chapters.

Chapter 5, Spacecraft – Adding Details, focuses heavily on detail-oriented modeling techniques. We'll look at important considerations when adding detail to a model as well as a number of tools and procedures for doing so.

Chapter 6, Spacecraft – Materials, Textures, and Rendering, builds on the techniques from our last project. We'll create a number of different materials for our spacecraft. We'll also briefly cover UV mapping and managing materials slots.

Chapter 7, Modeling Your Freestyle Robot, looks at modeling for a specific type of rendering—FreeStyle. There are a number of special modeling techniques we'll want to use to get the best possible results.

Chapter 8, Robot – Freestyle Rendering, looks at the specifics of FreeStyle rendering. We'll also cover the creation on non-photorealistic (NPR) rendering in the Blender Internal render engine.

Chapter 9, Low-Poly Racer – Building the Mesh, takes a look at one of the more common uses of Blender—building game models. We'll explore how these models are different from the ones we've already done and what specific techniques we should use (and avoid) when we do it.

Chapter 10, Low-Poly Racer – Materials and Textures, covers the creation of materials and textures for our low-poly game model. We'll cover UV maps more extensively, and see how we can use them to create a more universal form of textures.  This will allow our game assets to be used in a variety of external applications.

What you need for this book

A desktop or laptop computer (recommend at least 4 GB of RAM).

Windows 7, Mac OS X, or Linux.

The Blender 3D software package, free to download at https://www.blender.org/.

Who this book is for

This book is aimed at intermediate Blender users looking to increase their hard surface modeling skills. Although we do review some basic tools in the first chapter, this isn't meant to be an introduction to the Blender software package. Users should be reasonably familiar with the interface and fundamental concepts of 3D modeling (moving, rotating, scaling, and others).

Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "This will allow us to add the Mirror modifier."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the color images of this book 

We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from: http://www.packtpub.com/sites/default/files/downloads/blender3dincrediblemachines_ColorImages.pdf.

Errata

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Questions

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