Index
A
- add-ons
- about / Improving Blender with add-ons
- using, in Blender / Improving Blender with add-ons
- searching, on hard-disk / Improving Blender with add-ons
- advanced materials, Cycles
- creating / Creating advanced materials in Cycles
- skin material, with Subsurface Scattering node / Skin material with Subsurface Scattering
- skin material, with Subsurface Scattering node / Skin material with Subsurface Scattering
- eye material / Eye material
- fur, creating / The fur of the rat
- alien character
- retopology, creating / Making the retopology of the alien character
- Alien Character / The Alien Character
- alien character retopology
- creating / Making the retopology of the alien character
- environment, preparing / Preparing the environment
- alpha / Anatomy of a brush
- Alt key / Using a pen tablet
- ambient occlusion
- baking / The baking of an ambient occlusion
- about / Understanding the ambient occlusion map
- colors, multiplying / Understanding the ambient occlusion map
- bake, creating / Creation of the bake
- displaying, in viewport / Displaying the ambient occlusion in the viewport
- animation
- principles / Principles of animation
- preparation / Preparation of the animation
- animation, preparing
- short script, writing / Writing a short script
- shot, field sizes / Writing a short script
- shot, angle shot / Writing a short script
- Storyboard, creating / Making a storyboard
- final camera placements, searching / Finding the final camera placements and the timing through a layout
- final camera timing, searching / Finding the final camera placements and the timing through a layout
- references / Animation references
- organization / Organization
- animation principles
- about / Principles of animation
- Squash and Stretch / Squash and Stretch
- anticipation / Anticipation
- staging / Staging
- Straight Ahead Action / Straight Ahead Action and Pose to Pose
- Pose to Pose / Straight Ahead Action and Pose to Pose
- Follow Through / Follow Through and Overlapping Action
- Overlapping Action / Follow Through and Overlapping Action
- Slow In / Slow In and Slow Out
- Slow Out / Slow In and Slow Out
- arcs / Arcs
- Secondary Action / Secondary Action
- timing / Timing
- exaggeration / Exaggeration
- solid drawing / Solid drawing
- appeal / Appeal
- animation tools, Blender
- about / Animation tools in Blender
- timeline editor / The timeline
- keyframe / What is a keyframe?
- Dope Sheet / The Dope Sheet
- Graph editor / The Graph editor
- Non-Linear Action editor / The Non-Linear Action editor
- Anticipation principle / Anticipation
- appeal principle / Appeal
- arcs principle / Arcs
- Array modifier / Adding instantiated objects
- Artistic Anatomy
- about / An introduction to artistic anatomy
- body, sculpting / Sculpting the body
- AutoKey option / What is a keyframe?
B
- base mesh
- creating, with Skin modifier / Creating a base mesh with the Skin modifier
- Matcap, using / Visual preparation
- visual preparation / Visual preparation
- basic settings, Cycles render engine
- about / Understanding the basic settings of Cycles
- sampling / The sampling
- light path settings / Light path settings
- performance settings / Performances
- bevel modifier / Simulate a stack of wooden planks with physics
- Bevel tool
- Blender
- working with / What can you do with Blender?
- navigation, using / Getting used to the navigation in Blender
- improving, with add-ons / Improving Blender with add-ons
- URL / Performances, Cycles versus Blender Internal
- bone anatomy / An introduction to the rigging process
- animation tools / Animation tools in Blender
- Blender Internal
- used, for rendering robot toy / Using Blender Internal to render our Robot Toy
- used, for rendering / Doing a quick render with Blender Internal
- lights, setting / Setting lights
- camera, placing / Placing the camera
- environment, setting / Setting the environment (sky and mist)
- versus Cycles render engine / Cycles versus Blender Internal
- Blender Official Add-ons Catalog
- Blender units / Working with a scale
- blocking method
- about / Blocking the bases of the house
- refining / Refining the blocking
- instantiated objects, refining / Adding instantiated objects
- blocking objects
- reworking / Reworking the blocking objects
- body sculpting, Artistic Anatomy
- Breakdowns / Straight Ahead Action and Pose to Pose
- brush
- anatomy / Anatomy of a brush
- brushes, Texture Paint tool
- discovering / Discovering the brushes
- TexDraw brush / The TexDraw brush
- Smear brush / The Smear brush
- Soften brush / The Soften brush
- Clone brush / The Clone brush
- Fill brush / The Fill brush
- Mask brush / The Mask brush
C
- Child Of constraint / Rigging the gun
- Clay brush / The torso
- Clay Strips brush / The head
- Clone brush / The Clone brush
- color balance node
- URL / Depth Pass
- colors
- adding / Adding colors
- Texture Paint tool, basics / Basics of the Texture Paint tool
- scene, painting / Painting the scene
- laying down / Laying down the colors
- tiled textures / Tiled textures
- roof-tiled texture, painting / Painting the roof-tile texture
- hand painted tiled textures types, tips / Quick tips for other kinds of hand-painted tiled textures
- tiled textures, baking / Baking our tiled textures
- transparent textures, creating / Creating transparent textures
- color wheel window / The grass texture
- Copy Rotation constraint / The arm and the hand
- Crease brush / The head
- curves
- used, for modeling tree / Modeling a tree with curves
- about / Modeling a tree with curves
- custom shapes
- about / Custom shapes
- cycles
- Normal Maps, applying in Cycles / Making and applying normal maps in Cycles
- Cycles
- advanced materials, creating / Creating advanced materials in Cycles
- passes / The Raw rendering phase
- URL / The Raw rendering phase
- Cycles render engine
- basic settings / Understanding the basic settings of Cycles
- realistic grass, creating / Creating realistic grass
- textures, backing / Baking textures in Cycles
- versus Blender Internal / Cycles versus Blender Internal
D
- 3D scene
- anatomy / The anatomy of a 3D scene
- 3D workflow
- overview / An overview of the 3D workflow
- 3D scene, anatomy / The anatomy of a 3D scene
- Damped Track constraint / The head and the eyes
- Depth pass / Depth Pass
- Dope Sheet / The Dope Sheet
- Duplicate Linked tool / Modeling the buttons, Adding instantiated objects
- Duplicate Object / Modeling the buttons
- Dyntopo
- versus Multires modifier / Dyntopo versus the Multires modifier
- first touch / First touch with Dyntopo
E
- edge loop
- about / Modeling the head
- edge loops / Creating a base mesh with the Skin modifier
- editor
- about / What are editors?
- anatomy / The anatomy of an editor
- Header / The anatomy of an editor
- Split Area / Split, Join, and Detach
- detaching / Split, Join, and Detach
- Join Area button / Split, Join, and Detach
- layout presets / Some useful layout presets
- environment
- modeling / Modeling the environment (8 pages)
- cliff, modeling / Modeling the cliff
- tree with curves, modeling / Modeling a tree with curves
- scene, enhancing with barrier / Enhancing the scene with a barrier, rocks, and a cart
- scene, enhancing with rocks / Enhancing the scene with a barrier, rocks, and a cart
- scene, enhancing with carts / Enhancing the scene with a barrier, rocks, and a cart
- environment preparation, alien character retopology
- steps / Preparing the environment
- head / The head
- polygon pairs / The head
- F2 add-on / The head
- smooth option / The head
- neck / The neck and the torso
- torso / The neck and the torso
- arms / The arms and the hands
- hands / The arms and the hands
- legs / The legs
- exaggeration principle / Exaggeration
- Extremes / Straight Ahead Action and Pose to Pose
- extrusion tool
- about / Modeling the head
F
- fac input / Creating the materials of the house, the rocks, and the tree
- Fill brush / The Fill brush
- FK (Forward Kinematic) / The leg and the foot
- Flatten/Contrast brush / The legs
- Follow Through principle / Follow Through and Overlapping Action
- fork, robot toy
- modeling / Modeling the fork
- protections, modeling / Modeling protections for the fork
- Fresnel / Creating the materials of the house, the rocks, and the tree
G
- Gizmo tool / The Edit Mode versus the Object Mode
- Grab (G) tool / Modeling the cliff
- Grab brush / The head
- Grab tool / Adding the head primitive
- Graph editor / The Graph editor
- groups
- using / Grouping objects
H
- Haunted House / The Haunted House
- haunted house
- blocking / Blocking the house
- world scale, working on / Working with a scale
- bases, blocking / Blocking the bases of the house
- element geometry, working on / Breaking and ageing the elements
- stack simulation of wooden planks, adding / Simulate a stack of wooden planks with physics
- stack simulation of wooden planks, creating / Creation of the simulation of a stack of planks
I
- IBL
- IK constraint / The leg and the foot
- Inflate/Deflate brush / The head
- inset
- about / Modeling the antenna
- Inverse Kinematic (IK) / The leg and the foot
J
- join tool (J) / Modeling the thunderbolts
K
- keyframe / What is a keyframe?
- Key Poses / Straight Ahead Action and Pose to Pose
- knife tool (K) / Modeling the thunderbolts, Modeling the arm
- Knife Topology Tool (K) / Modeling the chest
L
- lattice
- about / Modeling a tree with curves
- Left Mouse Button (LMB) / Split, Join, and Detach
- light path settings, Cycles render engine
- Max and Min Bounces / Light path settings
- Filter Glossy / Light path settings
- reflective and refractive caustics / Light path settings
- lights
- about / Lighting
- testing material, creating / Creating a testing material
- types / Understanding the different types of light
- using, in scenes / Lighting our scene
- IBL, painting / Painting and using an Image Base Lighting
- IBL, using / Painting and using an Image Base Lighting
- light types
- Link and Append file structures / Organization
- LoopCut tool
- low poly mesh / The legs
M
- mask / The head
- Mask brush / The legs, The Mask brush
- Matcap
- using / Visual preparation
- materials
- creating, with nodes / Creating materials with nodes
- of house, creating / Creating the materials of the house, the rocks, and the tree
- of rock, creating / Creating the materials of the house, the rocks, and the tree
- of tree, creating / Creating the materials of the house, the rocks, and the tree
- mask, adding for windows / Adding a mask for the windows
- procedural textures, using / Using procedural textures
- Normal Maps, creating in Cycles / Making and applying normal maps in Cycles
- metric system / Working with a scale
- Middle Mouse Button (MMB) / An introduction to the navigation of the 3D Viewport
- mirror modifier / Modeling the thunderbolts
- mist pass
- compositing / Compositing a mist pass
- modeling tools, robot toy
- using / Using the basic modeling tools
- extrusion / Modeling the head
- modifier
- Multires modifier
- about / Dyntopo versus the Multires modifier
- first touch / First touch with the Multires modifier
N
- N-Gon / Modeling the antenna
- navigation, Blender
- using / Getting used to the navigation in Blender
- of 3D Viewport / An introduction to the navigation of the 3D Viewport
- editors / What are editors?
- preferences, setting up / Setting up your preferences
- navigation preferences
- setting / Setting up your preferences
- Preferences window / An introduction to the Preferences window
- default navigation style, customizing / Customizing the default navigation style
- add-ons, using in Blender / Improving Blender with add-ons
- nodal compositing / Introduction to nodal compositing
- Non-Linear Action editor / The Non-Linear Action editor
- normal / The anatomy of a 3D scene
- normal map
- baking / The baking of a normal map
- about / What is a normal map?
- creating, with bake tools / Making of the bake
- displaying, in viewport / Displaying the normal map in the viewport
O
- OpenEXR
- about / The Raw rendering phase
- URL / The Raw rendering phase
- origin/pivot / Modeling the fork
- outliner / Modeling the thunderbolts
- Overlapping Action principle / Follow Through and Overlapping Action
P
- pen tablet
- using / Using a pen tablet
- performance settings, Cycles render engine
- Viewport BVH Type / Performances
- Tiles / Performances
- picture
- enhancing, with composing / Enhance a picture with compositing
- nodal compositing / Introduction to nodal compositing
- Depth pass / Depth Pass
- effects, adding / Adding effects
- rendering phase, compositing / Compositing rendering phase
- Pinch/Magnify brush / The head
- PlayBlast / Render a quick preview of a shot
- Plugins / Improving Blender with add-ons
- poly modeling / Choosing sculpting over poly modeling
- Pose to Pose principle / Straight Ahead Action and Pose to Pose
- Preferences window / An introduction to the Preferences window
- projects
- about / A brief introduction to the projects
- Robot toy / The Robot Toy
- Alien Character / The Alien Character
- Haunted House / The Haunted House
- Rat Cowboy / The Rat Cowboy
- Proportional Editing / Modeling the chest
- proxy / Organization
R
- Rat Cowboy / The Rat Cowboy
- rigging / Rigging the Rat Cowboy
- about / Rigging the Rat Cowboy
- deforming bones, placing / Placing the deforming bones
- Display options / Placing the deforming bones
- leg, rigging / The leg and the foot
- foot, rigging / The leg and the foot
- arm, rigging / The arm and the hand
- hand, rigging / The arm and the hand
- arm / The arm and the hand
- hand / The arm and the hand
- hips, rigging / The hips
- tail, rigging / The tail
- head, rigging / The head and the eyes
- eyes, rigging / The head and the eyes
- rig, mirroring / Mirroring the rig
- gun, rigging / Rigging the gun
- holster, rigging / Rigging the holster
- root bone, adding / Adding a root bone
- raw rendering phase
- about / The Raw rendering phase
- realistic grass
- creating / Creating realistic grass
- grass, generating with particles / Generating the grass with particles
- grass shader, creating / Creating the grass shader
- retopologized mesh / The baking of textures
- retopology
- creating / Why make a retopology?
- polygons arranging, possibilities / Possibilities of arranging polygons
- creating, best practices / Errors to avoid during the creation of retopology
- polygon density / Density of polygons
- of alien character, creating / Making the retopology of the alien character
- Return key / Modeling the antenna
- rigging process
- robot toy
- modeling / Let's start the modeling of our robot toy
- about / Let's start the modeling of our robot toy
- image reference, adding for preparing workflow / Preparing the workflow by adding an image reference
- naming shortcuts / Adding the head primitive
- image rHead primitive, adding / Adding the head primitive
- Edit Mode, versus Object Mode / The Edit Mode versus the Object Mode
- head, modeling / Modeling the head
- antenna, modeling / Modeling the antenna
- thunderbolts, modeling / Modeling the thunderbolts
- eyes, modeling / Modeling the eyes
- chest, modeling / Modeling the chest
- neck, modeling / Modeling the neck
- torso, modeling / Modeling the torso
- buttons, modeling / Modeling the buttons
- fork, modeling / Modeling the fork, Modeling protections for the fork
- main wheel, modeling / Modeling the main wheel
- arm, modeling / Modeling the arm
- rendering, with Blender Internal / Using Blender Internal to render our Robot Toy
- Robot toy / The Robot Toy
- root bone
- about / Adding a root bone
S
- sampling, Cycles render engine
- Render samples setting / The sampling
- Preview samples setting / The sampling
- scene
- organization / Organizing the scene
- scene animation
- about / Animating the scene
- walk cycle / The walk cycle
- actions, mixing / Mixing actions
- close shot animation / Animation of a close shot
- gunshot / Animation of the gunshot
- gunshot animation / Animation of the gunshot
- trap animation / Animation of the trap
- scene organization
- objects, grouping / Grouping objects
- layers, working with / Working with layers
- Scripts / Improving Blender with add-ons
- sculpting
- selecting, over poly modeling / Choosing sculpting over poly modeling
- pen tablet, using / Using a pen tablet
- sculpt mode / The sculpt mode
- sculpting process
- sculpt mode
- about / The sculpt mode
- viewport, optimizing / Optimizing the viewport
- Undo function / The head
- Secondary Action principle / Secondary Action
- shape keys
- about / The shape keys
- controlling / What is a shape key?
- basic shapes, creating / Creating basic shapes
- driving / Driving a shape key
- shot
- quick previews, rendering / Render a quick preview of a shot
- Skin modifier
- used, for creating base mesh / Creating a base mesh with the Skin modifier
- skinning
- about / Skinning
- Weight Paint tools / The Weight Paint tools
- weight, manually assigning to vertices / Manually assigning weight to vertices
- foot deformation, correcting / Correcting the foot deformation
- belt deformation, correcting / Correcting the belt deformation
- Slow In effect / Slow In and Slow Out
- Slow Out effect / Slow In and Slow Out
- Smear brush / The Smear brush
- Smooth brush / The head
- Snake Hook brush / The head
- Soften brush / The Soften brush
- solid drawing principle / Solid drawing
- Squash and Stretch principle / Squash and Stretch
- stack simulation of wooden planks
- staging principle / Staging
- Straight Ahead Action principle / Straight Ahead Action and Pose to Pose
- Stroke option
- about / The Stroke option
- space method / The Stroke option
- curve method / The Stroke option
- line method / The Stroke option
- anchored method / The Stroke option
- airbrush method / The Stroke option
- Drag Dots method / The Stroke option
- dots method / The Stroke option
- Subdivision Surface modifier
- about / An introduction to the Subdivision Surface modifier
- head shape, improving / Improving the head shape
- work, saving / Improving the head shape
T
- TexDraw brush / The TexDraw brush
- texture node
- viewing, through Viewer / Introduction to nodal compositing
- Texture Paint tool
- about / Basics of the Texture Paint tool
- brushes, discovering / Discovering the brushes
- Stroke option / The Stroke option
- zones of painting, delimiting / Delimiting the zones of painting according to the geometry
- direct painting / Painting directly on the texture
- textures
- backing, in Cycles render engine / Baking textures in Cycles
- tree, backing / Baking the tree
- textures, UVs
- baking / The baking of textures
- normal map, baking / The baking of a normal map
- normal map / What is a normal map?
- size, selecting / Making of the bake
- tiled textures
- about / Tiled textures
- workspace setting / The settings of our workspace
- considerations / Advice for a good tiled texture
- baking / Baking our tiled textures
- baking, need for / Why bake?
- baking, steps / How to do it?
- timeline editor / The timeline
- timing principle / Timing
- tracking shot / Writing a short script
- transparent textures
- creating / Creating transparent textures
- transparent textures, creating
- grass texture / The grass texture
- color wheel window / The grass texture
- grunge texture / The grunge texture
U
- UVs
- unwrapping / Unwrapping UVs
- tiling / Tiling UVs
- tiling, goal / What is tiling for?
- layers / The UV layers
- layers options / The UV layers
- UV unwrapping process / Understanding UVs
- about / Unwrapping UVs
- Project From View, using / Using Project From View
- remaining house components / Unwrapping the rest of the house
- tree, using with Smart UV project / The tree with the Smart UV Project
- environment objects, unwrapping / Unwrapping the rest of the environment
- UVs
- unwrapping / Unwrapping UVs
- about / Understanding UVs
- seam placement / The placement of the seams
- island placement / The placement and adjustment of the islands
- island adjustment / The placement and adjustment of the islands
- textures, baking / The baking of textures
V
- Vertex Connect Path tool / Modeling the arm
- VSE
- used, for editing sequence / Editing the sequence with the VSE
- about / Introduction to the Video Sequence Editor
- final sequence, editing / Edit and render the final sequence
- final sequence, rendering / Edit and render the final sequence
W
- Weight Painting stage / An introduction to the rigging process
- Weight Paint tools
- about / The Weight Paint tools
- URL / The Weight Paint tools
- skinning, editing / Correcting the foot deformation