Book Image

Blender 3D By Example - Second Edition

By : Oscar Baechler, Xury Greer
Book Image

Blender 3D By Example - Second Edition

By: Oscar Baechler, Xury Greer

Overview of this book

Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games.
Table of Contents (18 chapters)

Getting set up for texture baking

Before this baby dragon gets any final textures, we'll need a preliminary material setup. This should approximate the texturing setups with flats and get a proxy set up for the texture maps that will be used in the final dragon. We can then supplement this lay-in with some starting lights and rendering for Eevee. First things first, we need to prepare the scene.

Preparing the scene for baking

Our starting process consists of a high-poly mesh for details, a low-poly mesh with UVs to capture that detail, and a cage mesh that helps determine the boundaries for their interaction. We'll be starting off where we ended with the previous chapter, so we need both the high-poly and retopologized...