Book Image

Blender 3D 2.49 Incredible Machines

Book Image

Blender 3D 2.49 Incredible Machines

Overview of this book

Blender 3D provides all the features you need to create super-realistic 3D models of machines for use in artwork, movies, and computer games. Blender 3D 2.49 Incredible Machines gives you step-by-step instructions for building weapons, vehicles, robots, and more. This book will show you how to use Blender 3D for mechanical modeling and product visualization. Through the pages of the book, you will find a step-by-step guide to create three different projects: a fantasy weapon, a spacecraft, and a giant robot. Even though these machines are not realistic, you will be able to build your own sensible and incredible machines with the techniques that you will learn in this book along with the exercises and examples. All the three sections of this book, which cover three projects, are planned to have an increasing learning curve. The first project is about a hand weapon, and with that we can image a small-sized object with tiny details. This first part of the book will show you how to deal with these details and model them in Blender 3D. In the second project, we will create a spacecraft, adding a bit of scale to the project, and new materials and textures as well. With this project, we will be working with metal, glass, and other elements that make the spacecraft. Along with the object, a new space environment will be created in the book too. At the end we have a big and complex object, which is the transforming robot. This last part of the book will cover the modeling of two objects and show how you can make one transform into the other. The scale and number of objects in this project are quite big, but the same principles as in the other projects are applied here with a step-by-step guide on how to go through the workflow of the project.
Table of Contents (21 chapters)
Blender 3D 2.49 Incredible Machines
Credits
About the Author
About the Reviewers
Preface

Chapter 2. Modeling a Handgun

In this chapter, we will begin working on the first of three projects in this book—modeling of a handgun. Before we get started, let's point out a few important things about this project and find out why this particular object was chosen to be our first modeling project for the book. Here are a few points discussed in this chapter:

  • How digital content creation is planned for games, animations, and advertisements

  • Why we chose a hand weapon

  • Project description

  • Modeling techniques available for this project, and how to choose the best one

  • Project workflow

  • What the image will look like at the end

This will be a short chapter, but it will be an important one in order to get ready for what's coming next.

Briefing and concept

In all of our projects, we will try to follow the regular process for creating digital and art content that suits projects such as games or animations. If you are already experienced, or if you were part of a team involved with projects such as games...