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)

Summary

The baby dragon's sculpted final form ripples with cuteness and ferocity. By starting with rough, destructive sculpting and low-commitment drafting methods, lots of ideas could be explored quickly. We then refined muscles and bones, increasing the amount of detail at every step. Lastly, the final patina of scales, wrinkles, and ridges were added with stencils, brush textures, and polygon counts soaring into the millions.

Unfortunately, the huge poly count limits this sculpture's usefulness. Animation rigs will strain to move, rendering engines will choke on the complex details, and real-time game engines are way out of reach. In the next chapter, we'll fix that by creating a usable mesh with a reasonable poly count, then bake important details from our high-poly sculpture to our medium-poly production mesh.

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