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)

What are the rules of good topology?

Let's take a closer look at some of the rules of topology that will help you create high-quality, 3D models.

A 3D model isn't a real object, it's just a representation of an object. In order for a model to best represent a given object, the model's topology ought to work in conjunction with the shape of the object. A model with bad topology has polygons that work against the shape of the model, which makes it hard to work with in production and can cause lots of problems.

A model with bad topology usually has far more polygons than necessary because the polygons aren't forming efficient patterns. These unneeded polygons don't benefit the end result, and can even lead to shading errors. In the following image, you can see what ought to be a smooth surface (on the left side), but the poorly placed polygons (visible...