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)

Questions

  1. How do you determine which texture Blender will bake to?
  2. Why should you bake to a low-resolution texture first?
  3. What map types should a 32-bit float be to function correctly in Blender?
  4. How does an auxiliary map differ from a map used in the final shader?
  5. How do masks aid in Blender's texture painting interface?
  6. How do you create and use a custom stencil for your brush tip in Texture Paint mode?
  7. What requirements are needed to edit a projection painting successfully?
  8. Why would you create a specular map from your auxiliary maps in an external program, rather than combining them with nodes?
  9. What is the difference between the subsurface and subsurface color attributes?
  10. What are some examples you can think of where you'd position textures with a UV Project modifier?