Book Image

Taking Blender to the Next Level

By : Ruan Lotter
Book Image

Taking Blender to the Next Level

By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Chapter 3: Organic Modeling P1: Creating a Mushroom

In this chapter, we will be creating a mushroom! We will focus on creating organic shapes while keeping our topology optimized. We will first create the base mesh using basic modeling tools. Then we will make use of the Multires modifier to add geometry to our model. We will then use sculpting brushes to add finer details. We will then use a lattice object to easily shape our mushroom, and finally, we will look at how to UV unwrap our mesh and how to bake textures from a high-poly mesh onto a low-poly mesh.

UV mapping is the process of placing a 2D image on a 3D model's surface. The letters U and V indicate the axes of the 2D texture because X, Y, and Z are already used for the axes of the 3D model in the world space. Let's get started.

The main topics that we will cover in this chapter are as follows:

  • Creating our base mesh for the mushroom
  • UV unwrapping our model
  • Adding a Multires modifier to increase...