28,14 €
Learn the new Blender 2.8 user interface and make 3D models
Key Features
Book Description
Blender is open source 3D creation software. With a long history and an enthusiastic community of users, it is the ideal choice for almost any kind of work with 3D modeling or animation. However, for new users, its power and ?exibillity can sometimes be daunting, and that's when you need this book!
The book starts by showing you round the all-new Blender 2.8 user interface. You'll look at the most commonly-used options and tools, such as navigating in 3D and selecting objects. You will then use and manipulate one of the most important windows of the interface, the 3D View.
You'll learn how to use essential tools for working with 3D modeling. To give your models the feel of real-world objects, you'll learn how to create materials and set up surfaces. You'll see how to use Physically-Based Rendering (PBR), which allows you to craft realistic surfaces such as wood, stone, and metal. You will also work with Eevee, a new real-time render engine in Blender.
You will see how to add motion to objects, making use of Blender's impressive 3D animation features. Finally, you'll learn how to create scenes and organize them for rendering, and later add titles and effects using built-in Blender tools.
By the end of the book, you will be able to use Blender 2.8 new UI, Create 3D Models with textures, Animations, and Render them in real-time using Eevee.
What you will learn
Who this book is for
This book is for anyone interested in taking their steps with Blender. If you're an experienced 3D artists or hobbyist, this book will help you with its features.
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Seitenzahl: 123
Veröffentlichungsjahr: 2018
Copyright © 2018 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
Commissioning Editor: Kunal ChaudhariAcquisition Editor: Reshma RamanContent Development Editor:Roshan KumarTechnical Editor: Jinesh TopiwalaCopy Editor: Safis EditingProject Coordinator: Hardik BhindeProofreader: Safis EditingIndexer:Pratik ShirodkarGraphics: Alishon MendonsaProduction Coordinator:Shantanu Zagade
First published: September 2018
Production reference: 1280918
Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.
ISBN 978-1-78961-947-8
www.packtpub.com
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Allan Brito is an architect with a strong background in the use of technology in all phases of project development. His friends used to say that he swapped bricks for pixels.
Besides working in the architecture business, he also has more than 10 years, experience as a college teacher, helping students to create animations, 3D games, and mobile apps.
In the academic field, he was in charge of the e-learning department of one of the largest colleges in Brazil for almost eight years, using technologies such as interactive 3D content, games, and virtual reality as learning tools.
Blender is one of the essential tools in his workflow, and he has used it every day since 2005 with version 2.35.
Fernando Castilhos Melo lives in Toronto, Canada, and works as a software engineer. Since 2009, he has used his spare time to work on 3D modeling using Blender. He has lectured on Blender and 3D modeling at several Brazilian free/open source software events.
Fernando holds a degree in computer science from UCS (Universidade de Caxias do Sul, Brazil), and this is the fourth Blender book that he has worked on. The other ones were Blender Cycles: Lighting and Rendering Cookbook, in 2013; Blender 3D by Example, in 2015; and Blender 3D Printing by Example, in 2017.
Moreover, he has also developed an integration between Blender and Kinect named Kinected Blender to generate 3D animations using body movements captured from Kinect.
Germano Cavalcante de Sousa, with a background in architecture, uses Blender for arch viz work.
He has developed add-ons aimed at architecture, including the snap_utilities_line add-on, which is officially distributed with Blender. He also helps, when he can, in Blender development, focusing on transformation and snapping capabilities.
If you're interested in becoming an author for Packt, please visit authors.packtpub.com and apply today. We have worked with thousands of developers and tech professionals, just like you, to help them share their insights with the global tech community. You can make a general application, apply for a specific hot topic that we are recruiting an author for, or submit your own idea.
Title Page
Copyright and Credits
Blender Quick Start Guide
Dedication
Packt Upsell
Why subscribe?
Packt.com
Contributors
About the author
About the reviewers
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Code in action
Conventions used
Get in touch
Reviews
Using Blender 2.8 UI, Shading and Navigator Widget
Technical requirements
The Blender user interface
Resizing windows
Managing windows
Merging windows
Active window and shortcuts
Selecting objects
Transforming objects
Moving objects
Rotating objects
1.5.3 Scaling objects
Shading options for Blender 2.8
Navigator widget and visualization
Navigation widget
Displaying and editing properties
Summary
3D Modeling and Real-Time Rendering in Eevee
Technical requirements
Creating a chair model with polygons
Starting with a 3D primitive
Creating the chair seat with transformations
Expanding the chair with extrudes
3D modeling with extrusions
Creating the legs and the Specials menu
Creating the backrest
Using pie menus in Blender 2.8
Adding a floor and back wall
Rendering and shading with Eevee
Adding lights and real-time shadows
Changing light types and strength
Shadow quality
Rendering still images
Rendering with Eevee
Summary
The New 3D Cursor and Modeling Options
Technical requirements
Using the 3D Cursor
Using the cursor to align objects
3D Cursor coordinates and display
Cutting the model
Creating a doorway and modifiers
Snap during transformations
Summary
Using Real-Time Materials in Eevee
Technical requirements
Using materials in Blender
Adding materials to objects
Using shaders for materials
Object color
Reflections for materials
Transparency for materials
Objects as light sources
Multiple materials for one object
Summary
Real-Time Textures for Eevee
Technical requirements
Working with textures in Eevee
Shader editor for textures
Using image textures
Using a PBR material
Adding multiple image textures
Mixing nodes with color and ambient occlusion
Using a normal map
Adding a roughness texture
Finishing up the PBR material
Summary
Lights and Real-Time Rendering with Blender Eevee
Technical requirements
Rendering with Blender Eevee
Using an HDR texture as background
Adding shadows with Eevee
Effects and options for Eevee
Bloom effect
Shadow quality
Sampling
Removing the background for rendering
Using a light probe to boost indirect lighting
Rendering with Cycles
Enabling your GPU for rendering
Removing the background and noise
Color and exposure controls
Summary
Animate Everything in Blender 2.8!
Technical requirements
How animation works in Blender 2.8
Creating the scene for our animation
Making an orthographic camera for video
Animation with keyframes in Blender
Inserting keyframes for animation
Animation using properties
Summary
Editing Animations in Blender 2.8
Technical requirements
How to edit animations in Blender 2.8
Editing and moving keyframes
Creating an animated background for video
Creating loops for animation
Using the Graph Editor
Rendering animations
Rendering as an image sequence
Adding sound to animations
Rendering a finished video
Summary
Other Books You May Enjoy
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Blender has a long history in the computer graphics industry, but has not always been associated with quality content or ease of use. If you do a quick survey about the software among artists, you would get mixed opinions, with some criticism being aimed at the user interface. People would say it is hard to use or is missing powerful features.
In the last five years, the software has received significant updates on various tools, especially in the user interface. Blender has now been reborn with a brand new batch of software, features that match some multi-million-dollar tools on the market, and an interface that has improved usability.
And all that at no cost! In the era of subscription-based software, Blender is still free and open source. You can download the software at no cost and use it on as many computers as you want.
In this book, you will find a quick introduction to most of the new features of Blender 2.8, such as the fantastic real-time render engine Eevee and the revamped user interface.
Digital artists or hobbyists who are looking to use Blender as a tool to create realistic 3D graphics for animation, video, games, or printed media would benefit from this book. The objective of this book is to give a quick explanation of the core concepts and mechanics of Blender.
With a sound knowledge of these topics, you will quickly be able to produce 3D content with Blender.
Chapter 1, Using Blender 2.8 UI, Shading and Navigator Widget, will start with the brand new user interface of Blender and some of the most acclaimed features, such as the new shading system. You will also find instructions on how to manipulate windows and do some 3D navigation.
Chapter 2, 3D Modeling and Real-Time Rendering in Eevee, gives you the tools needed to create 3D models based on polygons. After creating some models, we will dive into rendering with the new options present in Blender 2.8.
Chapter 3, The New 3D Cursor and Modeling Options, shows how you can use a unique tool from Blender called 3D Cursor. At first, you might find it strange, but after a few minutes, you will find it an impressive productivity tool for 3D modeling. Besides the cursor, you will also learn about additional tools, such as modifiers.
Chapter 4, Using Real-Time Materials in Eevee, adds a layer of realism to your work by creating materials for your scenes. After learning how to craft materials, you will get to develop surfaces such as glass and plastic.
Chapter 5, Real-Time Textures for Eevee, will raise the quality of your materials one step further. Better yet, a full staircase further! You will learn how to assign image-based textures to materials to craft what's known as PBR materials.
Chapter 6, Lights and Real-Time Rendering with Blender Eevee, gives you a better explanation of how to make use of the options for Eevee. The real-time engine in Blender 2.8 will provide you with better results through the use of environment textures and some post-processing effects.
Chapter 7, Animate Everything in Blender 2.8!, brings you all the tools that are necessary for creating animations with Blender. After you learn how to use interpolation-based animations in Blender, you will find it rather easy to start new projects and make small videos.
Chapter 8, Editing Animations in Blender 2.8, shows you some of the options for editing and changing the behavior of animations in Blender, such as setting a specific timing for a motion and creating animation loops.
Before getting started, the following are stipulated as requirements:
Download Blender from the Blender Foundation website:
https://www.blender.org
Get yourself a computer with a mouse
That's it! You don't need any prior experience with Blender! We will start from scratch
You can download the example code files for this book from your account at www.packtpub.com. If you purchased this book elsewhere, you can visit www.packtpub.com/support and register to have the files emailed directly to you.
You can download the code files by following these steps:
Log in or register at
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Select the
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Click on
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Enter the name of the book in the
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Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:
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The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Blender-Quick-Start-Guide.
