[PDF] Learning Blender: A Hands-On Guide to Creating 3D Animated





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Learning Blender: A Hands-On Guide to Creating 3D Animated

Starting with the fundamentals of 3D this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with 

Praise for Learning Blender

"Oliver Villar's book will give you a solid foundation in Blender and computer graphics in general. Filled with well-crafted examples and lessons, this book will give you the tools you need to succeed as an artist." - David Andrade, Producer, Theory Studios "The days are now over when beginners found learning Blender 3D difficult. Oliver Villar introduces to beginners the best of Blender's 3D features and 3D fundamentals in

fun and exciting ways. His approach of completing a character from scratch, touching every aspect of 3D from Blender's point of view, is truly filled with explanations of

techniques and important tools that will help readers to bring their ideas to life cre- atively while following professional workflows in 3D.

Starting with the fundamentals of 3D, this is a great resource for every beginner artist who is looking to learn Blender 3D. It's truly a book written with great

dedication!" - Waqas Abdul Majeed, CG Generalist, www.waqasmajeed.com

"I found Oliver Villar's book Learning Blender to be an essential tool for not only getting users acquainted with Blender, but also preparing them by explaining the history and

the magic that has made Blender what it is now. His book also prepares users to be pro- ductive and informed by explaining the community and its various portals. His book is

complete in explaining all the aspects of the UI and acquainting users with the classic G, S, and R. The exercises are perfect for getting users on the level to begin making

their own worlds. I was even pleased to see him discussing F2, ripping with V, and even Knife Project, which are classics I usually consider to be more advanced. This book is a

no-holds-barred approach to getting the most out of this capable little program. I must also add that the character created is attractive and well created, and is a fine example

of using the program for character modeling. Oliver is truly a skilled artist and that shines through in his use of this program." - Jerry Perkins, 3D Conceptor, Fenix Fire

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Learning Blender

Third Edition

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Learning Blender

A Hands-On Guide to Creating 3D

Animated Characters

Third Edition

Oliver Villar

Boston • Columbus • New York • San Francisco • Amsterdam • Cape Town

Dubai • London • Madrid • Milan • Munich • Paris • Montreal • Toronto • Delhi • Mexico City

São Paulo • Sydney • Hong Kong • Seoul • Singapore • Taipei • Tokyo Many of the designations used by manufacturers and sellers to distinguish their prod- ucts are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connec- tion with or arising out of the use of the information or programs contained herein. For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and content particular to your business, training goals, marketing focus, or branding interests), please contact our corporate sales department at corpsales@pearsoned.com or (800) 382-3419. For government sales inquiries, please contact governmentsales@pearsoned.com. For questions about sales outside the U.S., please contact intlcs@pearson.com.

Visit us on the Web: informit.com/aw

Library of Congress Control Number: 2020952176

Copyright © 2021 Pearson Education, Inc.

Cover illustration by Oliver Villar

All rights reserved. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photo- copying, recording, or likewise. For information regarding permissions, request forms and the appropriate contacts within the Pearson Education Global Rights & Permis- sions Department, please visit www.pearson.com/permissions/. The Blender® brand name and logo are a copyrighted property of NaN Holding B.V., and has been licensed in 2002 to the Blender Foundation. Maya® is a registered trademark or trademark of Autodesk, Inc., in the USA and other countries. This book is independent of Autodesk, Inc., and is not authorized by, endorsed by, sponsored by, affiliated with, or otherwise approved by Autodesk, Inc.

3ds Max® is a registered trademark or trademark of Autodesk, Inc., in the USA and

other countries. This book is independent of Autodesk, Inc., and is not authorized by, endorsed by, sponsored by, affiliated with, or otherwise approved by Autodesk, Inc. Photoshop® is a registered trademark of Adobe Systems incorporated in the USA and/or other countries. Krita® is a trademark owned by Stichting Krita Foundation.

ISBN-13: 978-0-13-641175-8

ISBN-10: 0-13-641175-4

ScoutAutomatedPrintCode

Vice President and

Publisher

Mark L. Taub

Editor-in-Chief

Brett Bartow

Sponsoring Editor

Malobika Chakraborty

Development Editor

Sheri Replin

Managing Producer

Sandra Schroeder

Sr. Content Producer

Julie B. Nahil

Project Editor

Rachel Paul

Copy Editor

Keir Simpson

Indexer

Jack Lewis

Proofreader

Rachel Paul

Cover Designer

Chuti Prasertsith

Compositor

The CIP Group

To Grandma. I'll keep working to make you proud.

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Contents at a Glance

Preface xxv

Acknowledgments xxxi

About the Author xxxiii

Part I The Basics of Blender 1

1 What You Need to Know About Blender 3

2 Blender Basics: The User Interface 13

3 Your First Scene in Blender 41

Part II Beginning a Project 67

4 Project Overview 69

5 Character Design 75

Part III Modeling in Blender 91

6 Blender Modeling Tools 93

7 Character Modeling 127

Part IV Unwrapping, Painting, and Shading 181

8 Unwrapping and UVs in Blender 183

9 Painting Textures 205

10 Materials and Shaders 225

Part V Bringing Your Character to Life 253

11 Character Rigging 255

12 Animating Your Character 311

Part VI Getting the Final Result 327

13 Camera Tracking in Blender 329

14 Lighting, Compositing, and Rendering 345

Part VII Keep Learning 369

15 Other Blender Features 371

Index 379

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Contents

Preface xxv

Acknowledgments xxxi

About the Author xxxiii

Part I The Basics of Blender 1

1 What You Need to Know About Blender 3

What Is Blender? 3

Commercial Software Versus Open-Source Software 4

Commercial Software 4

Open-Source Software 5

But Can I Sell the Works I Create with Blender? 5

History of Blender 6

Blender Foundation and Blender Development 8

Who Pays for Blender's Development? 10

The Blender Community 10

Summary 11

Exercises 12

2 Blender Basics: The User Interface 13

Downloading and Installing Blender 13

Using Blender with Recommended Hardware 13

Using Blender's User Interface 15

Splash Screen 15

Top Bar and Status Bar 16

Default Editors 16

Understanding Areas and Editors 16

Resizing Areas 16

Splitting and Joining Areas 17

Swapping and Duplicating Areas 17

Understanding the Types of Editors 18

Using Workspaces 21

Getting to Know Blender's Interface Elements 23

Getting to Know Menus and Popovers 23

xii Contents

Getting to Know Panels 24

Getting to Know Pie Menus 24

Understanding the 3D Viewport 26

Understanding Regions 27

Understanding the 3D Viewport's Header 29

Navigating the 3D Scene 31

Navigating the 3D Scene by Using the Mouse,

Keyboard, and NumPad 31

Navigating from the View Menu 33

Navigating with the 3D Viewport's Navigation

Gizmos 33

Selecting Objects 33

Selecting All and Deselecting All 35

Using Active Tools to Perform Selections 35

Understanding the 3D Cursor 35

Placing the 3D Cursor 37

Understanding Blender's User Preferences 37

Saving User Preferences 39

Resetting User Preferences 39

Creating Your Own Startup File 39

Summary 40

Exercises 40

3 Your First Scene in Blender 41

Creating Objects 41

Moving, Rotating, and Scaling 42

Using Active Tools 42

Using Manipulators 44

Using Keyboard Shortcuts (Advanced) 46

Using Menus 47

Arranging Objects in Your Scene 48

Naming Objects and Using Datablocks 49

Renaming Objects 49

Managing Datablocks 49

Naming Your Scene's Objects 51

Using Interaction Modes 51

Applying Flat or Smooth Surfaces 53

xiiiContents

Working with Modifiers 54

Adding Modifiers 54

Adding a Subdivision Surface Modifier to Your

Object 55

Using Workbench, EEVEE, and Cycles 57

Understanding Viewport Shading 58

Switching Viewport Shading Modes 60

Managing Materials 60

Adding and Adjusting Materials 60

Turning On the Lights 62

Light Options 62

Adding Lights to Your Scene 62

Moving the Camera in Your Scene 62

Rendering 63

Saving and Loading Your .blend File 64

Launching and Saving the Render 65

Summary 66

Exercises 66

Part II Beginning a Project 67

4 Project Overview 69

Three Stages of a Project 69

Preproduction 69

Production 70

Postproduction 70

Defining the Stages 71

A Film Without Visual Effects 71

A Visual-Effects Film 72

An Animated Film 72

A Photograph 73

Making a Character-Creation Plan 73

Character Preproduction 73

Character Production 73

Project Postproduction 74

Summary 74

Exercises 74

xiv Contents

5 Character Design 75

Character Description 75

Personality 76

Context 76

Style 77

Appearance 77

Designing the Character 78

Silhouettes 78

Base Design 79

Head 81

Details 82

Refined Design 83

Adding Color 84

Finalizing the Design 85

Making Character Reference Images 86

Using Other Design Methods 88

Summary 89

Exercises 89

Part III Modeling in Blender 91

6 Blender Modeling Tools 93

Working with Vertices, Edges, and Faces 93

Selecting Vertices, Edges, and Faces 94

Accessing Modeling Tools 94

Making Selections 95

Shortest Path 95

Proportional Editing 96

Linked Selection 97

Loops and Rings 97

Border Selection 98

Grow and Shrink Selection 98

Select Similar 99

Linked Flat Faces 99

Select Boundary Loop and Loop Inner-Region 99

Checker Deselect 100

Other Selection Methods 100

xvContents

Using Mesh Modeling Tools 100

Bevel 100

Bisect 102

Boolean Operations 102

Bridge Edge Loops 104

Connect 104

Delete and Dissolve 105

Duplicate 106

Extrude 106

Fill and Grid Fill 108

Inset 108

Join 109

Knife 110

Knife Project 111

Loop Cut and Slide 112

Make Edge/Face 113

Merge 113

Offset Edge Loop 114

Poke 115

Rip and Rip Fill 115

Separate 116

Shrink/Fatten 116

Slide 117

Smooth Vertex 118

Solidify 118

Spin 118

Split 119

Subdivide 119

Using Modeling Add-Ons 120

Working with LoopTools 120

Working with F2 122

Using Other Useful Blender Options and Tools 123

Auto Merge 123

Global and Local View 124

Hide and Reveal 124

Snapping 124

X-Ray 125

xvi Contents

Summary 125

Exercises 125

7 Character Modeling 127

What Is Mesh Topology? 127

Choosing Modeling Methods 129

Box Modeling 129

Poly to Poly 129

Sculpt and Retopology 129

Modifiers 130

The Best Method 130

Setting up the Reference Images 131

Modeling the Eyes 135

Creating an Eyeball 135

Using Lattices to Deform the Eyeballs 137

Mirroring and Adjusting the Eyes 138

Modeling the Face 139

Studying the Face's Topology 139

Blocking the Face's Basic Shape 140

Defining the Face's Shapes 143

Modeling the Torso and Arms 150

Modeling the Basic Shapes for the Torso and

Arms 152

Defining the Arms and Torso 154

Detailing the Backpack and Jacket 156

Finishing the Belt and Adding a Neck to the

Jacket 158

Modeling the Legs 159

Modeling the Boots 161

Modeling the Hands 164

Building the Basic Hand Shape 164

Adding the Fingers and Wrist 166

Modeling the Cap 168

Creating the Base of the Cap 168

Adding Details to the Cap 170

Modeling the Hair 172

Shaping Locks of Hair 172

Adding Natural Details to the Hair 174

xviiContents

Modeling the Final Details 176

Eyebrows 176

Communicator 177

Badges 177

Teeth and Tongue 178

Other Clothing Details 179

Summary 180

Exercises 180

Part IV Unwrapping, Painting, and Shading 181

8 Unwrapping and UVs in Blender 183

Seeing How Unwrapping and UVs Work 183

Unwrapping in Blender 184

Using the UV Editor 185

Navigating the UV Editor 187

Accessing the Unwrapping Menus 188

Working with UV Mapping Tools 188

Defining Seams 190

Considering Before Unwrapping 191

Working with UVs in Blender 193

Marking the Seams 193

Creating and Displaying a UV Test Grid 194

Unwrapping Jim's Face 196

Using Live Unwrap 197

Adjusting UVs 198

Separating and Connecting UVs 199

Reviewing the Finished Face's UVs 200

Unwrapping the Rest of the Character 200

Packing UVs 202

Summary 203

Exercises 204

9 Painting Textures 205

Defining the Main Workflow 205

Texture Painting in Blender 206

Texture Paint Workspace 206

xviii Contents

Texture Paint Interaction Mode 207

Before You Start Painting 209

Conditions for Painting 210

Texture Slots 212

Limitations of Blender's Texture Paint Mode 213

Creating the Base Texture 214

Placing Texture Elements 214

Saving Your Image 215

Packing Your Images 215

Understanding the Elements of a Texture 215

Introduction to PBR Materials 215

Understanding Material Channels 216

Texturing in Other Software 216

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