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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 infun 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 iscomplete 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 ano-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 FireThis page intentionally left blank
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 TownDubai • 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
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Vice President and
Publisher
Mark L. Taub
Editor-in-Chief
Brett Bartow
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Sheri Replin
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Sandra Schroeder
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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 4Commercial Software 4
Open-Source Software 5
But Can I Sell the Works I Create with Blender? 5History 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 ContentsGetting 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
xiiiContentsWorking 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 Contents5 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
xvContentsUsing 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 123Auto Merge 123
Global and Local View 124
Hide and Reveal 124
Snapping 124
X-Ray 125
xvi ContentsSummary 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
xviiContentsModeling 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 ContentsTexture 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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