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Blender 3D By Example.

Blender 3D By Example.

By : Oscar Baechler, Xury Greer
3.5 (30)
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Blender 3D By Example.

Blender 3D By Example.

3.5 (30)
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)
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Practicing with a simple tentacle rig

We'll walk through the entire process of building a rig from scratch with a simple tentacle. This use case involves using three different methods of control—major controls for the whole tentacle, smaller controls for individual segments, and an alternate control for positioning the tentacle tip. The first two categories will use Forward Kinematics (FK) and the tip-oriented control will use Inverse Kinematics (IK). All of these will need good naming conventions and layer organization for ease of use. We'll make the rig more user-friendly with widgets for easier navigation, plus a custom attribute to switch between IK and FK.

The hierarchy for all of this will also require intermediate bones for parenting and deforming:

  1. Start a new default scene. Model a quick tentacle that's 4 m tall, with plenty of subdivisions on both...

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