How to Cheat in Blender 2.7x: 1st Edition (Paperback) book cover

How to Cheat in Blender 2.7x

1st Edition

By Alan Thorn

CRC Press

269 pages

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Description

Blender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn’s How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity.

Key Features

  • Bite-sized tips and tricks that can be read in any order
  • Illustrated examples and step-by-step guides for improving your workflow
  • Explores practical applications and real-world contexts
  • Demonstrates "lesser-known" and unconventional tips
  • Improves your efficiency and workflow
  • Table of Contents

    Author

    1 Interface Cheats

    1.1 Factory Reset

    1.2 Last-Session Recovery

    1.3 Recovering

    Overwritten Files

    1.4 Start-Up Files

    1.5 Multiple Scenes

    1.6 Asset Sharing and Reusing

    1.7 User Preferences

    1.8 Multimonitor Setup

    1.9 First-Person Controls

    1.10 Align Camera to Viewport

    1.11 MatCap

    1.12 Text Editing

    1.13 Scroll Editing

    1.14 Hide the Splash Screen

    1.15 Dual Outliners

    1.16 Viewport Visibility

    2 Selections

    2.1 Edit Selection Modes

    2.2 Layers and Selections

    2.3 Layer Management

    2.4 Groups

    2.5 Vertex Groups

    2.6 Selecting NGons

    2.7 Edge Loops and

    Shortest Path Selections

    2.8 Selecting Perimeter

    Edges

    2.9 Selecting UV Seams

    and Linked Selection

    2.10 Selecting Objects from

    Patterns

    2.11 Random Selection

    2.12 Selection and Visibility

    2.13 Lasso Selection

    2.14 Selective Texture

    Painting

    2.15 Vertex Weights and

    Selection

    3 Modeling3.1 Modeling from

    References

    3.2 Nondestructive

    Deformations

    3.3 One-Sided Polygons

    3.4 Duplication and

    “Multiple Modeling”

    3.5 Water, Waves, and

    Oceans

    3.6 Quads and Triangles

    3.7 Bending

    3.8 Meshes from Edges

    3.9 Spline Modeling

    3.10 Rebuilding Meshes:

    Retopology

    3.11 Grease Pencil Modeling

    4 UV Mapping Cheats

    4.1 The UV Image Editor

    4.2 Smart UV Project

    4.3 Manual Mapping

    4.4 Diagnosing and Fixing

    Map Distortions

    4.5 Camera Mapping

    4.6 Atlas Texturing

    4.7 Packing and Layout

    4.8 Copying UVs

    4.9 Overlapping UVs

    4.10 Breaking Islands

    4.11 Exporting UV Layouts

    4.12 The 0–1 Space

    4.13 Pinning and

    Unwrapping

    5 Texturing and

    Materials

    5.1 Blender Render versus

    Cycles

    5.2 Viewport Rendering

    5.3 Layered Painting:

    Blender Internal

    5.4 Flattening Layer

    Painting

    5.5 Camera Project Painting

    5.6 Flat Projection

    5.7 UV Cloning

    5.8 Configuring a

    Stencil Brush

    5.9 Node Wrangler

    5.10 Stroke Methods

    6 Rigging and

    Animation Cheats

    6.1 Keyframing, Auto-Key,

    and Optimization

    6.2 Motion Paths: Following

    and Clamping

    6.3 Curves and Colors

    6.4 Animation Baking

    6.5 Squash and Stretch

    6.6 Hierarchical Rigging

    6.7 Selection Controls

    6.8 Hooks

    6.9 Grease Pencil

    Referencing and

    Animation

    6.10 Rigify

    7 Rendering Cheats

    7.1 Rendering Wireframes

    7.2 Texture Baking

    7.3 Progressive Refine

    7.4 Tiles and Bounces

    7.5 Render Selections

    7.6 Manual Culling

    7.7 Comparative Renders

    7.8 Render Layers

    7.9 Render Layers and

    Image Files

    7.10 Combining

    Render Layers

    7.11 Light Portals

    8 Add-Ons

    8.1 More Objects!

    8.2 Image Planes

    8.3 F2 Add-On

    8.4 Landscape Tool

    8.5 Trees and More Trees!

    8.6 Pie Menus

    8.7 Camera Navigation

    8.8 Scene Information

    8.9 Layer Management

    8.10 Blend File Packaging

    8.11 Dynamic Space Bar

    8.12 OpenStreetMap

    8.13 Easy FX—Special

    Effects

    8.14 Books

    9 Game Development

    Cheats

    9.1 Standardize Units

    9.2 Normals and Backface

    Culling

    9.3 Real-Time Rendering

    9.4 Modeling for Games:

    Information and

    Auto-Merging

    9.5 UV Seams: Visualization

    9.6 UV Seams: Combining

    Islands

    9.7 Object Combining and

    Modularity

    9.8 Exporting: Native

    versus Nonnative

    9.9 Exporting Animations

    9.10 Collision Meshes

    9.11 Lightmap UVs

    9.12 Empties and

    Hierarchies

    9.13 Blender Export

    Limitations

    10 Interoperability

    10.1 SVG and Inkscape

    10.2 Blend Swap

    10.3 Free Images and

    Textures

    10.4 Blender Cloud and

    Texture Library

    10.5 Working with Colors

    and Color Palettes

    10.6 Maps and Terrain

    Displacement

    10.7 MakeHuman

    10.8 Renderers: V-Ray and

    RenderMan

    Index

    About the Author

    Alan Thorn is a multidisciplinary game developer, author and educator with 16 years’ industry experience. He makes games for PC desktop, Mobile and VR. He founded the indie studio Wax Lyrical Games, and created the award-winning game Baron Wittard: Nemesis of Ragnarok. He has written twenty-two technical books on game development and presented eighteen video training courses from Lynda.com and 3DMotive.com. He has worked in game development education as a Senior Lecturer at Teesside University and as a Lead Teacher for Uppingham School. He is currently a Visiting Lecturer for the National Film and Television School and an Associate Lecturer for London South Bank University. His website is: http://www.alanthorn.net

    About the Series

    How To Cheat

    Practical guidance presented with real world, easy to follow tutorials, make the How To Cheat series a must for any creative professional looking to add a new skill to their professional toolkit.

    Learn more…

    Subject Categories

    BISAC Subject Codes/Headings:
    COM012040
    COMPUTERS / Programming / Games