Wikibooks:Collections/Blender 3D: Noob to Pro
Appearance
(Redirected from User:Sendoshin/Collections/Blender 3D: Noob to Pro)
|
This is a collection of the pages in a Wikibooks book that can be easily saved, rendered electronically, and ordered as a printed book. For information and help on Wikibooks collections, see Help:Collections. | ||||||||
[ Download PDF ] [ Open in Collection Creator ] [ Order Printed Book ] | |||||||||
[ About ] [ FAQ ] [ Feedback ] [ Help ] [ Recent Changes ] |
Blender 3D
[edit source]Noob to Pro
[edit source]- Blender 3D: Noob to Pro
- Unit 1 - Background
- Knowing before Making
- What Blender Can Do
- Section 1A - 3D Concepts
- 3D Geometry
- Coordinate Transformations
- Orthographic Views
- Perspective Views
- Coordinate Spaces in Blender
- Section 1B - User Interface (UI)
- Overview
- Keystroke, Button, and Menu Notation
- Non-standard Input Devices
- Operating System-specific Issues
- Blender User Interface
- Blender Windowing System
- User Preferences Windows
- Properties Window
- 3D View Windows
- Object Mode
- Unit 2 - Basic Modeling and Shading
- Section 2A - Your First Mesh Models
- Meshes and Edit Mode
- Normals and Shading
- More Mesh Editing Techniques
- Quickie Lighting
- Quickie Model
- Quickie Render
- Enter the World
- Understanding the Camera
- Improving Your House
- Section 2B - Smooth Meshes (Simple Person with a Hat)
- Extruding a Simple Person
- Smoothing Your Simple Person
- Improving Your Simple Person
- Spinning a Simple Hat
- Putting the Hat on the Person
- Section 2C - Materials and Textures
- Overview
- Quickie Material
- Multiple Materials per Object
- Metal Versus Plastic
- Texture Settings
- Image Textures
- Procedural Textures
- Quickie Texture
- Halo Materials
- Section 2D - Beyond Basics
- Blender Memory Management
- Using Bones
- Mountains out of Molehills
- Modeling a Volcano
- Penguins from Spheres
- Dicing With Depth (Dice Modeling)
- Model a Goblet
- Model a Silver Goblet
- Model a Silver Goblet Another Way
- Spin a goblet
- Light a Silver Goblet (Early look at lighting)
- Simple Vehicle
- Simple Vehicle: Wheel
- Simple Vehicle: MudTires
- Simple Vehicle: Seat
- Simple Vehicle: Rocket Launcher
- Simple Vehicle: Body
- Simple Vehicle: Some Assembly Required
- Modeling a 3D Parachute in Blender
- Model a Low Poly Head
- Building a House
- Pipe joints
- Lighting Suzanne: Introductory one lamp lighting
- Section 2E - Curve and Path Modeling
- Overview
- Intro to Bézier Curves
- Bevelling a Curve
- NURBS Patches
- Deforming Meshes using the Curve Modifier
- The Empty Object
- Section 2F - Using Reference Photos
- Background Images
- Aligning Vertices with a Guide Image
- Modeling a Fox from Guide Images
- Using Bézier Curve to Model a 3D logo from a 2D logo
- Section 2G - Further Materials and Textures
- Subsurface Scattering
- Ray Tracing
- Using Textures
- Using a texture to make a material partially transparent
- Creating Basic Seawater
- Mountains Out Of Molehills 2
- Basic Carpet Texture
- The Rusty Ball
- Creating Pixar-looking eyes
- Procedural Eyeball
- Putting It All Together: A Dragon!
- Unit 3 - Broadening Horizons
- The UV/Image Editor
- Section 3A - UV Maps - Pasting photos to 3D surfaces
- UV Map Basics
- Realistic Eyes In Blender
- Section 3B - Lighting
- Beginning Lighting
- Understanding Real Lights
- Understanding Blender Lights
- Basic Lighting Rigs
- Faked Global Illumination with Blender internal
- Practising Good Parenting
- Section 3C - Basic Animation
- Overview
- Introduction to Keyframing
- The Ways of the Animator
- Animation Editors
- Introducing the Graph Editor
- Animation Rendering
- Lattice Modifier
- Bouncing Ball with Lattice
- Creating Basic Water Animation
- Flying Through a Canyon
- Using the Sequencer to Compile Frames into an Animation
- Further Rendering Options
- Section 3D - Particle Systems
- Overview
- Fire
- Fur
- Fireworks
- Particles forming Shapes
- Billboard Animation
- Section 3E - Soft Bodies
- Soft Body Animation
- Simple Cloth Animation
- Soft Body with Wind
- Section 3F - Blender Game Engine
- Blender Game Engine Basics- Rolling Ball
- Platformer: Controls and Movement
- Maze: Force and Multiple Levels
- Platformer: Improving the Physics
- How to Make an Executable
- Build a Skybox
- Basic Mouse Pointer
- Text in BGE
- Platformer: Creating the Engine with Python
- Unit 4 - Taking Off with Advanced Tutorials
- Section 4A - Python Scripting
- Introduction
- Anatomy Of An Addon
- A User Interface For Your Addon
- Adding A Custom Property
- A Separately Installable Addon
- Object, Action, Settings
- Section 4B - Advanced Modeling
- Overview
- High Dynamic Range imaging (HDRi)
- Creating a Light Probe
- Landscape Modeling with Heightmaps
- How to Do Procedural Landscape Modeling
- Landscape Modeling I: Basic Terrain
- Landscape Modeling II: Texture Stenciling
- Landscape Modeling III: Exporting as a Heightmap
- Section 4C - Advanced Materials and Textures
- Bump Mapping
- Normal Mapping
- Texture Normals
- Color Map Normals
- Section 4D - Nodes
- Introduction
- Texture Nodes
- Material Nodes
- Compositing
- Further Compositing: A Portal Effect
- Advanced Rendering
- Introduction to Cycles
- A Glass Material in Cycles
- Dealing with Firefles in Cycles
- Firefles in Cycles, Continued
- Procedural Eyeball in Cycles
- Introduction to Freestyle
- Section 4E - Advanced Animation
- Overview
- Introduction
- Guided Tour:
- Armature Object
- Armature Object in Object Mode
- Armature Object in Edit Mode
- Armature Object in Pose mode
- Mesh Object
- Connection between Armature and Mesh
- Envelope
- Vertex Groups & Weight Paint
- Shape Keys
- Lip-Sync with Shape Keys
- Constraints
- Copy Location
- Copy Rotation
- Track-To
- Floor
- Locked Track
- Follow Path
- Stretch-To
- IK Solver
- Timeline Window
- IPO Window
- Data Type
- NLA Window
- Introduction To NLA Editor
- The Stride feature
- Relative Vertex Keys
- Working Example: Bob
- Building the Rig
- Deform the Mesh
- Create a Walk Cycle
- Working example: Piston, Rod and Crank
- Working example: Cutting Through Steel
- Section 4F - Advanced Game Engine
- Overview
- Advanced Game Engine Techniques (GUI)
- Creating Pop-Up Menus
- Creating Dropping Menus
- The "5-Layer" Button
- Creating Object Outlines
- Advanced Game Engine Techniques (Python)
- Hacking Blender
- Introduction to Game Engine Source
- Appendices
- Appendix A - Reference Material
- Glossary
- Frequently Asked Questions
- Tutorial Links List
- Hotkeys
- Output Formats
- Image Portfolio
- Blender Glossary
- Materials Directory: Every Material Known To Man
- Sources of free 3D models
- All Blueprints Links
- Materials, Textures, Photos
- Appendix B - Advice
- Appendix B1 - General advice
- Asking for Help
- Tips for a Successful Project
- Modeling Realistically
- Modeling tips
- Appendix B2 - Performance tips
- Cheat the 3D
- Performance vs. Quality
- Appendix C - Miscellaneous Tutorials
- Modeling a Gingerbread Man
- Modeling a simple space-ship
- GIMP)
- Part 1 - Preparing the Scene
- Creating Weapons based on 2D Images
- Modeling with Meta Balls
- Match Moving
- Match Moving/Motion Tracking with Icarus and Blender
- Create a Clayman
- Organic Modeling
- Understanding the Fluid Simulator
- Creating a jewel in Blender
- Modeling a picture
- Modeling with the Spin Tool
- Spin Tool Introduction
- Illustrative Example: Model a Wine Glass
- Creating Ogg-Theora movies using Blender
- Creating animated GIFs using Blender and Gimp
- 3D Tiling Backgrounds For The Web
- Cool Things That Aren't That Obvious in Blender
- Troubleshooting
- Creating Blender Libraries
- Add some depth with stereo
- Ways to create a "fluffy" effect (materials and lights)
- Human Body
- Rendering Information
- Using Blender Libraries
- Beginning Modeling Final Project
- Using Inkscape to make advanced Bezier curves
- Light Mapping
- Platonic Solids
- Modeling techniques and Workflow
- Polygonal Modeling
- Box Modeling
- Illustrative example: Model a Chair (Swan Chair)
- Model a Chair-Preparations
- Model a Chair-The Seat
- Model a Chair-The Feet
- Illustrative Example: Modeling a Simple Human Character
- Modeling a Human Character - Preparations
- Modeling a Human Character - Modeling
- Polygon by Polygon modeling
- Animation Notes and FAQ
- Customization
- Mist - Make Objects Opaque