How to Cheat in Blender 2.7x

Author:   Alan Thorn (National Film & Television School, Upminster, UK)
Publisher:   Taylor & Francis Ltd
ISBN:  

9781138628878


Pages:   269
Publication Date:   05 May 2017
Format:   Hardback
Availability:   In Print   Availability explained
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How to Cheat in Blender 2.7x


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Overview

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

Full Product Details

Author:   Alan Thorn (National Film & Television School, Upminster, UK)
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Weight:   0.771kg
ISBN:  

9781138628878


ISBN 10:   1138628875
Pages:   269
Publication Date:   05 May 2017
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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

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Author Information

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

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