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《Blender 3D 2.49不可思议的机器》(Blender 3D 2.49 Incredible Machines)英文文字版[PDF]

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    图书分类科技
    出版社Packt Publishing Ltd.
    发行时间2009年11月
    语言英文
  • 时间: 2010/09/10 18:42:54 发布 | 2010/09/11 00:02:13 更新
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中文名Blender 3D 2.49不可思议的机器
原名Blender 3D 2.49 Incredible Machines
作者Allan Brito
图书分类科技
资源格式PDF
版本英文文字版
出版社Packt Publishing Ltd.
书号978-1-847197-46-7
发行时间2009年11月
地区美国
语言英文
简介

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内容介绍

Blender 3D是一款优秀的开源3D软件。有着堪比当今重量级3D软件的性能。
官方网站:www.blender.org

国内关于Blender的资料还不多,因此向大家介绍些国外的Blender书籍,希望能够给大家提供方便。
《Blender 3D 2.49不可思议的机器》全面介绍了Blender的建模、渲染、动画等各种功能,很适合学习使用。

作者介绍

Allan Brito是位巴西艺术家,使用Blender进行艺术创作。在3D建模、动画和多媒体方面有广泛的使用和教育经验。这是他的第三本关于Blender的图书。

摘录书中序言:
序言
Blender 3D提供了创作用于艺术、电影和计算机游戏的逼真3D模型的全部功能。《Blender 3D 2.49不可思议的机器》将指导你一步一步地创建武器、载具、机器人等等。
这本书将展示如何使用Blender 3D建模和生成视觉效果。通过本书,将指导你一步步地创建三个不同的项目:一个科幻风格的武器、一艘太空船和一个巨大的机器人。尽管这些可能不够真实,但从这些实例中学到的技巧将使你有能力创造你自己的奇思妙想。
这本书的三个部分,其知识点的安排是循序渐进的。第一个项目是一把手持式武器,我们将建一个粗糙的小模型。本书的这个部分将告诉你如何用Blender 3D创建模型细节。
在第二个项目中,我们将创建一艘太空船,再装点上一些小玩意,新的材质和贴图。在这一部分里,我们将接触到金属、玻璃和一些组成太空船的细节。
最后,一个大型复杂的项目,一个可变形机器人。本书的最后一部分将包括建立两个模型和如何让它们相互变形。这个项目的对象数量和复杂度都很大,但是和前面的部分一样,我们将一步步的指导你完成这个项目。

注:以上是我翻译的,本书为英文版,国内未见译本。
我本有心翻译,但现在太忙,没有时间。
以后我会陆续为大家介绍些优秀的Blender方面的资料,欢迎大家使用Blender,支持自由软件!

内容截图
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目录

Chapter 1: Machinery Modeling and Visualization with Blender
1.1 Blender history
1.2 Working with Blender
1.2.1 Blender 3D, YafaRay, and GIMP
1.3 What is an Incredible Machine?
1.3.1 How the book is organized
1.3.2 Do I have to know Blender already?
1.3.3 How to know more about Blender 3D
1.4 Summary

Chapter 2: Modeling a Handgun
2.1 Briefing and concept
2.1.1 Objectives
2.1.2 Why a hand weapon?
2.1.3 Parts of the model
2.2 Modeling workflow
2.3 Best modeling technique for this project
2.4 Effects and rendering
2.5 Summary

Chapter 3: Polygon Modeling of the Weapon
3.1 Starting with a background image
3.2 Using subdivision to model
3.2.1 Modeling the hand wrap
3.2.2 Modeling the small and removable parts
3.2.2.1 Using hooks to place and align objects
3.3 Summary

Chapter 4: Adding Details
4.1 Tools and techniques for detailing
4.2 Face normals
4.2.1 Adding the handgrip
4.2.2 Using the spin tool to close a model
4.2.3 Adding creases and rounded details
4.3 Summary

Chapter 5: Rendering the Project with YafaRay
5.1 YafaRay renderer
5.1.1 Installing YafaRay
5.2 Creating a studio environment
5.3 Adding light to the scene
5.4 How YafaRay works
5.5 Setting lights in YafaRay
5.6 Adding materials to the weapon
5.7 Framing the weapon
5.8 Final render with YafaRay
5.9 Summary

Chapter 6: Steampunk Spacecraft
6.1 Steampunk concept
6.2 Spacecraft concept
6.3 Project workflow
6.4 Building edges and planes for the spacecraft
6.4.1 Creating the first section of the spacecraft
6.5 Modeling the wing
6.6 Modeling the front
6.7 Summary

Chapter 7: Working with Smaller Areas
7.1 Modeling the front of the spacecraft
7.2 Adding details to the wing
7.2.1 Modeling the engines
7.3 Creating the bottom of the spacecraft
7.4 Creating the weapons
7.5 Mirroring the spacecraft
7.6 Closing the cockpit
7.7 Detailing the fuselage
7.7.1 Modeling auxiliary engines
7.8 Adding cables and wires
7.8.1 Using curves
7.8.1.1 Twisting the cables
7.8.2 Adding the cables to the model
7.9 Summary

Chapter 8: Advanced UV Mapping
8.1 UV mapping in Blender
8.1.1 What is UV mapping?
8.1.2 Using UV mapping in Blender
8.2 Using smart projections
8.3 UV test grid
8.4 Using the unwrap tool
8.4.1 Planning the unwrap
8.5 Controlling and editing the UV layout
8.5.1 Pinning and unpinning vertices
8.5.2 Live Unwrap Transform
8.6 Editing the UV
8.7 Exporting the layout
8.8 Editing the texture
8.9 Summary

Chapter 9: Putting the Spacecraft to Fly and Shoot with Special Effects
9.1 Blender particles
9.2 How particles work
9.2.1 Creating particles
9.2.1.1 Adding speed and force fields
9.3 The rear engine
9.4 The guns
9.5 Summary

Chapter 10: Rendering the Spacecraft with YafaRay
10.1 Environment setup in YafaRay—creating a physical sky
10.1.1 Single Color
10.1.2 Gradient
10.1.3 Texture
10.1.4 SunSky
10.1.5 DarkTide's SunSky
10.2 Materials and textures in YafaRay
10.2.1 Setting up a metal material
10.2.2 Creating the glass in the cockpit
10.3 Rendering the scene
10.3.1 Rendering a night view of the spacecraft
10.4 Summary

Chapter 11: Transforming Robot
11.1 What is a transforming robot?
11.1.1 How big will the robot be?
11.1.2 Textures and materials
11.2 Rendering with LuxRender
11.3 Mixing modeling and animation
11.4 Modeling the object with poly modeling
11.5 Choosing a modeling technique
11.6 Modeling the legs
11.7 Modeling the main body
11.8 Modeling the head
11.9 Modeling the arms
11.10 Summary

Chapter 12: Using Modifiers and Curves to Create Details for the Robot and Scene
12.1 Modifiers
12.1.1 Using the bevel modifier to chamfer the edges of the model
12.1.2 Using the array modifier to add rivets
12.1.2.1 Creating wires and cables with curves and hooks
12.2 Adding details to the robot
12.3 Modeling the scenario
12.4 Modeling the stands for the robots
12.5 Creating the storage boxes
12.6 Modeling lights
12.7 Summary

Chapter 13: Making the Robot Look Metallic with Materials in LuxRender
13.1 Installing LuxRender
13.1.1 Using LuxBlend
13.2 Setting up materials for the robot
13.2.1 Adding textures to the ground of the scene
13.3 Summary

Chapter 14: Adding Lights to the Scene and Rendering with LuxRender
14.1 Unbiased render engine—how it works
14.2 How to add light sources in LuxRender
14.2.1 Using objects as light sources
14.2.2 Light groups
14.2.3 Environment for rendering
14.3 Rendering the scene
14.4 Summary

Chapter 15: It's Alive! Animating the Robot
15.1 Animation controls and hierarchies
15.1.1 Removing the hierarchy
15.2 Joints and pivots
15.2.1 Using empties as helper objects
15.2.2 Pivots without empties
15.3 Posing the robot
15.3.1 Using two robots for posing
15.4 Basic animation with the robot
15.4.1 Adding keyframes and movement
15.4.2 Animating objects
15.4.3 Erasing keyframes
15.5 Distributing the robots
15.6 Rendering and animating the lights
15.7 Summary

Chapter 16: Post Production of the Robot
16.1 Using LuxRender for post production
16.1.1 Saving and resuming a render
16.2 Applying lens effects
16.2.1 Gaussian Bloom
16.2.2 Vignetting
16.2.3 C. Aberration
16.2.4 Glare
16.2.5 HDR Histogram
16.3 Noise reduction
16.4 Removing the noise in GIMP
16.5 Summary

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