How to Cheat in Blender 2.7x

How to Cheat in Blender 2.7x

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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
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Product details

  • Hardback | 269 pages
  • 178 x 229 x 19.05mm | 771g
  • CRC Press
  • London, United Kingdom
  • English
  • 521 Line drawings, color; 5 Line drawings, black and white
  • 1138628875
  • 9781138628878

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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About Alan Thorn

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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