LEADER 04921nam 2200685 a 450 001 9910459284103321 005 20200520144314.0 010 $a1-282-39730-3 010 $a1-84719-747-7 010 $a9786612397301 035 $a(CKB)2670000000035419 035 $a(EBL)946917 035 $a(OCoLC)796382934 035 $a(SSID)ssj0000404142 035 $a(PQKBManifestationID)12146905 035 $a(PQKBTitleCode)TC0000404142 035 $a(PQKBWorkID)10345302 035 $a(PQKB)10698625 035 $a(MiAaPQ)EBC946917 035 $a(PPN)228044391 035 $a(Au-PeEL)EBL946917 035 $a(CaPaEBR)ebr10430359 035 $a(CaONFJC)MIL239730 035 $a(EXLCZ)992670000000035419 100 $a20101217d2009 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBlender 3D 2.49 incredible machines$b[electronic resource] $emodeling, rendering, and animating realistic machines with Blender 3D /$fAllan Brito 210 $aBirmingham, U.K. $cPackt Pub.$d2009 215 $a1 online resource (316 p.) 225 1 $aFrom technologies to solutions 300 $aIncludes index. 311 $a1-84719-746-9 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Machinery Modeling and Visualization with Blender; Blender history; Working with Blender; Blender 3D, YafaRay, and GIMP; What is an Incredible Machine?; How the book is organized; Do I have to know Blender already?; How to know more about Blender 3D; Summary; Chapter 2: Modeling a Handgun; Briefing and concept; Objectives; Why a hand weapon?; Parts of the model; Modeling workflow; Best modeling technique for this project; Effects and rendering; Summary 327 $aChapter 3: Polygon Modeling of the WeaponStarting with a background image; Using subdivision to model; Modeling the hand wrap; Modeling the small and removable parts; Using hooks to place and align objects; Summary; Chapter 4: Adding Details; Tools and techniques for detailing; Face normals; Adding the handgrip; Using the spin tool to close a model; Adding creases and rounded details; Summary; Chapter 5: Rendering the Project with YafaRay; YafaRay renderer; Installing YafaRay; Creating a studio environment; Adding light to the scene; How YafaRay works; Setting lights in YafaRay 327 $aAdding materials to the weaponFraming the weapon; Final render with YafaRay; Summary; Chapter 6: Steampunk Spacecraft; Steampunk concept; Spacecraft concept; Project workflow; Building edges and planes for the spacecraft; Creating the first section of the spacecraft; Modeling the wing; Modeling the front; Summary; Chapter 7: Working with Smaller Areas; Modeling the front of the spacecraft; Adding details to the wing; Modeling the engines; Creating the bottom of the spacecraft; Creating the weapons; Mirroring the spacecraft; Closing the cockpit; Detailing the fuselage 327 $aModeling auxiliary enginesAdding cables and wires; Using curves; Twisting the cables; Adding the cables to the model; Summary; Chapter 8: Advanced UV Mapping; UV mapping in Blender; What is UV mapping?; Using UV mapping in Blender; Using smart projections; UV test grid; Using the unwrap tool; Planning the unwrap; Controlling and editing the UV layout; Pinning and unpinning vertices; Live Unwrap Transform; Editing the UV; Exporting the layout; Editing the texture; Summary; Chapter 9: Putting the Spacecraft to Fly and Shoot with Special Effects; Blender particles; How particles work 327 $aCreating particlesAdding speed and force fields; The rear engine; The guns; Summary; Chapter 10: Rendering the Spacecraft with YafaRay; Environment setup in YafaRay-creating a physical sky; Single Color; Gradient; Texture; SunSky; DarkTide's SunSky; Materials and textures in YafaRay; Setting up a metal material; Creating the glass in the cockpit; Rendering the scene; Rendering a night view of the spacecraft; Summary; Chapter 11: Transforming Robot; What is a transforming robot?; How big will the robot be?; Textures and materials; Rendering with LuxRender; Mixing modeling and animation 327 $aModeling the object with poly modeling 330 $aModeling, rendering, and animating realistic machines with Blender 3D 410 0$aFrom technologies to solutions. 606 $aComputer graphics 606 $aComputer animation 606 $aThree-dimensional display systems 608 $aElectronic books. 615 0$aComputer graphics. 615 0$aComputer animation. 615 0$aThree-dimensional display systems. 676 $a006.696 700 $aBrito$b Allan$0926440 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910459284103321 996 $aBlender 3D 2.49 incredible machines$92080413 997 $aUNINA