Blender 3D [[electronic resource] ] : architecture, buildings, and scenery : create photorealistic 3D architectural visualizations of buildings, interiors, and environmental scenery / / Allan Brito |
Autore | Brito Allan |
Pubbl/distr/stampa | Birmingham [England], : Packt, c2008 |
Descrizione fisica | 1 online resource (332 p.) |
Disciplina | 005.1 |
Soggetto topico |
Architectural design
Computer animation Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-38644-8
9786611386443 1-84719-368-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Introduction to Blender and Architectural Visualization; Architectural Visualization; How about Blender 3D?; Download Blender; Hardware and Software Requirements for Blender; Other Tools for Visualization; CAD and 3D-Architectural Modeling; 3D Models from the Internet; Visualization with Blender; Summary; Chapter 2: Blender 3D: Quick Start; Interface; Windows and Menus; Multiple Windows; Merge Windows; Header; Add and Remove a Header; Active Window; Keyboard Shortcuts; 3D Visualization; Selecting Objects; Selecting by Name; Renaming Objects
3D CursorCursor Snap; Modes; Creating Objects; Duplicating Objects; Transforming Objects; Cameras; Render Basics; Render Preview; Summary; Chapter 3: Modeling; Types of Objects; Mesh Primitives; Mesh Editing; Transformations; Transforming with Precision; Loop Subdivide; Knife Tool; Selecting Loops; New Edges and Faces; Merge; Removing Double Vertices; Extrude; Extrude with Vertex; Extrude with Edges; Extrude with Faces; Constraining the Extrude; Modeling Example; Modifiers; Subsurf Modifier; Smoothing Faces; Array Modifier; Array Example; Boolean Modifier; Mirror Modifier; Groups How to Create a Group?Proportional Editing; Summary; Chapter 4: Modeling for Architecture; Architectural Modeling; Modeling by Proportions; Planning Is the Key to Success; Precision Modeling; Edge Length; Transforming with Precision; Layers; Modeling in Practice; Walls; Rounded Corners; Symmetry; Openings; Floors and Lining; Modeling Using the Walls; Modeling with Separated Objects; Starting From a CAD Drawing; Preparing the DXF Files; Importing DXF files; Summary; Chapter 5: Modeling Details; Level of Detail; Windows; Doors; Summary; Chapter 6: Modeling Furniture Create Models or Use a Library?How to Get Started?; Appending Models; Importing Models; Modeling a Chair; Modeling a Sofa; Summary; Chapter 7: Materials; Creating and Organizing Materials; Material Color; Gradient Colors; Shaders; Diffuse; Specular; Ray Tracing; Creating Glass; Simple Glass; Mirrors and Reflections; Ray-traced Shadows; Wireframe Materials; Self-illumination; Summary; Chapter 8: Textures; Procedural Textures vs. Bitmap Textures; Texture Library; Applying Textures; Mapping; Normal Map; UV Mapping; Unwrapping Scripts; Summary; Chapter 9: UV Mapping; What is UV Mapping? Why UV Mapping?What Makes a Good Seam?; Unfold the Model; Editing the Unfolded Model; Export the Unfolded Mesh; Unwrapping Scripts; Summary; Chapter 10: Light Basics; Lamps; Energy; Distance; Color; Controlling Light; Hemi; Sun; Lamp; Area; Spot; Volumetric Shadows; Soft Shadows; Lighting Exercise; Summary; Chapter 11: Radiosity and Ambient Occlusion; Global Illumination; Radiosity; Vertex Paint; Ambient Occlusion; Outdoor Scene; Indoor Scene; Summary; Chapter 12: Global Illumination with YafRay; Installing YafRay; Blender and YafRay; YafRay Setup; YafRay GI Setup; SkyDome Lighting with SkyDome |
Record Nr. | UNINA-9910455536503321 |
Brito Allan
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||
Birmingham [England], : Packt, c2008 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito |
Autore | Brito Allan |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2009 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 006.696 |
Collana | From technologies to solutions |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-39730-3
1-84719-747-7 9786612397301 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Chapter 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 Adding 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 Modeling 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 Creating 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 Modeling the object with poly modeling |
Record Nr. | UNINA-9910459284103321 |
Brito Allan
![]() |
||
Birmingham, U.K., : Packt Pub., 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito |
Autore | Brito Allan |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2009 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 006.696 |
Collana | From technologies to solutions |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN |
1-282-39730-3
1-84719-747-7 9786612397301 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Chapter 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 Adding 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 Modeling 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 Creating 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 Modeling the object with poly modeling |
Record Nr. | UNINA-9910784922703321 |
Brito Allan
![]() |
||
Birmingham, U.K., : Packt Pub., 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender 3D 2.49 incredible machines : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito |
Autore | Brito Allan |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Pub., 2009 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 006.696 |
Collana | From technologies to solutions |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN |
1-282-39730-3
1-84719-747-7 9786612397301 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Chapter 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 Adding 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 Modeling 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 Creating 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 Modeling the object with poly modeling |
Record Nr. | UNINA-9910819838003321 |
Brito Allan
![]() |
||
Birmingham, U.K., : Packt Pub., 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender quick start guide : 3D modeling, animation, and render with Eevee in Blender 2. 8 / / Allan Brito |
Autore | Brito Allan |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, UK : , : Packt Publishing Ltd., , 2018 |
Descrizione fisica | 1 online resource (1 volume) : illustrations |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN | 1-78961-293-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910793115503321 |
Brito Allan
![]() |
||
Birmingham, UK : , : Packt Publishing Ltd., , 2018 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Blender quick start guide : 3D modeling, animation, and render with Eevee in Blender 2. 8 / / Allan Brito |
Autore | Brito Allan |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, UK : , : Packt Publishing Ltd., , 2018 |
Descrizione fisica | 1 online resource (1 volume) : illustrations |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional display systems |
ISBN | 1-78961-293-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910816958403321 |
Brito Allan
![]() |
||
Birmingham, UK : , : Packt Publishing Ltd., , 2018 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|