更新时间:2021-07-16 13:26:05
封面
版权信息
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Chapter 1. Modeling the Character's Base Mesh
Introduction
Setting templates with the Images as Planes add-on
Setting templates with the Image Empties method
Setting templates with the Background Images tool
Building the character's base mesh with the Skin modifier
Chapter 2. Sculpting the Character's Base Mesh
Using the Skin modifier's Armature option
Editing the mesh
Preparing the base mesh for sculpting
Using the Multiresolution modifier and the Dynamic topology feature
Sculpting the character's base mesh
Chapter 3. Polygonal Modeling of the Character's Accessories
Preparing the scene for polygonal modeling
Modeling the eye
Modeling the armor plates
Using the Mesh to Curve technique to add details
Chapter 4. Re-topology of the High Resolution Sculpted Character's Mesh
Using the Grease Pencil tool to plan the edge-loops flow
Using the Snap tool to re-topologize the mesh
Using the Shrinkwrap modifier to re-topologize the mesh
Using the LoopTools add-on to re-topologize the mesh
Concluding the re-topologized mesh
Chapter 5. Unwrapping the Low Resolution Mesh
Preparing the low resolution mesh for unwrapping
UV unwrapping the mesh
Editing the UV islands
Using the Smart UV Project tool
Modifying the mesh and the UV islands
Setting up additional UV layers
Exporting the UV Map layout
Chapter 6. Rigging the Low Resolution Mesh
Building the character's Armature from scratch
Perfecting the Armature to also function as a rig for the Armor
Building the character's Armature through the Human Meta-Rig
Building the animation controls and the Inverse Kinematic
Generating the character's Armature by using the Rigify add-on
Chapter 7. Skinning the Low Resolution Mesh
Parenting the Armature and Mesh using the Automatic Weights tool
Assigning Weight Groups by hand
Editing Weight Groups using the Weight Paint tool
Using the Mesh Deform modifier to skin the character
Using the Laplacian Deform modifier and Hooks
Chapter 8. Finalizing the Model
Creating shape keys
Assigning drivers to the shape keys
Setting movement limit constraints
Transferring the eyeball rotation to the eyelids
Detailing the Armor by using the Curve from Mesh tool
Chapter 9. Animating the Character
Linking the character and making a proxy
Creating a simple walk cycle for the character by assigning keys to the bones
Tweaking the actions in Graph Editor
Using the Non Linear Action Editor to mix different actions
Chapter 10. Creating the Textures
Making a tileable scales image in Blender Internal
Preparing the model to use the UDIM UV tiles
Baking the tileable scales texture into the UV tiles
Painting to fix the seams and to modify the baked scales image maps
Painting the color maps in Blender Internal
Painting the color maps in Cycles
Chapter 11. Refining the Textures
Sculpting more details on the high resolution mesh
Baking the normals of the sculpted mesh on the low resolution one
The Armor textures
Adding a dirty Vertex Colors layer and baking it to an image texture
The Quick Edit tool
Chapter 12. Creating the Materials in Cycles
Building the reptile skin shaders in Cycles
Making a node group of the skin shader to reuse it
Building the eyes' shaders in Cycles
Building the armor shaders in Cycles
Chapter 13. Creating the Materials in Blender Internal
Building the reptile skin shaders in Blender Internal
Building the eyes' shaders in Blender Internal
Building the armor shaders in Blender Internal
Chapter 14. Lighting Rendering and a Little Bit of Compositing
Setting the library and the 3D scene layout
Setting image based lighting (IBL)
Setting a three-point lighting rig in Blender Internal