Assalamualikum,
what's up all ?
Today, I am writing about a book of 3D Design with Patrick Boelens.
Do you know, what is Patrick Boelens?
Yes,
Patrick Boelens is a 3D content creator, programmer, and game designer with a
passion for anything in which these fields meet. While studying Communication
and Multimedia Design, he started producing video tutorials for the CG Cookie
Network, showing people how to make custom scripts and add-ons for the open
source software Blender. He was also a part of the team behind the studio's
first iOS game, Eat Sheep.
He
has since worked on a wide variety of projects, including client- and
server-side web development, games, and applications.
Table Contents of the book.
Chapter
1, Key Holder and Wallet Studio Shot, will highlight the fundamentals of
lighting, along with the creation of materials in Cycles. Finally, this chapter
will teach you how to set up the render parameters in Cycles.
Chapter
2, Creating Different Glass Materials in Cycles, will help us create from
the most basic to really advanced glass materials. To achieve this, we will go
deeper into the Cycles material creation, learning interesting node trees and
techniques.
Chapter
3, Creating an Interior Scene, will help us with the creation of an
interior scene, a situation that can be quite challenging without proper
knowledge. You will learn how to light a scene in an efficient way, along with
new materials and advanced techniques.
Chapter
4, Creating an Exterior Scene, will help you learn the secrets of exterior lighting.
Here we will learn how to create a flawless natural exterior lighting using
different advanced techniques together with the creation of new materials.
Chapter
5, Creating a Cartoonish Scene, will teach you how to create stylized yet
appealing lighting materials, for example, a fake subsurface scattering and
hair material, ideal for a cartoon scene.
Chapter
6, Creating a Toy Movie Scene, will show you how to create a lighting setup
that will resemble a movie set, together with highly realistic materials.
Moreover, you will learn different techniques to give our image an even closer
look to that of a cinema movie.
Chapter
7, Car Rendering in Cycles, will help you set up great studio lighting to make
the
car look great, and of course, will show you how to create complex and
captivating car paint material.
Chapter
8, Creating a Car Animation, will help you deal with your first animation
and explain to you how to set up Cycles at its best for this purpose. You will
optimize the scene to lower the render times while maintaining a high quality
and detail level, and learn how to deal with a huge project.
Chapter
9, Creating an Iceberg Scene, will highlight some really advanced material
creation in Cycles, and some greatly advanced techniques about seamlessly
mixing two materials inside the same mesh. Moreover, you will learn to use
information from scene objects to use for even more advanced materials.
Chapter
10, Creating Food Materials in Cycles, the final chapter, will talk about
the creation of food, one of the most challenging topics to deal with in
Computer Graphics. This chapter will teach you the creation of highly realistic
and complex Cycles materials.
Who this book is for?
This
book is aimed at both beginners and more advanced Cycles users, as it will take
you from the very first steps up to quite advanced techniques. Even more
advanced users could pickup several new things by reading this book. Although
every topic is described in detail, some basic knowledge of Blender as a
package is advisable.
Let's time to download the book……….
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