Blender 2.7 - The Comprehensive Handbook Review
A Blender is an open-source 3D computer graphics software tool that is concerned with improving the existing tools and adding new ones. It can be used for creating animated films, visual effects, art, 3D printed models interactive 3D applications and video games.
Blender 2.7 - The Comprehensive Handbook is a book of 3D graphics which will help a beginner to learn about the blender interface and how it works. The writer of this book Thomas Beck is a 37 years old passionate entrepreneur, Blender Foundation Certified Trainer, Blender & software developer, designer, mountain biker, loving husband and proud dad. He is also the CEO of Plasmasolutions for medium-sized companies in the last 15 years. He is an entrepreneur and a software team leader at a medium-sized company with 8000 employees.
He provides Plasmasolutions the following
- Animation and
- Commercial services.
He is fascinated with the three dimensional (3D) world. He created a world out of three-dimensional monochrome polygons on the Amiga 500. He also travels to studios all over the world to integrate Blender and Open Source software into digital content creation pipelines. Again he trains employees of 3D studios and universities in Blender. He launched a YouTube series (the Blender Developer Sneak Peeks) at the beginning of 2016 which gives you an insight into the currently developed features during the Blender development and make more transparent which changes and new developments Blender will contain in the next version.
Who this book is for
- Advanced user of blender
- Those transitioning over from other digital content creation systems
This book contains seventeen chapters. All of the chapters are very useful for learning about Blender.
Introduction part includes the history of Blender, everything new in the blender and the future of Blender. From this chapter, you will know how to install Blender, system requirements for the blender. The description of the operating system that supports the Blender. It also describes Blender workflow.
The second chapter is The Interface where you will get an idea about Blender's operating concept, window areas, editors, and screens, the elements of the user interface, adjusting the user-interface, exploring the scene - the 3D view editor, organizing data with scenes, load and save files, the settings window, the land of opportunity, how to browse through operators.
The third chapter working with objects includes many things like the structure of polygon objects
coordinate systems and the localization of objects, the torture of selection, adding and deleting objects
duplicating objects, an organization of objects, transformations made quick & easy.
Modeling and object types are described in chapter four. It defines modeling, types of mesh modeling, modeling tools, digital sculpting and the way to become a sculptor, some beautiful curves, test objects, etc.
Chapter five is about Modifiers, the types of modifiers. This chapter contains the modifying modifiers and shows that change is good
The sixth chapter is about rendering. The main topics here are the virtual camera, rendering with Blender, color management, etc.
Lighting Design is discussed in chapter seven. From this chapter, you will know about the goals of the light design, types of light sources, the world tab, light and shadows in cycles and the three-point lighting.
Chapter eight is about Shading. It covers shading in the 3D view editor, Blender's material system, Blender internal shading, textures, texturing with the BI renderer, texture painting, cycles shading, etc.
You'll know about Animation in chapter nine. Chapter ten describes the Vertex weights, skinning, and rigging. Again chapter eleven introduce several particle systems.
Chapter 12 emphasizes on Blender simulation modules. Chapter 13 is about postproduction and composting where you'll find the history of postproduction, compositing with blender, stereoscopy, cycles Denoiser and much more.
After complete reading chapter fourteen, you'll know about tracking. You can also learn about automated learning, tracking in Blender, masking and rotoscoping, integration of cycles rendering, etc.
Chapter fifteen describes the video sequence editor. You can feel the heartbeat of your animation, interface, and terminology of the VSE, properties of strips, working with strips after completing this chapter. Finally, chapter sixteen expanding Blender.
Comprehensive Blender book helps you to learn numerous commercial blender projects, Here modeling and texturing tools were expanded, physics and particle simulation added, and all the properties are grouped in a comprehensive way. You can download this book from here.