|
|
|
|
|
|
|
|
Hello, This site is my musings, opinions and observations on all things related to Blender 3D, an open sourced 3D modelling environment. It is in no way associated with the Blender Foundation or NaN or anyone else other than me. All trademarks and copyrights are the properties of their owners even if not stated. All the stuff I write is public domain and you are therefore free to use, modify or derive works from it. |
|
Paul Friedl - The Leather Book Animation - 3D from Start to Finish - Training Video It's been a slow time for me recently as far as Blender tutorial reviews go, so when I found out about a new video tutorial, off I went to go and have a look at it. In this video tutorial Paul Friedl takes the viewer through the steps involved in creating a photo-realistic Leather Book Animation with simple animations and texturing techniques. I haven't seen many commercial Blender video tutorials which cover the creation of the smaller more mundane objects such as books like this one. I have seen plenty of character modelling and larger hard body things such as cars and helicopters etc., but not smaller items. To me these smaller and mundane objects are just as important to be able to create, so a tutorial such as this one is very welcome. Product Specifications:
To download the video tutorial I went to the 3D Animation Plus website which I had not heard of before. So I checked out the About section of the website and found out that it looks to have been setup recently. Looks very organised and well designed. If the about page is to be believed then it will be a good web site to keep an eye on as there will be other tutorials to follow. Paul Friedl owns the website and has been working in 3D for 6 years, so is not a 3D newbie. Irrespective of how long Paul has been doing 3D the important question is, how good a video tutorial is this? I would have to say that on the whole the tutorial is very good and the end result (shown in the image) looks very good to my eye. The downloading of the videos was very easy and hassle free for me. The downloads are very large so you will need a reasonably fast network connection. Once the downloads had completed I was presented with an archive file which I extracted and this left me with 3 directories. The first directory named "The Leather Book: Scene Files" contains all of the resource files that you will need if you want to follow along with modelling the Leather Book Animation. All textures, soundtrack, blend files and even the fonts used are supplied. These resources are very useful and are good examples to use. The other two directories contain the main Leather Book Animation video tutorial files and also a Blender Basics video tutorial for those new to Blender, which is used to get the new Blender user up to speed with using Blender. So even if you have never used Blender before you should be able to understand what is being described, if you first watch the supplied Blender Basics videos. The tutorial videos are organised into 16 parts, and go in order from start to finish in creating the Leather Book Animation. There is also a bonus video showing the process of making weathered old looking leather. Sections Listing:
The narration of the videos is very clear as Paul takes his time explaining what he is doing and why. Also on a more technical level the encoding of the videos is clear and easy to see. Blender is used for all the mesh modelling, compositing, animations and video editing done while creating the book, but Blender is not the only piece of software used. Other popular open sourced software is used. Gimp is used to create the initial base textures which are later used in Blender to creature realistic leather. Also used is Inkscape to create the cover art that is on the front of the finished leather book. I found the use of Blender, Gimp and Inkscape very informative as to how powerful a combination they can be when creating products such as this book animation. The Gimp coverage will be extremely useful to Blender users for creating base textures. On the mesh modelling side of thing Paul uses very simple modelling methods which are very easy to follow but he uses these simple modelling methods to create very effective results. Good coverage is given to properly UV Unwrapping the modelled meshes. The animation sections of the tutorial are good but somewhat rushed, but are still useful for learning how to do basic animation. It would have been nice to have Paul explain in more detail how to control which camera is used for shot output (with features such as Camera Marker Binding). However the method he used still works. The compositing section of the video is very good, extensive explanations are given of the processes used to composite together the previously created Gimp textures. This was my favourite part of the whole video as lots of simple but very clever uses of the Compositor were described. It really shows the power that the compositor has. So in closing, this is a really good product well produced and if you are a Blender beginner or intermediate level user you are bound to find something of interest to learn. It's always good when a new company starts producing Blender materials, so hopefully it will be worth keeping an eye on the website for new tutorials. Review Score 78% |
|
Jonathan Williamson - Chracter Development In Blender 2.5 - Book Review I have been a little busy lately and it has been a while since my last Blender book review, and since I didn't want to put of my review of Jonathan Williamson's newest book "Character Development In Blender 2.5", I decided I would put the hammer down and make some time to read through his book, I was glad I made time. Those of you who have been wandering around in the world of Blender for any length of time will no doubt recognize the name, as Jonathan is one of the people that produces such great video tutorials at www.blendercookie.com. This is not the first time I have reviewed tutorials from Jonathan, he also previously did excellent video tutorials on character modeling. This time around instead of tutorial video Jonathan has produced a book covering some of the techniques and tools required to create a character mesh which can then be used in the later stages of a workflow pipeline (texturing, rigging, compositing, etc). Product Specifications:
The book has a broad audience, if you are a complete Blender beginner you will be able to pick it up and follow along with ease, and if your an intermediate level Blender user you will find topics covered that will be of interest to you also. The start of the book covers the very basics of Blender and it's interface and spends a good deal of time explaining the fundamental features of Blender as well as general concepts of 3D and 3D modeling for those completely new to 3D. After the basics of Blender's interface are covered the books quickly picks up pace and keeps up the fast moving descriptions throughout the book. The second part of the book is a rundown of some of the most important features of Blender that will be used throughout the rest of the book. Here we get simple and clear explanations of Blender's various mesh features, what modifiers are and how to use them. Also covered in this section of the book are Blender's Sculpting tools. The descriptions and examples used to describe how a user can use sculpting is one of the clearest I have come across especially in a printed book. The sculpting chapter to me is one of the stand out chapters, worth the price of the book alone. So often in printed books it can be difficult to properly describe the effect of the various tools used while sculpting but Jonathan does an excellent job. One of the ways he manages this is by use of many, many pictures. This greatly helps when trying to interpret instructions given in the book and greatly speeds up how quickly things can be described to the reader. On the whole the quality of the pictures is very good and rarely did I have any problems figuring out what I was supposed to be doing, though there were occasional times when I had to go back and take a longer look at the pictures to see what I was supposed to do, this happened very rarely. The combination of clear textual descriptions and a vast number of pictures made things easy to follow. The only criticism I have as far as the pictures in the book go is that it would have helped a lot if they had all been in color, but for the most part this did not matter. After the tools that are going to be used have been described the book then moves on to its third part, construction of your character. This third part forms the majority of the rest of the book. Topics such as making a block/rough character to later use to make the more detailed version of the character are covered. Both organic modeling in terms of the female character and her cloths are covered, as is hard body modeling for items such as jewelry and weaponry. So weather you prefer to do hard of sort body modeling both are covered. Sculpting introduced earlier in the book used extensively and Jonathan really shows the power it has in giving extra detail to a model. The model that is created throughout the book is one that was created in concept art by David Revoy another well known Blender artist. As ever David's concept art is really great and helps make modeling the character described in the book easier. All the support files for both the finally created character and David's concept art are all provided on the DVD and can be downloaded from the books website. One thing that probably should be made clear is that Jonathan explains something once earlier in the book and then expects you to remember what he said, you will get told how to carryout particular tasks once, then you are expected to use what he explained previously in later parts of the book. This is helped greatly by referring the reader back to various sections of the book, and the multitude of pictures. Because Jonathan doesn't repeat himself you tend to get a lot done in a short amount of time. There is very little in the way of press this button click, that key, unless it hasn't been explained before in which case Jonathan goes over the particular keys and their functionality. After the majority of the character modeling tasks have been completed Jonathan runs through some extra steps to make the resulting render even more useful, covering both lighting and rendering settings. A section I really liked from this part of the book was the discussion and demonstration of how to use the Retopology feature that Blender provides. Very few people take the time to properly explain its usage, at least in books, as this is often easier to show in video form, Jonathan manages it well. For the final part of the book Jonathan covers UV Unwrapping and how to apply Normal Map Baking to the finished character. UV Unwrapping was clearly explained as was baking Normal Maps. Just like the rest of the book there are numerous pictures to help keep things clear. Given that books are a textual medium in can be difficult to describe and demonstrate certain features of Blender, Jonathan has seen this potential problem and has also provided a collection of videos on the DVD and also they are available on the books website. The videos go into more detail about specific topics covered in the book. These videos would be worth the price of the book alone, they are very informative, and if you find the book's text moves to quickly for you these videos should really help. Excellent book well worth adding to your collection especially if you are a beginner or intermediate level Blender user, or you are a bit rusty with your character modeling skills. Review Score 80% |
|
Lee Salvemini - Ninja Character Creation Volume 2 - Rigging - Tutorial Video Review CGMasters.net recently contacted me and asked if I would do a review of their Ninja Character Creation Rigging tutorial video. This is the second tutorial in their planned to be four part series on aspects of the character creation process using Blender . Given that I was so impressed with their previous Character Creation videos, I decided I would, so off I went to download the video from the download link they sent me. Product Specifications:
After having downloaded the files and extracted their content, I opened the index page in my web browswer and was presented with a very neat and tidy interface listing all the topics covered in each of the video tutorials. Each of the 17 chapters (15 Main chapters and 2 bonus chapters) videos are viewable either from inside the web browser, or as independent videos which can be played in your video player of choice. The VLC media player is provided for Windows and Mac people so you do not have to download it if you do not have it on your machines. Also provided in the download files are all the blend files of the different stages of rigging of the ninja character, the python script, the version of Blender used to create the rigging and even the original concept art created by David Revoy (which looks amazing). I found the web interface very easy to navigate and the video displayed very well in the browser and were very well encoded. If the video is too small for you in the web browser the flash player that is used has a full screen option which displays the video in full high quality. Having explored the interface I moved on to actually watching all the videos from start to finish. This took me longer than I expected because I had to go back and watch different chapters multiple times to wrap my head around what I was being told. Rigging is one of Blender's more advanced topics and it takes some mental gymnastics to understand some of the fundamental concepts that are involved when using Blender to do rigging. I should say that I am no rigging expert and found Mr Salvemnin's instructions easy to follow and very clear, though I did have to pay complete attention to everything he said. He takes the time to not only tell you what you need to do but also why. To me it is this combination of clear instruction and the explanation of why he does things the way he does that really makes the videos invaluable as a learning tool. On the main cgmasters website for the rigging video they mention that the videos are appropriate for any level of Blender user. I would agree with this. I think if you have never done any rigging before you should be able to follow everything, though you will need to be paying very close attention to what is done and go back and watch the videos more than once. That said if you do take the time to properly watch and re-watch the videos you will be rewarded, no matter what your level of Blender rigging experience, even battle hardened riggers will pick up tips and tricks. I have seen and read a lot of videos and books, and I can say that I have never seen a video tutorial that is as complete and extensive as this is on the topics of rigging. As far as I can tell (remember I am no rigging expert) it doesn't miss any information or steps required to make a professional, industrial grade, fully rigged character which you could probably use on professional productions such as Sintel. There are topics covered that I have never seen covered anywhere else (Proxy Meshes, Custom Controls, etc), which really set these videos above any other at least as far as Blender is concerned. If you manage to learn all the techniques used in these videos you will be able to do almost anything Blender rigging wise. There are topics that are covered which by rights Mr Salvemini did not need to cover but which in being covered really helped make the video sets even better (Chaptars 14 and 15 for example). I really can't say enough good things about these videos, they are amazing, I could not find a single thing to complain about. If you are interested in Blender and want to get expert in rigging with Blender this is the video tutorial to get. Review Score 100% |
|
Hi All, This is not my normal post, as in it is not a review. Instead this is a request for help. I recently had my google plus account suspened because of the realnames policy Google Plus uses. So now for the help I need. Please log in to your G+ account. In the upper-right corner, click the gear icon and choose "Send Feedback". In the feedback, please ask them to re-enable the account for "AIBlender Threedimensional". Inform them that you've never received any spam from me, and let them know if my posts are helpful. Apologies for asking for help but I am at a loss as what to do now. Thankyou for your help AIBlender (Terry Wallwork) |
|
Roland Hess - Tradigital Blender 2.5 - Book Review In the Blender world of books and training video tutorials, there are very few training aides that are specifically targeted towards teaching the theory and practical sides of animation using Blender as the specific tool to teach with. This situation has been remedied somewhat with the release of Roland Hess's new book titled "Tradigital Blender" by publishers Focal Press. A book that covers the topics of animation and how to do it using the tools and features that Blender provides. Blender user's will recognize the name as Mr Hess has produced many different books and video training courses in the past relating to Blender. Product Specifications:
On opening the book the first thing I noticed was the excellent quality of the pages, they are all glossy and in full color. This is amazing for a book of this price and really shows what can be done when publishers are not being tight fisted and trying to save some money on production costs. It really helps this book, everything is crystal clear and easy to see on the pages. At the start of the book the approach taken is to first describe the 12 Principles of Animations and the theory behind those principles. Clear and precise examples are given to help in clearing up exactly what each of the 12 principles mean and why they are so important when it comes to giving life to your animations. This is especially important as the 12 principles are used throughout the other parts of the book as the guiding and interweaving principles upon which the rest of the book is based. After the theory, the practical side of the 12 principles are implemented using Blender. This is achieved by describing the various tools at the disposal of the Blender animator. All the major tools such as Graph Editor, NLA Editor, Dope Sheet and Action Editor are covered in extensive depth, as is how to use these tools to their fullest to achieve the animation results needed. Along with the detailed descriptions of how to use Blenders tools, other more structural and production workflow oriented topics are covered. Such as story boarding, animatics and how to structure these stages so as to be most efficient with your time while creating your animations. Mr Hess goes into great detail on the advantages and disadvantages of the different methods and approaches available to someone working on producing an animated work. The two major methods of animating are covered, those being pose to pose and straight ahead. For the most part the book uses pose to pose animation techniques to form keyposes and then nearer the end of the book uses straight ahead to finish off the animation. The discussion as to why and when to use the two different animation methods was clearly explained and gave a good informational base to make a decision on, as to which method you should use when you are animating. As well as describing the tools and techniques of animation within Blender the book also takes the reader through the steps of actually making a finished animation of a couple of Blender character models which are provided on the companion website that partners this book. I found the instructions to create the animated scene reasonable easy to follow, though even for a short animation like this one it sometimes became hard to follow along. If you do though you end up having all the salient points of animation both described to you in theory and fleshed out in practice with a finished animation. If you decide that you don't want to follow along with the book, that is fine also as it is able to stand with just the theory and explanations of how things would work if you were using Blender. The only problems I found were with the companion website in that some files were missing or were the wrong files when downloaded, and the IK/FK switch from the demonstration files seems not to work on more recent versions of Blender. These were only minor issues though and turned out to not have too much of an impact, though it would be useful to have the IK/FK switches fixed in the demo files. Excellent book, really well produced, teaches both theory and practice of animation in Blender. You need some patience to follow the book but if you do I think it will be very rewarding and very educational to the aspiring Blender animator. Review Score 90% |
|
John E. Herreño - Blender 2.5 Hotshot - EBook Review John Herreño recently came out with a Blender 2.5 book, and since I don't remember reading anything from Mr Herreño before, I was interested to get my hands on this book. Product Specifications:
Given the information I was able to find, I was eager to read this book as it seems to be the type of Blender book which I had not seen before, an intermediate level, Blender 2.5x projects based book. There are in total 10 projects that are covered, 8 of them inside the book and 2 of them downloadable, which cover the following topics:
Some of the projects are related to each other so will require you to have done those previous projects before you can do the next ones, in some cases. When all the projects are done, you get a very good coverage of most of Blender's major features, and as such they serve as a good foundation to the use of Blender. There are problems with the book though because for some reason the book does not supply support files on the books dedicated website, and resorts to having the user go to various websites to obtain the files needed to carry out the various tasks for each of the different subjects of each project. Unfortunately this causes problems as some of the websites they want you to go to require you to register with them. This is unacceptable for a paid for book, the support files should be supplied. Another problem was that one of the websites referenced in Project 5 was just a blank page which made doing the project harder than it needed to be. Also the fact that Projects 9 and 10 are not included within the book but are in downloadable form, is a little strange. It would also have been very helpful if the resultant files produced from the individual projects were also provided. The would help because you would not have to manually go through all the steps to carryout out projects that require previous projects to have been carried out. Even given the problems above, this is still a very informative book and I think it is still worth getting. Review Score 70% |
|
Virgilio Vasconcelos - Blender 2.5 Character Animation Cookbook - EBook Review Packt Publishing recently released another book in their Cookbook series, given how disappointed I was about the last Cookbook of theirs I had to review, I was a little bit apprehensive about reading another one. Thankfully though this time around this particular cookbook is of excellent quality. This book written by Virgilio Vasconcelos, covers using Blender 2.5 to carryout out various aspects of character animation and rigging. Product Specifications:
Like the other Cookbooks in the Blender series of books, the approach taken to teach topics is in the form of short recipes which inform the reader as to how to carry out a specific tasks, and then after the recipe has been described, the book moves on to describe why a recipe is done the way it is. This cookbook presents 50 recipes related to Blender 2.5 Character Animation topics. It can be read from cover to cover or used in the form of a quick reference, if you are only interested in a specific animation topic. Each recipe is very clearly written and more has more than enough information to be useful to both beginning Blender users all the way up to experienced Blender users. One of the most memorable things about recipes was how much of the time I was reading and being impressed that I was learning novel ways of doing rigging and other clever techniques. Each of the 50 recipes is described in a roughly ordered manner going from basics towards more advanced recipes as the book continues. As far as I was able to tell the recipes give you all the information you would need to rig and animate a human character. Throughout the book support files and a human character armature called otto are used to demonstrate various topics. The otto character is very flexible and serves well as a demonstration model. The first two thirds of the book introduces the reader to the various recipes while the last third is more general and brings together all the previously learned recipes leaving you to use what you have learned to carryout the later parts of the book. This was a short review but part of the reason for that is the book does what it says it does i.e. teaches you various important recipes which are very likely to be useful to you as a character animator. It carries out this task extremely well and very clearly. One thing that I kept thinking to myself while reading this book was, I wish I had this when I was first learning to use Blender, it would have made my life so much easier. I would imagine that would apply to other Blender users as much as it would for me. There were a few mistakes in some of the recipes, but nothing that really matters or that would not be very obvious and easily spotted and so aren't worth worrying about (errata.txt). So all in all an Excellent book, well worth the time to work through all the recipes like I did, you will learn a lot if you are a new Blender user and probably a fair bit even if you are not so new. Review Score 85% |
|
Nathan Vegdahl's - Blender Massive Mammoth Masterclass: Rigging Videos 1 & 2 - Training Video Review A while back cmivfx.com released a new Blender video training tutorial on the rigging of a mammoth model previously created by Sebastian König. Those that saw the previous tutorials from Sebastian will know that they were of excellent quality and really well produced. Now the mammoth has moved on to the next stage in the production work flow, that of Rigging. Rigging is the process of taking a model mesh and adding mechanisms which enable it to be animated and deformed more easily by an animator, so that a mesh does not have to be manipulated directly. Product Specifications:
I purchased both of the available training videos in a bundle from the cmivfx site. You can purchase the videos separately if you wish to. These training videos are for intermediate to advanced Blender users. You will be expected to have a good grasp of Blender and how to navigate your way around it and its features. Nathan does take time to explain all the concepts that he uses in the 2 videos as far as rigging goes, but even so given the level of Blender user these videos are aimed at he does move along at a very fast pace. So if you're rusty with rigging and weighting you may need to go back and re-watch certain parts of the videos to make sense of them. I found that I had to go through certain parts of the videos multiple times before they started to click for me. Though I think if I could understand it, it should not be difficult for your average Blender user to get to grips with. The first training video covers setting up Blender's armature system. Covering such things as deform bones, control bones, constraints, drivers and modifiers and various other things. In short the first video covers the setup and design of the mammoth skeleton system. This first skeleton design techniques were very clever and resulted in an extremely flexible and efficient bone setup. The coverage of how to use control bones, ik/fk drivers was very informative to me. I felt I learned a lot even if it did take some effort to keep up with Nathan. Once the skeleton of the mammoth has been created, video 2 takes over, this time covering the topics of weighting the mesh of the mammoth to the bones of the skeleton created previously in the 1st video. Nathan takes a slightly different approach to weight painting the mammoth mesh to the bones by using a technique he terms "Segment Weighting", which I have never seen used in Blender before but it definitely seems very effective to me, so was well worth learning about. After the weighting of the bones to the mesh has been carried out, Nathan move on to creation of test poses of the mammoth which are used throughout the video to test for problems with deformations. Nathan uses a very good technique to spot deformation problems with a mesh by using something he calls Cross Sectional weighting. Using this technique he directly alters vertex group weighting rather than using Blender Weight Painting tools. While this may seem strange and slightly complicated it turns out to be very useful for the more complex deformations in a model such as the mammoth. After the major deformations had been weighted Nathan then shows how to do the smaller but just as important deformation tidy-ups using Shape Keys and Corrective Shape Keys. Which take the deformations from good quality to excellent quality and really make the difference. Nathan also shows how to use Shape Keys to control face deformations in a very clear and easy to understand way. This was a short review given the amount of information and techniques packed into these videos. As far as I can tell everything you could need to know to produce top quality rigged results are in these videos. It is all well narrated and broken up into manageable sections and the videos are very well encoded and very clear. Excellent videos, using unique techniques which to me at least seemed very effective. Well worth getting, it will be interesting to see if Nathan does other tutorial videos. Review Score 93% |
|
Colin Litster - Blender 2.5 - Materials and Textures Cookbook - eBook Review Packt Publishing currently has a line of step by step books covering a large number of topics, the important thing about their cookbook series of books is that they are written in a similar way to recipe books, in that you are given step by step instructions on how to achieve a particular thing and then after the step by step has ended a description of why the recipe works is described. Product Specifications:
Chapter 1: Creating Natural Materials in Blender Introduction Creating a realistic pebble material using procedural textures Creating a gray limestone pebble Creating the quartz pebble material Creating an opalescent quartz material Creating a mask to represent the quartz veins Combining two materials, to make a third, using Nodes Creating a large rock material using procedural, and node textures Creating a sea rock material Creating a texture node to simulate seaweed at the base of a rock Creating a large rock face using photo reference Chapter 2: Creating Man-made Materials Introduction Creating a slate roof node material that repeats but with ultimate variety Using a tileable texture to add complexity to a surface Warping a texture to disguise seams in a repeated texture Adding weathering by copying and reusing textures Combining materials using nodes Creating metals Using specular maps to add age and variety to man-made surface materials Adding oxidization weathering to our copper material Adding grime and artistic interest to our copper material Creating a path or road material that never repeats Repeating a tiled texture to duplicated objects Deforming materials and textures in Blender Chapter 3: Creating Animated Materials Introduction How to move textures and create animation without moving a mesh Manipulating the F-Curves of texture movement Using an Empty as a dummy object to control texture movement over time A barber pole with no moving parts How to alter the color of materials and textures over time Creating a red hot iron bar How to animate transparency in a texture Creating a burning sheet of paper How to change textures during an animation How to texture with movies creating a TV screen Chapter 4: Managing Blender Materials Introduction Setting a default scene for materials creation Additional settings for default scene Creating an ideal Blender interface for material creation Creating an ideal texture animation setup Naming materials and textures Appending materials Linking materials Making blendfiles stand alone Chapter 5: Creating More Difficult Man-made Materials Introduction Creating rust on iron-based metals Creating a mesh object to provide good reflective surfaces Using environment map textures to simulate reflection Varying environment map reflections to simulate corrosion or wear Using raytrace reflections to simulate polished metals Varying raytrace reflections to simulate dirt and grime Chapter 6: Creating More Difficult Natural Materials Introduction Creating realistic large-scale water in Blender 2.5 Setting up an ocean vista environment Creating a wave surface using textures Creating an ocean surface material Creating wake around objects in water Creating a non-repeating leaf material Creating image and bump maps, with alpha channels Using images as the basis for a leaf material Using alpha to create a leaf shape on a simple mesh Adding a non-repeating bump to the leaf material Adding color complexity to the leaf material Chapter 7: UV Mapping and Sub Surface Scattering Introduction Creating a face map from photographs Unwrapping a face mesh to produce a UV map Editing a UV map to optimize the image space Creating multiple UV maps for a single object Combining UV maps to create an enveloping UV Using a paint package to merge UV maps Extracting color, bump, and specularity maps from photographs Applying UVs to create an accurate skin material Skin shading using SSS and AO Chapter 8: Painting and Modifying Image Textures in Blender Introduction Post processing rendered images from within Blender Adding more than one material to a surface Adding dirt onto a model Creating an aged photo with simple Blender materials Chapter 9: Special Effects Materials Introduction Creating explosive smoke in Blender Igniting a flame and making things burn in Blender Creating loopable fire and smoke sequences Adding complex FX without the render overheadThis book follows the same format, step by step instructions, followed by an explanation of the various features used in the recipes and why they are used the way they are. Books that specifically cover getting to grips with Blender's Materials and Texturing abilities are very rare, sure there are books that cover both of these topics but those books usually cover other things. This book is specifically targeted to only covering Blender's Material and Texturing functionality and settings, and demonstrating how these settings can be used to create various material types in the 3D environment. A wide range of differing material and texture types are created and demonstrated by building a series of different 3D scenes showing what the results look like. A stand out part of this book is that it's the first book that I know of that goes into good detail on how to use Blender's Texture Node system, demonstrating just how powerful this node system can be. I really learned a lot about this method of creating textures. If you want a good guide on how this system works, this book is the book to get, as unfortunately other good documentation sources on this feature are really hard to come by, as Blender's Texture Node system is very badly documented and misunderstood. This all sounds excellent so far, we have a book which goes into detail about how to use Blender's procedural texturing and it's Texture Node system to make very convincing textures and materials. Sounds as if this book should be an automatic go out and buy it book, right? Unfortunately all the good work the book could do, is undone by the fact that it is littered with errors and missed steps as well as some missing and misnamed support files. A recipe book, I would say by definition has to have recipes that when followed will result in the correct effect being achieved. If you only rely on the books recipe instructions to achieve a particular effect you are interested in, you will either end up with a result which is completely wrong, or slightly wrong for almost all of the recipes described within this book. Part of the problem is that a lot of these recipes rely on other recipes which have mistakes and missed steps. As a result there is a ripple effect all the way through almost all of the recipes resulting in them being wrong by varying amounts. Another reason for this is that Blender changed its method of calculations for certain texture effects such as bump mapping, after the book was in production. The book mentions this problem at the beginning of the book, but there are other errors and miss steps which are not highlighted. If you do not want to have to manually go through the step by step recipes to make the materials, you can just use the supplied blend files to pick apart how the materials and texture were created. These blend files are an extreme time saver, and are extremely useful as a learning exercise. Unfortunately the same blend files turn out to be pretty much mandatory viewing if you want to see how to properly make the described materials and textures that are supposedly described in the different step by step recipes written in the book. Without these blend files it would be very difficult to see what settings differed between what is written in the book and what is actually in the blend files. Without these blend files, on rendering any of these recipes, the results will look wrong a lot of the time. So in short, you have a recipe book where if you follow the recipes as written in the book you won't get the correct results. The only way to see how the created materials and textures are created is to open the supplied blend files, which were sometimes missing. So I have to ask myself at that point, what is the point of the written book with the recipes which were not checked properly so as to make sure they were complete and accurate? So I thought, what I will do is manually go through all the blend files and all the written recipes and see where they don't match and correct the recipes, such that I ended up with results on render that matched those of the supplied blend files. This took while but in the end I managed it and ended up with a list of all the errors and missed steps and the correct steps to get the correct render results. I then sent that list to the people at Packt, they were nice about it. Deciding that I would wait before I reviewed this book as I could say that yes the printed recipes are wrong but that the errata has been posted and so long as you read the errata you can see where the errors are and just do what's described in the errata posts and still end up with the correct result. Well now it's several weeks later, as I type this review and still there is not an errata post for this book on their website. So you have now way of knowing about the corrections needed if you are just dependant on the written book recipes. Even with the errata, if you are in a hurry to get a recipe to achieve a particular effect you need, you will not want to have to go reading errata lists just to get a recipe to work. They should have been properly checked before being put in a book. If the errata had been published I would have given the book a much higher rating as at least a normal reader could have found out all the mistakes. Without the errata the only thing that makes the book usable are the explanations at the end of recipes (which are very informative) and the blend files. Hopefully they do a reprint of this book with the mistakes fixed and get better reviewers to spot mistakes next time, as it has 3 according to the book information and a technical editor as well. Can't recommend this book, you are basically paying for blend files as the book itself is of no use as far as the recipes go. Colin Litster is well known Blender user, anyone who has seen some of his work knows that he is a very skilled Blender user. But because of bad production in this book that is not reflected. For those who have already bought the book/ebook and are trying to follow the recipes here is the errata I found: errata.txt Review Score 50% |
|
Jason Van Gumster - Blender For Dummies 2nd Edition - Book Review Jason Van Gumster recently released a new version of his Blender For Dummies series of books. This time covering the 2.5x series of Blender. Mr Gumster is a very well known and respected Blender user, he is part of Hand Turkey Studios which uses Blender extensively for its productions and training materials (Hand Turkey Studios) as well as various other open source applications. He goes by the twitter name monsterjavaguns, and frequents www.blenderartists.org. It is safe to say Mr Gumster knows his way around the nooks and crannies of Blender. Product Specifications:
Part I: Wrapping Your Brain Around Blender. Chapter 1: Discovering Blender. Chapter 2: Understanding How Blender Thinks. Chapter 3: Getting Your Hands Dirty Working in Blender. Chapter 4: Working in Edit Mode and Object Mode. Part II: Creating Detailed 3D Scenes. Chapter 5: Creating Anything You Can Imagine with Meshes. Chapter 6: Using Blender’s Nonmesh Primitives. Chapter 7: Changing That Boring Gray Default Material. Chapter 8: Giving Models Texture. Chapter 9: Lighting and Environment. Part III: Get Animated! Chapter 10: Animating Objects. Chapter 11: Rigging: The Art of Building an Animatable Puppet. Chapter 12: Animating Object Deformations. Chapter 13: Letting Blender Do the Work for You. Part IV: Sharing Your Work with the World. Chapter 14: Exporting and Rendering Scenes. Chapter 15: Compositing and Editing. Part V: The Part of Tens. Chapter 16: Ten Problems for New Users in Blender (And Ways Around Them). Chapter 17: Ten Tips for Working More Effectively in Blender. Chapter 18: Ten Excellent Community Resources. Appendix: About the DVD.I previously reviewed Mr Gumster's earlier Blender For Dummies book and was very, very impressed with it (Blender For Dummies), for the 2.4x series of Blender it was/still is the gold standard for people wanting a general Blender book that can act as a reference. It covered things other books tended to skip. If you wanted a book that covered all the shortcuts and the stranger, as well as more basic and popular features, it was the book. So with the release of this 2nd edition of Blender For Dummies for the Blender 2.56 series of Blender, I was interested to see if it was upto the same standard, and unsurprisingly it was. If you found the first book useful you will find this second book very useful, if you are wanting to transition to the Blender 2.56 series of Blender. As mentioned above this book is a combination of a both a reference book and a quick steps tutorial guide. Each of the different chapters is divided into sections covering the major topics of Blender. The sections tend to be split between being reference sections and then at the end of a section an example is gone over that brings together the previous reference sections. Overall the separate chapters and sections are well written and very clear. I would normally review the ebook version of a product but as yet it is not available. As a result I had to contend with most of the pictures in the book being in black and white and slightly cloudy. Though thankfully the pictures often do not matter as the text of the book is very clear, so even if the pictures are sometimes a little difficult to decipher, the written text comes to the rescue. There is an inset color pullout contained within the book showing some examples of work created with Blender and that is very impressive. It also comes with a DVD which has all the files from the book on it and various pieces of software that a Blender user would find useful. All of the major topics that a Blender user of Beginner to Intermediate level would expect to use are covered, at a quick pace, but clearly and in such a way as not to be confusing to newer Blender users. The one exception to this is scripting, no Python and its uses within Blender are covered. The various simulation topics are briefly covered, in enough detail for you to be able to get further information from the Blender community at large. Another excellent feature of this book is that it makes absolutely certain to explain the terminology used within Blender with regards to its interface. This is the first time I have seen a book with uses the correct terminology for Blender's features. I know this may seem like a small feature, but having proper terminology to refer to parts of the Blender interface is really useful and helps speed up explaining how to use Blender. Also Mr Gumster goes out of his way to properly indicate the various different ways in which features of Blender can be accessed, from the keyboard hotkeys, to the various menu items. I learned a few hotkeys myself. So this is an excellent book, very clearly written and giving a beginner or intermediate Blender user a good grounding in the features available to them. I really do hope that one day Mr Gumster writes a Blender Bible/Ultimate reference, because if this book is anything to go by, it would be a sure fire winner. Good book, go buy it! Review Score 85% |
| Newer Entries Older Entries |
| |