■ INTRODUCTION
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Chapter 3 contains information on basic modeling. Blender has many mesh modeling tools
that can prove overwhelming to the beginner, so I have outlined the ones I believe are going to
be the most important; and this chapter is designed to be a reference you will want to return to
as you come to grips with the most essential tools. I have included instructions on how you can
set up a mirror modifier for the times when you need to build anything symmetrical. Modeling
is an art, making it a difficult task even for experienced Blender users, so I also included
information on how you can use Blender’s sculpting tools to make modeling as easy and as
enjoyable as working with clay, including how you can integrate the different modeling
techniques together.
Once you can make models, Chapters 4 and 5 are concerned with using lighting and
texturing to make your work look good. In Chapter 4 you will learn how to set up a camera and
lights to effectively display your model, and there is information on how you can design your
own procedural textures to enhance the surface texture and the color of your models. Chapter 5
takes your texturing to the next level with UV-unwrapping techniques, showing you how to
make very realistic textures created from photographic sources. The chapter then outlines
normal mapping techniques, a valuable skill in games modeling, where you can use texturing to
make low-detail models look as though they are highly detailed.
Chapter 6 returns to the earlier emphasis of modeling, this time outlining more unusual
techniques than those presented in Chapter 2. The techniques presented here include lesser-
used techniques, specifically for modeling with curved surfaces.
Chapters 7 and 8 look at animation. This is where your creations will be transformed from
static models into moving, lifelike creatures. You will learn how keyframe-based animation is
used in Blender and how you can set up your models so that they bend, and what you need to
know in order to make them walk. Chapter 7 contains the basics of what you need to know to
get started in animation, whereas Chapter 8 goes onto more advanced techniques, right up to
how you can prepare the mouth shapes of characters for lip syncing animation.
Chapter 9 looks at how movies are can be made with Blender. You will learn how shots can
be mixed in Blender’s compositor, including greenscreen techniques. You will also learn how to
use Blender’s cutting room—the Video Sequence editor—in order to edit the shots of your own
movies.
At the advanced end of the book, Chapter 10 looks at Blender’s particle capabilities, which
give you the power to generate special effects like water, hair, and smoke, while Chapter 11
explores how you can get started in making your own games, all completely within Blender!
Finally, Chapter 12 concludes the book by answering common problems users often face
when they first use Blender. You will also be shown a range of resources you can use to
continue to develop your skills, even after reading this book.
A Note on Blender Versions
This book was written at a time when Blender was undergoing some massive changes. The
official Blender version is currently 2.49b, although the Blender Foundation has been working
hard on a complete bottom-up rewrite of the code, and Blender 2.49b will soon be superseded
by the 2.5 release of Blender, which is currently available as an optional download to the 2.49b
release. I started writing this book when Blender 2.5 alpha 2 was available. During the time of
writing, this “cutting-edge” release progressed through Blender 2.53 beta and then 2.54 beta,
which is available now. There are significant differences between Blender 2.49b and the
developing 2.5 version of Blender. In order to future-proof this book as much as possible, I have
avoided addressing issues specific to the 2.49b release. Instead, emphasis is on the 2.5 branch of
Blender. It is likely that by the time you hold this book, yet another update of Blender will have
been released; however, given that the Blender this book is based on is the next version in the
making, much of what I have covered should remain relevant through the next few versions to
come.