Learning Blender
| AUTHOR | Pearson Education; Villar, Oliver |
| PUBLISHER | Addison-Wesley Professional (04/22/2021) |
| PRODUCT TYPE | Paperback (Paperback) |
Description
As with the previous two editions, Learning Blender, 3/e will cover the creation of a full project - an animated character composed in a real live video. The approach will be the following:
Part 1: Introduction to Blender. Learning the basics, the interface, controls, interacting with and editing objects, take a look to the main areas of the Software. Basically understand how it works with simple exercises, so in next chapters there is no need to go back to the basics again (that won't interrupt advanced users who come from other software and don't need to be reminded about the basics).
Part 2: This is the central part of the book, and it will go through the whole project. Each chapter will have two parts:
a) Introduction: easy exercise to show what's needed for completing the chapter and why it is done that way or the technology behind it.
b) Exercise: the complete part of the project that will be done in this chapter. This way, people new to 3D will be able to understand what's going on and why they need to do what they'll do, while experienced people can jump to the exercise itself, as they already probably know the basics from other software.
Part 1: Introduction to Blender. Learning the basics, the interface, controls, interacting with and editing objects, take a look to the main areas of the Software. Basically understand how it works with simple exercises, so in next chapters there is no need to go back to the basics again (that won't interrupt advanced users who come from other software and don't need to be reminded about the basics).
Part 2: This is the central part of the book, and it will go through the whole project. Each chapter will have two parts:
a) Introduction: easy exercise to show what's needed for completing the chapter and why it is done that way or the technology behind it.
b) Exercise: the complete part of the project that will be done in this chapter. This way, people new to 3D will be able to understand what's going on and why they need to do what they'll do, while experienced people can jump to the exercise itself, as they already probably know the basics from other software.
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Product Format
Product Details
ISBN-13:
9780136411758
ISBN-10:
0136411754
Binding:
Paperback or Softback (Trade Paperback (Us))
Content Language:
English
Edition Number:
0003
More Product Details
Page Count:
448
Carton Quantity:
10
Product Dimensions:
7.00 x 0.80 x 8.90 inches
Weight:
1.35 pound(s)
Feature Codes:
Price on Product
Country of Origin:
US
Subject Information
BISAC Categories
Computers | Design, Graphics & Media - Video & Animation
Descriptions, Reviews, Etc.
publisher marketing
As with the previous two editions, Learning Blender, 3/e will cover the creation of a full project - an animated character composed in a real live video. The approach will be the following:
Part 1: Introduction to Blender. Learning the basics, the interface, controls, interacting with and editing objects, take a look to the main areas of the Software. Basically understand how it works with simple exercises, so in next chapters there is no need to go back to the basics again (that won't interrupt advanced users who come from other software and don't need to be reminded about the basics).
Part 2: This is the central part of the book, and it will go through the whole project. Each chapter will have two parts:
a) Introduction: easy exercise to show what's needed for completing the chapter and why it is done that way or the technology behind it.
b) Exercise: the complete part of the project that will be done in this chapter. This way, people new to 3D will be able to understand what's going on and why they need to do what they'll do, while experienced people can jump to the exercise itself, as they already probably know the basics from other software.
Part 1: Introduction to Blender. Learning the basics, the interface, controls, interacting with and editing objects, take a look to the main areas of the Software. Basically understand how it works with simple exercises, so in next chapters there is no need to go back to the basics again (that won't interrupt advanced users who come from other software and don't need to be reminded about the basics).
Part 2: This is the central part of the book, and it will go through the whole project. Each chapter will have two parts:
a) Introduction: easy exercise to show what's needed for completing the chapter and why it is done that way or the technology behind it.
b) Exercise: the complete part of the project that will be done in this chapter. This way, people new to 3D will be able to understand what's going on and why they need to do what they'll do, while experienced people can jump to the exercise itself, as they already probably know the basics from other software.
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