Blender for Beginners Part 2
Idioma: inglés
Editorial: Packt Publishing, 2025
- Tapa blanda
- Nuevo

Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US
Vendedor de AbeBooks desde 7 de abril de 2005
Condición: Nuevo
EUR 43,11
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N° de ref. del artículo L2-9781806381999
- Título
- Blender for Beginners Part 2
- Autor
- 3D Tudor (Neil Ian Bettison)
- Editorial
- Packt Publishing
- Año de publicación
- 2025
- Estado
- New
- Encuadernación
- PAP
- Idioma
- inglés
- ISBN 10
- 1806381990
- ISBN 13
- 9781806381999
- Edición
- 3ª Edición
- Peso del artículo
- 536 gramos
Advance your Blender animation skills with lighting and compositing techniques to turn static scenes into finished, high-quality 3D renders ready for your portfolio
Please note: The Kindle version is available under the Part 1 listing, and it combines both Parts 1 and 2 of the book
Key Features
- Level up from static assets to polished shots with clean animation, simple rigs, inverse kinematics (IK), and timing controls
- Explore beginner-friendly Geometry Nodes through mini-projects covering scattering, instancing, and simple generators
- Please note: The Kindle version is available under the Part 1 listing, and it combines both Parts 1 and 2 of the book
Book Description
Blender for Beginners Part 2 builds on the solid foundation from Part 1, guiding you from modeling to motion, animation systems, and fully realized rendered scenes.
You’ll start with animation essentials: placing keyframes, easing motion, and nudging the curves for smooth movement. Then, you’ll learn to rig with constraints and discover how inverse kinematics (IK) makes posing more natural than fiddly. Through fun, practical mini-projects, you’ll explore beginner-friendly Geometry Nodes and finish with quick speed checks, so your node setups stay responsive on normal hardware.
In the final chapters, you’ll bring everything together for presentation, lighting for readability, balancing exposure and shadows, and knowing when to pick EEVEE or Cycles to get the look you want. You’ll build reusable, AOV-driven compositing stacks that add polish with precision, use vertex painting and quick texture touch-ups to add believable variation, and apply no-nonsense optimization tips and tricks with instancing, LODs, Simplify, and sensible render settings.
By the end of this Blender book, you’ll have a complete, repeatable pipeline from first keyframe to final composite, along with professional habits to keep projects organized, efficient, and client-friendly.
*Email sign-up and proof of purchase required
What you will learn
- Animate with keys, interpolation, graph edits, constraints, and simple IK rigs
- Add flexible deformation and variation using shape keys and drivers
- Build simple Geometry Nodes: scattering, instancing, and simple generators with basic profiling
- Add surface variation with vertex colors and light texture paint sessions
- Manage contrast, shadows, and render engine trade-offs for cinematic lighting
- Render with EEVEE and Cycles using sensible quality and performance controls
- Wrap up projects professionally with tidy assets, naming conventions, and predictable outputs
Who this book is for
If you love games and want hands-on experience in 3D modeling, animation, and scene finishing for props, assets, and full environments, this book is for you. It’s ideal for character artists, animators, environment artists, and game or motion-graphics designers who are ready to move beyond modeling into animation, lighting, and rendering.
No prior Blender animation experience is required. However, familiarity with Part 1 or basic Blender navigation will help you progress faster. This book serves as a practical path from motion to final render, helping you build portfolio-ready projects that look professional and well-organized.
Table of Contents
- Rigging and Weight Painting for Beginners
- Mastering the Basics of Blender Geometry Nodes
- Unlocking Creativity with Blender Texture Painting
- Releasing Colorful Creativity with Vertex Painting in Blender
- Introducing Blender's Rendering Engines: A Comprehensive Exploration
(N.B. Please use the Read Sample option to see further chapters)
Advance your Blender animation skills with lighting and compositing techniques to turn static scenes into finished, high-quality 3D renders ready for your portfolio
Please note: The Kindle version is available under the Part 1 listing, and it combines both Parts 1 and 2 of the book
Key Features
- Level up from static assets to polished shots with clean animation, simple rigs, inverse kinematics (IK), and timing controls
- Explore beginner-friendly Geometry Nodes through mini-projects covering scattering, instancing, and simple generators
- Please note: The Kindle version is available under the Part 1 listing, and it combines both Parts 1 and 2 of the book
Book Description
Blender for Beginners Part 2 builds on the solid foundation from Part 1, guiding you from modeling to motion, animation systems, and fully realized rendered scenes.
You’ll start with animation essentials: placing keyframes, easing motion, and nudging the curves for smooth movement. Then, you’ll learn to rig with constraints and discover how inverse kinematics (IK) makes posing more natural than fiddly. Through fun, practical mini-projects, you’ll explore beginner-friendly Geometry Nodes and finish with quick speed checks, so your node setups stay responsive on normal hardware.
In the final chapters, you’ll bring everything together for presentation, lighting for readability, balancing exposure and shadows, and knowing when to pick EEVEE or Cycles to get the look you want. You’ll build reusable, AOV-driven compositing stacks that add polish with precision, use vertex painting and quick texture touch-ups to add believable variation, and apply no-nonsense optimization tips and tricks with instancing, LODs, Simplify, and sensible render settings.
By the end of this Blender book, you’ll have a complete, repeatable pipeline from first keyframe to final composite, along with professional habits to keep projects organized, efficient, and client-friendly.
*Email sign-up and proof of purchase required
What you will learn
- Animate with keys, interpolation, graph edits, constraints, and simple IK rigs
- Add flexible deformation and variation using shape keys and drivers
- Build simple Geometry Nodes: scattering, instancing, and simple generators with basic profiling
- Add surface variation with vertex colors and light texture paint sessions
- Manage contrast, shadows, and render engine trade-offs for cinematic lighting
- Render with EEVEE and Cycles using sensible quality and performance controls
- Wrap up projects professionally with tidy assets, naming conventions, and predictable outputs
Who this book is for
If you love games and want hands-on experience in 3D modeling, animation, and scene finishing for props, assets, and full environments, this book is for you. It’s ideal for character artists, animators, environment artists, and game or motion-graphics designers who are ready to move beyond modeling into animation, lighting, and rendering.
No prior Blender animation experience is required. However, familiarity with Part 1 or basic Blender navigation will help you progress faster. This book serves as a practical path from motion to final render, helping you build portfolio-ready projects that look professional and well-organized.
Table of Contents
- Rigging and Weight Painting for Beginners
- Mastering the Basics of Blender Geometry Nodes
- Unlocking Creativity with Blender Texture Painting
- Releasing Colorful Creativity with Vertex Painting in Blender
- Introducing Blender's Rendering Engines: A Comprehensive Exploration
(N.B. Please use the Read Sample option to see further chapters)
“Sinopsis” puede pertenecer a otra edición de este título.
Acerca del autor
3D Tudor is an online course creator team publishing courses on 3D modeling, game design, and animation. Founded and led by Neil I. Bettison in 2019, 3D Tudor brings with it over 10 years of specialist experience. The focus of 3D Tudor is on teaching 3D modeling and animation through free and accessible software, including Blender and Unreal Engine 5, to over 250,000 students from all backgrounds. The team publishes courses, 3D models, and game props, and also runs a YouTube channel where free Blender-to–Unreal Engine 5 environment tutorials are posted. The 3D Tudor headquarters are in Paphos, Cyprus, and Neil holds a Computer Games Art BA (Hons) degree from the University for the Creative Arts.
Vanessa A. B. Haralambous is an academic writing specialist with over 10 years of experience. Since 2010, she has taught academic writing and proofreading techniques to university students from different levels and disciplines, including the humanities and arts. Between 2019 and 2020, Vanessa published two courses on academic writing for university students. Vanessa offers ad hoc copywriting support to 3D Tudor and holds a Psychology with Criminology BSc (Hons) degree and a Forensic Psychology MSc degree.
“Acerca de” puede pertenecer a otra edición de este título.
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