Save time and effort when building 3D scenes with this essential guide to creating stunning photorealistic 3D environments in Blender
Key Features:
– Reveal modeling tricks to make your Blender 3D environments look realistic
– Discover techniques to enhance the photorealism of your scenes while saving time
– Set up realistic lighting in your scenes to make your environment look pleasing to the eye
Book Description:
Blender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don’t be discouraged! 3D Environment Design with Blender will get you up and running.
This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You’ll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you’ll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you’ll create from scratch. Once you’ve developed your natural environment, you’ll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye.
By the end of this book, you’ll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike.
What You Will Learn:
– Understand how to avoid the most common modeling mistakes 3D designers make
– Create realistic landscapes using Blender s built-in A.N.T Landscape add-on
– Build natural assets such as rocks, flowers, plants, and rivers that you can customize and use in a variety of projects
– Create realistic materials such as snow, mud, wood and animated water
– Use the particle system to generate realistic grass, as well as scatter flowers and rocks
– Apply the five lighting rules to achieve great photorealistic results
– Use nodes and materials effectively to produce impressive results
Who this book is for:
This book is for 3D environment artists and open-world game designers who have tried designing 3D environments but have trouble finding the right Blender settings. If you feel overwhelmed understanding how nodes and materials work in Blender, this book will simplify it for you and help you achieve photorealism in your environments in no time. Familiarity with the Blender interface is expected to get the most out of this book.
Table of Contents
– Most Common Modeling Mistakes That Prevent You from Achieving Photorealism
– The Basics of Realistic Texturing in Blender
– Efficient Unwrapping and Texturing in Blender
– Creating Realistic Natural Plants in Blender
– Achieve Photorealistic Lighting in Your Environment with Blender
– Creating Realistic Landscapes in Blender
– Creating and Animating Realistic, Natural-Looking Water
– Creating Procedural Mud Material
– Texturing the Landscape with Mud Material
– Creating Natural Assets: Rock
– Creating Realistic Flowers in Blender
– Using Particle System to Scatter Objects in Blender
– Finalizing the Landscape Scene
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17 reviews for 3D Environment Design with Blender: Enhance your modeling, texturing, and lighting skills to create realistic 3D scenes
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$25.05
Ronnie Tucker –
While the info in the book is useful for making your mountains, plants and water, I’m bamboozled as to why there’s nothing in the book about making skies or trees! There should definitely be a chapter (or two) on making a basic sky with a few clouds then changing the mood of it to make dark brooding winter skies, rainy afternoon skies, etc etc. So the book only teaches how to make half of an environment. Even show how to use add-ons like botaniq to add trees. Something!
Kinda disappointing if I’m honest. It started off so well until I realised the lack of trees and skies.
M. Potter –
As the author points out from the start, this is not a book for absolute beginners to blender, but you don’t need to be an expert either. The book takes you through the process of developing large scale photo realistic renders in blender – from texturing, UV unwrapping, modelling objects to include in your scene with techniques to apply both procedural and image based textures to them. It also covers lighting and how you can use blender’s particle system to place large numbers of your objects in the scene without killing your PC’s performance, including weight painting and final compositing.
I found the chapters covering UV unwrapping and lighting particularly instructive, as well as the use of the particle system. Lots of great tips in this book. The book also comes with links to GitHub assets that you can download whilst you follow-along with each chapter.
There are some inconsistencies in the book though – both within the book internally and between the book and the GitHub assets provided. On several occasions I found that later figures in the book were not consistent with earlier explanations (settings on node trees for example), so you have to keep your wits about you when you follow along otherwise you’ll get confused. On the plus side though, it does help with the learning experience whilst you try to figure these things out. So I have to knock a star off for that – clearly no one has sat down in front of blender with the published version of the book and tried to follow all the chapters end to end, otherwise these errors would have been caught and rectified.
But all in all a great book and I was amazed at the quality of the results I was able to achieve. Attached my final render having completed all the chapters (note: I decided not to apply the glare effect in the compositor as detailed in the final chapter – I think GPU de-noising might be doing a bit of that anyway…)
Morris Dillard –
If you need multiple inputs for learning, this book is for you.
Philippe T –
Honnêtement, c’est un très bon bouquin, mais il requiert de très bonnes bases ; l’auteur s’applique à montrer pas à pas la façon de réaliser une texture, mais pour ce qui est de certaines transformations, pas un mot, du coup si comme moi on ne maîtrise pas tout, on doit avoir sous la main un bouquin genre “3D libre sous Blender” où on finit par trouver ce qu’on cherche.
C’est ardu mais très formateur !
Il faut beaucoup de temps pour maîtriser la chaîne des opérations menant à faire un décor de rêve, le temps je n’en manque pas puisque retraité, mais il y a des moments de dure solitude devant un problème en apparence non soluble, par contre je ne vous dis pas le plaisir qu’on ressent quand à force de chercher on finit par trouver !
Débutant vraiment s’abstenir !
M. Potter –
On pages 14 and 15, the author says to not move the cube down on the Z axis, which has it near the window of the cabin, and not the bottom. Even if I do move it down, the extrusion process does not work and the cube appears on an upper tangent and has a vanishing point before the back cabin edge from the poor instructions I was following. Also, I filled out the Packt’s form to get the free e book version and never received a response. Very annoyed.