Wikibooks:Collections/Blender 3D: Noob to Pro

Noob to Pro

 * Blender 3D: Noob to Pro


 * Unit 1 - Background
 * Knowing before Making
 * What Blender Can Do
 * Section 1A - 3D Concepts
 * 3D Geometry
 * Coordinate Transformations
 * Orthographic Views
 * Perspective Views
 * Coordinate Spaces in Blender
 * Section 1B - User Interface (UI)
 * Overview
 * Keystroke, Button, and Menu Notation
 * Non-standard Input Devices
 * Operating System-specific Issues
 * Blender User Interface
 * Blender Windowing System
 * User Preferences Windows
 * Properties Window
 * 3D View Windows
 * Object Mode


 * Unit 2 - Basic Modeling and Shading
 * Section 2A - Your First Mesh Models
 * Meshes and Edit Mode
 * Normals and Shading
 * More Mesh Editing Techniques
 * Quickie Lighting
 * Quickie Model
 * Quickie Render
 * Enter the World
 * Understanding the Camera
 * Improving Your House
 * Section 2B - Smooth Meshes (Simple Person with a Hat)
 * Extruding a Simple Person
 * Smoothing Your Simple Person
 * Improving Your Simple Person
 * Spinning a Simple Hat
 * Putting the Hat on the Person
 * Section 2C - Materials and Textures
 * Overview
 * Quickie Material
 * Multiple Materials per Object
 * Metal Versus Plastic
 * Texture Settings
 * Image Textures
 * Procedural Textures
 * Quickie Texture
 * Halo Materials
 * Section 2D - Beyond Basics
 * Blender Memory Management
 * Using Bones
 * Mountains out of Molehills
 * Modeling a Volcano
 * Penguins from Spheres
 * Dicing With Depth (Dice Modeling)
 * Model a Goblet
 * Model a Silver Goblet
 * Model a Silver Goblet Another Way
 * Spin a goblet
 * Light a Silver Goblet (Early look at lighting)
 * Simple Vehicle
 * Simple Vehicle: Wheel
 * Simple Vehicle: MudTires
 * Simple Vehicle: Seat
 * Simple Vehicle: Rocket Launcher
 * Simple Vehicle: Body
 * Simple Vehicle: Some Assembly Required
 * Modeling a 3D Parachute in Blender
 * Model a Low Poly Head
 * Building a House
 * Pipe joints
 * Lighting Suzanne: Introductory one lamp lighting
 * Section 2E - Curve and Path Modeling
 * Overview
 * Intro to Bézier Curves
 * Bevelling a Curve
 * NURBS Patches
 * Deforming Meshes using the Curve Modifier
 * The Empty Object
 * Section 2F - Using Reference Photos
 * Background Images
 * Aligning Vertices with a Guide Image
 * Modeling a Fox from Guide Images
 * Using Bézier Curve to Model a 3D logo from a 2D logo
 * Section 2G - Further Materials and Textures
 * Subsurface Scattering
 * Ray Tracing
 * Using Textures
 * Using a texture to make a material partially transparent
 * Creating Basic Seawater
 * Mountains Out Of Molehills 2
 * Basic Carpet Texture
 * The Rusty Ball
 * Creating Pixar-looking eyes
 * Procedural Eyeball
 * Putting It All Together: A Dragon!


 * Unit 3 - Broadening Horizons
 * The UV/Image Editor
 * Section 3A - UV Maps - Pasting photos to 3D surfaces
 * UV Map Basics
 * Realistic Eyes In Blender
 * Section 3B - Lighting
 * Beginning Lighting
 * Understanding Real Lights
 * Understanding Blender Lights
 * Basic Lighting Rigs
 * Faked Global Illumination with Blender internal
 * Practising Good Parenting
 * Section 3C - Basic Animation
 * Overview
 * Introduction to Keyframing
 * The Ways of the Animator
 * Animation Editors
 * Introducing the Graph Editor
 * Animation Rendering
 * Lattice Modifier
 * Bouncing Ball with Lattice
 * Creating Basic Water Animation
 * Flying Through a Canyon
 * Using the Sequencer to Compile Frames into an Animation
 * Further Rendering Options
 * Section 3D - Particle Systems
 * Overview
 * Fire
 * Fur
 * Fireworks
 * Particles forming Shapes
 * Billboard Animation
 * Section 3E - Soft Bodies
 * Soft Body Animation
 * Simple Cloth Animation
 * Soft Body with Wind
 * Section 3F - Blender Game Engine
 * Blender Game Engine Basics- Rolling Ball
 * Platformer: Controls and Movement
 * Maze: Force and Multiple Levels
 * Platformer: Improving the Physics
 * How to Make an Executable
 * Build a Skybox
 * Basic Mouse Pointer
 * Text in BGE
 * Platformer: Creating the Engine with Python


 * Unit 4 - Taking Off with Advanced Tutorials
 * Section 4A - Python Scripting
 * Introduction
 * Anatomy Of An Addon
 * A User Interface For Your Addon
 * Adding A Custom Property
 * A Separately Installable Addon
 * Object, Action, Settings
 * Section 4B - Advanced Modeling
 * Overview
 * High Dynamic Range imaging (HDRi)
 * Creating a Light Probe
 * Landscape Modeling with Heightmaps
 * How to Do Procedural Landscape Modeling
 * Landscape Modeling I: Basic Terrain
 * Landscape Modeling II: Texture Stenciling
 * Landscape Modeling III: Exporting as a Heightmap
 * Section 4C - Advanced Materials and Textures
 * Bump Mapping
 * Normal Mapping
 * Texture Normals
 * Color Map Normals
 * Section 4D - Nodes
 * Introduction
 * Texture Nodes
 * Material Nodes
 * Compositing
 * Further Compositing: A Portal Effect
 * Advanced Rendering
 * Introduction to Cycles
 * A Glass Material in Cycles
 * Dealing with Firefles in Cycles
 * Firefles in Cycles, Continued
 * Procedural Eyeball in Cycles
 * Introduction to Freestyle
 * Section 4E - Advanced Animation
 * Overview
 * Introduction
 * Guided Tour:
 * Armature Object
 * Armature Object in Object Mode
 * Armature Object in Edit Mode
 * Armature Object in Pose mode
 * Mesh Object
 * Connection between Armature and Mesh
 * Envelope
 * Vertex Groups & Weight Paint
 * Shape Keys
 * Lip-Sync with Shape Keys
 * Constraints
 * Copy Location
 * Copy Rotation
 * Track-To
 * Floor
 * Locked Track
 * Follow Path
 * Stretch-To
 * IK Solver
 * Timeline Window
 * IPO Window
 * Data Type
 * NLA Window
 * Introduction To NLA Editor
 * The Stride feature
 * Relative Vertex Keys
 * Working Example: Bob
 * Building the Rig
 * Deform the Mesh
 * Create a Walk Cycle
 * Working example: Piston, Rod and Crank
 * Working example: Cutting Through Steel
 * Section 4F - Advanced Game Engine
 * Overview
 * Advanced Game Engine Techniques (GUI)
 * Creating Pop-Up Menus
 * Creating Dropping Menus
 * The "5-Layer" Button
 * Creating Object Outlines
 * Advanced Game Engine Techniques (Python)
 * Hacking Blender
 * Introduction to Game Engine Source


 * Appendices
 * Appendix A - Reference Material
 * Glossary
 * Frequently Asked Questions
 * Tutorial Links List
 * Hotkeys
 * Output Formats
 * Image Portfolio
 * Blender Glossary
 * Materials Directory: Every Material Known To Man
 * Sources of free 3D models
 * All Blueprints Links
 * Materials, Textures, Photos
 * Appendix B - Advice
 * Appendix B1 - General advice
 * Asking for Help
 * Tips for a Successful Project
 * Modeling Realistically
 * Modeling tips
 * Appendix B2 - Performance tips
 * Cheat the 3D
 * Performance vs. Quality
 * Appendix C - Miscellaneous Tutorials
 * Modeling a Gingerbread Man
 * Modeling a simple space-ship
 * GIMP)
 * Part 1 - Preparing the Scene
 * Creating Weapons based on 2D Images
 * Modeling with Meta Balls
 * Match Moving
 * Match Moving/Motion Tracking with Icarus and Blender
 * Create a Clayman
 * Organic Modeling
 * Understanding the Fluid Simulator
 * Creating a jewel in Blender
 * Modeling a picture
 * Modeling with the Spin Tool
 * Spin Tool Introduction
 * Illustrative Example: Model a Wine Glass
 * Creating Ogg-Theora movies using Blender
 * Creating animated GIFs using Blender and Gimp
 * 3D Tiling Backgrounds For The Web
 * Cool Things That Aren't That Obvious in Blender
 * Troubleshooting
 * Creating Blender Libraries
 * Add some depth with stereo
 * Ways to create a "fluffy" effect (materials and lights)
 * Human Body
 * Rendering Information
 * Using Blender Libraries
 * Beginning Modeling Final Project
 * Using Inkscape to make advanced Bezier curves
 * Light Mapping
 * Platonic Solids
 * Modeling techniques and Workflow
 * Polygonal Modeling
 * Box Modeling
 * Illustrative example: Model a Chair (Swan Chair)
 * Model a Chair-Preparations
 * Model a Chair-The Seat
 * Model a Chair-The Feet
 * Illustrative Example: Modeling a Simple Human Character
 * Modeling a Human Character - Preparations
 * Modeling a Human Character - Modeling
 * Polygon by Polygon modeling
 * Animation Notes and FAQ
 * Customization
 * Mist - Make Objects Opaque