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Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
Tools
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Author (1):
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Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

Chapter 3: Organic Modeling P1: Creating a Mushroom

In this chapter, we will be creating a mushroom! We will focus on creating organic shapes while keeping our topology optimized. We will first create the base mesh using basic modeling tools. Then we will make use of the Multires modifier to add geometry to our model. We will then use sculpting brushes to add finer details. We will then use a lattice object to easily shape our mushroom, and finally, we will look at how to UV unwrap our mesh and how to bake textures from a high-poly mesh onto a low-poly mesh.

UV mapping is the process of placing a 2D image on a 3D model's surface. The letters U and V indicate the axes of the 2D texture because X, Y, and Z are already used for the axes of the 3D model in the world space. Let's get started.

The main topics that we will cover in this chapter are as follows:

  • Creating our base mesh for the mushroom
  • UV unwrapping our model
  • Adding a Multires modifier to increase...
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