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About This Book

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Blender 3D: Noob to Pro is a product of shared effort by numerous team members and anonymous editors. Its purpose is to teach people how to create three dimensional computer graphics using Blender, a free software application.

This book is intended to be used in conjunction with other on-line resources that complement it:

  • Other Blender-related Wikibooks on topics such as scripting and creating games;
  • The Blender Wiki for technical documentation;
  • User forums, such as the Blender Artists Forum.

While you can learn simply by reading the book, you'll get more out of the tutorials if you follow along. In order to do this, you'll need access to a computer with Blender installed. You can download Blender from the Blender Foundation's website; more detailed instructions are in the first module.

Note:

Version compatibility: Blender is under continuous development, and most of the following tutorials do not apply to the current version of Blender. While you might find some individual tutorials still useful, this book should no longer be used as a general guide for learning Blender.

Version-specific content should be tagged with a note that looks like this:

Applicable Blender version: 2.75.

Overview

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This book has a collection for ordering a printed copy of this book for a fee. (edit) (help)

The core of this book is a series of tutorials that increase in complexity, with later tutorials building on the preceding ones. While experienced users can skip ahead, beginners are urged to proceed through the tutorials in sequence.

The tutorials in the core series are grouped into four units:

  1. Background — A basic orientation regarding:
    • Computer graphics
    • The Blender user interface (UI)
  2. Basic Modeling and Shading — Basic techniques for building and rendering 3D models
  3. Broadening Horizons
    • Alternative modeling and rendering techniques
    • Introductions to lighting, animation, and game creation
  4. Taking Off
    • Scripting
    • Advanced techniques for modeling, animation and game creation (Note: the Blender Game Engine is not available as of 2.8x onwards)

Each unit is subdivided into sections, which are made up of modules.

Three appendices are also provided:

  • Reference Material — including:
    • Frequently-Asked Questions
    • Glossary
  • General Advice — Tips to help you get the most out of Blender
  • Miscellaneous Tutorials — Tutorials that aren't part of the core series

You Can Help!

Click "show" for details.

You are strongly encouraged (read as begged) to contribute to this book! There are many things you can do to help:

  • edit existing modules (to correct errors, improve the writing, or make additions)
  • add new modules (tutorials or reference material)
  • upload new images (screen shots or sample renders)
  • join the team responsible for this WikiBook

How to Edit a Module

To edit any wiki page (including this one):

  1. Click on the Edit tab at the top of the page.
  2. Make your change in the large text box.
  3. Type an explanation of your change in the Edit summary text box below.
  4. Click on the Show preview button below the edit summary to preview your change.
  5. If you're satisfied with the result, click on the Save page button.

Your contribution will be reviewed before it is officially published.

Things you shouldn't add to modules:

  • external links that are not directly related to the module
  • comments or questions regarding the text

To ask questions and make comments about any module:

  1. Click on the Discussion tab at the top of the page. This will take you to the corresponding talk page. Note that the talk page name begins with the "Talk:" prefix.
  2. If the topic of your question or comment is under discussion, edit the relevant section.
  3. If it's a new topic, click on the Add topic tab at the top of the talk page to start a new discussion.
  4. Sign your message by typing ~~~~ at the end. (This will expand to your username and the date.)
  5. Remember to save your edit when you're done!
  6. To return to the WikiBook, click on the Book tab at the top of the talk page.

How to Add a Module

To add a module (such as a tutorial or reference page) to this book:

  1. Edit the Table of Contents section (below) and add a list item with a descriptive wikilink. (If you're creating a tutorial and are unsure where it belongs, put it in the Miscellaneous Tutorials section.)
  2. After saving your edit, follow the redlink to create the module and begin adding content to it.
  3. To make it easy to read the book in sequence, each module should have navigation links to the previous module and the next module. Provide these links by transcluding the NAV template at the top and bottom of the page, as shown on the demo page. (If you expect the module to be moved elsewhere in the sequence, you can skip this step.)
  4. Preview your work. When you're satisfied with it, use the Save page button to add your new module to the wiki.
  5. If you provided navigation links, update the NAV templates on the previous and next modules, if they exist.
  6. If you didn't provide navigation links, please ask someone to insert your new module in an appropriate place. One way to do this would be to create a talk page for your new module and type your request there.

Images

Images are a vital part of Blender tutorials. They clarify instructions, provide a point of reference, and improve the teaching process. However, if the image's copyright is not attributed correctly, we must remove it. This can make a once-great tutorial useless. Even if you believe you know what copyright to use, please check the proper Blender images copyright page to see how and where you should add copyright information. Please make sure every image you use is not copyrighted or that you have permission to use it.

Before uploading an image:

  • Search Wikimedia Commons or look in the appropriate Commons category to see if the image you want to use already exists. (Uploading duplicate images is wasteful.)
  • Before uploading a general image (such as an icon or button) or if you want an image to use as an example, look in our image portfolio. Remember to attribute the work of others.

If you use a Commons image in this WikiBook, please use one of the categories shown in the templates on proper Blender images copyright to make it visible from the category links in the image portfolio.

How to Join the Team

If you want to join our WikiBook team, go to the team page for information and advice.

Table of Contents

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Unit 1: Background

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  • Knowing before Making  ⇐ START HERE
  • 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

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  • 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
  • Beyond Basics
    • Blender Memory Management
    • Using Bones
    • Mountains out of Molehills
    • Modeling a Volcano
    • Penguins from Spheres 75% developed  as of 00:00, 13 sept 2015 (UTC)
    • Dicing With Depth (Dice Modeling)
    • Model a Goblet
      • Model a Silver Goblet 75% developed  as of 00:00, 13 sept 2015 (UTC)
      • Model a Silver Goblet Another Way
      • Spin a goblet
      • Light a Silver Goblet (Early look at lighting)
    • Simple Vehicle
      • Simple Vehicle: Wheel tutorial 1
      • Simple Vehicle: Wheel tutorial 2
      • Simple Vehicle: Seat
      • Simple Vehicle: Rocket Launcher
      • Simple Vehicle: Another Shooting Machine
      • 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
  • Curve and Path Modeling
    • Overview
    • Intro to Bézier Curves 75% developed  as of 00:00, 13 sept 2015 (UTC)
    • Bevelling a Curve
    • NURBS Patches
    • Deforming Meshes using the Curve Modifier
  • The Empty Object
  • Using Reference Photos
    • Background Images
    • Aligning Vertices with a Guide Image 75% developed  as of 00:00, 13 sept 2015 (UTC)
    • Modeling a Wolf from Guide Images
    • Using Bézier Curve to Model a 3D logo from a 2D logo 75% developed  as of 20:00, 11 sept 2015 (UTC)
  • Further Materials and Textures
    • Subsurface Scattering
    • Ray Tracing
    • Using Textures 25% developed  as of 20:00, 11 sept 2015 (UTC)
    • Using a texture to make a material partially transparent 50% developed  as of 20:00, 11 sept 2015 (UTC)
    • Creating Basic Seawater 25% developed  as of 20:00, 11 sept 2015 (UTC)
    • Mountains Out Of Molehills 2 25% developed  as of 20:00, 11 sept 2015 (UTC)
    • Basic Carpet Texture 25% developed  as of 20:00, 11 sept 2015 (UTC)
    • The Rusty Ball
    • Creating Pixar-looking eyes 25% developed  as of 20:00, 11 sept 2015 (UTC)
    • Procedural Eyeball
    • Putting It All Together: A Dragon!

Unit 3: Broadening Horizons

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  • The UV/Image Editor
  • UV Maps - Pasting photos to 3D surfaces
    • UV Map Basics
    • Realistic Eyes In Blender 75% developed  as of 9:00, 20 sept 2015 (UTC)
  • Lighting
    • Beginning Lighting
    • Understanding Real Lights
    • Understanding Blender Lights
    • Basic Lighting Rigs
    • Faked Global Illumination with Blender internal 50% developed  as of 9:00, 4 dec 2015 (UTC)
  • Practicing Good Parenting
  • Basic Animation
    • Overview
    • Introduction to Keyframing
    • The Ways of the Animator
    • Animation Editors
    • Introducing the Graph Editor
    • Animation Rendering
    • Lattice Modifier 50% developed  as of 19:16, 2 Feb 2016 (UTC)
    • Bouncing Ball with Lattice 75% developed  as of 17:26, 6 March 2016 (UTC)
    • Creating Basic Water Animation
    • Flying Through a Canyon
    • Using the Sequencer to Compile Frames into an Animation
  • Further Rendering Options
  • Particle Systems
    • Overview
    • Fire 50% developed  as of 17:26, 6 March 2016 (UTC)
    • Fur 75% developed  as of 17:26, 6 March 2016 (UTC)
    • Fireworks 25% developed  as of 17:26, 6 March 2016 (UTC)
    • Particles forming Shapes 75% developed  as of 17:26, 6 March 2016 (UTC)
    • Billboard Animation 75% developed  as of 17:26, 6 March 2016 (UTC)
  • Soft Bodies
    • Soft Body Animation 75% developed  as of 11:15, 8 March 2016 (UTC)
    • Simple Cloth Animation
    • Soft Body with Wind 75% developed  as of 11:15, 8 March 2016 (UTC)
  • Blender Game Engine
    • Blender Game Engine Basics- Rolling Ball 75% developed  as of 22:05, 13 March 2016 (UTC)
    • Platformer: Controls and Movement 75% developed  as of 22:05, 13 March 2016 (UTC)
    • Maze: Force and Multiple Levels 75% developed  as of 22:05, 13 March 2016 (UTC)
    • Platformer: Improving the Physics 75% developed  as of 22:05, 13 March 2016 (UTC)
    • How to Make an Executable 50% developed  as of 22:05, 13 March 2016 (UTC)
    • Build a Skybox 75% developed  as of 22:05, 13 March 2016 (UTC)
    • Basic Mouse Pointer 25% developed  as of 22:05, 13 March 2016 (UTC)
    • Text in BGE 75% developed  as of 22:05, 13 March 2016 (UTC)
    • Platformer: Creating the Engine with Python 75% developed  as of 22:05, 13 March 2016 (UTC)

Unit 4: Taking Off with Advanced Tutorials

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  • Python Scripting
    • Introduction
    • Anatomy Of An Addon
    • A User Interface For Your Addon
    • Adding A Custom Property
    • A Separately Installable Addon
    • Object, Action, Settings
  • Advanced Modeling
    • Overview
    • High Dynamic Range imaging (HDRi) 75% developed  as of 17:13, 23 April 2016 (UTC)
      • Creating a Light Probe 50% developed  as of 17:13, 23 April 2016 (UTC)
    • Landscape Modeling with Heightmaps 75% developed  as of 17:13, 23 April 2016 (UTC)
      • How to Do Procedural Landscape Modeling 75% developed  as of 17:13, 23 April 2016 (UTC)
      • Landscape Modeling I: Basic Terrain 75% developed  as of 17:13, 23 April 2016 (UTC)
      • Landscape Modeling II: Texture Stenciling 75% developed  as of 17:13, 23 April 2016 (UTC)
      • Landscape Modeling III: Exporting as a Heightmap 75% developed  as of 17:13, 23 April 2016 (UTC)
  • Advanced Materials and Textures
    • Bump Mapping 75% developed  as of 17 may 2016 (UTC)
    • Normal Mapping
      • Texture Normals 75% developed  as of 17 may 2016 (UTC)
      • Color Map Normals 75% developed  as of 17 may 2016 (UTC)
  • Nodes
    • Introduction
    • Texture Nodes
    • Material Nodes 75% developed  as of 24 July 2016 (UTC)
    • Compositing
    • Further Compositing: A Portal Effect
  • Advanced Rendering
    • Introduction to Cycles
    • A Glass Material in Cycles
    • Dealing with Fireflies in Cycles
    • Fireflies in Cycles, Continued
    • Procedural Eyeball in Cycles
    • Introduction to Freestyle
  • Advanced Animation
    • Overview
    • Introduction 50% developed  as of 28 July 2016 (UTC)
    • Guided Tour:
      • Armature Object 50% developed  as of 28 July 2016 (UTC)
        • Armature Object in Object Mode 75% developed  as of 28 July 2016 (UTC)
        • Armature Object in Edit Mode 75% developed  as of 28 July 2016 (UTC)
        • Armature Object in Pose mode 75% developed  as of 28 July 2016 (UTC)
      • Mesh Object
        • Connection between Armature and Mesh 75% developed  as of 28 July 2016 (UTC)
        • Envelope 75% developed  as of 28 July 2016 (UTC)
        • Vertex Groups & Weight Paint 75% developed  as of 28 July 2016 (UTC)
        • Shape Keys 75% developed  as of 28 July 2016 (UTC)
          • Lip-Sync with Shape Keys75% developed  as of 28 July 2016 (UTC)
      • Constraints75% developed  as of 28 July 2016 (UTC)
        • Copy Location75% developed  as of 28 July 2016 (UTC)
        • Copy Rotation75% developed  as of 28 July 2016 (UTC)
        • Track-To 75% developed  as of 28 July 2016 (UTC)
        • Floor 25% developed  as of 28 July 2016 (UTC)
        • Locked Track 25% developed  as of 28 July 2016 (UTC)
        • Follow Path
        • Stretch-To 75% developed  as of 28 July 2016 (UTC)
        • IK Solver 75% developed  as of 28 July 2016 (UTC)
      • Timeline Window 25% developed  as of 28 July 2016 (UTC)
      • Graph Editor 25% developed  as of 28 July 2016 (UTC)
      • Dope Sheet 25% developed  as of 28 July 2016 (UTC)
      • NLA Editor 50% developed  as of 28 July 2016 (UTC)
        • Introduction To NLA Editor 75% developed  as of 28 July 2016 (UTC)
    • Working Example: Bob 25% developed  as of 28 July 2016 (UTC)
      • Building the Rig 25% developed  as of 28 July 2016 (UTC)
      • Deform the Mesh 25% developed  as of 28 July 2016 (UTC)
      • Create a Walk Cycle 25% developed  as of 28 July 2016 (UTC)
    • Working example: Piston, Rod and Crank 50% developed  as of 28 July 2016 (UTC)
    • Working example: Cutting Through Steel50% developed  as of 28 July 2016 (UTC)
  • Advanced Game Engine
    • Overview
    • Advanced Game Engine Techniques (GUI)
      • Creating Pop-Up Menus 75% developed  as of 29 July 2016 (UTC)
      • Creating Dropping Menus 75% developed  as of 29 July 2016 (UTC)
      • The "5-Layer" Button25% developed  as of 29 July 2016 (UTC)
      • Creating Object Outlines25% developed  as of 29 July 2016 (UTC)
    • Advanced Game Engine Techniques (Python)
    • Creating A "HUD"
  • Hacking Blender
    • Introduction to Game Engine Source 75% developed  as of 29 July 2016 (UTC)

Appendices

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Reference Material

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  • Glossary
  • Frequently Asked Questions 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Tutorial Links List
  • Hotkeys
  • Output Formats
  • Image Portfolio
  • Blender Glossary 25% developed  as of 19:16, 12 May 2009 (UTC)
  • Materials Directory: Every Material Known To Man 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Sources of free 3D models - Sources of free 3D models for additional study
  • All Blueprints Links – blueprints from all over the Web
  • Materials, Textures, Photos - Sources of free materials, textures and photos

Advice

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General advice:

  • Asking for Help
  • Tips for a Successful Project 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Modeling Realistically 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Modeling tips 50% developed  as of 19:16, 12 May 2009 (UTC)

Performance tips (for making Blender run faster):

  • Cheat the 3D 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Performance vs. Quality 25% developed  as of 19:16, 12 May 2009 (UTC)

Miscellaneous Tutorials

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This is our attic, mostly tutorials that could be useful to some extent if they would be revamped completely, but are of little use at the moment. If you can contribute to some of them, go ahead and rewrite them to your liking!

  • Modeling a Gingerbread Man 75% developed  as of 19:16, 12 May 2009 (UTC)
  • Modeling a simple space-ship
  • Create an animated GIF wallpaper (Blender/GIMP)
    • Part 1 - Preparing the Scene
  • Creating Weapons based on 2D Images 25% developed  as of 19:16, 12 May 2009 (UTC)
  • Modeling with Meta Balls 75% developed  as of 19:16, 07 May 2010 (UTC)
  • Match Moving 25% developed  as of 19:16, 12 May 2009 (UTC)
  • Match Moving/Motion Tracking with Icarus and Blender 75% developed  as of 19:16, 12 May 2009 (UTC)
  • Create a Clayman 0% developed  as of 19:16, 12 May 2009 (UTC)
  • Organic Modeling 25% developed  as of 19:16, 12 May 2009 (UTC)
  • Understanding the Fluid Simulator 50% developed  as of 17:06, 4 January 2010 (UTC)
  • 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 100% developed  as of 19:16, 12 May 2009 (UTC)
  • Cool Things That Aren't That Obvious in Blender
  • Troubleshooting Common Technical Issues and What to do About Them
  • Creating Blender Libraries 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Add some depth with stereo
  • Ways to create a "fluffy" effect (materials and lights)
  • Human Body 0% developed  as of 19:16, 12 May 2009 (UTC)
  • Rendering Information 0% developed  as of 19:16, 12 May 2009 (UTC)
  • Using Blender Libraries 0% developed  as of 19:16, 12 May 2009 (UTC)
  • Beginning Modeling Final Project 50% developed  as of 19:16, 12 May 2009 (UTC)
  • Using Inkscape to make advanced Bezier curves25% developed  as of 1:18, 28 July 2010 (UTC)
  • Light Mapping 0% developed  as of 19:16, 12 May 2009 (UTC)
  • Platonic Solids
    • 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
Wikibook Development Stages
Sparse text 0% Developing text 25% Maturing text 50% Developed text 75% Comprehensive text 100%

Additional Resources

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  • The Blender Reference Manual for the latest release
A Wikibookian suggests that Blender 3D: MemoBook be merged into this book.Discuss whether or not this merger should happen on the discussion page.

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