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Blender 3D Incredible Machines
Blender 3D Incredible Machines

Blender 3D Incredible Machines: Design, model, and texture complex mechanical objects in Blender

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Profile Icon Brito Profile Icon Christopher Kuhn
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Paperback Feb 2016 392 pages 1st Edition
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Arrow left icon
Profile Icon Brito Profile Icon Christopher Kuhn
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Paperback Feb 2016 392 pages 1st Edition
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Blender 3D Incredible Machines

Chapter 1. Sci-Fi Pistol - Creating the Basic Shapes

In this section, we'll cover a few introductory topics, discuss our goals for the project, and then create the basic shape of a pistol. As we do this, we'll use a number of different tools and modifiers. At the end of this section, we'll be ready to move on and detail our pistol:

  • A project overview
  • Creating the barrel
  • Modeling a handgrip and other pieces

Welcome to Blender 3D Incredible Machines.

In this book, we'll be working through a series of Blender projects aimed at increasing your modeling, texturing, and rendering skills.

Before we jump right into it, there are a few quick things that we need to cover.

First of all, I should mention that this book isn't meant for absolute beginners.

It would be great if a single volume could take you from knowing nothing about the software to cranking out sophisticated 3D models; unfortunately, this is not realistic. Blender's an incredible piece of software, but it's also complex. The sheer number of features means that learning to use it (or at least, learning to use it well) is a long-term endeavor. The best Blender modelers in the world will tell you that they always discover something new.

So, who exactly is the target audience?

In terms of skill level, this book will be most useful to intermediate users. Among other things, an intermediate user can do the following:

  • Navigate comfortably in 3D space
  • Switch between different views
  • Add objects to a scene
  • Move, rotate, and scale objects
  • Open, close, and save files
  • Switch between the Object and Edit modes
  • Switch between face, edge, and vertex selections
  • Add modifiers
  • Drink large quantities of coffee

This book is called Blender 3D Incredible Machines for a reason. We're going to focus on building sophisticated mechanical models here, which means that invariably, there are certain topics that we won't cover.

There's nothing in here about creating realistic fur or setting up materials to simulate human skin. While these are fascinating topics, they're beyond the scope of this book (and frankly, I don't feel qualified to teach you about them).

As you get started with our first project, you'll find that the instructions are detailed and specific. However, as we move further along, this will become less true. This avoids repetition and also allows us to pull back and see the big picture. We can start focusing on workflow and project management, which is critical when building complex models.

There's one last thing I'd like to mention before we jump into it. In a lot of Blender tutorials, you build models based on reference or background images. This is incredibly useful when you model a real object, but everything in this book is fictional. We want to focus on technique and workflow here and leave ourselves some flexibility on the designs. Therefore, we're going to build everything in a freehand manner. However, if you'd prefer to work from a reference image, blueprints for all the models are provided at the back of this book.

This pretty much wraps up our introductory topics...so, if you're ready, let's get to work!

A project overview

For our first project, we'll be modeling a high poly, sci-fi weapon. It's approximately the same shape as a modern day handgun, but it gives us the flexibility to be creative and explore different modeling techniques.

Here's an example of what the final model will look like (without materials and textures):

A project overview

In this first chapter, we'll create the basic beveled shapes of our gun. We'll start by extruding some basic shapes. Next, we'll add the main body of the gun, then move on to the additional pieces. As we do this, we'll look at a number of modifiers and mesh tools. Specifically, we'll be discussing the following topics:

  • Extrusion
  • Face Normals
  • Tris, Quads, and N-Gons
  • Smooth versus flat shading
  • The Mirror Modifier
  • The Edge Split Modifier
  • The knife tool
  • The bevel tool

When we're finished with this section, our project will look like this:

A project overview

If you're ready, let's open a new scene in Blender and get started!

Creating the barrel

We'll start by adding a circle to our scene (press Shift + A to access the Add menu). By default, circles are added with 32 sides (and 32 vertices). This screenshot will work just fine for us:

Creating the barrel

Next, we'll rotate the circle by 90° on the X axis (R, 90, X, and Enter). Then, we'll apply our rotation and scale by pressing Ctrl + A and selecting Rotation & Scale. We want to apply the rotation here for Blender to be aware of the object's default orientation. This is relevant to several tools and modifiers that we'll be using. We need to apply the scale for the same reason. For instance, the Bevel tool often doesn't work properly when objects do not have their scale values applied. We'll discuss this in detail in the later sections. For now, go ahead and apply your rotation and scale to the circle as shown here:

Creating the barrel

Now, we'll switch to the Front view with 1 on the numpad. We'll then go into Edit mode by hitting the Tab key. Switch to Vertex selection mode by using Ctrl + Tab:

Creating the barrel

Next, we'll use Shift + D to duplicate them. We'll scale the new circle down using the S key and drag the cursor to the middle of the circle. This smaller circle will form the inside of the barrel and allow us to make changes to the outer circle without losing track of the center (and vertices) of the original one.

Creating the barrel

Next, we'll start deleting some vertices that we don't want. The outside of the barrel will not be a perfect circle, so we'll need to change it. First, we'll delete three vertices at both the top and bottom of the circle. To do this, we'll select the ones that we don't want any longer, and then hit X. From the pop-up menu, select Vertices. This will give you a good idea of how much of the original circle is remaining. You can select more or fewer vertices depending on the desired look.

Next, we'll delete half of both the circles:

Creating the barrel

This will allow us to add the Mirror modifier. This modifier will duplicate half of an object across its axis. Using it, we can model one side of the gun, and Blender will automatically fill in the other side to match it. Obviously, this will save us a lot of time. In order to do this, go to the Modifiers tab of your properties panel and select Mirror.

Creating the barrel

At this point, it's important to select the proper axis. A few steps back, we applied rotation and scale to the circle. This is an example of why this is important-we want the object coordinates (in Blender's 3D space) to match the axis that's listed on the mirror modifier. In this particular case, it may not have mattered (since we're mirroring across the same axis that we rotated on). In general, however, this is a good habit to get into. So, let's go ahead and select the X axis on the mirror modifier. At this point, we'll also want to enable the Clipping feature. This will ensure that our vertices do not cross the centerline of an object:

Creating the barrel

So, let's go ahead and select these options:

Creating the barrel

Now that we've done this, we'll be able to work on just one side of the object. So, let's start making changes to the mesh. I'm going to grab the innermost vertex at the top of our circle and extrude it upon the Z axis by pressing E and Z and hitting Enter when we've finished extruding.

If you don't specify an axis, you'll be able to extrude (and move) this vertex in all three dimensions, which we definitely don't want to do here. So, we'll just continue to extrude vertices and move them until we have a rough shape for the cross-section of our barrel.

Obviously, there's a lot of room to personalize the model at this point—you don't need to follow these pictures exactly:

Creating the barrel

Once you have the cross-section that you're looking for, it's time to fill in some faces. It's not strictly necessary to do this right now (we'll actually end up deleting these), but it will enable us to see how Blender handles pre-existing faces during mesh editing. So, let's pick two edges at the top of our circle and create a face with the F key.

Creating the barrel

This is one way to create faces (individually). We can create a series of faces from two sets of edges. In this next example, we'll select two sets of four edges and automatically fill them in. To do this, use Ctrl + and Bridge Edge Loops.

Creating the barrel

As soon as we do this, there's a good chance that you'll have a problem. Some of the faces will appear darker than others, which indicates that the normals are inverted. In Blender (and other 3D applications), a normal is the vector perpendicular to your face or the direction that your face is "pointing" at. When normals are inverted, they can cause all types of problems with your model. Lines that should be smooth may end up looking sharp, and materials and textures may not work properly. In older versions of Blender, there were no visual indications (by default), and your faces were inverted. However, in newer versions, faces appear darker when you look at the "bottom" or "inside" area, and they appear lighter when you look at the "top" or "outside" area. You can also pull up your shelf with the N key, and select Normals under Mesh Display. This will produce a series of lines, which show you the direction your faces are "pointing" at. In this example, the series of faces that I just created point in the wrong direction:

Creating the barrel

Blender  does have a tool for automatically correcting normals. When you select all the faces with the A key and press Ctrl + N, Blender attempts to calculate the proper direction of the faces and flips the incorrect ones. Unfortunately, this doesn't work very well with 2D shapes. Since we just have a 2D cross section of our gun barrel right now, we'll leave this step for later.

For now, let's go through and fill in the rest of our faces. All of the faces that we've created this far are known as quads, meaning that they're four-sided faces. However, you can also have tris (or triangles) and N-Gons, which are faces with more than four edges. There are advantages and disadvantages to using N-Gons, and we'll look at this later on in the modeling process. For now, you can just create an N-Gon by selecting a ring of edges and hitting the F key.

Creating the barrel

Once all your faces are filled in, you can select all of them with A key and extrude them with the E key. By default, the faces will extrude along the Y axis, which is exactly where we want them to go. In some cases, however, the faces will extrude along an axis that you don't want them to. To fix this, you can specify the axis (as we did previously with the vertices). In this case, press E and Y to extrude the faces back on the Y axis. At this point, you can drag the faces back as far as you'd like to create the gun barrel.

As you do so, you'll see more faces with incorrect normals. At this point, however, we have a real 3D object, so Blender will be able to recalculate our normals properly. Select the entire mesh again and hit CtrlN. All of your faces will instantly point in the correct direction.

Creating the barrel

Now, let's move to our side view (numpad 3).

Creating the barrel

The front of our barrel will be angled, so we'll use the knife tool to cut across our existing mesh to create this slant. To activate the knife tool, press Shift + K (or K then Z to cut through the entire mesh). Move the knife at the top-left corner of the barrel, and anchor it with the left mouse button. Then, drag the knife down across your faces until you have the angle that you want. Press the left mouse button again and hit Enter. At this point, you have cut a new set of edges into your mesh.

However, we're not done yet. With our new edges still selected, press the V key to rip them apart. This creates duplicate vertices that sit at the top of each other, "ripping" the mesh apart. You can move one set of vertices away from the other on the Y axis if you'd like; it makes things easier to see. You can also hit Esc immediately after ripping it apart.

Creating the barrel

Next, we'll select one vertex in our front section of the barrel (the piece we don't want). By pressing Ctrl + L, Blender will automatically select all the linked (connected) vertices. You can then delete them, leaving just the section that you want.

Creating the barrel

Next, we'll fill in faces at the front of the gun barrel again. Use a combination of quads and N-Gons to do this, so we can take a look at how each one is affected by the next step in our modeling process.

Creating the barrel

First, we'll add an Edge Split modifier to the gun. Most mechanical objects contain both smooth and sharp edges. Using the Edge Split modifier, we can tell Blender which angles should be sharp and which should be smooth. It's an incredibly useful tool for creating machines in Blender. To add it, just go back to your Modifier and select Edge Split.

Creating the barrel

Once you add the modifier, go ahead and hit Smooth on the toolbar at the left-hand side of the screen. This will tell Blender that the entire object should use smooth shading except where the Edge Split modifier tells it not to. In this case, any angle that is greater than (or equal to) 30° will show up as Flat (sharp). Any angle less than this will show up as smooth. You can see the difference between smooth and flat shading in the upcoming picture.

By changing the Split Angle within the modifier, you're telling Blender which angles should be smooth and which should be sharp. There are times you'll want to change this number, but the default angle of 30° is actually very good most of the time. So, we'll leave this in place.

Creating the barrel

Now that we've got this taken care of, we'll smooth out our gun barrel a little bit. To do this, we'll use the Bevel tool. First, select the edges that you'd like to smooth out, then press W and select Bevel to activate the tool. Alternatively, you can activate the tool by pressing Ctrl + B.

With the tool activated, you can drag the mouse across the screen to change the amount of beveling on an edge. By rolling the mouse wheel, you will increase the number of segments to the bevel. If you want a sharp edge (like the corner of a piece of metal) it's best to just use one segment. If you're trying to create smooth curves, you can roll the mouse wheel up until the curve is sufficiently smooth. By selecting different edges on the gun barrel, you can smooth out the overall shape.

Creating the barrel

As we look at the front of the gun, we notice an interesting problem. Actually, it's not a problem; it's just the way that Blender does beveling. This is why we've filled in these faces at the front of the barrel, so we could observe the effects of the bevel tool on different types of faces. Here, you can see one of the key advantages of an N-Gon. It will not become distorted by the beveling process. This is not true for QUADs and TRIs:

Creating the barrel

These faces on the front of the barrel will technically work, but they look a bit messy. If you want to clean things up, you can quickly select all the faces you want to keep, then press Ctrl + I. This is known as the select inverse function, and it does exactly what the name implies.

Creating the barrel

Next, you can just delete the faces with the X key. Then, select the edge loops that form the front of the barrel and press F. This will automatically fill in a single N-Gon on the front of the barrel.

Creating the barrel

Next, we'll use the Bevel tool again to just slightly bevel the front edges of the barrel. Since there are no perfect angles in nature, this is a very common way to establish a bit of realism for mechanical models.

When you've done this, just select the two edge loops that make up the barrel and press Ctrl + E and Mark Sharp. The angles will show up as sharp anyway (since they probably exceed 30°), but if you know that you want an edge to be sharp, it never hurts to mark it that way. You may make changes down the line that affect an edge's angle. This way, you never have to worry about it.

Creating the barrel

At this point, the basic shape of our barrel is complete. Make any final corrections that you'd like, and then we'll move on to the rest of the gun.

Modeling a handgrip and other pieces

The first thing we want to do is select the barrel again, and then press Shift +S and Cursor to Selected. This will place the 3D cursor at the origin point of our gun object. Any objects that we add after this will be automatically placed there:

Modeling a handgrip and other pieces

Next, we'll bring up the Add menu again and add a cube to our project. It will appear directly in line with the gun barrel. Depending on the scale of your barrel, the cube may appear slightly bigger or smaller than the image shown here:

Modeling a handgrip and other pieces

Tab into the Edit mode and adjust the scale until it's to your liking.

Modeling a handgrip and other pieces

Next, use Ctrl + R to run a loop cut around the outside of the cube. This will enable us to make a few changes to the shape.

Modeling a handgrip and other pieces

You can move the loop cut up or down as you'd like. When you've finished this, you can grab various edges and move them back or forward to create the desired shape for the gun's body.

Modeling a handgrip and other pieces

Once you've formed the basic shape that you'd like, we'll delete the front and rear faces of the gun's body. Afterwards, you can go in and bevel the edges as much (or as little) as you'd like. Again, you can use the provided image at the beginning of the chapter if you'd like, or you can modify it to make it your own.

Modeling a handgrip and other pieces

Once you have a shape that you like, we'll go ahead and join this object to our barrel. In order to do this, we'll need to make a few changes.

First, we'll delete the very top and bottom faces of the body. Then, we'll delete one half of it (make sure to delete the same half that you did with the barrel—we want all of the mesh to be on the same side).

Then, Tab out to Object mode. Select the gun body first and then the barrel. Press Ctrl + J to join the body to the barrel.

Note

The first object that you pick will always be joined to the second object.

Modeling a handgrip and other pieces

Next, we'll grab the very top and bottom edges of our gun block and extrude them in toward the center (on the X axis). Since Clipping was selected on our Mirror modifier, the edges will not go past the object's centerline.

After you've done this, select the series of small edges (from the bevel) in the middle of the gun block and extrude these into the centerline as well.

Modeling a handgrip and other pieces

Next, we'll be filling in some faces on the back of the gun's body. We'll use a combination of N-Gons and quads to do this.

It's important to know where you can use an N-Gon and where you can't. The most important rule about N-Gons is that they must always be flat. As we look at the back of our gun's body, we can see a series of small curved edges in the middle:

Modeling a handgrip and other pieces

To better understand this rule, look at the following image. You can see that the portions of a sphere have been cut out and replaced with a single, curved N-Gon. The N-Gon is bending to connect various edges together. This dramatically affects both the shape and shading of your object, and it will create unwanted artifacts at render time:

Modeling a handgrip and other pieces

Going back to our gun's body, we'll fill flat edges in with N-Gons. When you're finished with this, select the outer ring of edges at the back.

Modeling a handgrip and other pieces

We'll attempt to bevel this in the same way we did before. However, depending on the exact shape of your gun's body, you may end up with something like this:

Modeling a handgrip and other pieces

What you're seeing here is beveled edges that are overlapping each other. This is a fairly common occurrence with the bevel tool. When it happens, the best fix is to change the geometry a little bit. In this case, we'll remove the bottom N-Gon first. Then, we can extrude a series of small edges across, towards the middle. Once you've done this, you can fill the holes back in and re-bevel them:

Modeling a handgrip and other pieces

Repeat these steps with the front of the body as well.

Modeling a handgrip and other pieces

At this point, we've covered all of the key topics for this chapter. Using the same methods that we've just looked at, you can now go through and create basic shapes for the rest of body. The following image is just a sample; feel free to use your imagination here!

Modeling a handgrip and other pieces

When you've got basic shapes added and beveled, the result will look something like this:

Modeling a handgrip and other pieces

Make sure that all of your different meshes are a part of the same object (the original barrel). When you're finished with this, we'll be ready to move on to the detailing phase.

Summary

In this section, we blocked out the basic parts of our gun. We used the Mirror and EdgeSplit modifiers as well as a number of mesh tools. In the next section, we'll use a number of different tools, modifiers, and techniques to bring out a lot of detail. These steps will not only allow us to finish our gun, but they will be useful for the rest of our projects as well. So, let's get started!

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Key benefits

  • Develop realistic and awesome machines for your 3D projects and animation films
  • Gain the ability to look at a piece of machinery in real life and then recreate it in Blender
  • Develop a comprehensive skill set covering key aspects of mechanical modeling

Description

Blender 3D is one of the top pieces of 3D animation software. Machine modeling is an essential aspect of war games, space games, racing games, and animated action films. As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level. This book will cover all the topics you need to create professional models and renders. This book will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. Through this book, you will create many types of projects, including a pistol, spacecraft, robot, and a racer. We start by making a Sci-fi pistol, creating its basic shape and adding details to it. Moving on, you’ll discover modeling techniques for larger objects such as a space craft and take a look at how different techniques are required for freestyle modeling. After this, we’ll create the basic shapes for the robot and combine the meshes to create unified objects. We'll assign materials and explore the various options for freestyle rendering. We’ll discuss techniques to build low-poly models, create a low-poly racer, and explain how they differ from the high poly models we created previously. By the end of this book, you will have mastered a workflow that you will be able to apply to your own creations.

Who is this book for?

This book is intended for consumers and hobbyists who are existing users of Blender 3D want to expand their capabilities by diving into machine modeling with Blender 3D. You are expected to have experience with basic Blender operations.

What you will learn

  • Reacquaint yourself with Blender s modeling toolset
  • Practice fundamental skills that are applicable to a range of modeling projects
  • Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another
  • Think ahead and plan your project out to significantly improve both quality and efficiency
  • Create models for freestyle use
  • Overcome challenging modeling problems
  • Create customized game models that can easily be exported to other formats. This is one of the most popular uses of Blender, and the results can be incorporated into game design!
  • Get comfortable with the start-to-finish process to create any type of hard surface model

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Feb 29, 2016
Length: 392 pages
Edition : 1st
Language : English
ISBN-13 : 9781785282010
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Length: 392 pages
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ISBN-13 : 9781785282010
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Table of Contents

10 Chapters
1. Sci-Fi Pistol - Creating the Basic Shapes Chevron down icon Chevron up icon
2. Sci-Fi Pistol - Adding Details Chevron down icon Chevron up icon
3. Texturing and Rendering Your Sci-Fi Pistol Chevron down icon Chevron up icon
4. Spacecraft – Creating the Basic Shapes Chevron down icon Chevron up icon
5. Spacecraft - Adding Details Chevron down icon Chevron up icon
6. Spacecraft – Materials, Textures, and Rendering Chevron down icon Chevron up icon
7. Modeling Your Freestyle Robot Chevron down icon Chevron up icon
8. Robot - Freestyle Rendering Chevron down icon Chevron up icon
9. Low-Poly Racer – Building the Mesh Chevron down icon Chevron up icon
10. Low-Poly Racer – Materials and Textures Chevron down icon Chevron up icon

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.4
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Sandrino Caruso Jun 01, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Good book. Complete, perfect for intermediate level.
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pe Mar 01, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Ein Buch von einem Blender-Entusiasten, umwerfend, sympathisch, unterhaltsam, lehrreich, viele echt coole Tipps. Dabei ist der Autor gar keiner der ganz Großen am Blender-Himmel. Aber groß in seinem Können, großzügig im Teilen seines intelligenten Workflows. Natürlich muss man manche Techniken für sich umwandeln. Aber was für eine Inspiration!
Amazon Verified review Amazon
Michael Dale Harrison Jan 20, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Another great book by Christopher. If you are into modeling, read this. Excellent techniques explained and an engaging writing style. This is a winner. It is more advanced than his motorcycle book, so if you are fairly new to blender and/or modeling, I would start with that one first. This one is perfect for intermediate hard surface modeler.
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Paul Siegel Mar 15, 2017
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I got the book a few days ago and am very satisfied with the purchase. I started learning Blender a few months ago and have gotten to the point where I know where everything is, but was a little shaky as to what the methodology was in building a complex model. For an intermediate user this book is gold. It shows you enough to get you going but not the really basic stuff which was not necessary. Was was great is it gives you a systemfor breaking down complex models into easier chunks. In the beginning he shows how to model something but then shows you details to build and lets you figure it out for yourself. I finished the modeling phase of his steam punk gun and just left off some details I felt were a little overkill. I am working on his spaceship now and everything is going smoothly. I never did want to model people and creatures so him not covering them is OK by me.
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Readomatic Mar 14, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This work by Christopher Kuhn is worth every cent you spend on it, and every minute you spend with it. Aimed at the experienced, intermediate Blender developer and it delivers.
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A subscription provides you with full access to view all Packt and licnesed content online, this includes exclusive access to Early Access titles. Depending on the tier chosen you can also earn credits and discounts to use for owning content

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To cancel your subscription with us simply go to the account page - found in the top right of the page or at https://subscription.packtpub.com/my-account/subscription - From here you will see the ‘cancel subscription’ button in the grey box with your subscription information in.

What are credits? Chevron down icon Chevron up icon

Credits can be earned from reading 40 section of any title within the payment cycle - a month starting from the day of subscription payment. You also earn a Credit every month if you subscribe to our annual or 18 month plans. Credits can be used to buy books DRM free, the same way that you would pay for a book. Your credits can be found in the subscription homepage - subscription.packtpub.com - clicking on ‘the my’ library dropdown and selecting ‘credits’.

What happens if an Early Access Course is cancelled? Chevron down icon Chevron up icon

Projects are rarely cancelled, but sometimes it's unavoidable. If an Early Access course is cancelled or excessively delayed, you can exchange your purchase for another course. For further details, please contact us here.

Where can I send feedback about an Early Access title? Chevron down icon Chevron up icon

If you have any feedback about the product you're reading, or Early Access in general, then please fill out a contact form here and we'll make sure the feedback gets to the right team. 

Can I download the code files for Early Access titles? Chevron down icon Chevron up icon

We try to ensure that all books in Early Access have code available to use, download, and fork on GitHub. This helps us be more agile in the development of the book, and helps keep the often changing code base of new versions and new technologies as up to date as possible. Unfortunately, however, there will be rare cases when it is not possible for us to have downloadable code samples available until publication.

When we publish the book, the code files will also be available to download from the Packt website.

How accurate is the publication date? Chevron down icon Chevron up icon

The publication date is as accurate as we can be at any point in the project. Unfortunately, delays can happen. Often those delays are out of our control, such as changes to the technology code base or delays in the tech release. We do our best to give you an accurate estimate of the publication date at any given time, and as more chapters are delivered, the more accurate the delivery date will become.

How will I know when new chapters are ready? Chevron down icon Chevron up icon

We'll let you know every time there has been an update to a course that you've bought in Early Access. You'll get an email to let you know there has been a new chapter, or a change to a previous chapter. The new chapters are automatically added to your account, so you can also check back there any time you're ready and download or read them online.

I am a Packt subscriber, do I get Early Access? Chevron down icon Chevron up icon

Yes, all Early Access content is fully available through your subscription. You will need to have a paid for or active trial subscription in order to access all titles.

How is Early Access delivered? Chevron down icon Chevron up icon

Early Access is currently only available as a PDF or through our online reader. As we make changes or add new chapters, the files in your Packt account will be updated so you can download them again or view them online immediately.

How do I buy Early Access content? Chevron down icon Chevron up icon

Early Access is a way of us getting our content to you quicker, but the method of buying the Early Access course is still the same. Just find the course you want to buy, go through the check-out steps, and you’ll get a confirmation email from us with information and a link to the relevant Early Access courses.

What is Early Access? Chevron down icon Chevron up icon

Keeping up to date with the latest technology is difficult; new versions, new frameworks, new techniques. This feature gives you a head-start to our content, as it's being created. With Early Access you'll receive each chapter as it's written, and get regular updates throughout the product's development, as well as the final course as soon as it's ready.We created Early Access as a means of giving you the information you need, as soon as it's available. As we go through the process of developing a course, 99% of it can be ready but we can't publish until that last 1% falls in to place. Early Access helps to unlock the potential of our content early, to help you start your learning when you need it most. You not only get access to every chapter as it's delivered, edited, and updated, but you'll also get the finalized, DRM-free product to download in any format you want when it's published. As a member of Packt, you'll also be eligible for our exclusive offers, including a free course every day, and discounts on new and popular titles.