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Blender 3D By Example.
Blender 3D By Example.

Blender 3D By Example.: A project-based guide to learning the latest Blender 3D, EEVEE rendering engine, and Grease Pencil , Second Edition

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$49.99
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.5 (30 Ratings)
Paperback May 2020 658 pages 2nd Edition
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Blender 3D By Example.

Editing a Viking Scene with a Basic 3D Workflow

In this chapter, you'll get your first taste of the 3D workflow. Now that we've covered some basic 3D terminology, we can learn the navigation controls, menus, and a few modeling tools. Whether you're new to 3D or you've used other 3D software before, this chapter will help you get an idea of how things are done in Blender 2.8.

Many of the 3D modeling concepts we're about to learn are interdependent on one another. It would be difficult and very slow to learn in order of the smallest features to the largest features. If we take things too slowly, you'll be so bored that you'll fall asleep before getting to do anything exciting, so we're going to keep things moving. If this chapter seems like it's going fast, don't worry; we will break down these concepts in more detail in subsequent chapters.

Once we've finished the boring textbook stuff, we'll dive right in and work on our first project in Blender 2.8! This project is a little Viking themed scene with a training dummy, arrows, and most importantly, a Viking helmet! We'll get some practice transforming objects by sticking the arrows into the dummy's chest, and we'll really have some fun by adding horns and other features to the Viking helmet.

In this chapter, we will cover the following topics:

  • Setting up the source files
  • Using the Outliner to organize a scene
  • Navigating the 3D Viewport
  • Using the Toolbar
  • Basic transformations in Object Mode
  • Editing the Viking helmet
  • Rendering the final image

Setting up the source files

For this project, you'll need the files from Blender3DByExample_Chapter02.zip, which can be downloaded here: https://github.com/PacktPublishing/Blender-3D-By-Example-Second-Edition. Download and unzip the folder. You should now have a directory called Blender3DByExample_Chapter02 that contains the starting project file and a folder that contains all of the texture files that are required:

Example of the unzipped directory

Blender saves projects in a proprietary format called .blend these files store everything you need for a 3D scene: models, animations, lights, you name it! .blend files can also include image textures, though most 3D artists choose to keep the texture files separate so that the .blend file will take up less room on the computer. For this chapter, the textures can be found inside the VikingScene_Textures folder, as you can see here:

You'll find these files in the VikingScene_Textures folder
Always keep the texture files in their original folder. Blender looks for texture files in specific locations. If the files aren't where Blender expects them to be, then they will be missing when the .blend file is opened. To find missing files, we can tell Blender where to look for them via the File | External Data | Find Missing Files option.

Now that we have our files, we can get started. Open the VikingScene_Start.blend file to begin this project. You can open a .blend file by dragging and dropping it into Blender, or by going to the File menu and choosing Open.... We will start by learning how to use the Outliner panel.

Using the Outliner to organize a scene

Welcome to your first Blender scene! We had a brief introduction to the user interface in Chapter 1, Introduction to 3D and the Blender User Interface, but now we can see it with our own eyes. The largest area of the UI is dedicated to the 3D Viewport (or just "Viewport" for short). You can see all of the 3D objects inside this area. This scene has been set to use the new Random Colors feature, which gives all of the objects false colors so that they are easier to identify in the Viewport, as shown in the following screenshot:

Objects in the VikingScene_Start.blend file with random colors

The random colors are helpful, but there is an even better way to discover the contents of a scene: the Outliner. The Outliner can be found in the top-right corner of the UI. Let's learn how to use it to our advantage.

We can look at the Outliner to get a sense of what's in this project file. The Outliner in Blender 2.8 has been upgraded with a new feature called Collections. Collections are similar to layers or groups in other applications. These collections are a very powerful feature as they can have any type of object grouped within them, including other collections.

Let's take a look at how this scene uses the Outliner to organize the objects. In the following screenshot, you can see that there are five collections in this .blend file; a top-level collection and four collections inside it:

Collections in the Outliner

The top-level collection is called Scene Collection. This is a default collection that contains everything else within the scene. The indentation in the Outliner shows that the bottom four collections are all grouped inside the Scene Collection.

Next to each collection are orange icons with little numbers that indicate how many of each type of object is inside them:

  • Accessories has four mesh objects.
  • Viking Dummy has six mesh objects and two curve objects.
  • Lights has four light objects and one camera object.
  • Particle Shapes has four mesh objects.

To the left of each collection is a little arrow that indicates that the collections are collapsed in the Outliner. Let's expand two of these collections to see the list of objects that belong to each collection:

  1. Click on the little arrow to the left of the Accessories collection.
  2. Click on the little arrow to the left of the Viking Dummy collection.

Good! Now, we can see the expanded hierarchy for each collection, as shown here:

Expanded hierarchy

This Viking scene is relatively small with 21 objects in total, but it's still important to stay organized. Imagine working in a project that has hundreds of objects. The Outliner fills up really fast, so placing objects into collections is a terrific way to stay organized.

The bottom two collections are grayed-out because their visibility has been turned off. On the right-hand side of the Outliner, you can see three icons for each row, as shown in the following screenshot:

The three restriction toggle icons (the top row is the regular state, while the bottom row is the grayed-out state)

These three icons represent Restriction Toggles. From left to right, we have Selectable, Hide in Viewport, and Disable in Renders:

  • When the Selectable toggle is set to its grayed-out state, the object can't be selected by clicking on it in the Viewport.
  • When the Hide in Viewport toggle is set to its grayed-out state, the object can't be seen in the Viewport.
  • When the Disable in Renders toggle is set to its grayed-out state, the object will not show up in the final image.
Blender has many types of restriction toggles, but in this scene, we only have three available to us. To make more or fewer toggles appear in the Outliner, we can open the Filter pop-up menu, which we will learn about in the next project in this book.

The Lights collection has both its Selectable and Hide in Viewport toggles grayed-out so that the lights will not be in the way while we work in this scene. However, the Disable in Renders toggle has not been grayed-out, which means that the lighting will turn on for the final image.

The Particle Shapes collection is for storing objects that make up the particles, such as the grass on the ground and the straw that fills the dummy. Particles are an advanced feature, so don't worry about this for now just know that this collection is still being used in the scene, even though all three of its toggles are grayed-out.

You may have noticed that the other objects in the Outliner also have little arrows and can be expanded. This is useful for advanced users because you can see all of the data associated with each object, similar to how we can see all of the objects associated with each collection. But let's not get ahead of ourselves you're probably itching to get into the 3D scene!

Navigating the 3D Viewport

3D navigation is essential when working on any project in Blender, so let's practice what we learned in the Basic 3D Navigation Controls section of Chapter 1, Introduction to 3D and the Blender User Interface, before learning one more very important navigation feature.

As we have already learned, Blender's 3D navigation controls are all about using the middle mouse button (MMB). Let's start by rotating the view:

  1. Move your mouse into the 3D Viewport.
  2. Press and hold the middle mouse button.
  3. Drag your mouse around to rotate the viewing angle.

Notice that the focal point of the view is focused on the Viking dummy in the center. When we rotate, our view always orbits around the current focal point. We'll see why this is important after we practice our other controls.

By default, Blender uses a Turntable style for Viewport rotations. If you're more comfortable with a Trackball style, you can go to Edit | Preferences. Go to the Navigation tab, then set Orbit Method to Trackball.

Once you're comfortable with orbiting the Viking dummy, let's try panning:

  1. Make sure the mouse is still in the 3D Viewport.
  2. Hold down the Shift key, then press and hold the middle mouse button.
  3. Drag your mouse around to pan the view.

Panning shifts the focal point of the Viewport. If we rotate the view now, we will orbit around the new focal point. Both orbiting and zooming are relative to the focal point. Let's give zooming a shot now:

  1. Once again, make sure the mouse is in the 3D Viewport.
  2. Hold down the Ctrl key, then press and hold the middle mouse button.
  3. Drag your mouse up and down to zoom in and out.
A second method for zooming is to simply scroll up and down on the scroll wheel. Either method works, but you may have smoother control by using the first method.

As we rotate, pan, and zoom around the scene, the focal point of the Viewport will inevitably get stuck in an awkward position. Eventually, navigating the Viewport will become very difficult and frustrating. This is a common issue in all 3D software.

To fix this issue, we can choose an object that we want to focus on, then frame it by using the View Selected feature (also known as the Frame Selected feature). First, we'll pick an object that we want to work with:

  1. Select the Dummy object by clicking on it in the 3D Viewport or in the Outliner.

The object will have an orange outline in the Viewport to indicate that it is selected. Now, we need to frame it. There are many ways to do this, but Blender 2.8 has a new pie menu that we can use for easy Viewport navigation.

  1. Move the mouse over the 3D Viewport so that the keyboard shortcuts behave correctly.
  2. Press the Tilde key (~ ) to bring up the View pie menu.
The tilde key can be found in the top-left of the keyboard, directly beneath the Escape key on most keyboards.

The View pie menu is one of many pie menus in Blender 2.8. When activated, pie menus bring up a quick list of menu options in a circular pattern around the mouse, as shown in the following screenshot:

The View pie menu will appear when you press the tilde ~ hotkey

Each option on the pie menu takes up a slice of space around the mouse (like a slice of pie) and can be selected by simply moving your mouse in the direction of the menu option you want and then clicking.

We will become familiar with the other options of this pie menu later in this book, but for now, we just need the View Selected option:

  1. Make sure the View pie menu is still open.
  2. Move the mouse diagonally down and to the right to highlight the View Selected option.
  3. Click while the View Selected option is highlighted.

The nice thing about pie menus is that you don't have to click directly on the menu option; all you have to do is aim the mouse in the general direction of the "slice" of the pie menu that you want and then click.

Pie menus are designed around speed, so if you're really, really fast, you don't even have to click! Press the key to open the pie menu, and while it's still opening, swipe the mouse in the direction of the menu option you want to choose.

Excellent the Viewport's focal point has been reset so that the Dummy object is centered in the view. You should get familiar with using this navigation feature since it will come up over and over again in our workflow.

If you have a keyboard with a number pad, you can press the period key (.) on the number pad to activate the View Selected feature, without having to use the pie menu.

Play around with the navigation controls until you're comfortable with them you'll be using them from here on out. Practice rotating, panning, and zooming. Try selecting different objects in the scene and use the View Selected option to frame them within the 3D Viewport. One more time, here are the navigation controls we covered:

  • Rotate: MMB and drag
  • Zoom: Ctrl + MMB and drag OR scroll wheel.
  • Pan: Shift + MMB and drag.
  • View Selected: Tilde ~ hotkey | View Selected OR period . on the number pad.

When you feel comfortable with these controls, you can move on to the next section of this chapter, where we'll have a look at Blender's new Toolbar.

Using the Toolbar

In Blender 2.8, there is a new user-friendly Toolbar attached to the left-hand side of the 3D Viewport. The Toolbar provides an assortment of large icons, with each icon representing a tool. By default, the Toolbar is collapsed into a single column, but we can expand it to show the names of all of the tools. Let's expand the Toolbar now:

  1. Hover your mouse over the right-hand side edge of the Toolbar until your mouse turns into a double arrow.
  2. Left-click and drag to the right to expand the Toolbar, as shown in the following screenshot:
When the mouse is placed on the edge of the Toolbar, the cursor changes to the "Resize Horizontal" symbol

Now that the Toolbar has been expanded, let's learn about some of the tools.

The first tool in the Toolbar is the Select Box tool, which is highlighted in blue to indicate that it is active. When a tool is active, it can be used by clicking in the 3D Viewport with the Left Mouse Button (LMB). The Select Box tool lets us draw a box selection by clicking and dragging over multiple objects.

All of the tools on the Toolbar can be accessed with hotkeys for a faster workflow. To discover the keyboard shortcut for a tool, hover your cursor over the tool and wait for the tooltip to show up.

Directly beneath the Select Box tool is the Cursor tool. This will let us place the 3D cursor in the scene. You'll learn more about what the 3D cursor is and how to use it in the next project, so don't worry about it for now.

The next four tools are used for transformations: Move, Rotate, Scale, and Transform. The names of these tools should sound familiar from what we learned in the first chapter. Clicking on a tool in the Toolbar will activate it, and a gizmo will appear in the 3D Viewport. We use gizmos to interact with the tools from the Toolbar. The gizmos for the four transform tools are shown in the following image:

The Move, Rotate, Scale, and Transform gizmos

Let's learn more about these four gizmos:

  • Move: The Move tool gizmo has three colored arrows, one for each axis (red for X, green for Y, and blue for Z). Clicking and dragging on these arrows will move the selected object.
  • Rotate: The Rotate gizmo also has three colored handles, but this time they are shaped like semicircles instead of arrows. The colors still correspond to the same X, Y, and Z axes. Clicking and dragging on these semicircles will rotate the selected object.
  • Scale: This gizmo looks almost identical to the Move gizmo but, instead of little arrows, the tips are shaped like little cubes. Clicking and dragging on these little cubes will scale the selected object.
  • Transform: The Transform gizmo is just a combination of the previous three gizmos. Some users like to have all of these gizmos active at once, but it can be a little overwhelming.

The last few tools in the Toolbar are for advanced workflows, so we'll skip them for now. Next, we'll practice with the basic transformation tools by moving, rotating, and scaling the three arrow objects in the scene.

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Key benefits

  • Learn the basics of 3D design and navigate your way around the Blender interface
  • Understand how 3D components work and how to create 3D content for your games
  • Familiarize yourself with 3D Modeling, Texturing, Lighting, Rendering and Sculpting with Blender

Description

Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games.

Who is this book for?

Whether you're completely new to Blender, or an animation veteran enticed by Blender's newest features, this book will have something for you.

What you will learn

  • Explore core 3D modeling tools in Blender such as extrude, bevel, and loop cut
  • Understand Blender s Outliner hierarchy, collections, and modifiers
  • Find solutions to common problems in modeling 3D characters and designs
  • Implement lighting and probes to liven up an architectural scene using EEVEE
  • Produce a final rendered image complete with lighting and post-processing effects
  • Learn character concept art workflows and how to use the basics of Grease Pencil
  • Learn how to use Blender s built-in texture painting tools
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Length: 658 pages
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Table of Contents

17 Chapters
Introduction to 3D and the Blender User Interface Chevron down icon Chevron up icon
Editing a Viking Scene with a Basic 3D Workflow Chevron down icon Chevron up icon
Modeling a Time Machine - Part 1 Chevron down icon Chevron up icon
Modeling a Time Machine - Part 2 Chevron down icon Chevron up icon
Modern Kitchen - Part 1: Kitbashing Chevron down icon Chevron up icon
Modern Kitchen - Part 2: Materials and Textures Chevron down icon Chevron up icon
Modern Kitchen - Part 3: Lighting and Rendering Chevron down icon Chevron up icon
Illustrating an Alien Hero with Grease Pencil Chevron down icon Chevron up icon
Animating an Exquisite Corpse in Grease Pencil Chevron down icon Chevron up icon
Animating a Stylish Short with Grease Pencil Chevron down icon Chevron up icon
Creating a Baby Dragon - Part 1: Sculpting Chevron down icon Chevron up icon
Creating a Baby Dragon - Part 2: Retopology Chevron down icon Chevron up icon
Creating a Baby Dragon - Part 3: UV Unwrapping Chevron down icon Chevron up icon
Creating a Baby Dragon - Part 4: Baking and Painting Textures Chevron down icon Chevron up icon
Creating a Baby Dragon - Part 5: Rigging and Animation Chevron down icon Chevron up icon
The Wide World of Blender Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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Wentai Apr 01, 2022
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I bought this as I migrated from making model airplanes out of plastic (often by cannibalizing several purchases, also known as kit-bashing) to drawing them on the computer.While blender is a bit hard to learn this book explains it in a step by step way. I love it.Now I make draw model airplanes and put them up on the internet for others to enjoy.My favorite Amazon purchases:- Pillow Pets Nickelodeon Spongebob Squarepants 16” Stuffed Animal (toy)- EOIVSH Large Tyrannosaurus Rex 12 inch (companion)- Augason Farms Freeze Dried Whole Blackberries (food)- Canada Dry Tahitian Treat Soda 20 Oz (liquid happiness)- Great Fighter Jets of the Galaxy 1 by Tim Gibson (book)
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Sydney L. Cuthbert Sep 13, 2020
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I haven't really gotten too far into the book yet, but from what I've seen, it seems to be a comprehensive, easy-to-follow guide to getting to grips with the software. I'll add to this as necessary when I've gone further into it.
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Bungus Dec 19, 2020
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Ich habe meine Rezension nach einigen Monaten mit dem Buch überarbeitet. Es ist super. Das Buch ist inhaltlich wirklich sehr gut und erklärt alles einfach und übersichtlich. Ich bin kein Anfänger und habe mich für Details interessiert, aber auch für Anfänger ist es super, um reinzukommen. Man lernt sehr viele Aspekte von Blender kennen. Beispiele kann man online herunterladen und man wird Schritt für Schritt an alles herangeführt.Ich habe mich schon viele Stunden (geschätzt schon über 100h) mit dem Lerninhalt des Buches beschäftigt und bin begeistert, was ich gelernt habe.Mein Schätzung ist, dass dieses Buch einem Blender-Kurs für Anfänger von mindestens 4 Wochen (160 Arbeitsstunden) entspricht. Nebenbei ist auch noch ein Nachschlagwerk zu empfehlen. Nach dem Buch ist man super für die Arbeit mit Blender gerüstet.Die Bilder sind aber im Buch nur ganz schlecht zu erkennen (Graustufen und verpixelt). Dabei sind darin entscheidende Informationen erhalten. Die Bilder muss/sollte man sich in Farbe aus einer online-Quelle herunterladen. Dafür ist der Preis des Buches eher recht hoch gegriffen. Es ist zwar ein dicker und schwerer Schinken mit über 600 Seiten, aber es ist dickes Papier und große Schrift. Die Schrift auf den Bildern, in denen z.B. die Menüs aus der Programmoberfläche abgebildet werden, ist dagegen klein und damit auf Grund der schlechten Druckqualität unleserlich.Das muss anders gehen. In dem pdf mit den Farbbildern ist alles zu erkennen. Da schafft mein Farblaserdrucker zu Hause eine bessere Qualität im Ausdruck bei gleicher Größe der Bilder in Farbe.Ich kann den Kauf des Buches trotzdem empfehlen und gebe keinen Stern Abzug, weil der Preis für den Inhalt gerechtfertigt ist. Denn es ist so umfangreich und man lernt so viel, dass es auch sehr viel Spaß macht. Ich beschäftige mich schon viele Monate mit dem Buch, denn man muss vieles ausprobieren und entdeckt dabei immer viel neues.Man kann das Buch auch online/digital erwerben, ich habe aber gerne etwas Gedrucktes zur Hand. Von den Blender-Büchern, die ich bisher erworben habe, ist dies wirklich das Beste. Und es gibt andere Blender Bücher mit deutlich weniger Inhalt zum gleichen Preis.Fazit: Kaufen und Lernen!
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Rachel C Jul 21, 2020
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This book is a great resource for people who use (or are interested in using) Blender. The book walks you through various exercises/projects that give a thorough overview of Blender's key features. I liked the fact that the projects offer a good degree of challenge while giving thorough step-by-step instructions that are easy to follow.I definitely recommend this book to anyone wanting to learn more about Blender.
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Israel Aliaga Alcolea Dec 23, 2020
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Ha sido una compra muy acertada y me resulta muy útil y didáctica. Me abre posibilidades en cuanto al diseño 3d con Blender.
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Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
What is custom duty/charge? Chevron down icon Chevron up icon

Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela