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3D Environment Design with Blender

You're reading from   3D Environment Design with Blender Enhance your modeling, texturing, and lighting skills to create realistic 3D scenes

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Product type Paperback
Published in Jan 2023
Publisher Packt
ISBN-13 9781803235851
Length 344 pages
Edition 1st Edition
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Authors (2):
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Abdelilah Hamdani Abdelilah Hamdani
Author Profile Icon Abdelilah Hamdani
Abdelilah Hamdani
Carlos Barreto Carlos Barreto
Author Profile Icon Carlos Barreto
Carlos Barreto
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Turn a Real Reference into a Realistic 3D Scene in Blender
2. Chapter 1: Most Common Modeling Mistakes That Prevent You from Achieving Photorealism FREE CHAPTER 3. Chapter 2: The Basics of Realistic Texturing in Blender 4. Chapter 3: Efficient Unwrapping and Texturing in Blender 5. Chapter 4: Creating Realistic Natural Plants in Blender 6. Chapter 5: Achieve Photorealistic Lighting in Your Environment with Blender 7. Part 2: Creating Realistic Landscapes in Blender
8. Chapter 6: Creating Realistic Landscapes in Blender 9. Chapter 7: Creating and Animating Realistic, Natural-Looking Water 10. Chapter 8: Creating Procedural Mud Material 11. Chapter 9: Texturing the Landscape with Mud Material 12. Part 3: Creating Natural Assets
13. Chapter 10: Creating Natural Assets: Rock 14. Chapter 11: Creating Realistic Flowers in Blender 15. Part 4: Rendering Epic Landscape Shots
16. Chapter 12: Using Particle System to Scatter Objects in Blender 17. Chapter 13: Finalizing the Landscape Scene – Lighting, Rendering, and Compositing 18. Index 19. Other Books You May Enjoy

Summary

In this chapter, we went through the process of unwrapping our wood cabin and texturing it in Blender. We started by learning how to import materials from one scene into another, followed by understanding how UV mapping works. We used the Displace modifier to add random details to the wood geometry.

Now, with the skills you’ve learned in this chapter, you can successfully unwrap any 3D object, import and assign materials to that 3D object, tweak the material nodes to make it fit the overall scene, and make the 3D object look realistic by applying displace imperfections.

In the next chapter, we’ll focus on the surroundings of the wood cabin; we will learn how to create realistic, natural plants and trees, and use the particle system to randomly scatter plants around the wood cabin to enrich our natural environment.

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