25 February 2013

Ben Simonds - Blender Master Class

I was recently contacted by No Starch Press, a book publisher that makes a number of books on many different topics, mostly aimed towards education and the sciences;  They asked me if I would review a new Blender book that they had just published.  I agreed to the review so they sent me the ebook.

It's written by well known Blenderhead Ben Simonds, a very experienced Blender user who has created many impressive works with Blender.  See Ben's personal website (http://bensimonds.com/).  He is also the director at Gecko Animation Limited (http://www.geckoanimation.com/), which makes many animations and does vfx work, often involving Blender.  So it's safe to say he knows his stuff and his way around Blender.

The technical editor of the book is Thomas Dinges another very well known Blenderhead and Blender Developer, and I can tell you from experience that he is very talented, check his website (http://dingto.org/). He is also one of the people involved in creation of the Blender Podcast (http://blender-podcast.org/).

So together Ben and Thomas Form form a very formidable combination when it comes to creating good Blender books.

Product Specifications:
  • Name : Blender Master Class
  • Author : Ben Simonds
  • Price : $39.95 (on 25th Feb 2013)
  • Pages : 250+ (roughly)
  • Format  Ebook

Ben Simonds - Blender Master Class

Ben takes the approach of teaching the reader how to effectively use Blender.  He does this by creating three example projects which he uses to demonstrate to the reader the workflow required to complete these projects.  One of the projects he goes through is that of modeling a robotic spider model, which is shown on the cover of the book.  As you can see the quality level of the finished projects are of a very high level.

All of the resources and files from the book are included on the DVD if you bought the printed book;  if you bought the ebook all the resource files are downloadable from the books website (http://nostarch.com/blendermasterclass.htm).

The book is printed in full color on good quality paper.  The ebook pdf version I read is identical to the printed version.

This book is not aimed at the Blender beginner, It seemed to be more aimed at the Blender user who knows his way around Blender's interface, but may not know what a lot of it is for. if you are a complete Blender beginner I think you would struggle to follow all of the instructions that Ben describes.

The two tools the Ben uses to create his projects are Blender and Gimp in combination.  Blender is used for the vast majority of the book and Gimp is only used when it's more efficient to use Gimp as a dedicated bitmap editor for texture creations.

The three projects that Ben guides the reader through are:
  • Modeling A Bat Creature
  • Modeling A Jungle Temple
  • Modeling A Robot Spider
Each of three projects are different enough from each other that they teach Blender project creation from different perspectives show casing different areas of Blender.

The first two chapters of the book covers the history of both Blender and Gimp, and then moves on to covering the basics of each application, specifically the terminology and interface layouts.  If you haven't used a particular area of Blender before this introductory section should serve as a refresher to the major elements of Blender.

After the introductory material the book moves on to preparing for the upcoming creation of the three projects that Ben creates throughout the rest of the book;  It covers how to design concept drawings and acquiring reference materials and photographs.  Once all of your reference material is obtained Ben goes over how to set it up in Blender.  More importantly he describes in a fair amount of detail exactly how you do this effectively.

The three projects are blocked out in rough and Ben details why this is important in getting your projects nailed down.  Then Ben shows how to use Blender's basic features to create the blocked out scenes.  In these early parts of the book Ben takes the time to list all the keyboard shortcuts and processes he uses.  So that in later parts of the book he does not have to.

After the rough blocking is completed Ben moves on to modeling the fine details of the the different projects.  Before he dives into the details, he takes the time to describe some topology theories, covering topics such as edge flow, rings and loops, and why these are important for good results when modeling.

Ben does not spoon feed you at this point in the book, now that he has explained the basics, he increases the pace of his instructions and you will be expected to remember what he said previously, if you want to keep up.  Given that his previous explanations were clear and well paced I don't think this will be a problem.

Clever use of the Ivy Gen Addon is demonstrated to create  vines in one scene he creates for his Jungle Temple Scene.

All the detailing in the projects upto this point were created using poly by poly or box modeling techniques.  This can only get you so far, when you need very fine details in model and envionments.

To cover the very fine detail modeling the book moves on to Blender's sculpting tools.  Ben describes the terminology and theory of sculpting.  He goes over all the different types of sculpting brush settings and how they can be used.  He also takes the time to describe how to create custom sculpting brushes.  I think this is the first time I have seen creating of custom sculpting brushes explained in a commercially available book;  This information will be very useful to people who are big into sculpting.  Also described are the default sculpting brushes used in Blender.  Features that use sculpting such as the Multiresolution Modifier were well explained.  Dyntopo (Dynamic Sculpting) was not covered as when this book came out Dyntopo had only just been released in Blender.  Another really useful piece of information in this section of the book was the coverage of Displacement Modifiers and how to use them to increase detail levels on models that are sculpted.

All the basics of modeling are covered from proportions of models to breaking symmetric models to make them more asymmetric to increase their realism.

Once the high poly sculpting is completed the book moves on to using Blender's Retopology tools to take the high poly models and make them into lower poly count models.  These lower poly models are more useful for animation and are more efficient to deal with than very hgih poly models.  Each of the different retopology methods that Blender supports are covered in a clear and concise way.

UV Unwapping methods are covered as are the most important terminology and tools that Blender uses when you want to unwrap a mesh for later UV Texturing.  Clear explanations of placing seams to aide in unwrapping are also covered in an easy to understand way.

Some of the projects that Ben goes through require hair and fur and Ben goes over Blender's methods for creating both of these material types.  Vertex Groups and Weight Painting are all describe and their use is demonstrated as the different projects are progressed.  I found the section on hair settings for kinks and clumping clear and easy to understand.  Hair is often difficult to get to grips with.

The next major topics covered in the book are Texture Painting and Texture Baking.  The Texture Painting sections covered are done with Blender and Gimp.  Gimps Dynamic Brush System is covered and gives a good explanation of how to create custom gimp brushes for making grunge and texturing brushes for use inside of gimp..  Important topics of texture painting in Blender are covered such as how to deal with seams, as are making various types of texture maps and ambient occlusion textures.  One part that really stood out for me was the coverage of how to make seamless textures in Gimp.  That section alone is probably worth getting the book for.

Blender comes with two different rendering systems by default, the Blender Internal renderer and shading system and the Blender Cycles renderer and Shading System.  They work differently and Ben goes through some of the major differences of each system, covering the pros and cons of each system.  Demonstrations of each different shading system are covered.  Be aware though that you will need to find out most of the information on how Cycles Shading Nodes work from other places, because Ben only goes over Cycles in an overview way.  For some people there may be enough information but if you are new to Blender it may be a bit brief.  Though there are plenty of pictures of Shading Node for Blender Cycles shading.

After shading comes how to light your scenes and Ben covers a lot of the theory of lighting and practical material for lighting the three projects that he previously created.  There's the standard lighting information such as three point lighting and use of shadows;  Also covered are the different forms of lighting that Blender and Cycles supports.

Finally Rendering and Compositing topics are covered.  Using both Blender Internal and Blender Cycles systems for compositing.  Details of the different render passes are covered and Ben shows how to use them effectively to improve the overall quality of a final render.  Node Groups and Frame Nodes are covered.  I am not sure but I think it is the first time Frame Nodes are covered in a commercial book.

The final chapter is mostly a tips chapter which goes over how to take your projects and renderings even further to improve them.

So, all in all a good book, if a little fast paced.  But if you have enough experience with Blender you should not have many problems following along with the text.  Remember that this book does not go over every single step in the process of creating each of the projects, but gives enough information on the processes involved in general;  This means you can use the information in your own projects but not really create the exact same projects Ben made in the book.

Great book go buy!

Review Score 90%

16 January 2013

Kent Trammell - Creature Modeling For Production

It's been a busy week for me with another Blender Training video review in the offing.

This time it's by Kent Trammel, he goes through the process of modeling a creature that would be used in a real world studio production environment.

Those of you that followed his Realistic Portrait modeling tutorial on Blender Cookie will know how good he is with Blender.  If you need even more proof check out his own website.  So he really knows his stuff.  So time to set stardards high and see how his training video stacks up.

Product Specifications:
  • Name : Creature Modeling For Production
  • Author : Kent Trammell
  • Price : $48 (on 15th Jan 2013)
  • Runtime: 13 Hours (roughly)
  • Format  Downloadable Video


Starting with the basics first, I reviewed the downloadable video version of his training material.  I was able to download the content very quickly and reliably.  So if you have a good broadband connection you should not have any problems downloading the material.  For those that do not have a good connection, you have the option of download a DVD version.  The DVD has the same content as the downloadable version.

Once you have obtained the files you are left with:
  • A collection of videos in mp4 format
  • A reference image that is used to model the creature from
  • All the blend files at different stages of the creatures production
The videos are very well encoded and very clear.  I had no problems seeing what was happening while watching the videos.  There is no web browser interface to play the videos inside your browser, you simply open the video files in whatever video player you happen to have.  A media player is not shipped with the resources but you can easily get vlc media player if you want it from the web as that will play videos very well.  It also does not ship with a copy of Blender that supports the features he used in the tutorials.  This also is not really a big issue as you can easily get a version of Blender from http://builder.blender.org.  You will also be able to use Blender version 2.66 when it is finally released as this will have all the feature used in the videos.

Of special note is the reference image that will be used to model the creature from.  This an amazing illustration by Aaron Quist, who does amazing illustrations and animations.  You should check out his website.

Having familiarized myself with the content I had just downloaded, I worked my way through all the videos.  They are organized in to 4 chapters, with multiple parts per chapter.  The videos range in length from a few minutes to 40+ minutes.  On the whole the videos are not too short and not long.  With the videos all being split up into multiple parts, it is easy to access the section of video you are interested in and watch videos piece by piece when time permits, or if you are like me watch them it mostly one sitting.

The first section of videos goes over the usual information about the training material author (Kent Tramell) and Illustrator Aaron Quist.  Kent also goes over what will be covered in the training material and he also goes over what will be expected of person working to produce a creature model in a studio production workflow pipeline.  Kent explains that this course is not really for a Blender beginner and specifically states that it is aimed more at a Blender Intermediate level user.  I would tend to agree with this;  A beginning Blender user would have to do a lot of stopping and starting of the videos to be able to follow what was going on, it could be done but it would be hard.  Before starting on actual model creation Kent explains how to successfully use reference images for inspiration, and what the usual studio workflow pipeline is for the modeler.  He gives multiple useful tips for improving your efficiency in this sort of environment, so you can get your work done as quickly and efficiently as possible.

After the introductions and overview is covered, Kent moves on to setting up the reference image inside of Blender and changing certain default settings in Blender to improve his efficiency.  He has all the key presses and mouse clicks he does indicated on screen, so if you are not sure what he is doing at a certain point in a tutorial you can look at the keys and mouse buttons he is pressing to figure it out.  This may not be needed for an intermediate level user but it could come in handy.  He then explains the process of creating a base model for his creature, which is just rough version of his final creature. 

He uses one of Blender's newer modifiers the Skin Modifier to rough out his starting creature mesh.  His explanation and demonstration of what the Skin Modifier can do was on the whole very clear, though you won't become an expert in all of its features, but Kent was able to show just how efficient it is at creating simple forms quickly.  One clever trick he mentioned was using loop cut on edges while in vetex select mode to create a vertex you can slide around.  I know we now have a vertex slide operator but I still found this pretty clever.

Having blocked out his creature character we then move on to Chapter 2.  In the first part of Chapter 2 we get some more theory in the difference between the the more technical forms of modeling and the more artists forms of sculpting.  Kent goes over some of the technical differences.  He also covers all the different types of sculpting approaches and tools available in Blender.  Specifically Subsurf Modifier, Multi-resolution Modifier, Remesh Modifier and Dynamic Topology.  He had clear explanations of the advantages and disadvantage of each different sculpting approach.

Of particular note was his very detailed explanation of Dynamic Topology a brand new feature that will be in Blender version 2.66.  This is also important because he uses Dynamic Topology when doing detailed sculpting of his creature mesh.  You will be amazed at just how flexible the Dynamic Topology feature is.  It's worth getting this tutorial just to see the Dynamic Topology feature at work.  Kent just could not say enough good things about it.  This probably the first commercial training material to cover the use of Dynamic Topology inside of Blender.  If you are a sculptor you are going to love this series just for the Dynamic Topology alone.

Once all theory and history of all the different sculpting approaches are explained Kent moves on to explaining most of the important sculpting options in the sculpt panel and also explains the major features of the different sculpting brushes.  I found this section very informative.  His explanation of the different sculpt brush types was very easy to understand.  I think they will help anyone coming to Blender sculpting for the first time, to be able to get to grips with sculpting more quickly.

When the above explanatory information is explained Kent uses Dynamic Topology to sculpt that various parts of his creature.  He starts with low detail and slowly increases the detail level as he works his way through the video.  The end result is a very detailed high poly creature which looks great but now needs retopologizing to make it lower poly, while still keeping most of the important sculpted details.

Retopologizing is covered in Chapter 3,  Kent first describes what retopolgizing is and why we use it.  He also covers the different approaches to retopologizing that Blender supports, specifically, Face Snapping, Shrink Wrap Modifier and BSurfaces Addon.  He gives the pros and cons of each approach and settles on using the Surface Face Snapping method.

Kent covers retopologizing his creature models for a few vidoes in realtime to clearly show how to approach the subject and then switches to timelapsed video showing the rest of the creature being retopo'ed.  Chapter 3 was a very large chapter with a number of sections.  But well worth making the effort to watch all the way through.  Having managed to successuflly retopo most of his model Kent then takes a while to cleanup his model in places that he wasn't happy with it.  This was useful as it shows how to approach fixing and repairing a model when you aren't completely happy with it.

Chapter 3 was the one and only place where I noticed minor problems.  As while Kent was retopo'ing hie model he occasionally had to allow triangles in his model.  Even though I don't think they would have caused any problems I am not sure that in a production environment they would be allowed, especially when the model is fully organic, curvy and likely to be flexed and bent, as a creature like this one would be, and you can't know ahead of time how the model will be displayed/animated in a large production.

All the sculpting and retopology work is completed by the end of Chapter 3, so Kent moves on to chapter 4.

In Chapter 4 the first thing that is covered is explaining how to get your recently created model signed off in a production environment.  So the chapter goes over how to effectivvely display, light and shade simple materials on your model and prepare your model in the best way, such that higher ups will sign off on your model, so that you can call it completed.  Of particular interest in this chapter is the section on material shading.  Kent goes over the basics of using Blender Cycles Material Node shader system in a clear and efficient way.  He make some very effective shader nodes, which would be very useful in presenting models.

And at this point your basically finished from a modeling point of view.

I thought this training material was excellent well worth buying, just be prepared to set aside enough time for it all to sink in.  You will love the coverage of Dyanamic Topology sculpting.  Even if you don't work in a studio production environment workflow pipeline I think you will find this training series very useful, I did.

Because this tutorial series is aimed at a professional workflow arena I was more strict on my reviewing guidelines.  So it got marked down slightly because of the triangles in the mesh.  But other than that, this is an excellent tutorial.

Review Score 90%

09 January 2013

Christopher Plush - Car Modeling & Texturing Video Training Review

Now that it's the start of a new year, it's time for another review of Blender training products.

This time it is another CGMasters training video set created by Christopher Plush covering the topics of Car Modeling And Texturing.

Those that have seen my other reviews know about CGMasters and how they put out very high quality training materials.  So when they contacted me asking if I would mind reviewing their latest creation, I was only too happy to, here's what I found.

Product Specifications:
  • Name : Car Modeling And Texturing
  • Author : Christopher Plush
  • Price : $60 (on 9th Jan 2013)
  • Runtime: 10 Hours (roughly)
  • Format  Downloadable Video

When you purchase this product you have 2 different options for how you will receive it.  You can either get it in DVD form or you can download it.  I am reviewing the downloadable version, but there is no difference in content between the DVD version and the download version.

The download version was quick to download with my internet connection, so if you have a stable connection you should be okay downloading it.  The download is large though, so be prepared.

Having downloaded all the files and extracted them from their archive, you are left with all the resources you need to get the most out of this training material.  Included in the download are:
  • Video files in mp4 format
  • All the finished renders
  • Textures and Resource and Blueprints
  • The Blend files
  • Copies Blender 2.64a
So all the things you will need to get started instantly with your learning and car modeling tasks are included and easily accessible.

You can access most of the files and resources directly from inside you web browser.  If you do not want to watch the training materials in your browser you can access the videos directly in your media player of choice.

The web interface is clean and easy to navigate and should make accessing the resources very simple.

While reviewing the videos, they were very clear and very well encoded.  All the videos and other resources were very well organised and easy to find when I needed them.

The video files are split up into many sections ranging from a couple of minutes to 35 minutes in length.  Each video tries to cover a different aspect of the creation of the final car model (Camaro ZL1).

The start of the training video covers the basics of setting up Blender's user interface for the most efficient workflow when modeling the car.  Christopher goes over some of the most important preference settings that he uses to make his job easier when carrying out the tasks required when modeling.  He also goes over some basic performance suggestions which help to keep Blender working as smoothly as possible.

With the basics of Blender's interface and preference settings covered he moves on to a short explanation of some of Blender's new features and how you can most effectively use them.  Specifically covered are Blender's BMesh NGON features, the Knife Tool use and Blender Bridging tool.  Also covered was an effective way to make and fill faces.  I found the explanation of Blender's Knife tool very interesting because I learned it could be used to Join edge together which I didn't know previously, I only knew about the J key.  So in my case these basics really helped me.

Having covered some prelimanaries of using Blender the training videos move on to the tasks required to start modeling of the car.

The first stage is setting up the Blueprint reference images which will be used throughout to accurately model the Camaro.

Christopher uses image planes for the display reference images for the front, side, top and back of the car.  This method is very effective and allows him to display background references images at an angle, which he would not have been able to do if he had used Blender's default background 3D Viewport image display method.

Having setup the Blueprint reference images Christopher explains the different types of projection snapping and shrinkwrapping tools Blender has and how to use them in useful ways when constructing car body surfaces.

I especially enjoy watching him demonstrate how to cut holes in curved surfaces, a task which is often difficult to get right.  He also demonstrates are very simple but effective way of modeling a car tire tread.  Which is later used again to make a fully modeled tire tread.  All of this done with very basic modifiers (curve, array and simple deform).

The remaining videos cover modeling the different parts of the car,  All the visible parts that make up the car are modeled, even less visible things like mufflers and break dics of the car are modeled to a very high standard, while keeping the amount of vertice, edges and faces to the minimum needed to get the job done.

Each different section of the car has its own separate video. Allowing you to focus on a speific part of the car modeling if you want to.

In the process of modeling the car a lot of Blender's different features and tools are covered.  So if you didn't know how to use them before starting watching, you will by the end of watching the videos.

Once the modeling of the car is almost finished Christopher goes over the car one more time fixing any mistakes and explaining why he is doing so.  This helps to show how you can fix issues you may encounter when modeling and some of the solutions.

After the actual modeling of all the car parts is completed, the tutorials move on to texturing the finished car model.  Giving it an effective looking car paint shaded look using Blender Internal's Materials and Material Nodes system.  Blender Cycles is not used to do the texturing and shading of the car, but the end result does not suffer from this.

The next topic covered is Studio setup, for lighting and background image setup, and getting Blender to create clay renders of the final car model.

After the various studio setup tasks such as lighting, background, render settings, and world settings are covered, final post processing effects are covered.

This involved the compositor.  The video tutorials for this part of Blender were short but effective and helped to give the final renders of the car more visual appeal.

Overall an excellent Car modelng, shading and texturing tutorial, very easy to follow and well produced.

I couldn't see any real problems or missing topics.  Some may argue it would have been better to use Cycles to do the shading and texturing but I think in this case Blender Internal was all that is needed, as the end result would not have looked any better in Cycles.

Go buy it!

Review Score 95%

08 November 2012

Victor Kuller Bacone - Blender Game Engine - Ebook review

Books covering Blender's Game Engine are sadly not published as frequently as they should be.  So whenever a book on Blender Game Engine gets put out I am instantly interested.

For those that don't know Blender's Game Engine is Blender's system for making games using all of Blender's available tools.  It's very simple to use yet allows you to make very intricate games, using combinations of node systems and Python scripting (Python Scripting is not covered in this book).

Personally I think Blender's Game Engine is somewhat under appreciated in terms of it's power and ease of use.  People tend to look at Unity 3D gaming system and go for that, even though it's not open source and is functionality limited if you don't buy the non-free version, which is overpriced.  On top of that Unity 3D is much harder to get started with as it doesn't have the super easy node system of the Blender Game Engine.

So when Packt released a new Blender Game Engine book for the beginner, off I went to download it.  At the time I downloaded it Packt was having a get one of their books free event, which must have been very popular as their site was almost unusable for several days.  I eventually managed to access the site and get the Blender Game Engine book for free.  That event has now ended though so this book is no longer free.

Product Specifications:
  • Name : Blender Game Engine
  • Author : Victor Kuller Bacone
  • Price : £12.74 (on 8th Nov 2012)
  • Pages : 206
  • Format : EBook
Blender Game Engine Cover

Given that this is one of Packt's Beginner's Guide series of books, it probably won't come as a surprise to learn that this book is aimed at the Blender Game Engine user beginner.  If you have never used the game engine before this book is specifically aimed at you.  Bear in mind though that this book is not for the complete Blender beginner.  You will be expected to know your way around Blender's interface and know already how to interact with the basics of Blender.  If you are expecting to be taught things like modeling and texturing this is not the book for you.

On starting to read this book the first thing I noticed was that the grammar was atrocious.  Whoever proof read/edited this book should be ashamed.  I am assuming that Victor Kuller Bacone is not a native English speaker, which is fine, I can't speak any other language apart English myself, so I am impressed by people who take the effort to learn a second language.  However the book editors/reviewers should have notice the bad grammar and fixed it for Victor.  Now normally some bad grammar will look unprofessional but doesn't really effect the content of the book.  In this case however it's so bad that it actually makes understanding what tasks and steps need to be done very difficult at times.  Thankfully there are many pictures in the EBook version of this book which made following the instructions in the EBook much easier.  Without the clear pictures I would have given up on the book completely.

The approach the book takes to teaching the use of Blender Game Engine is to construct a single simple level of a game using some of the tools that Blender Game Engine has to offer.

The book starts by giving a basic overview of the features and tools available in the Blender Game Engine.  Specifically the basic ways that the Logic Editor Nodes work and how to interact with them through drag and drop methods.

After the basics of the Blender Game Engine interface are described the book moves on to describing how to plan and develop a very simple game.

It does this by explaining how to aquire and prepare resources (models and textures) for this simple game.  Another annoyance pops up at this point because the book makes you install Sketch Up to export models from it rather than using properly exported models in a more useful open format such as Open Collada.  And since I reviewed this book on a Linux machine installing Sketch Up was not an option.  If you are on Linux you will have to find your own models.  This is not a major issue as it not hard to substitute your own models, but for a beginner who is already having to deal with all the new things in BGE, it's something you really should not have to deal with.  There also does not appear to be any provided blend files provided on the Packt website though this could change.

Once all the resources for your game are acquired the book describes how to append and prepare these resources for use in Blender's Game Engine.  These resources are used throughout the rest of the book to demonstrate the various features of the game engine.

The various major Logic Editor Node types are described, but not in a lot of detail.  So if you aren't clear on how a particular feature works once described you will be left to find out on your own.  This happens often throughout the book.  If you are paying attention and looking at the pictures you may have no problems grasping things.  But given that this is a beginners book you would expect more detail on the way specific features of the Blender Game Engine works.  One section of the book that did stand out was the coverage of Navigation Meshes.  I haven't seen these described in any other Blender  books.

How to do simple rigging of models and use the Action Editor to animate models in the Blender Game Engine is covered.  And again is not really covered in enough detail but you may be able to figure it out.  Also covered are topics such as reacting to events such as collision, keyboard input and the like.  As are topics such as making score counters and life bars.

After the major topics are covered the book moves on to polishing your game, covering topics such as splash screens, menu and adding sounds, changing scenes, making maps ect.

Given that people who want to make their own games generally are reasonably flexible when it comes to getting around unclear topics.  You may be able to overlook the sparse explanations in this book and get around the very bad grammar and get some useful information out of it.  Though as a beginners book I just don't think the level of quality and detail is good enough.

I personally would not recommend this book if you had to pay for it, but I can see that to some people it would be a useful book.  Although I think you would get more information, more clearly presented just by doing a quick google search for Blender Game Engine videos.

It's a shame because there is a definite lack of Blender Game Engine books and this one could have been much better was it not for the bad grammar, sparse descriptions, and lack of good resources.

Review Score 50%

06 October 2012

Gorden C Fisher - Blender 3D Basics - Ebook Review

Packt Publishing asked me a while back if I would do a review of one of their recent Blender titles "Blender 3D Basics".  I said I would love to review it but then life got in the way and I got somewhat delayed in reading all the way through the ebook.  Anyway better late than never I have finished reading it and here's what I thought of it.

The first thing I generally like to do when I start to review a book is have a look who the editors and technical reviewers are.  In this books case its got a strong set of technical reviewers.  One of the names I recognized was Allan Brito of the Blender 3D Architecture website.  Another reviewer Willem Verwey is a Blender Foundation Certified Trainer Review member, and has previously reviewed Blender 2.5 Materials And Textures Cookbook a previous Packt publication by Colin Litster.  The author of this book Gordon C Fisher also has an impressive background in all things computer graphics.  So with names like that attached to this book you can expect it to be properly checked and the information verified to be right.  As far as I could tell this is one of the best produced Packt books.  No silly typos, bad punctuation or other little annoyances that sometimes appear in Packt books.  The pictures in the ebook are well laid out and very clear and in full color.  So the production side of the ebook is good.

So what about the Blender content how does that come across and get communicated?  Generally very well.

Product Specifications:
  • Name : Blender 3D Basics
  • Author : Gordon C Fisher
  • Price : £16.14 (on 6th Oct 2012)
  • Pages : 468
  • Format : EBook
 
Blender 3D Basics Cover

This book is for beginning Blender learners who want to get into understanding the basics of computer graphics and modeling, and more specifically the basics of Blender 3D.  So if you have never had any experience with computer graphics or Blender, this ebook will start from first principles.

Given the target audience of this ebook is absolute beginners, if you have a couple of years Blender experience under your belt you are not likely to get much from this book.  If you are a beginner then you will I think find this ebook very useful.

Like most of the Packt Beginner's Guide books it tends to take the approach of teaching you Blender by making you use it.  Now a lot of books take this approach also, but this one takes it a little further than normal, as the text seems as if it is aimed at being usable in a classroom environment.  There are question and answer sections, various assignments and test the ebook gives the reader as he/she progresses through the material.  I am not absolutely certain but I think this is the first time I have seen this in a Blender book from Packt.

This classroom type approach to teaching Blender seemed to work very well when I was reading the material.  If I was a beginner I would have found it useful, the step by step approach to instructing the reader and the interspersed theory and test sections worked well.

The ebook starts by going over some of the history and development of film and animation.  Giving numerous examples of how animation has progressed throughout the years, explaining some of the techniques used to give animations there more captivating qualities.

Important beginner topics such as the theory of how animation works and the all important 12 Principles Of Animation are covered one by one, covering them in enough detail, but no massive depth.

In Chapter 2 after the history lessons and beginning theory has been described, the ebook then moves on to more practical matters, covering Blender's Interface and how the user can interact with it.  The description of Blender's interface was very clear and I think a new user to Blender would have no problem understanding Blender's interface given the information in this chapter.

Chapter 3 has very quick coverage of Blender's lighting system, animation and how to use some of Blender's Color features, coordinate systems, composition rules, color depth, and other topics.  This chapter is just a brief tour of these features and in later chapters they are more fleshed out.  One stand out part of this chapter was the very good description of how the HSV color values work.  This has to be one of the simplest and easy to understand explanations of how the HSV color model works, that I have ever seen.

Chapter 4 & 5 goes over the basics of selecting objects in Blender's 3D Viewport and manipulating mesh geometry using some of Blender's standard techniques.  The section on Datablocks and how Blender uses them was very clear and will help the new user quickly get to grips with just how useful they can be.  This is a topic often skipped over in beginners books, so it was good to see it covered.  Simple coverage of layers and their uses are described.  The information in this chapter is used to build a simple boat model which is used in later chapters.  Good examples of how to use reference blocking where covered to help the reader build their boat model, and simple material and texturing methods were explained.

Chapter 6 covers creating oars and oar lock model parts for the boat created in the previous chapter.  Simple animation is created for the oars and the boat.  Use of parenting is covered and how to use it to make animations easier.  Also covered is appending of models from other Blender files, so you can make use of them in other projects.  Appending was very clearly explained.  So the end result of this chapter is a simple boat model that is animated to move with moving oars.  Good result.

Chapter 7 moves on to going through the planning stages of building a bigger more complex boat model called a sloop.  This chapter covers story boarding and shot planning, and how to use Blender's Background images feature to setup picture references from which you can model more complex things from reference.  Short but clear coverage of the differences between meshes and curves are covered and the curves are used frequently for modeling different parts of the sloop model.  Beveling and the various curve features are covered.  Surprisingly for the audience this book is aimed at more advanced topics such as tv safe areas for broadcasting animations, and interlacing field are covered.  These topics are covered clearly so will cause no problem, they just seem out of place, but none the less useful.

Chapter 8 & 9 goes into more detail on modeling the sloop and covers modeling fundamentals such as edge loops, rings and various modifiers that Blender has, the most important of these being the Subsurface Modifier, Mirror Modifier, Boolean Modifier and the spin tool.  These tools were well described and used in clever ways to show how powerful they can be when used in simple ways.  Another surprise was the coverage of Blender DupliVert feature, a useful but often skipped over feature in beginners books.

Chapter 10 takes a different approach to the previous chapters as they covered modeling of solid hard body items.  The chapter moves on to modeling more organic type items, such as landscapes, trees and oceans.  Various approaches are taken to achieve this.  Blender;'s ANT landscape generator is used, as is the Sapling Addon which is used to quickly create tree models.  How to use Dupliframes is described and is used to quickly build a pier.  Dupliframes is a rarely describe feature and it was good to see it used.  Blender's Ocean Simulator Addon is also used to created a simple ocean/river scene.  Finally the topic of groups and how Blender uses them to organise complex scenes and models is covered and groups are used to help keep things manageable as the Blender project gets more involved.  Other topics covered in this chapter were Proportional Editing and Simple Texturing.  Very packed chapter but clear and easy to get to grips with.

Chapter 11 & 12 cover improving your camera, lighting, rendering and compositing skills with Blender, going over the various keywords and terminology. Good coverage of what depth of field is and how to use it in Blender were describe as was basic compositing.  The tips of how to achieve efficient and fast rendering results were particularly useful.  Some lighting theory was covered, specifically the basic 3 point lighting techniques.
At the very end of the book it wraps up loose ends and covers very briefly Cycles, but in no great depth.

All of the chapters come with extra material and references that can be obtained from a download pack that is on the Packt Publishing website.  This download pack contains all the models at various stages of completion through all the chapters and even more information on the various topics covered in the ebook.  In some parts of the ebook the download pack is important to reference, as you get a much clearer idea of some topics after having read it.

Because of the way the book seems to be aimed at being used in a classroom type way the long lists of step by step instructions may seem a bit irritating to some, but if you take the time to work your way through all the steps it does pay off.  And if you really don't want to have to have worked your way through all the chapters one by one you can at least get the completed projects for a particular chapter from the download pack.  Though why you would buy a book like this if you were not intending to do the actual exercises is beyond me.

So all in all for the target audience of the 3D & Blender beginner this ebook I think does a very good job of getting across a lot of the important topics of 3D software and modeling.  Just remember who the target is for this ebook.

Very good book, worth it for the beginner.

Review Score 85%

03 September 2012

Pablo Vazquez - Venoms Lab 2 - Training DVD Review

I recently got myself a copy of Pablo Vazquez's "Venoms Lab 2" DVD, and since I had some spare time I decided to give it a look and see what I thought of it.

Product Specifications:
  • Name : Venom's Lab 2
  • Author : Pablo Vazquez
  • Price : €27.50 (on 3rd Sept 2012)
  • Runtime : 213 Minutes
  • Format : DVD Training Video


For those of you with good memories you will know that Pablo Vazquez previously had done an earlier version of Venoms Lab, but that was for older versions of Blender 2.4x.  This new Venoms Lab 2 DVD is a complete rewrite, this time for the most current version of Blender 2.63+.

Pablo Vazquez has created many different training products for Blender and is a very experienced Blender user, he has worked on many of Blender's Open Movie Projects, so he knows what he is doing.

Another impressive thing about this training DVD is that is that it is multi-language because it supports both English and Español.

This time around with Venoms Lab 2, Pablo goes over the process of planning, modeling, sculpting, texturing and adding fur to a Guanaco which is a small Camelid (you even get to learn new words!) like creature.

The training DVD presents all its videos inside of a web browser interface, but also allows you to play the videos from within a more advanced player such as VLC.  VLC is provided on the DVD, as are versions of Blender and all the extras, textures and Blend files needed to examine how the Guanaco was created, as well as the Blend files which are used to create the official trailer.  So pretty much all the resources you could need to follow along with the tutorials are provided.

The first videos on the DVD go over the basics of planning and preparation.  It explains in a clear way how you approach a project such as this  one and the ways in which you can make your work flow as efficient as possible, so as to avoid problems.

Once the theoretical discussions are out of the way Pablo begins to model the basic Guanaco creature.  He explains what he is doing and the keys he is pressing and why he is doing what he is,  all in a clear and concise way.

Pablo breaks up the modeling of the different parts of the Guanaco creature and goes over the process of modeling each different part.  For each part he first goes slowly and describes in detail the techniques he uses and then speeds up the videos so you are not watching him push vertices around, when an important stage is reached he puts the video back into realtime mode and explains what he is doing and why it is important.

If you have at least a tiny bit of familiarity with Blender you should not really have any problems following what he is doing, though if you have never used Blender before, you may have to click the rewind button once are twice to see what he is doing.

After the modeling is completed Pablo goes over how to use sculpting to add extra details to the model, such as creases, as well as baking normals to add even more detail while not increasing mesh geometry sizes.  The coverage of the available options for sculpting is very good and a lot of the lesser used options and described.  You won't be a sculpting expert after having seen the sculpting video but you will have a good grasp of the major sculpting options and methods.

The next section of the DVD covers how to use Blender's particle system to create hair and fur on the Guanaco creature.  This is probably the most advanced section of videos on the DVD and you really do have to be paying attention to see everything that is going on.  It packs in a lot of information, you will learn a lot of clever things in this section.  The coverage of weight painting is very clear and Pablo takes a good deal of time explaining how to use it effectively.  It really is a very good example of how to use Blender with multiple particle systems to create very impressive looking fur effects.

Once the application of fur has been completed Pablo moves on to texturing his creation to give it more realistic colouring.  Blender's UV Texturing tools are covered as is Texture Painting, all from inside Blender.  Good explanations of UV Unwrapping are covered as are UV Creases for more accurate unwrapping.  Also covered is Live Unwrapping with Pinning, a feature you don't often see explained in any great detail.

The final part of the DVD covers rigging.  It's included as a bonus addon section of videos.  Unlike the rest of the videos, these videos are created by Nathan Vegdahl, an amazing rigger who has made his own rigging DVD's for the Blender Foundation.  If you have Nathan Vegdahl's Humane Rigging DVD then you will recognise these videos, as they are from that DVD.  Although the information contained in these videos is not specific to the Guanaco creature they are still very useful as a way to rig that creature.

Note that this DVD does not cover the Blender Cycles render materials system, as Cycles does not yet have support for fur/hair, only Blenders Internal material system is covered.

So, all in all, this is a good DVD, very well produced and well explained, great update to Blender 2.6x.

Review Score 80%

15 August 2012

Roland Hess - Blender Production - EBook Review

I was recently sent Roland Hess's new Blender book "Blender Production - Creating Short Animations From Start To Finish".  As the book title would suggest it documents the processes involved in using Blender to produce short animated projects.

Having read Roland's other books and having been generally impressed with their quality, I looked forward to reading this one.

Product Specifications:
  • Name : Blender Productions - Creating Short Animations From Start To Finish
  • Author : Roland Hess
  • Price : £27.99 (on 15th Aug 2012)
  • Pages : 320
  • Format : EBook/Book

After you have been using Blender for a while and you know your way around Blender's major features, there can come a point when you want to stretch your 3D muscles and make an animated project.  Though wanting to make an animated project and being able to actually do it, are different things.  Taking the leap from being good with Blender and then using that knowledge to make an animated project is not as easy, or at the very least is made much harder if you don't know some of the correct steps involved in doing so.

Roland tries to bridge the gap by taking you slowly and surely through all the steps needed to make your animated project creation as stress free as possible.

On receiving the book the first thing I noticed was that both the EBook and printed version of this book are very well produced, pictures are in color and the printed book is printed on very good quality paper.  So you won't have any issues with looking at the pictures in the book or reading the text.

Know that this book assumes that you do know your way around Blender.  It has practical sections on using certain features of Blender that will be needed for productions, but it is not aimed at people who are beginning Blender users, and Roland says so in the introductory part of the book.  So it would be best to first get to grips with Blender's features before you try and attempt to implement the ideas described in this books text.

Assuming you are proficient enough with the use of Blender, you should be able to follow this books advice with no problems, everything is very clearly written and there a many clear and easy to interpret pictures.

In the very first chapters Roland has a brief overview of the different stages involved in animated production and introduces the meanings of various terminology, as well as going over why it is important to carry out the steps described in the order laid out in the text when producing an animated project.

After the introductory chapters, the later chapters go into finer detail on each individual step in  the production pipeline, from how to create your story in script form, all the way to a final production render and end credits.

As an added bonus Roland even takes the time to describe some of Blender's simulation features and how they can be used in your animated projects.  While simulations can cover entire books of their own, Roland give enough information on how to use them in efficient ways to make them more manageable in larger projects.  So even if your have average computer systems you should be able to use simulations in limited ways.

Roland uses one of the projects he created as a reference throughout the entire book to go over all the important topics.  This helps as he is able to point to practical results when explaining certain topics and features.

This book covers all the things required to make a small or medium sized animated project in Blender from start to finish, in very clear and easy to understand ways.

If you are interested in making your own Blender animated projects, then this book will be very useful and since it covers the newest version of Blender it is more up to date than other books which cover similar topics.

One to definitely add to your Blender book collection.

Review Score 90%

18 July 2012

Sebastian Konig - Track, Match, Blend! - VFX Basics: Camera-Tracking & Match-moving - Training Video Review

Getting a little busy here this week, no sooner had I finished my review of Nathan Vegdahl's Humane Rigging, I decided I had some time to do a review of another Blender Foundation Training DVD.  This time it's "Track, Match, Blend" authored by Sebastian Konig.  A very well known and experienced Blenderhead.  He is currently part of the Blender Mango Open Movie project, working on most of the 3D tracking that is required in that movie.

So given that Sebastian is the go to guy as far as all things camera tracking & object tracking is concerned, it is very handy that he decided to make a set of video tutorials that cover the important topics of tracking in depth.

Track Match Blend
 

Product Specifications:
  •     Name: Training DVD 9: Track, Match, Blend! - VFX Basics: Camera-Tracking & Match-moving
  •     Author: Sebastian Konig
  •     Price: €27.50 (as of 18th July 2012)
  •     Type: Video Training DVD
  •     Runtime: 10 Hours 54 Min(approximately)

For those that do not know, Camera Tracking is the ability analyze 2D film footage and from that film footage determine where the camera must have been situated when the scene was being filmed.  From calculated camera position it is then possible to place that calculated camera inside Blender and have Blender's 3D camera move in the same way.  This allows you to match movements on film with the movements of the 3D Camera inside Blender so that you can have 3D objects that react as if they were in the filmed scene.

Related to Camera Tracking is Object Tracking, which instead of tracking the camera position, tracks how specific objects move withing a scene.  Being able to match real 2D film footage with 3D generated objects is essential in special effects work, and it is these topics that the DVD most focuses upon.

The first thing to note is that the videos have a runtime of almost 11 hours which seems to be longer than the information provided on the official website of the DVD.  This could just be that I calculated the runtime wrong or extra information was added after the product website was put online.  Either way this DVD is not a quick watch, you will need to set aside a considerable amount of time to take in all the information this DVD presents.

Everything required to follow along with the topics and tutorials discussed in the videos are provided on the DVD.  This includes all the blend files, video footage that camera and object tracks are created from, appropriate versions of Blender, and a copy of vlc media player for windows and mac users, which will allow you to play the videos contained within.

The web browser interface to the DVD is very easy to navigate and is well presented, allowing the user quick access to the videos they are interested in.  If you do not want to use the web browser to access the content of the DVD, then you are not required to as you can directly open all the video tutorial files from the DVD in your operating systems file manager.

The first video on the DVD is an introduction by Sebastian covering what will be taught on the DVD, and giving examples of what will be possible once you have watched the entire DVD.  Sebastian's narration is very clear and well paced throughout the entire DVD.  The videos are very clear and well encoded.

After the introduction, the tutorials are split up into 5 sections and each sub-section covers a specific aspect of camera tracking/motion tracking.

Topics Covered:

  •     Tracking Basics
  •         1 Point Tracking
  •         2 Point Tracking
  •         Stabilization
  •         4 Point Tracking
  •     Camera Tracking
  •         Photogrammetry
  •         The First Shot
  •         Inside The Camera
  •         Setup Tracking Scene
  •         Compositing
  •         Examining The Solution
  •         Feature Detection
  •     Advanced Tracking Techniques
  •         Motion Blur
  •         External Reference
  •         Helper Frames
  •         Creating A Clean Plate
  •     Object Tracking
  •         Head Tracking
  •         Composite Head Track
  •         Object & Camera Track
  •         Composite With Cycles
  •     Extras
  •         Face Deformation
  •         Exporting
  •         Tips For Shooting
  •         Various Tips

The first section "Tracking Basics" covers 2D forms of tracking that can be carried out with Blender, and it also covers the basic parts of the Blender tracking interface that Blender uses.  Single Point, Two Point (covering tracking involving rotations), Stabilization and Four Point (planar) tracking methods are covered.  Each different 2D tracking method is fully explained and their various different uses gone over.  Not only tracking topics are covered but basic uses of compositing are covered so as to allow replacement of certain parts of 2D footage and to add things such as motion blur to more properly integrate additional footage.  On the whole a very simple but clearly explained section of the DVD which aides in slowly working your way into the more advanced 3D tracking topics presented in the next section, as well as presenting very useful information if you ever need to do 2D tracking tasks.

Where as the first section covered 2D tracking and didn't really need the 3D camera to carryout its work, this second section "Camera Tracking" does use Blender's 3D Camera and concerns tracking points on 2D footage so as to convert them into points in a 3D scene.  Sebastian takes a good deal of time explaining how points on 2D film are converted to 3D points using a process called "Photogrammetry", and although this is a complex topic, Sebastian simplifies it making it understandable.  Having gone over the theory of Camera Tracking we get to do our first actual track of a real video shot, with Sebastian slowly and clearly going over the individual steps required to carry out the first track.  Here also more theory is explained, but this time in regards to the various interface settings and their effects on Blender tracking software, again all clearly explained.  Handily the anatomy and terminology used with conventional cameras is covered, things such as focal length, depth of field, and lens distortion are all covered, as is why it is important to understand these concepts while carrying out tracking with Blender.  As a final part to this section descriptions of both what proxies are and how they are used within Blender is covered, as is bringing your tracked shot into the compositor for further post processing work.  Automatic feature detection is covered, but really just as a way to warn you about its current flaws and why you really should not use it unless you have no choice.  Refining camera solves and tracking is covered in some detail, though bear in mind that Blender's refinement feature is more of art than a science, however Sebastian does a good job of explaining the refinement settings included with Blender.  I found this section of the DVD very clear and well laid out.  The explanation of the theory and terminology of both camera settings and tracking was useful to me.  By the end of this section you should be able to do most standard camera tracking tasks without any difficulty (I could by this point).

The third section "Advanced Tracking Techniques" covers topics which are not so easily dealt with automatically by the tracking system and so requires more ingenious tricks and techniques to get the results required.  Specifically adding motion blur to 3D computer generated models which have been added to film footage of a scene which has been tracked.  Other standout parts in this part of the DVD where the methods by which original film footage could be masked out and replaced with 3D models using various Blender modifiers and clean plate techniques.  It is known that Blender's tracker currently does not deal too well with camera shots which only rotate around a fixed point and have very little perspective shift information within a shot.  So Sebastian goes over various ways you can get around these issues to retrieve a successful camera track from a shot that has these problems.  You can think of this section of the DVD as a description of the various edge cases you will encounter in real world production, and as far as possible the solutions that can be thrown at them, to make them work for you.

While the third section covered tracking the motion of a camera in the 3D scene the forth covers tracking the position and movement of objects in film footage.  This is in general much harder to do because there is usually much less perspective information for Blender's solver to work with, but Sebastian again shows the various ways in which you can help Blender give you the best possible chance of getting a good object track.  Having then gotten a successful object track we are then shown how we can do basic compositing on it, integrating various objects that are computer generated into a 2D film scene, using a combination of Blender Internal renderer and Cycles to make the object appear to belong to the scene.  Though this DVD is not about learning to use Cycles, because it only give enough information to start you along the path of using Cycles.

The fifth and final section covered on the DVD is more of a tidy up section, it covers all the topics which Sebastian feels were missed in the previous sections of the DVD or didn't quite fit anywhere else.  Using the tracker to capture face deformation and apply basic digital makeup is covered, as is exporting the tracking data created in Blender to other applications such as Cinema 4D and After Effects.  The last two videos in this section I found really useful as they covered how you can make a tracking shot more likely to be successful and accurate by planning your shot before hand, as well as how to successfully place markers on your 2D film footage to ensure this.

Before I watched this DVD I would say I knew very little about camera tracking and would have found it a chore to get a successful track out of Blender.  After watching it however I feel in a much stronger position with my knowledge of tracking and I think it will greatly improve the level of tracking I will be able to do with Blender.  Having searched around the web for tracking videos for Blender I can say that for now this is the most accurate and clear source of information on Blender's Tracking system.  I especially liked the detailed explanations of the theory behind tracking that will certainly help.

I would say that this DVD will be useful to anyone wanting to learn both the theory and practical side of Match Moving/Camera Tracking in Blender, from beginner to semi-advanced.

So excellent DVD, well worth the money.

Review Score 95%

10 July 2012

Nathan Vegdahl's - Humane Rigging - DVD Review

Another month and it's time to do another Blender Foundation Open Movie Workshop training DVD release review.

The Blender Foundation Open Movie Workshop training DVD are high quality training DVD's covering all aspects of production and training in relation to Blender 3D. They are the nearest thing to official/gold standard training that the Blender Community currently has access to, as they tend to be created by the people that created Blender. Each DVD is released under Creative Commons Licensing.  The sale of the training DVD helps support the Blender Foundation and helps in improving Blender.

This time the DVD released is "Humane Rigging" created by Nathan Vegdahl, the irrepressible guy who has worked on many of the Blender Foundation's Open Movie Projects and has produced many different training products.

For those who don't already know Nathan is an extremely talented Blender user who specializes in all things rigging. Which means that he is the ideal person to be producing this training DVD, as it covers rigging in Blender.

Humane Rigging - Blender Foundation Training DVD 8

Product Specifications:
  • Name: Training DVD 8: Humane Rigging - Rigging For Human Beings
  • Author: Nathan Vegdahl
  • Price: €27.50 (as of 10th July 2012)
  • Type: Video Training DVD
  • Runtime: 6 Hours (approximately)

The first thing to say about this DVD is that it only covers certain concepts related to rigging in Blender.  It will not cover how to animate the rigs you create with this DVD, nor will it cover deformations in any great detail and weight painting is only briefly demonstrated.  This is to be expected as rigging is a vast and sometimes complex topic, and trying to cover both rigging, weight painting and animation at the same time would make this DVD much longer than it already is.

What is covered are the major rigging structures and controls that are needed to make flexible rigs which can stand up to a real world production requirements of a professional animator, giving the animator the flexibility they need to get their job done.

The approach Nathan takes to do this is simple and effective, he goes over the topics he wants to teach by introducing and creating 3 character rig types.  Each different rig type explaining an important rigging concept in Blender.

The 3 different rig types are loosely ordered from simple to complex, using a process of continued refinement to the rigs to make them more flexible as new topics are introduced to the watcher.  This helps greatly when trying to get to grips with some of the more complex theoretical concepts that Nathan explains throughout the DVD.  It is important to note that Nathan does introduce a lot of theory as well as practical instruction when creating his rigs.  I found this very useful and educational.

The DVD is very well narrated and Nathan on the whole is very clear when it comes to explaining the topics of rigging.  Though rigging is a complex topic and by necessity you will have to be paying complete attention to what he is saying if you want to understand the rigs he makes.  Rigging at the best of times can be confusing but Nathan does his best to keep it understandable.

Over the course of the 6 chapters, Nathan shows you how to rig some of the major parts of a character (fingers, eyes, hands, palms, feet, legs, etc.).  He also covers using various modifiers and constraints to make the job of rigging more efficient and his rigs more powerful.

By the end of this DVD you will have good knowledge of what Rigs, Bone Constraints and Drivers can be used for.  The Bone and Driver Constraints are used extensively in Nathan's rig and his descriptions of how to use these features if very good.  Another highlight of the DVD was Nathans discussion of Intermediate Parenting and it uses.  I found this very useful once I was able to wrap my head around it.  Also the use of drivers to prevent alterations to specific rig values was very clever.

I personally think that if you are a beginner/intermediate Blender user starting out in the rigging side of things that you will learn a lot from this DVD.  Be warned though that you will be required to be paying attention and probably have to rewatch parts of the DVD repeatedly to get your head around a lot of the topics Nathan goes over.

All in all an excellent DVD, well worth adding to your collection especially if you have an interest in wanting to rig more effectively in Blender.

Review Score 85%

03 June 2012

Jonathan Williamson - Architectural Visualization In Blender 2.6 - Training Video

Recently Jonathan Williamson released a new tutorial video on BlenderCookie.com, covering how to do Architectural Visualization In Blender 2.6 using Blender Cycles rendering engine.

Since there aren't any recent architectural modeling and rendering tutorials around commercially for Blender, I was very interested in Jonathan's new tutorial. I am big fan of both hard body modeling and architectural modeling tutorials. One of the first reviews I ever did was of a hard body mechanical model. So when Jonathan contacted me and asked if I would be interest in doing a review of his new baby, I said yes.


Product Specifications:
  • Name: Architectural Visualization In Blender 2.6
  • Author: Jonathan Williamson
  • Price: $10 Monthly Citizen Membership Subscription
  • Type: Online Streaming Video/Downloadable
  • Runtime : 5 Hours
The aim of the course if the rendered results are anything to go by is to deliver a very realistic looking scene of an interior room. According to the website everything required to produce such a render will be covered in the tutorial (which is was). So hopes were high that this will be a very good product.

Given that it's Jonathan Williamson doing the Blendering, you would expect nothing less, seeing how he has a string of high quality tutorials behind him.

So off I went to BlenderCookie and signed in to the Architectural Visualization in Blender 2.6 course. Once signed in I was presented with a total of 25 video tutorials each covering an aspect of architectural visualization in Blender. You can watch the videos online or download them direct to your hard drive. I decided to download them. The downloads were very quick and reliable. The total file size of the downloaded zip files was just over 3 gigabytes. You will need either a very quick or very reliable connection to download them.

Video Listing:
 Introduction To The Series                       1 Min 14
 Introduction To BMesh                           12 Min 18
 Modeling The Main Structure                     19 Min 15
 Modeling The Windows                            29 Min 25
 Modeling The Trim                               10 Min 20
 Modeling The Stairs                             10 Min
 Modeling The Chair                              21 Min 25
 Modeling The Wall Light                         23 Min 42
 Using Linked Groups                              6 Min 19
 Using The Edit Linked Library Addon              2 Min 35
 Importing Assets                                10 Min 45
 Environment And Sun Lighting                    12 Min 33
 Using A Window Light                             4 Min 38
 Adding A Background Image                        6 Min 58
 Adjusting The Cameras                            9 Min 42
 Creating A Material Library                      4 Min 49
 Creating The Room Shaders                       30 Min 21
 Shading The Chair                                8 Min 50
 Shading The Wall Lighting                        1 Min 21
 Shading The Room                                13 Min 52
 Scenes And Render Layers                        23 Min 02
 Compositing The Render Layers                    9 Min 17
 Color Adjustments With Nodes                    15 Min 23
 Adding Volumetric Lighting                      16 Min 20
 Final Editing With Photoshop                    10 Min 17
 

Of the 25 videos the first video is an introduction and goes over what will be covered in the rest of the videos.

The second video "Introduction To BMesh" has a brief rundown of the important changes that were introduced in Blender's new mesh system called BMesh which has recently been added to Blender's SVN trunk and will be available to all Blender users when Blender 2.63 is released.

This course requires what is currently a beta version of Blender 2.63, as the features of BMesh are used at various places within the tutorial. BMesh's major feature is that it allows for NGONS which are faces which have more than 4 edges, as well as numerous other useful features. Jonathan provides links to the appropriate Blender builds on the course website, so even if you do not have the latest and greatest version of Blender you will be able to get it from the links provided. I found the explanation of how BMesh worked and what it means for Blender users to be clear and easy to understand, with the important concepts explained very well. If you had no clue as to what BMesh was this video really helps. It's hard for me to remember sometimes that a lot of Blender users never use development/beta versions of Blender and may be totally unaware of BMesh and its long, long history of getting to the Blender public at large.

After the whirlwind tour of BMesh, the third video "Modeling The Main Structure" gets into the real work of constructing the interior room. In preparation Jonathan first goes through correctly calculating and using the right scales to model in with Blender. Explaining why it is important and laying down some simple rules to make sure scale is accurately maintained throughout the rest of the project, as well as highlighting some potential pitfalls that can be encounter by Blender users when modeling with accurate scaling. Thankfully he models using the Metric system and bypassed the crappy imperial system. Which should make things much more accurate and easy to do, given that Blender's current unit system is not consistently applied correctly with Blender own scale conversion system. Once the unit system is out of the way Jonathan moves on to creating a basic floor plan layout of the interior room. At this point he takes some time to explain how object scale can be distorted when scaling things in Object Mode and makes it very clear how to fix it, so as not to get caught out later on.

For his preliminary floor plan design layout he uses the grease pencil very effectively to quickly sketch the layout of the major structural parts of the room (ie window opening, stair locations etc). Once the grease pencil work is completed the mesh modeling actually starts. Here he start by cutting in a stairway in the floor plan using various features of BMesh, specifically the new knife tool.

The knife tool has been improved a lot in the BMesh builds of Blender. It was at this point that I was surprised as I learned that you could constrain knife cuts using the C key. Makes the video worth getting just for that reason alone for me. Extensive use of snapping is demonstrated to achieve accurate modeling. Once the basic stair cutouts have been done Jonathan moves on to constructing very basic walls and windows. Once this is done the basic general block structure for the interior building is complete and we move on to the next video. Excellent video overall, clearly explained and I actually learned something about the new knife cut and constraints!

The fourth video "Modeling The Windows" covers unsurprisingly modeling the basic structures that form the windows of the room, the support beams and other such things. At this point also the initially constructed block room is separated out into different parts. Those part being the floor and the windows. This shows good use of the separate tool and keeping parts organized for later stages of the construction project. Good simple methods for positioning an objects origin in Edit Mode are also demonstrated on the newly created support beams which aide in scaling the object more accurately and efficiently with Blender. This is good because people often get caught out when trying to position things accurately when switching between Object Mode and Edit Mode and knowing where your object origin is and how to control it really can speed things up. There is also good use of Blender's face angle display feature, shown when trying to accurately rotate the support beams, as was the use of accurate snapping, both of which are very important when doing this kind of modeling. Jonathan uses and demonstrates linked duplication and the repeat command to duplicate the support beams accurately. Another notable thing to me was the demonstration of Custom Transform Orientations, as they are very useful for architectural modeling and make creating the support beams much easier than it otherwise would have been. Custom Transforms are often not understood so this should help Blender users get to grips with them. After the support beams Jonathan moves on to modeling the window struts and lower and upper window trim, using similar techniques to those used when modeling the support beams. By the end of this video the major structural support parts of the room are completed).

Video number five "Modeling The Trim" covers modeling the trim/baseboard/skirting board that runs along the wall at floor level. A new modeling technique is used to to do this, by using two curves, a path curve and a profile curve. The path curve uses Blender's Bevel Object feature to take the profile curve that Jonathan shows you how to create and uses it to form the cross section of the baseboard path. Jonathan's explanations were clear and easy to understand. As was his explanation of how vector curves work and how to interact with them. By the end of this video you have a cleanly modeled trim along the floor which was quick to make and it is very easy to alter both the path it takes and the profile shape of the trim, should you wish to have something different for your project.

Video number six "Modeling The Stairs" models a standard set of stairs using standard measurements as you would find with real stairs. The stairs are created using the same techniques as were used in previous videos with the added use of Blender's Array Modifier feature to accurately offset and rise the stair treads. The tread nose (the part the generally juts out from the top of a stair) of the stairs was even modeled to give them an even more realistic look. The stairs were modeled efficiently and with good use of snapping for quick positioning. Occasionally in this video Jonathan would revert back to using imperial measurements this did happen often and was not really important in the video.

Video number seven "Modeling The Chair" is the first of a few videos which go over how to model smaller items/assets that will eventually end up placed in the room that was constructed previously. Since there are a lot items (called assets) in the video tutorial Jonathan goes over modeling just two of them, the chair in this video and a lamp in the next one. All the other items were obtained from www.blendswap.com. www.blendswap.com is an excellent model repository for sharing Blender files, well worth checking out if you want to see a vast assortment of freely available Blender models.

On starting to model the chair Jonathan opens a brand new Blend file and models the chair separately from the rest of the room. The chair will get linked in later using Blender's Append and Linking feature, which is described later. The chair model is measured and created to scale. Jonathan uses a good technique of using a bounding box to more accurately work out what the eventual dimensions of the created chair will be. He also makes good use of the Display Properties Panel to show the bounding box in a different display mode, so that it does not get in the way while modeling the chair. The chair is constructed using various combinations of extrusions and edge loop cuts and edge sliding, all clearly described. Two modifiers were used and explained in the construction of the chair, the Mirror Modifier and the Subdivision Surface Modifier. Soft chairs like the one being modeled in this video generally have a more rounded soft organic shape when it comes to their surfaces. This is achieved using Blender's Subsurf Modifier, which Jonathan takes time to explain and shows when and how it should and should not be used. He also highlights possible pitfalls of having internal faces present when using the Subsurf Modifier and how to fix it. Using various techniques Jonathan shows how to add the appearance of seams to the chair to make it look softer and more realistic, as well as how to add extra faces when needed to achieve that desired soft effect. Good use of the CTRL++ feature of Blender is shown (Grow selection). Even though this video packed in a lot of information in a short amount of time it was all clearly explained as needed and resulted in a very simple chair model that looked very impressive. He also showed how asymmetric modeling can be used to make models look less computer generated and regular, improving their realism. Impressive video.

Video number eight "Modeling The Wall Light" used all the same techniques as previously describe to produce a stylish but simple wall light, but also included some new features that were describe clearly by Jonathan. Those features were Normal recalculation, High Speed Extrusion using Ctrl+Left Mouse Button clicking, the Edge Split Modifier, Solidify Modifier, Creases and Seams. I liked the use of the Edge Split Modifier with Mark Sharp combined with Creases to reduce the total amount of needed geometry in terms of controlling edge loops for small items such as this. Also it helps to make people aware of the power of creases & sharp edges when combined with the Edge Split Modifier. Just using these few basic features Jonathan was able to construct a lamp that looked a lot more detailed than it actually was. After the geometry of the lamp was finished Jonathan moved on to doing a basic form of rigging on the lamp so that its component parts could be moved and repositioned easily. This was achieved using Blender's Armature system. The use of the Armature system to attach the various bones to the various bits of a lamps mesh geometry was clearly and quickly explained. Weight painting was not covered but it was not needed in this case. Finally bone transformation locks and basic parenting were also used and explained, all combining together to give a lamp that was very easy to manipulate correctly without any bad movements. Yet another feature packed fast moving chapter with a lot of new information within it.

Video number nine "Using Linked Groups" takes the previously created and rigged wall light and goes through the steps needed to import that model into your room model by using Linked Groups to keep the linked models both organized and easier to link into a scene. The effects of linking a model and what that means are all clearly explained and Jonathan demonstrates how altering the original model also alters the linked in model in the room. Because the wall light model also had a rig attached to it Jonathan also explains how to use Blender's Rigging Proxy system to allow the linked in models to alter their rig bone positions. Blender's Rigging Proxy system is often skipped over so it was a surprise to see it explained. This will surely help when you need to import rigged objects that need to be amenable to adjusts in their rigs on a case by case basis. Another excellent video, making what could potentially be a difficult topic easy to grasp.

Video number ten "Using The Edit Linked Library Addon" Is a short but interesting video which covers how to use an Addon written by Jason Van Gumster which allows for the quick editing of original linked in files (assets) in Blender with a click of a button. Being able to alter original linked in files really helps when you have a lot of linked asset files, and this Addon makes the whole process so much easier. This was another short video, but a very useful one as this Addon is a great time saver.

Video number eleven "Importing Assets" is an extension of the things learned in the previous two videos. It covers importing all the other assets which are used in the scene and covers the topic of positioning objects for good visual composition. Specifically how to position the imported assets such that they feel right and give the correct visual focal point or eye flow for the scene. Jonathan imports the main objects showing how to do it and what to take into consideration. The rest are imported with the video paused and once imported the video is started up again. This was a short and simple video but still useful for the information on composition it gave. Also it showed the usefulness of the Edit Linked Addon as it was used to correct a mistake in an object import.

Video number twelve "Environment And Sun Lighting" covers setting up materials such that they all render with clay material. This is used to test how the scene will look as a whole when lighted using sky textures from the world settings. Blender Cycles node system is demonstrated and it seemed very clearly explained to me. Good descriptions of how to use the Sky Texture Node setup were gone over, and Jonathan showed how to mix various colors with the Sky texture to get a more colorful lighted scene. After having the light how he wants Jonathan uses a sunlamp to create shadows and again explains clearly how to set that up to get good shadows and color mixing. So another short chapter but full of important information.

Video number thirteen "Using A Window Light" is related to the previous video in that it also covers lighting but this time it's a different type of lighting, using a plane mesh object to act as an emission light source. Used primarily to get around certain control issues with lighting using only world and sky texture lighting. Also this video covers how to make this mesh light not block out the effects of the previously configured world sky texture lighting. This is done by using and changing the Ray Visibility settings in Cycles. All of this is explained by Jonathan. The end result is that we end up with a nicely lighted scene that is both lighted by a Sky Texture and an light emitting plane which covers our windows but does not block other light sources.

Video number fourteen "Adding A Background Image": Up until this point the view out of the window in the room that has been constructed was totally empty, but in a real view the window would look out on something. So Jonathan goes over how to add a background image texture to the scene and position it such that it looks like a real world view outside of the window. This is achieved using the Image As Plane Addon and Blender Cycles Light Path feature to create a shadeless material that is usable in Cycles. Jonathan explains all these features clearly. Though I was a little confused about the Light Path setup, it was simple enough to achieve and it could just have been me not paying attention. Another short video but the information on setting up shadeless image textures was very useful as it was not immediately obvious to me how I would have achieved this. Good video.

Video number fifteen "Adjusting The Camera" covers setting up the camera, and some of its important settings precisely. as up until this point the camera has only been positioned very roughly. To achieve the proper camera setup Jonathan uses the standard tools such as rotation and translations of that camera and also uses two less well known features that a Blender camera provides. Those being Compositions guides set to "Rule Of 3rds" mode and the Cameras shift feature. Most people will know what composition guides are for, but less probably know about the Camera Shift option. I just assumed it was for offsetting the camera slightly in the Viewport when rendering a scene, but Jonathan showed its true power in correction for perspective distortion. So this is another video where I learned something and it's probably worth the price on its own. Excellent video.

Video number sixteen "Creating A Material Library" covers how to create a simple scene which will be used to test various material settings to see how they look when rendered with the same light setting as you would have in your original room scene. It is also used as a storage location from which the materials can be taken from and linked into other scenes. This is made easier by Jonathan demonstrating how to import node groups which have the sky texture setup in them and by linking in the sun lamp from the original scene, thereby making sure that both the test material scene and the original room scene are lighted identically. Short video but an excellent way of testing material and making sure they will look right when used in a live scene. This video forms the first part of the next major topic covered in this tutorial, that of materials and shaders and how to set them up to get the desired results.

Video number seventeen "Creating The Room Shaders" this video covers creating the various shaders needed for the constructed room, which will later be linked into our scene. The first shader created is the wood floor shader. Jonathan shows how to use the Cycles Nodes to get the wooden floor effect that is required. Using textures that have been made available with the tutorial Jonathan goes over how to apply textures for color, spec and bump mapping using Cycles Node system. UV texturing is nicely explained, if a little quickly. Another handy tip I learned was that Node can be constrained along the x and y axis. Being able to change how the scale of UV Mapping is displayed on objects using Cycles is fully covered. The node setups covered are well explained and very flexible in terms of how much control they give you over your final outputted shader. Nice tip of how to alter the tint of the floor texture using Cycles Node was very useful also. Cycles Node Groups are also covered in the tutorial. Jonathan takes some time to explain how these work and what they are used for.

After the floor shader Jonathan moves onto the wall shader. But instead of using the Cycles Node system he uses the Material Panel system that is also available in Cycles. Which again is handy to know. Next up is covering how to shade the wooded beams. He does this by using the settings from the previously created wood floor shader, showing how sharing settings can speed up shader creation. Jonathan works his way through all the other shaders (glass, metal) in a similar way and describes them all very well. The end result of creating these shaders was very realistic looking. A fabric shader was also created, which again the end result looked very good. The Cycles Node system makes creating these realistic shaders so easy that Jonathan almost had nothing to say, just a few nodes and some simple steps and boom, realistic shaders!

Video number eighteen "Shading The Chair" in this video the previously created shader materials are used to add a material to the chair model that was modeled in an earlier video. Only at this point the chair has not yet been UV Unwrapped so can't be UV Textured, so Jonathan demonstrates how to UV unwrap the chair model. Again it's clearly explained and I had no problem following. Handily Jonathan highlighted a possible bug with long file path names, which should save some people trouble.

Video number ninteen "Shading The Wall Light" covers shading the wall light that was previously modeled. Since this is a very basic shading object. The materials are just linked in from the ones you made in your material test file. Very short video but again easy to understand.

Video number twenty "Shading The Room" covers similar topics as were covered when shading assets earlier only this time it covers shading the major room structures, the floor, walls and stairs are all shown being shaded. The rest of the items in the room are shaded also but not shown on the video, as it is the same process of shading throughout. Other interesting highlights of this video were the coverage of a material changing Addon and the use of Blender's layers system to make shading the important parts of the scene easier and more organized. Excellent video.

Video number twenty one "Scenes And Render Layers" this video marks the start of a completely different phase in this tutorial process. All the physical modeling and texturing of geometry has been completed by this point. Things move on to the more post production oriented side of architectural rendering and visualization. This video covers how to split up and organize your created scene using a combination of render layers and separate scenes. Jonathan describes how he is going to organize his scenes and why, as well as describes some of the important render settings that will be used to get the best results for his scene. Render Layer manipulation and scene management within Blender can be a complicated and difficult to follow subject but Jonathan managed to explain it very well and I was able to understand what he was doing. A good tip I liked on this video was the simple but not often used button which allows you to delink 3D Viewport layer buttons from the render layer version of the same buttons. He also covered BVH caching and how to speed up scene rendering with this option. Another impressive part of this tutorial was the method he used to capture reflections on a window for later compositing in Blender. An advanced video but very well explained, though you may have to watch it more than once to get it.

Video number twenty two "Compositing The Render Layers" takes the previously organized render layers and scenes from the last video and goes through how to render those elements and finally composite them together to give a scene that looks like one whole scene rather than a collection of different parts. Jonathan clearly shows how to take those rendered images and use them in the compositor, and shows some of the new features available in newer development builds of Blender Cycles. Probably about the only minor mistake I saw was that like almost everyone else Jonathan incorrectly said that the compression slider for PNG images effects image quality, this is incorrect it just effects image size. not output quality of the image. PNG is a lossless image format after all. This would effect quality if it was a jpg or some other lossy format. Either way it's a insignificant issue and has no effect on the final results. Excellent video.

Video number twenty three "Color Adjustments With Nodes" is where Jonathan covers how to do color correction on his composited render. The node setup he uses are explained very well, and it is a simple setup, he does not go crazy with many different nodes, just the basic ones for very good final results. One thing that I did like a lot was Jonathan's discussion of the Multilayer OpenEXR file format, and how to use it to preserve the ambient occlusion pass as an image, rather than having to depend on Blender internal render buffers, or less suitable file formats. You could do entire video series just on color correction so Jonathan did a great job in cutting out all the fluff here. Excellent video covered only what was needed, nothing superfluous.

Video twenty four "Adding Volumetric Lighting" was a bit of a surprise to me, because Jonathan actually goes all out to get something approximating atmospheric light dispersion. Most other tutorials either skip doing this entirely or just add a glow effect to highlights. By doing volumetic lighting using Blender internal render he was able give a lot of extra realism to his scene. I am not well up on the volumetric settings, so I can't say why changing the Lighting on the volumetrics to shadow gets the light ray effects that it does but it certainly works, so again I ended up learning something new. So all in all another excellent video even if parts of it I was not entirely clear on why it worked, I probably need to go back and watch it more times.

Video twenty five "Final Editing With Photoshop" this is the final tutorial and it combines the previously made volumetric light rays into the room scene, does some color cast tweaks and shows you how to clean up fireflys. While it would have been better to have completed this stage in open source software like Gimp, it's very easy to convert what was done in Photoshop to Gimp (which does make me wonder why Jonathan did not use Gimp in the first place). So another short but clearly explained video, covering the final touch ups needed to make an image truly polished.

So for those of you who made it all the way through this long and rambling review you can probably tell that I thought on the whole this set of video tutorials was excellent, if not go count the number of times I said excellent in this review. What problems I did find were so small as to be not worth worrying over, as far as the content of the video tutorials is concerned. It's an amazing piece of work. Jonathan Williamson should give himself a big pat on the back.

On a slightly less certain note, I know that some will not like having to subscribe to a Blender Cookie Citizen membership just to have access to this tutorial as good as it is, but I think it is worth it as Blender Cookie does put out a lot of citizen tutorials, so you would likely over a year get several high quality tutorials not just including this one. Which I think makes it worth the subscription. It may or may not become available as a standalone product you can buy outright, I just don't know.

Brilliant product, if you can subscribe you should!

Review Score 90%