In Review

Over the course of this book, we have progressed from the initial inspiration for our projects to final images and beyond. After introducing Blender and GIMP in Chapter 1 and Chapter 2, we looked at how to gather, create, and use reference and concept art in Chapter 3, and moved on to blocking in the fundamentals of our scenes in the form of rough geometry and base meshes in Chapter 4. In Chapter 5, Chapter 6, and Chapter 7, we expanded upon these rough forms with further geometry and with Blender’s sculpting and retopology tools. In Chapter 8, we unwrapped the models for texturing.

With the models laid out, we added further details with particle systems in Chapter 9 and textures in Chapter 10 and Chapter 11. In Chapter 12 and Chapter 13 ...

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