Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

29 November 2014

Frederik Steinmetz & Gottfried Hofmann - The Cycles Encyclopedia (Ebook)

Good things have been happening in the Blender world recently, specifically the Blender Cycles rendering engine has been getting all manner of improvements and new features.

It is true that Blender Cycles is becoming the render engine of choice for Blender users when they want to do work which looks reasonably photo realistic.  The realistic lighting, shadows, caustics, reflections and global illumination almost for free out of the box, makes Blender Cycles much easier to get impressive looking renders from.

It is certainly true that you can do very impressive work with Blender Internal render though you need a greater depth of knowledge to achieve the same level of results as you would get from Blender Cycles.

So in short Blender Cycles has lowered the barrier to entry for impressive render results.

So Blender Cycles seems like a slam dunk, so everyone is using it right?

Well not quite Blender Cycles has two potential issues that you need to evaluate before taking the Blender Cycles route for rendering:

  1. Blender Cycles needs a very powerful modern GPU based graphics card.  Specially a CUDA based system from NVidia (OpenCL support from AMD is so bad at the moment it's not practical yet to use OpenCL even though that would be the better system).  And even if you have such a card, render times with Blender Cycles for certain types of scene can be very, very long.  If you don't have a compatible GPU based card you are stuck with CPU only rendering and this is a good way to gain lots of patience.
  2. Blender Cycles uses completely different methods for creating material shaders for the objects in your scene.  Specifically a Node based system.  Which unfortunately is not very well documented at the moment.  This means a lot of Blender Cycles Node functionality is a mystery to a lot of Blender users.

Frederik Steinmetz & Gottfried Hofmann's "The Cycles Encyclopedia" ebook aims to fix the second problem in the list above.

Product Specifications:


        Now Blenderheads that have been around for a while will know the names Frederik Steinmetz & Gottfried Hofmann as they are two very talented Blender tutors and both BFCT's.

        They run the www.blenderdiplom.com which produces English and German Blender tutorials of high quality regularly.

        Frederik & Gottfried's Ebook describes all of the Blender Cycles shading nodes, and gives examples of the effects of each node.

        Many pictures and diagrams are used to demonstrate the effects on materials of each node.  The pictures are large and in full color and very clear.  So you will not have any trouble seeing the effects of each node, as described in the book.

        I saw a pre-release version of the Ebook (0.8) and it had some minor grammar issues and the occasional missing sections of text which had not yet been written.  By the time you read this I think version 1 will have been released and you can expect those issues to have been fixed.

        Even with the small unwritten section and the occasional grammar errors, I think this book is currently the best available as far as documenting the Blender Cycles Shader Nodes is concerned.

        The topics covered in this Ebook are somewhat advanced so I would say that if you are completely new to Blender or 3D in general you may struggle a little to understand some of the concepts that are explained in the text.  I think this book will be more useful to Intermediate/Advanced Blender users.

        The price of this Ebook may seem a little high, but remember you do get 6 months of free updates to the Ebook, so it will only get better with time.

        Excellent Ebook, if you use Blender Cycles you probably need this book.

        Review Score 85%

        13 July 2014

        Aidy Burrows - Complete Environment and Animation Project

        I was recently contacted by CG Masters to do a review of one of their newest video training products.  This time it was created by Aidy Burrows a very experienced 3D artists who has worked on many large and complex projects.

        Aidy's latest product for CG Masters is a collection of video tutorials which goes over all the steps involved in creating a short animation of a large scale environment.

        The total runtime of all the videos is more than 25 hours, so it is an enormous amount of content, you will need lots of time to take it all in and because it's aimed at Intermediate/Advanced level Blender users, you will most likely need to rewatch it several times for it all to sink in.

        The animation contains 3 scenes, an inner city street scene, a dance hall, and a sewer scene.

        Aidy goes over all of the steps required to model, sculpt, texture, composite, render and video edit each of these scenes to produce the final animation.

        Product Specifications:


              All of the videos are very clear and well encoded, you can access them directly or using a very clean web browser interface.  All the resources needed to follow along with the videos are provided.  The resources provided are extensive in terms of textures and Blend files.

              The approach taken with each of the scenes when creating them is the same for each:
              • Create Rough Block out Model of Scenes
              • Create Higher Poly Representations
              • Sculpt High Poly Models
              • Texture and Bake High Poly Models onto Low Poly Models
              • Make them renderable in Blender Cycles
              The scenes that are created are done in such a way as to take High Poly models and reduce them down to low poly models which can be used in realtime environments such as game engines but still retain the vast majority of their high detail levels and be used to make high quality renders in Cycles.

              So the videos will be useful to multiple target audiences:
              • If you are interested in how to construct various architectural scenes in a structured and efficient way.
              • If you are wanting to learn how to quickly create high quality textures using Gimp.
              • If you need models that will be usable inside of Game Engine Environments.
              • How to use the textures inside of Cycles and it's shader nodes
              I can't stress enough how useful these videos will be to people who need to do high quality texturing work or realtime environment work.  The methods and techniques Aidy uses really make even very large scenes manageable on even moderate machines.

              The introductory videos go over all the basic techniques that Aidy uses to create all scenes, props and shaders.  These techniques are then used throughout the rest of the videos.  So if you have never used the techniques that Aidy uses they are explained well and assuming you are an Intermediate/Advanced level Blenderhead you should not have any problems.

              The videos are recorded in a mix of realtime playback speed and timelapse.  Aidy will show you in normal speed what he is doing and then when he repeats the process he will generally switch to timelapsed mode.  Even in timelapsed mode the videos are still clear and easy to follow.

              You are effectively getting 3 products in one:
              • Teaches how to model/sculpt.
              • Extensive Gimp texture creation knowledge.
              • Compositing, Rendering and Animation.
              Any one of these products would be worth the price.

              I learned a lot about baking of Normal Maps and texture creation using gimp and how to mix them together using Vertex Painting.

              Normally I would give more details of the topics and techniques Aidy uses to achieve the effects in the videos, but there are so many and the range of techniques used is so large that it would be an enormous repetitive list which would basically boil down to "Aidy teaches topic X, it was well explained and clear", "Aidy teaches topic Y it was well explained and clear", and so on.  So as far as I am able to discern every topic you need to create high quality, efficient, large scale scenes is covered, all very well.

              No Python or Blender Game Engine Logic Node use is covered as Aidy does not need these features to achieve the results he needs.

              So it's a short review for such a large product, but the quality is excellent and I would imagine that anyone wanting to get to grips with large scale scene creation which is impressively textured and yet resource efficient will find this product very useful.  I would recommend going to the CG Masters website and checking out the example videos and check out the list of topics they cover.  All of them are done well.

              Well worth the money.

              Review Score 95%

              12 June 2013

              Tony Mullen's - Mastering Blender 2nd Edition - Ebook review

              With the constant publication of Blender books and video training materials that are available to review, it can sometime become difficult to keep track of them all.

              I managed to miss reviewing one of Tony Mullen's recent Blender related publications:
              For those unaware Tony Mullen is a very experienced Blender user who writes books about topics related to Blender quicker than most people can read them;  The end result of all this writing is that he has amassed large collection of books covering many aspects of Blender.

              The list of previous Tony Mullen books that are Blender related:
              The content of his previous books have all been very high quality.  As Blender gets updated and new features get added Tony will come out with updated books covering the new features.  This is the case with "Mastering Blender 2nd Edition";  It is an update to the "Mastering Blender" book.

              This update was released in December 2012, so this review is roughly 7 or 8 months late.  Luckily although Blender has had lots of new features and changes in the intervening months, the information in the book is for the most part still relevant and accurate.  There are small inconsistency but since this book is aimed at the intermediate Blender user this should not be a problem;  The book covers the 2.6x series of Blender.

              Product Specifications:
              • Name : Mastering Blender 2nd Edition
              • Author : Tony Mullen
              • Price : €48 (on 12th June 2013)
              • Pages (Useful) : 630
              • Format : Ebook (DRM Adobe Editions)



              Mastering Blender 2nd Edition is a big book, it has to be because it tries to cover most of the major features that Blender has, giving an intermediate level Blender user a good grounding in the use of Blender.  I think this book will be a little hard to follow for a complete Blender beginner so the intermediate tag is appropriate.

              The ebook version of this book that I read has full color pictures and they are very clear and numerous.  If you buy the printed book version the pictures are mostly in grayscale but there is a color inset in the book for the pictures which need to be in color to properly interpret them.  All the resources and files used throughout the book are provided on the website.  They downloaded quickly and reliably for me.

              The book is split into 5 parts over 16 chapters:

              Part I Fundamentals of Blender 3D
              • Chapter 1 Working in Blender
                Data and Data Access
                Improving Your Workflow

              • Chapter 2 Working with Textures and Materials
                Creating UV Textures with Blender and GIMP
                Advanced Materials with Material Nodes
                Transparency and Subsurface Scattering
                Creating Convincing Real-Time Viewport Materials with Material Capture Images

              • Chapter 3 Sculpting and Retopo Workflow
                Sculpting with Blender
                Retopologizing the Mesh
                Normal Map Baking
              • Chapter 4 Rendering and Render Engines
                What Is Rendering?
                Rendering with Cycles
                Rendering with Renderfarm.fi
              Part II Physics and Simulations
              • Chapter 5 Getting Flexible with Soft Bodies and Cloth
                The Hard Facts on Soft Bodies
                Force Fields and Collision
              • Chapter 6 Working with Particles
                Introducing Emitter Particles
                Working with Boids
                Hair Particles
              • Chapter 7 Volumetric Fluid, Smoke, and Fire
                Using the Blender Fluid Simulator
                Getting the Shot
                Simulating Smoke and Fire

              • Chapter 8 Bullet Physics and the Blender Game Engine
                Physics in the BGE
                Rigid Body Simulation and F-Curves
                Joints, Ragdolls, and Robots
                Further Resources
              Part III Video Post-production in Blender
              • Chapter 9 Compositing with Nodes
                Compositing with Render Layers and Passes
                Pulling a Green Screen Matte with Nodes
                Using the AnimAll Add-on
              • Chapter 10 Advanced 3D/Video Compositing
                Camera Tracking and the Movie Clip Editor
                Setting Up the Scene in 3D
                Masking in the Clip Editor
              • Chapter 11 Working with the Video Sequence Editor
                Introducing the Video Sequence Editor
                Adding Transitions and Compositing in the VSE
                Working with Blender Scenes in the VSE
              Part IV Blender-Python
              • Chapter 12 The Blender-Python Interpreter
                Introducing Python
                Understanding the Python Development Environment
                Understanding Python Syntax
              • Chapter 13 Python Scripting for Blender
                Editing and Running Scripts in Blender
                Creating an Interactive Add-on
                Working with Custom Properties
              Part V Mastering the Blender Game Engine
              • Chapter 14 Creating Assets for the Blender Game Engine
                Creating Content for the Game Engine
                Setting Up the World
                Getting More Familiar with the BGE Environment
              • Chapter 15 Making Things Happen in the Game Engine
                Working with Logic Bricks
                Using Properties, Messages, and States
                Creating Special Effects with Textures
                Working with Sound in the BGE
              • Chapter 16 Python Power in the Blender Game Engine
                From Logic Bricks to Python
                Python Power for the BGE
                Sound Effects and Multiple Viewports
                Further Resources

                As can be seen from the table of contents list above the range of topics covered is extensive.  All of the chapters are well written and very clear.

                The teaching approach taken in each of the chapters is to explain a particular topic in enough detail for you to follow along and then links are given for you to find even more information if you want to get even more in depth.

                One very nice feature was that at the end of each chapter there are a set of challenges that the book asks you to complete;  These challenges serve to cement your knowledge of the topics just discussed in that chapter.  I found this approach very useful and I think it's a method that serves well in really getting you to understand certain topics.  If you just want to read without doing the challenges you can, the book does not require that you do them to be useful.

                Each of the chapters of the book has information in them that Blender users will find useful and informative.  Standout parts for me were the coverage of materials and textures, Python and Blender Game Engine use.  I liked the  texturing section as it covered methods of creating seamless textures that I had not seen before;  The Python and Blender Game Engine coverage I liked because it's always good when less covered features of Blender are detailed.

                Other topics such as sculpting, baking, retopology and sub-surface scattering are also covered in extensive detail.

                Both the theory side and practical sides of the subjects are covered so if you are completely new to a topic Tony describes what it is and why it is useful.

                Another section that got my interest was the coverage of Blender's Camera Tracking and Movie Clip editor.  I think this is the first time I have seen this feature covered in a book.  It was covered well and will be useful to those who want to get into Camera Tracking.

                There is one major downside to this ebook and that is the DRM (Adobe Digital Editions) that is applied to the ebook.  It is so troublesome that I actually had to find a hacked unencrypted version just to read it on my Linux machine.  So if you are against DRM or not on Windows I would suggest not going for the ebook version and instead buy the paper book instead.  Wiley/Sybex really need to do something about this appalling DRM (just as other publishers have), it harms Tony's book.

                So even though I am late in reviewing this book its content is excellent (even though it is wrapped in DRM stupidity) and still accurate enough to be relevant.  If you are wanting to brush up on you Blender knowledge this book will do the job very well.

                Review Score 85%

                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%

                03 June 2012

                Blender 3D Architecture, Buildings and Scenery - Blender 3D eBook Review

                Things just get better and better in the Blender 3D world. After recently having been rewarded with a new version of Blender (2.46) and having also an amazingly good Blender Open source movie (and all the resource files) in the form of "Big Buck Bunny" DVD and Internet stream of the movie.

                So when I heard that Packt Publishing had released a Blender specific book on architecture and scenery modelling, I was on their site in an instant.



                One of the things I always like to check is how/if it is possible for me to actually order the book online. This is not always possible for me as I am in the United Kingdom, and often the sites that I want to get books from are not based in the UK and if they don't support PayPal or WorldPay or my specific card type then generally I'm stuffed. This was not the case with Packt Publishing, because they are based in the UK (cheer) and they support WorldPay and my card type. So ordering for me in the UK was a breeze. The only criticism I would level at the online ordering process was that they don't seems to support PayPal, which they really should, but that said WorldPay is pretty good.

                Ok so ordering was not going to be a problem.

                The product choices available with regards to "Blender 3D Architecture, Buildings, and Scenery" direct from the Packt Publishing website are:

                Blender 3D Architecture, Buildings, and Scenery (book) - Price £25.19
                Blender 3D Architecture, Buildings, and Scenery (eBook) - Price £16.14
                Blender 3D Architecture, Buildings, and Scenery (book + eBook) - Price £28.54

                That price does not seem too bad when you consider that you get roughly 330 pages in the eBook. I would be very surprised if you can't get the book cheaper from one of the bigger bulk book sellers such as www.amazon.co.uk.

                I decided to buy the eBook (pdf format) version of the Book because I did not want to wait for the book to be shipped and also the eBook has pages which are in colour and not black and white, which the printed book version unfortunately is. This may not be a problem but often I have found that when there are pictures which are black and white and used as reference pictures to describe things and processes within Blender it's often difficult to make them clear to see, so you end up trying to decode some blurry grey looking pictures. I know that colour pictures are a lot more expensive to print but I do wish more publishers would give people an option of getting full colour versions of a book, even if we do have to pay more, given that it is so useful to have colour pictures in a 3D modelling book.

                After having bought and downloaded the eBook (which both went without a hitch and very quickly), I hit upon my first annoying issue. The downloaded pdf books on the www.packtpub.com are password encrypted, this is very very annoying, because apart from anything else it's encoded with the purchasers email address which can be annoying to type in every time you open the file. Second and this is even worse is that each page in the encoded eBook contains the purchasers address, this is infuriating and pointless. Third it will take anyone less that 30 seconds searching on google to find out how to remove the password from a pdf file, which I have to do to get a eBook that I paid for legitimately to open without asking me for a password and also when a pdf is encrypted it does not work as well in most operating systems with things like pdf previews in file managers. So Packt Publishing you really need to get rid of the encryption if for no other reason than it won't stop people who do want to make illegal copies, but will annoy the heck out of legitimate users who don't want to search the more murky sides of google to find ways to get rid of passwords from things they bought!

                Anyway those gripes aside, what about the actual eBook itself.

                The author of the book is Allan Brito, I have never read any other books by him so I don't have any benchmark to go off with regards as what to expect from his writings. It will be interesting to see how he does.

                Looking at the table of contents of the eBook it seems to take a broad approach of covering a lot of topics, here's a list of that table of contents:
                • Preface 1
                • Chapter 1: Introduction to Blender and Architectural Visualization 5
                • Architectural Visualization 5
                • How about Blender 3D? 6
                • Download Blender 7
                • Hardware and Software Requirements for Blender 7
                • Other Tools for Visualization 8
                • CAD and 3D-Architectural Modeling 9
                • 3D Models from the Internet 9
                • Visualization with Blender 10
                • Summary 11
                • Chapter 2: Blender 3D: Quick Start 13
                • Interface 13
                • Windows and Menus 16
                • Multiple Windows 18
                • Merge Windows 18
                • Header 19
                • Add and Remove a Header 20
                • Active Window 20
                • Keyboard Shortcuts 22
                • 3D Visualization 22
                • Selecting Objects 23
                • Selecting by Name 25
                • Renaming Objects 26
                • 3D Cursor 27
                • Cursor Snap 27
                • Modes 28
                • Creating Objects 29
                • Duplicating Objects 30
                • Transforming Objects 30
                • Cameras 32
                • Render Basics 34
                • Render Preview 35
                • Summary 36
                • Chapter 3: Modeling 37
                • Types of Objects 37
                • Mesh Primitives 38
                • Mesh Editing 41
                • Transformations 43
                • Transforming with Precision 43
                • Loop Subdivide 44
                • Knife Tool 48
                • Selecting Loops 50
                • New Edges and Faces 51
                • Merge 53
                • Removing Double Vertices 54
                • Extrude 56
                • Extrude with Vertex 56
                • Extrude with Edges 57
                • Extrude with Faces 57
                • Constraining the Extrude 58
                • Modeling Example 58
                • Modifiers 60
                • Subsurf Modifier 62
                • Smoothing Faces 64
                • Array Modifier 64
                • Array Example 65
                • Boolean Modifier 66
                • Mirror Modifier 68
                • Groups 71
                • How to Create a Group 72
                • Proportional Editing 74
                • Summary 76
                • Chapter 4: Modeling for Architecture 77
                • Architectural Modeling 77
                • Modeling by Proportions 78
                • Planning Is the Key to Success 79
                • Precision Modeling 82
                • Edge Length 84
                • Transforming with Precision 85
                • Layers 86
                • Modeling in Practice 87
                • Walls 88
                • Rounded Corners 91
                • Symmetry 96
                • Openings 101
                • Floors and Lining 105
                • Modeling Using the Walls 106
                • Modeling with Separated Objects 107
                • Starting From a CAD Drawing 110
                • Preparing the DXF Files 110
                • Importing DXF files 110
                • Summary 112
                • Chapter 5: Modeling Details 113
                • Level of Detail 113
                • Windows 113
                • Doors 129
                • Summary 137
                • Chapter 6: Modeling Furniture 139
                • Create Models or Use a Library? 140
                • How to Get Started? 140
                • Appending Models 141
                • Importing Models 143
                • Modeling a Chair 144
                • Modeling a Sofa 152
                • Summary 157
                • Chapter 7: Materials 159
                • Creating and Organizing Materials 160
                • Material Color 164
                • Gradient Colors 165
                • Shaders 168
                • Diffuse 168
                • Specular 169
                • Ray Tracing 170
                • Creating Glass 171
                • Simple Glass 172
                • Mirrors and Reflections 172
                • Ray-traced Shadows 173
                • Wireframe Materials 174
                • Self-illumination 175
                • Summary 176
                • Chapter 8: Textures 177
                • Procedural Textures vs. Bitmap Textures 177
                • Texture Library 178
                • Applying Textures 178
                • Mapping 184
                • Normal Map 185
                • UV Mapping 187
                • Unwrapping Scripts 191
                • Summary 192
                • Chapter 9: UV Mapping 193
                • What is UV Mapping? 193
                • Why UV Mapping? 194
                • What Makes a Good Seam? 196
                • Unfold the Model 197
                • Editing the Unfolded Model 198
                • Export the Unfolded Mesh 200
                • Unwrapping Scripts 202
                • Summary 203
                • Chapter 10: Light Basics 205
                • Lamps 206
                • Energy 207
                • Distance 207
                • Color 208
                • Controlling Light 208
                • Hemi 209
                • Sun 210
                • Lamp 210
                • Area 211
                • Spot 212
                • Volumetric Shadows 213
                • Soft Shadows 215
                • Lighting Exercise 215
                • Summary 220
                • Chapter 11: Radiosity and Ambient Occlusion 221
                • Global Illumination 221
                • Radiosity 223
                • Vertex Paint 227
                • Ambient Occlusion 229
                • Outdoor Scene 231
                • Indoor Scene 233
                • Summary 235
                • Chapter 12: Global Illumination with YafRay 237
                • Installing YafRay 238
                • Blender and YafRay 238
                • YafRay Setup 240
                • YafRay GI Setup 242
                • SkyDome 243
                • Lighting with SkyDome 244
                • Full 247
                • Interior Light with the Full Method 249
                • YafRay Materials 252
                • YafRay Lights 252
                • Summary 255
                • Chapter 13: Animation for Architectural Visualization 257
                • Animation 257
                • Planning the Animation 258
                • Animation 258
                • Animation and Frames 260
                • Keyframes 261
                • Creating Keyframes 262
                • Timeline 264
                • Managing Keyframes 265
                • IPO Curves 266
                • Editing the Curves 268
                • Using Curves 269
                • Animating a Camera 270
                • Adding a Target 271
                • Rendering Animation 273
                • Video Sequence Editor 274
                • Editing Video Files 275
                • Preview the Video 278
                • Effects 278
                • Meta Strip 280
                • Exporting the Video from the Sequencer 280
                • Interactive Animation 281
                • Logic Bricks 282
                • Sensors 282
                • Controllers 283
                • Actuators 283
                • Walkthrough 283
                • Export Walkthrough 286
                • Summary 287
                • Chapter 14: Post-Production with GIMP 289
                • GIMP Interface 289
                • Selection Tools 290
                • Selecting Regular Shapes 291
                • Selecting by Color 295
                • Color Adjustment 297
                • Color Balance 297
                • Hue and Saturation 298
                • Color Level 299
                • Layers 301
                • Create a New Layer 302
                • Create a New Layer from a Selection 303
                • Adding a Background Image 303
                • Fixing Errors 304
                • Watermark 306
                • Summary 308
                • Index
                Now normally at this point I would say what I think about the contents of the chapters, but since I have only just purchased the eBook and have had only a cursory look through it's pages, I can't really say anything about it's content quality. So what I'm going to do is, as I read though each of the chapters I will post a review of each chapter after I have read it.

                As any long time Blender users knows, there is a distinct lack of Blender specific books out there; so I really do hope this one is as good as it's index suggests. If Blender books are rare then Blender books which cover architectural modelling concepts are rarer still. I would say the benchmark that I will be holding this book to will be "Blender Precision Modelling Guide" by Robert Andrew Burke (www.rab3d.com). Although Mr Burke's book covers the smaller engineering side of things, it's focus on precision and accuracy means a comparison between the books will likely be useful and given the quality of Precision Modelling Guide (not to mention that fact that it is free!), Allan Brito's book will have to work hard to match it.

                Now I just have to get my reading head on and work my way through the chapters.

                Blender 2.46 (The Bunny Release) - Blender 2.46 has landed

                Blender 2.46 (The Bunny Release) - Blender 2.46 has landed

                After using various beta's, svn's and release candidates, Blender 2.46 has finally been released. It was released on May 19 2008.

                I had been very busy on the release date of Blender 2.46, so I didn't get a chance to use it on day of release and took a little while to get acquainted with Blender 2.46.

                First though a little background on the whys and wherefores of Blender 2.46 (The Bunny Release).


                The first thing to know is that Blender 2.46 is the result of work done while making the next Peach Open Movie, which has the ambition of making a totally open movie, which is to be released under the creative commons license and be made available to the public. Features and requests that were needed or wanted for the "Big Buck Bunny" movie were added to Blender 2.46 to allow the movie to be made with the features and workflow patterns required. It will be the second movie, the first was "Elephants Dream" and it was the movie that spawned the release of Blender 2.44 (Blender 2.45 was a bug fix release). The purpose of both of the movies is not only to generate a free creative resource but also to both demonstrate and push the features and development of Blender as a 3D suite and use it as a test bed to improve Blenders features.

                Blender 2.46 can be seen as a stop gap measure until the release of Blender 2.50 (which has been mooted for July release, however I will believe that when I see it).

                The latest version of Blender can be downloaded here and if you wish to download the statically linked versions here.

                I've been playing with Blender 2.46 for a while now and it is extremely good. I especially like new option to determine the orientation of newly added mesh when it is first created and added. Also the new View display names for the 3D view port are also a very useful feature.

                The new features are many and varied a list of some of the major additions can be found on the www.blender.org site here.

                So if you don't have it Blender 2.46, go and get it now!

                The Essential Blender - Blender Book Review

                I am a massive fan of Blender and I always like to promote it's use and features and the fact that it's open sourced and free (let's not forget the price!). All is not sweetness and light however; Blender is such a powerful and flexible piece of software that good documentation is essential. Unfortunately it is one of Blender's weak points; There is documentation in the form of Wiki Blender (wiki.blender.org) which is very good and updated often to reflect the new features of Blender; It is the official documentation source for all things Blender; Also there are many other Blender tutorial and video websites that have sprung up as Blender has become more popular; This is great when you know about them but if you are a totally new to Blender there is a good chance you will be unaware of these sources of information. Another problem that a lot of people new to Blender have is being overwhelmed by all the information in the wiki documentation. On top of that new users don't really want to be jumping to multiple different sites to learn their way through all the features that Blender has, they would much rather have printed material in the form of books that can guide the reader through the features of Blender in a controlled and ordered way. Although the wiki is excellent it is not complete in all areas and is sometimes not the easiest thing to read.

                So no problems then, just get some good Blender book from your friendly book seller (Blender e-Shop) and get your reading head on, right? Because Blender has been around years and it's very powerful, as powerful if not more so than some of the biggest commercial 3D modellers on the planet and they have literally a forest load of books, surely Blender is in the same book laden position?

                Unfortunately, no....

                A quick search of search of amazon's book section reveals the following books listed for Blender 3D:

                3D Game Blender 2.0
                Was first published on June 2002 and is currently unavailable, according to amazon.co.uk
                The Official Blender Gamekit
                Was first published on 30 Mar 2003
                The Official Blender 2.3 Guide
                Was first published on 30 June 2004
                Introducing Character Animation with Blender
                Was first published on 16 Feb 2007
                Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D
                Pre-ordered not yet available
                The Essential Blender: Guide to 3D Creation with the Open Source Suite Blender
                Was first published on 19 Sep 2007
                6 Books sold on amazon and of those "3D Game Blender 2.0", is no longer available, "The Official Blender Gamekit" and "The Official Blender 2.3 Guide" are so out of date with the current Blender version (2.45 when this article was written) as to be pointless to buy. That leaves 3 books, "Introducing Character Animation with Blender","Bounce, Tumble, and Splash!" and "The Essential Blender". Of the 3 books left worth getting 1 of them "Bounce, Tumble, and Splash!" is still only available in pre-order as it has not yet been released, I included it in the list of books worth getting because Tony Mullen is involved in it and anything he touches turns to gold. So when it is finally available I have no doubt it will be worth getting. After having started with 6 books we are now down to 2 books that you can actually buy that are worth getting, those being "Introducing Character Animation with Blender" and "The Essential Blender".

                I'm half way through reading "Introducing Character Animation with Blender" and will do a full review of that book when I have read through it all, but so far it is an excellent book (another Tony Mullen success).

                I have read all of "The Essential Blender" so I decided to give a review of this book.



                First thing first is it's a paper back book having roughly 370 useful pages, split into 15 chapters. Given the name of the book and the fact that it only has 370 pages and 15 chapters it should be obvious that this is not a book which covers any topic in much depth; Rather it gives you enough information so that you can go out into the big wide wiki Blender world (wiki.blender.org) and other numerous Blender related websites such as www.blender.org and carry on learning more from these sites. This book is definitely aimed and both the complete Blender 3D beginner and the 3D modelling beginner in general. In the beginning chapters it explains in some amount of detail how to install Blender and where to get it. Then it moves on to describing all the usual 3D terms and concepts in a 3D world so that complete beginners to the 3D modelling are not completely lost. This is all very helpful, though I do wish there had been slightly more space and information devoted to explaining more concepts and terms, but on the whole it was enough to get a person started.

                The sections on the Blender interface were very well described and would help the Blender beginner get to grips with how the Blender interface can be used to some sort of good affect. It is very important that any book which wants to teach someone how to use Blender properly tackles the interface as this can be a big problem for even seasoned pro's from other Modelling environments. The one thing to note is that when this book was made it was on a slightly older version of Blender and some of the screen shots don't match up, but these differences are barely noticeable and will have no real bad affect on your use of the book. It's at this point that a problem rears up that causes no end of problems throughout the rest of the entire book, and that is the fact that the pictures and screenshots in the book are low contrast, washed out and very, very murky, to the point that a lot of the time it is almost impossible to see some of the things that are being referenced in the pictures. Now in the beginning of the book this does not really matter, but later on in the book it is vital that you are able to see the pictures that are being described, as the authors often depend on the fact of you being able to see what's in the pictures to carry out particular tasks. This almost certainly needs fixing by either making the pictures higher contrast or better still making the pictures colour which would help a lot.

                After going through the Blender interface options the book moves on to the basics of object and mesh manipulation, doing the usual this is a cube and this is how to add it, move it, rotate it and scale it etc. Another strange thing happens at this point the books seem to get a little more advanced in the tools it started using and describing to the reader. Most books I think would spend a lot more time describing the basics and techniques of object creation and manipulation in terms of object and meshes than this book does, and leave some of the more advanced tools it describes to much later on in the book. Also the reverse is true some very important basic information on things such as materials are left till much later in the book than they really should be. As an example in the mesh modelling section (Chapter 4) the reader is guided through how to make a raised bridge using the array modifier. At this point in the book I feel this tool is too advanced to learn much because the book almost entirely misses out on the more basic tool manipulation techniques such as positioning items correctly, aligning vertices and using the 3D cursor and pivot point correctly. These may seem like boring things but they are vital for the beginning Blender user to get good at, and really should be described as soon as possible.

                Chapters on most of the other important features of Blender are presented in basic fashion to give just enough information to the beginning Blender user to at least get an idea of how to utilise a particular feature. However the coverage of the composition editor was very brief and really did not seek to explain why things did what they did but was more of a step by step instruction guide to get a particular effect, while this may be fine for someone who wanted to know how to do that particular effect, it is no good for someone who wants to learn how to use the composition editor for other effects.

                The section describing the lighting side of Blender were on the whole clear but unfortunately let down entirely by the awful, washed out screenshots. I was also impressed with the chapters on how to use particles and fur creation. Although again one wonders what a topic like this is doing in a beginners book on Blender. The odd mention of python scripts and their uses are highlighted when particular tasks require them, but on the whole the use of Python scripting is ignored for a more advanced book.

                So on the whole this book sets out to give brief introduction to a wide range of Blender features and for the most part I would say it does a good enough job to get the new Blender user eager to get other more advanced books and websites, so he/she can learn more. I do feel however that in certain sections in the book more time should of been taken to cover the more basic topics.

                A point worth mentioning is that this book is much smaller and less detailed than "The Official Blender 2.3 Guide" and the reason given for this is that their aim is to make a series of books covering the different areas in Blender in more detail in other books that they will release. This will be great if the Blender Foundation releases these extra books quickly, but so far this has not happened. So as a consequence there is no equivalent Blender 2.45 Guide which is a shame as it could be very useful in printed form.

                A Blender user that has been using Blender for a while is probably not going to get much out of this book, the Blender wiki and various Blender websites will probably be of more use to you, for a Blender beginner however this book could well prove a very useful starting point.

                The cost of the book from the Blender e-Shop 27.20 euros which is a little bit on the expensive side. A very good point in favour of this book is that it's a Blender Foundation book so some of the money from buying the book goes to the Blender Foundation, so for that reason alone it's worth buying.

                Review Score 70%

                Cartoonsmart - Blender Basics - Video Tutorial Review

                I had been catching up on events in the Blender world and I came across the news on the official Blender website (ww.blender.org) that cartoonsmart (www.cartoonsmart.com) had released a video tutorial for Blender, covering the basics of Blender usage and modelling called "Blender Basics". As I generally like to check out the quality of Blender specific tutorials, I decided to write a review of what I thought of the video and the website in general.

                That is when the fun started.....

                Getting to the stage where I could actually view the website and download the video was made harder than it should have been. The website designer for www.cartoonsmart.com was obviously a flash junkie and the entire site is almost completely unusable without some form a flash support in your browser; Sometimes flash is really useful for some sites, but in this case it is hard to see the point of making the site almost flash exclusive when the layout of the site could have easily been accomplished with standard HTML. Although on windows and Mac machines it is reasonably easy to install flash; On my Fedora Linux box it did mean I had to install an extra piece of software that really shouldn't have been required.

                Once I had installed flash and the site was accessible I went to the NEW tutorials section of the website and navigated to the Blender Basics tutorial section. Here you get a very brief description of the topics the tutorial covers, it's price ($15) and running time (2 hours). Before I paid however I searched on the page for a preview video to see if it was going to be worth buying at all; I could not find a preview on the actual Blender Basics purchase page, the preview was instead on the free section of the website; I feel it would of been more useful to put a link to the preview of the video on the same page as the page to purchase the full tutorial. After having found the free preview of the tutorial and checked it out, and determined that it would be worth reviewing, I bought it using the Paypal option. I'm a big fan of Paypal a lot of sites lose out on purchases from me because they don't have Paypal support. Once I had paid for the video, I was taken to a download page where I could download the 2 zip files each of which contained parts of the video tutorial. The downloads where large (348megabyes for both files) but on a dsl connection shouldn't take too long to download. Having got both parts of the video tutorial downloaded I checked the contents of both files and they consisted of a few example files used in the tutorial and quicktime movie files (.mov movie files). The fact that they saw fit to use quicktime .mov file formats for the video tutorial is another black mark against the video tutorial as a lot of Fedora Linux users will not be able to view the video. It's a shame .mov format was chosen it would of been just as easy to use .ogg (theora format) as that is available on all platforms and would of ensured that all Linux users could of viewed the tutorial (maybe cartoonsmart need opensource explaining to them and their website designer). Again adding quicktime support for Windows and Mac is not a big deal but in Fedora Linux it can be a hassle as there is no official support for it, I had to install a mplayer hack solutions, which has a habit of not working for a lot of people, in my case I got lucky. Failing that I would of had to convert the mov file to ogg and that would of been a burden. Next time people use Ogg Theora.

                Okay so everything's installed to finally view the video tutorial, so what did I think of the actual video?

                Well to be honest I was fairly underwhelmed given the price you have to pay for it. While it certainly has some good sections to it and $15 is hardly going to break the bank, you could get better videos on Blender fundamentals and basics from many places and they are free (do a search of google or go to Glen Moyes Blender Video Tutorials, www.blenderunderground.com, wiki.blender.org, www.blendernewbies.com, www.blendernation.com, www.blenderartists.org, www.rab3d.com, Tufts Open Courseware Blender Materials, Central Dauphin High School Blender Book or even www.blender.org (the official Blender Foundation website).

                Also the actual production quality of the video is not very good, as none of the keys that are pressed and actions that are used are highlighted on screen as is often done with other video tutorials (which are free). It is extremely useful to have displayed on screen the key presses and mouse clicks that are being used to carry out the actions that are being seen on screen. An example of where this would really have helped in the tutorial is, at one point Nyquist (the video author) demonstrated modifying the mesh in a particular way and then used the undo key command to get his mesh back to the original state, in no place in the tutorial is the undo key even mentioned and the key to press to use it is never displayed on screen. So with this basics tutorial undo/redo is never explained.

                Another omission is duplication of objects is never explained. For a basic tutorial you should be able to reasonably expect that topics such as duplication should be explained. The video author could of made things easier on the beginning Blender user by making more use of menu items to do things rather than key presses as this would of brought the new Blender in to contact with all the other possible options and maybe of helped them learn more. I know that all experienced Blender users use key presses and try to avoid menus like the plague, but this is not a tutorial for experienced Blender users and some concessions to help them learn should of been used.

                There were also minor errors in the information given out in the video such as incorrectly claiming that the only way to restore factory defaults to Blender was to delete the .b.blend file. While this was true in older versions of Blender it is not true of newer versions of Blender such as 2.45 (which was the version of Blender used in the video tutorial, because in 2.45 there an option to restore factory default in the file menu).

                Once the narrator has gone over what keys he thinks you will need to complete the next stage of the video tutorial, he launches into making a model of a rat like creature. While he speaks for the most part very clearly and doesn't fluff his lines very often, it is often difficult to keep up with what he is doing and because of the way the video was recorded it's often difficult to see where he has positioned his cursor as he tends to move the mouse around too quickly for the screen capture software to keep up. On occasions also the narrator appears to just stop talking while he figures out his next step in making his model, when really he should of edited out the gaps or used more planning and scripting so as not to get caught out once or twice like he did.

                One more odd thing was that about 10 minutes before the end when he had finished the model he said goodbye after making the model geometry, he then comes back after a pause and says he can't stop the tutorial there as he needed to add materials colouring, at which point he does. This is awful use of editing or the lack of.

                It seems to me that this tutorial is not good enough to warrant the price because for free you can get better quality, open sourced videos which explains things more clearly and in more depth. Given that this is a paid product the standard by which it should be judged is higher than for a free product.

                I applaud cartoonsmart for making a Blender study video but they really need to be of higher quality and have much more depth to even be considered complete Basics tutorials, also the file format used for the videos and requirement of flash on the website, don't help.

                Must try harder.

                Review Score 50%

                Robert Burke - Precision Modeling Tutorial

                I'm a Blender user, so I often spend a lot of time monitoring various Blender related IRC channels on the irc.freenode.net servers (specifically the #BLENDER, #BLENDERCHAT, #BLENDERQA, #BLENDERWIKI).

                The IRC channels are an excellent place to get all kinds of useful Blender information, such as tutorials, pictures and blend files of things other Blender users are working on, as well as an excellent place to get advice and help on Blender topics.

                While browsing the channels a user posted a link to http://www.rab3d.com. I had never been to this site before so I didn't know what to expect other than there was a very good tutorial on the site. So off I went to check it out and to see if the tutorial that was mentioned was any good.

                The site is pretty accurately summed up by the quote on the main home page of the site:

                'This web is a log of my hobbies, passions and projects. It will hopefully over time fill up with helpful advice to encourage and inspire others with similar interests'

                It's a very cleanly designed site and everything is well organised, making navigation around the site easy. The home page sections each of the different areas of interest, which when I visited included Graphics Tutorials Projects, Engineering CNC Foundry Project, Pottery and Chess Set Project. The section I was there to check out was the Graphics Tutorial Projects, so I didn't spend much time browsing the other sections, and at any rate they seemed to be either incomplete, old or very brief text and picture sections of Robert's other projects.

                The Graphics Tutorial Project section of the site however was much more detailed and involved. In this section is a very detailed and clear tutorial. Unlike most Blender tutorials which tend to center around doing arty things like making characters to animate or doing clever things with ray-tracing and textures, this tutorial skips most of that and concentrates instead on the process of producing accurately modelled machine parts (a 608-Bearing and other parts). The tutorial is available on the website and as a offline pdf file. It's a very clear and well paced tutorial going through all the steps and techniques needed to accurately construct the parts stage by stage.

                It says on the site that the tutorial is of use to any Blender user not just Engineering types and with the quick glance though the pdf file I downloaded, I thought that was pretty accurate, however I wanted to make sure that this was true. This is a fairly large tutorial (over 150 pages) and it is going to take me quite a while to work my way through the entire tutorial. I have so far made it to about 1 third of the way through the pdf, and in my opinion this is a very good tutorial that any Blender user could pick up and learn from (at least as far a the geometric/constructional side of Blender is concerned).

                Here is a screen-shot of my progress so far using the tutorial instructions:





                I have no previous CAD/CAM experience, so I am very impressed with the results of this tutorial and this is only 1 third or so through the tutorial as a whole. It even taught me how to do filleted and chamfered corners which I found extremely useful and will mean I fillet and chamfer everything from now on even when I don't need to, just so I can use the techniques!

                I will definitely be keeping an eye on www.rab3d.com for any more tutorials (and I certainly hope more are produced), excellent site, very talented man and free! There are publishers of Blender books that you have to pay for that could learn a lot from this site.