Showing posts with label Allan Brito. Show all posts
Showing posts with label Allan Brito. Show all posts

03 June 2012

Allan Brito - Blender 3D 2.49 - Architecture, Buildings and Scenery - Ebook Review

A while back I received an email from the people at Packt telling me of a new book they had just put out, and since any email the mentions the possibility of being able to read new Blender books instantly gets my attention, I clicked the link and was presented with a web page detailing a book called "Blender 3D 2.49 - Architecture, Buildings and Scenery".

This was confusing as I remember having reviewed a book with almost the same title and identical cover picture. So I went to my reviews and checked and sure enough I found a review with the same book cover and almost the same title. So I deleted the email and just put it down to an automated email snafu. Unfortunately I should not have been so quick with the delete button as it turned out to be an updated version of the previous book they put out.



Product Specifications:
  • Name: Blender 3D 2.49 - Architecture, Buildings and Scenery
  • Author: Allan Brito
  • Price: £18.69 (Sept 21 2010)
  • Type: EBook PDF Format
  • Pages: 376 (336 Roughly Useful)
So a little bit late here are my thoughts on Blender 3D 2.49 - Architecture, Buildings and Scenery:

For those that do not know architectural visualization is the technique of modeling the exterior and interior parts of a building so a potential client can see what it looks like (usually before it is constructed). In the old days before 3D, this would be done using an artists painting/drawing or someone would have constructed a model out of wood or card, now that all this kind of modeling is done on computers, this book covers the processes involved in visualization using Blender 3D 2.49.

This book is written by Allan Brito, who is a very skilled modeler and user of Blender 3D and has written multiple books on using Blender for various tasks. He has a very popular website that covers all aspects of architectural modeling (http://www.blender3darchitect.com). Mr Brito is very skilled at both the topics of Blender and Architectural Visualization.

Knowing all the above how does the updated book do in explaining the process of using Blender 3D to do Architectural Visualization? The short answer is very well given the page count.

The book starts by guiding the user through the basic but most important features of Blender, so as to allow a person that has never used Blender to get their feet. Covering the Blender interface and the basic ways of interacting with objects and meshes in Blender. To further help with this many pictures are used that for the most part are very clear and really help in getting across how to carry out particular tasks.

On a side note about the pictures: Some of you may remember that in the older version of this ebook the pictures were all in color, while in this newer updated version, most of the pictures in the ebook version are in grayscale? This was not intentional and having contacted the people at Packt, they say it's a mistake and are investigating. So they will probably fix that issue soon, then you will be able to re-download the book from Packt. So I am assuming in this review that the correction gets carried out. In any event even with the grayscaled pictures they are still useful and it is still possible to follow along using the pictures, it doesn't get in the way of using the book.

One thing that really stood out in this getting started section was the explanation of the Active Window concept, as I don't often see that described users are normally just left to figure that out, it was good Mr Brito took the time. Chapter 1 through 3 cover most of the basics of using Blender.

At Chapter 4 with the basic Blender tutorial chapters out of the way is when we start to use what we have learned to do Architectural Visualization tasks. Also scattered throughout the book are sections which cover the theories and fundamental concepts of Architectural Visualization. They help in explaining why certain things are done the way they are and how they are different from more traditional ways of doing 3D modeling.

A good amount of text is given over to using Blender to do precision modeling using the 3D grid and various snapping and 3D Cursor techniques. Which is useful for a lot of different Blender tasks not just Architectural Visualizations. Coverage of what layers are used for in Blender and how to use them was also present, a useful section on using layers for backups when doing complicated modeling changes was used in the book to show their usefulness.

Throughout the text different pieces of furniture and building elements are constructed, while introducing the user to different features of Blender at the same time. Various modifiers are explained that are deemed useful for Architectural Visualization, such as the mirror modifier and the array modifier. An informative section of the text goes over the process involved in making rounded corners for building walls using Blenders spin tool. As well as showing you have to construct items yourself, a discussion of when and how to use other peoples models is detailed, and various links to useful sources for models are provided. A nice clear explanation of edge loops and control loops was given helping new users when it comes to using the Subsurf Modifier and constructing object from scratch, even though the book is not really trying to teach you all the modeling fundamentals.

Importing models was covered and here although it gives you just enough information to import a DXF file and modify it for use within Blender, here I think more time should have been taken to describe more of the importing features and the various scripts and techniques used for cleaning and importing the varied import formats that Blender supports. Although hopefully this section of the book should give you enough information to find out the rest of it on your own, it's an important topic and needed more time as lots of things can and do go wrong when importing models from other formats that are not native to Blender.

Once the book has gone over how to create some simple objects it moves on to showing how use materials, textures and uv mapping over the next 3 chapters, giving enough information to do basic materials and texturing work for an Architectural Visualization project, even covering how to use Radiosity in later chapters. Though baking of textures is not covered in any detail. The sections on UV Unwrapping were clear and I think a new Blender user would have had no problems understanding them. UV Unwrapping is often a difficult subject to describe in a book especially describing seams, but the book does it well. There is the odd technical mistake about pinning preventing you from moving UV Unwrapped Nodes but its not a big issue, and it arguable depending on how you read it weather it's wrong at all. Thankfully there are very few problems like that in the book. Another advantage of this updated book is that a lot of the bad grammar and mistakes have been removed and for a book with over 300 pages there are not many typos.

In Chapter 10, Lighting is covered and this is a highlight (no pun) of the book. The descriptions of the different types of lights in Blender and their uses for Architectural Visualization is very detailed, going over both theory and practice on how to use them within Blender. Although its a small thing I thought the description of the Dist: parameter for lighting was one of the best I have read from a Blender book. I found out things even I didn't know about Dist. As a final test of all the things learned in the lighting section a demonstration of how to light a Solarium is used show the uses of various lighting types, which I think would be useful.

The more exotic lighting techniques are covered in chapter 11, those being Radiosity and Ambient Occlusion. Given the Blender 2.4x series doesn't have fully fledged global illumination (yet), the coverage of radiosity is welcome as there will be times where it comes in useful, even if it is being phased out slowly. More useful was the text on Ambient Occlusion and its various uses and options to bring a rendered scene to a new level of realism. The only real criticism I have of this section was that baking was not covered and being able to bake Occlusion is very useful, but other than that a good chapter.

Chapter 12 covers how to use external render Yafaray with Blender to produce globally illuminated scenes. Some of Yafaray's most important options as regards setting up Blender materials to be used in Yafaray are covered, and a good description of the different techniques that Yafaray uses to render a realistic 3D scene are described in some detail. Though obviously in a book this size an in-depth treatment of Yafaray could not be done, but enough information to get you started with Yafaray and Blender is given.

Chapter 13 introduces animation and Blenders Game Engine and shows the reader how to integrate models and scenes into Blender's animation system. The process of creating basic animatics and renderable animations is covered, as is how to take those animations and make them into a playable movie file. Blender IPO curves and NLA editor are covered briefly showing how they are used and how they can modify the timing of animations. Lastly on the animation side of things Blender Game Engine is used to make an interactive animation which allows the user to navigate around a 3D scene using the keyboard, so as to explore a building model. Although coverage of Blender Game Engine was very brief, it gave enough information to allow someone who has never used it to make a walkthrough using it. Even though it was a small section it does give Blender a unique feature that other systems don't generally have.

Chapter 14, moves outside of Blender and covers how to use the Gimp application to carry out certain post production tasks such as color balancing and correcting hypothetical errors which could be introduced in to render. While Post Processing in Gimp is very useful and often needed, I do think that attention should have been put on Blender's Node editor as at least for color correcting Blender's Node editor is the more Blender centric way to do things. Still the coverage of GIMP was clear, someone who has little experience with Gimp will have no problem following along.

Chapter 15 is the final chapter and is a new chapter that didn't exist in the older version of this book. It covers some of the changes that will be coming when the Blender 2.5x series is stable and finally released. The chapter does not go into any great detail on using the newer version of Blender other than describing how to reorganize its interface. No attempt is made to actually build anything using it. This is probably just as well because since this part of the book was written the Blender 2.5 series has moved on quiet a bit and a lot of the information written about it would be out of date. Even so it does serve as a heads up on what to expect when the new version of Blender is released.

Overall this has been a good book. It won't make you an expert in any of the areas it covers, but it doesn't try to. It gives you enough information to get tasks done. The previous version of this book was littered with grammatical errors and some repeating sections, thankfully this updated version does not suffer from either of those problems and is a very useful book.

Review Score 75%

Allan Brito - Blender 3D 2.49 Incredible Machines - Ebook

Things have been moving along lately on the Blender book front, a friend of mine informed me that Allan Brito released a new book called:
  • Blender 3D 2.49 - Incredible Machines
  • Product Specifications: Allan Bito - Blender 3D 2.49 Incredible Machines
  • Price : £15.19 (ebook) (on 1st December 2009)
  • Price : £23.79 (book) (on 1st December 2009)
  • Useful Page Count : 292 (roughly)
  • Format : Book/Ebook

I had previously reviewed one of Allan Brito's other books "Blender 3D - Architecture, Buildings and Scenery", which covered the Architectural Visualisation side of using Blender 3D.

This new book takes a very different approach to teaching the use of Blender 2.49. It does this by taking the reader through the modelling, texturing and lighting of 3 different objects, those objects being: a futuristic gun, a futuristic spaceship (steampunk styled) and finally a robot.

The introduction in the book states that the reader requires no previous experience of Blender to make use of the book. However futher on in the book it is said that the book is not a beginners book and that many things will not be described in detail as the reader is expected to know the basics of how to use Blender in terms of its interface and various buttons and keypresses. After having read the entire book I would say that a beginning Blender user would be able to understand most of the book as most of the time things such as key presses and the basics of how to use Blender are explained in a way a new user to Blender would be able to follow.

The book is organised so as to be read from cover to cover and slowly progress from easy tasks to harder tasks. If you have some intermediate experience with Blender then I think the progression is well graded and will help the reader to quickly progress through the book. If you are a complete beginner some sections of the text will get a little confusing at times but with a bit of re-reading they should be understandable.

One thing that I did notice right away was the awful grammar of the text. This is most likely because English is not Allan Brito native language. Sometimes the grammar issues get in the way of understanding what task he is trying to accomplish. This does not happen often but I did find myself re-reading paragraphs to get his meaning. Now it is important to point out that I am not blaming Mr Brito for the grammar issue, the editors of the book however should have a serious talking to.

I bought the ebook version and that is what I am using to base this review on, this caused me a slight problem because the ebook mentioned some resources and graphics that were available to download from the Packt site, however on going to site the resources are not available for download (yet). As luck would have it though the EBook PDF file had good screen shots and so I was able to copy the resources directly from my PDF reader. Hopefully the site will be updated to have the resouces available from the book.
I am also pleased that packt publishing has removed password protection and you can copy and select parts out of the ebook. They do however plaster your address on every page border which is irksome and if i was a pirate I could remove it easily but still they are heading in the right direction.

The book tries to present the production of the various objects in a way that is similar to how it would be done in a real production studio. While this may help give a glimpse to Blender newbies about how things are done in a real studio, to be honest those that know more than the basics will know that a lot of steps are missing that would be in a real studio setup.

With a few glaring exceptions most of the vital areas of Blender are covered in just enough detail for the information to be useful to a beginner and a memory jogger for a Blender user with some experience. Notable things that were missing from the book were any kind of use of Blender Compositing features, while this is surprising given the aim of the book, there was really no choice given the page count.

Given what was just said above, what was surprising was some of the topics that were covered, specifically the use of external renders such as Yaf(a)Ray and LuxRender. The book goes into a fair bit of detail on setting up Blender so as to use the external renderers. You won't be a Yaf(a)Ray or LuxRender guru but it gives enough to get you going. I am a Linux Fedora user and had to compile my version of the Renders from source and the book does not cover this, so if you in this position you are out of luck. There is a nice description of progressive renders and how they are different from more tranditional rendering systems.

So all in all this is a passable book, useful for the info on External Renders and as a memory jogger for an experienced Blender user.

Review Score 65%

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.