I’m pleased to say that after about 10 months of working on it I’ve finally turned in the last chapter of the second edition of Mastering Blender. This is only tangentially related to Electric Town in that I’m now officially free to devote 100 percent of my energy to the movie for the next couple of weeks. It’s just nice not to have it hanging over my head, and just in time.
The book is a complete update of the first edition, plus a ton of new material (especially related to live action VFX, unsurprisingly, with a whole chapter on camera tracking, new stuff on rendering with Cycles, image-based lighting, compositing, etc). Not only that, but I also included essentially a full second edition of another of my books, Bounce Tumble and Splash: Simulating the Physical World with Blender 3D. So instead of two different second editions, there will be just this one, but it will be considerably fatter than either of the others. Basically two books for the price of one. Can’t beat that!
Thanks also to Jonathan Ball of Poked Studio for the awesome cover.
Tomorrow I’ve got meetings with a sound guy, an art guy, and at least one actor. Then comes the last full week of getting props finalized, schedules sorted out, some remaining locations scouted, a few straggling parts cast….
Had some people request a TOC, so here it is:
Part I: Fundamentals of Blender 3D
Ch 1: Working in Blender
Ch 2: Modeling with Sculpt and Topology Tools
Ch 3: UV Textures and Texture Painting
Ch 4: Rendering and Render Engines
Part II: Physics and Simulation
Ch 5: Soft Bodies and Cloth
Ch 6: Working with Particles
Ch 7: Working with Fluids and Smoke
Ch 8: Rigid Bodies and Collision
Part III: Video Post-production in Blender
Ch 9: Render Passes and Composite Nodes
Ch 10: 3D/Video Compositing with Camera Tracking
Ch 11: Working with the Video Sequence Editor
Part IV: Blender Python
Ch 14 12: Introduction to Python for Blender
Ch 15 13: Working with the Blender-Python API
Part V: Creating Interactive Content with the Blender Game Engine
Ch 14: Logic Blocks and Interactivity
Ch 15: Materials and Textures in the Game Engine
Ch 16: Python in the BGE