Grubbs suzanna (5 risultati)

Lingua: Inglese
Editore: Independently Published Aug 2026, 2026
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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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EUR 27,98
EUR 35,00 spedizioneSpedito da Germania a U.S.A.Quantità: 2 disponibili
Taschenbuch. Condizione: Neu. Neuware.

Lingua: Inglese
Editore: Independently published, 2026
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- Print on Demand
Da: California Books, Miami, FL, U.S.A.California Books
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EUR 17,43
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Condizione: New. Print on Demand.

Lingua: Inglese
Editore: Independently published, 2026
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- Print on Demand
Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
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EUR 18,48
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PAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Lingua: Inglese
Editore: Independently published, 2026
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- Print on Demand
Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
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EUR 15,78
EUR 4,94 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
PAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Lingua: Inglese
Editore: Independently Published, 2026
- Brossura
- Print on Demand
Da: CitiRetail, Stevenage, Regno UnitoCitiRetail
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EUR 19,56
EUR 43,95 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibile
Paperback. Condizione: new. Paperback. Have you ever opened Blender, stared at the interface for a solid five minutes, and had absolutely no idea where to start?You're not alone. Most people who pick up 3D software get stuck somewhere between "I followed a tutorial once" and "I can actually finish a real project." The tools aren't the problem. The problem is that nobody ever walks you through how modeling, sculpting, animation, simulation, lighting, rendering, and compositing actually connect to each other in a real production - not as isolated tricks, but as one continuous, working pipeline.That's exactly what this book fixes.Blender 5.0 Workflow Architect isn't another button-by-button software manual. It's built the way a working studio actually thinks: every chapter builds on the one before it, so you're not just learning individual skills - you're learning how those skills fit together into a finished, production-ready result. Want to know why your character deforms badly when you rig it? You'll understand the topology decisions that caused it three chapters earlier. Curious why your render looks flat no matter how good your model is? You'll already know exactly what lighting and shading choices are missing.Here's what you'll actually walk away with: A real understanding of mesh topology, edge flow, and non-destructive modeling - not just "click here," but why professionals build geometry the way they do.Sculpting techniques grounded in genuine anatomy and form, so your characters and creatures hold up under any lighting, from any angle.A complete materials and texturing workflow, including procedural shading, UV strategy, and how to build a reusable material library instead of starting from scratch every time.Rigging and animation fundamentals that go beyond keyframes - inverse kinematics, facial rigs, and the twelve principles of animation applied directly inside a 3D workflow.Physics-driven simulation: cloth, fluid, smoke, fire, and destruction, explained in a way that actually makes sense rather than just listing settings.Geometry Nodes and procedural design, so you can build systems that generate variation and complexity automatically instead of modeling everything by hand.Lighting, rendering, and compositing explained as a connected creative discipline, not a technical afterthought - covering both real-time and path-traced rendering approaches.A full production pipeline chapter, covering asset management, version control, and how to move your work into game engines and other industry-standard tools without everything breaking on export.A genuinely practical career chapter - portfolio building, freelance realities, and how to position yourself for work in games, film, product visualization, or immersive design, not vague encouragement.Whether you're completely new to 3D, coming from another software package and trying to make sense of Blender's way of doing things, or already comfortable with the basics but missing that full-pipeline understanding that separates a hobbyist from someone who could actually work in the industry - this book was written for exactly that gap.So, what's actually stopping you from finishing a real project instead of another abandoned tutorial file?If the honest answer is "I don't know how it all fits together," this is the book that fixes that. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…