Game Character Creation with Blender and Unity
Sybex Inc.,U.S. (Verlag)
978-1-118-17272-8 (ISBN)
A complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine.
Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process
Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge
Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export
Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine
Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.
Chris Totten is a Washington, DCbased game designer, writer, and professor. He teaches character development, 3D modeling, and animation for games. Chris has participated in independent game design projects as an artist and animator; written for gamasutra.com and videogamewriters.com; and has been a guest speaker at East Coast Game Conference, GDC China and Dakota State University's Workshop on Integrated Design.
Introduction xv
Chapter 1: Basic Game Art Concepts 1
Game Design Workflows 2
Creating Game Assets 4
Understanding and Optimizing 3D Game Art 9
Working with Game Engines 20
Scripting Happens 21
Chapter 2: Blender Basics for Game Characters 23
Working with Blender’s Unique Features 24
Working with Editor Arrangement and Types 26
Navigating and Viewing 3D Space 32
Creating and Manipulating Objects 33
Using the Properties Editor 36
Know Your Hotkeys 37
Making a Simple Block Character 39
Useful Techniques 44
Chapter 3: Modeling the Character 45
Working with Model Sheets 46
Shaping the Torso for Low Polygon Count 48
Extruding the Legs and Feet 51
Making the Arms and Hands 56
Separating Body Components to Create Clothing 62
Creating the Head with
Poly-by-Poly Modeling 65
Carving Out Zombie Damage 82
Chapter 4: Prepping for Zombie Details with UV Unwrapping 87
The Uses of UV Layouts 88
Drawing Seams 89
Using Blender's UV/Image Editor 97
Laying Out a UV Sheet 100
Using Blender's Live Unwrap Functions 102
Chapter 5: Sculpting for Normal Maps 105
The Purpose of Sculpting 106
Introducing the Multires Modifier 107
Using Blender's Sculpting Interface 110
Sculpting the Zombie in Blender 120
Baking Normal Maps 128
Chapter 6: Digital Painting Color Maps 135
Understanding Digital Painting 136
Preparing for Color Map Painting 142
Digital Painting Best Practices 144
Applying Your Color Map to the Zombie 154
Chapter 7: Rigging for Realistic Movement 157
Understanding Rigging 158
Creating a Simple Armature 164
Finishing the Armature with Constraints 175
Linking the Armature and Zombie 184
Chapter 8: Animating the Zombie 193
Understanding and Planning
Game Animation 194
Using Blender's Animation System 200
Creating an Idle Animation 203
Creating a Walk Animation 208
Creating a Chase Animation 210
Creating a Run Animation 212
Organizing Your Animations 214
Chapter 9: Unity Engine Basics 217
Understanding Unity’s Logic and Interface 218
Building a Whiteblock Level with Unity Primitives 223
Creating and Editing Materials in Unity 232
Organizing Assets with Unity Empties 234
Chapter 10: Implementing Your Zombie in a Unity Game 237
Importing Models into Unity 238
Unity Scripting--A Crash Course 240
Adding Interactivity to the Zombie 247
Turning the First Person Controller into an FPS Hero 259
Adding Other Gameplay Elements 270
Wrapping Up 278
Index 279
Erscheint lt. Verlag | 6.7.2012 |
---|---|
Verlagsort | New York |
Sprache | englisch |
Maße | 187 x 234 mm |
Gewicht | 735 g |
Themenwelt | Informatik ► Grafik / Design ► Blender |
Informatik ► Grafik / Design ► Digitale Bildverarbeitung | |
Informatik ► Office Programme ► Outlook | |
ISBN-10 | 1-118-17272-8 / 1118172728 |
ISBN-13 | 978-1-118-17272-8 / 9781118172728 |
Zustand | Neuware |
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