Cover image for Practical Game Development with Unity and Blender.
Practical Game Development with Unity and Blender.
Title:
Practical Game Development with Unity and Blender.
Author:
Thorn, Alan.
ISBN:
9781305074712
Personal Author:
Physical Description:
1 online resource (353 pages)
Contents:
Cover -- Contents -- Introduction -- Chapter 1 The 10-Stage Workflow -- Introducing the 10-Stage Workflow -- Stage 1: Brainstorming -- Stage 2: Initial Design -- Game Overview -- Game Details -- References -- Stage 3: Prototyping -- Stage 4: Refining Design -- Project Management -- Identify Resources -- Compress Space -- Schedule Work -- Stage 5: Asset Creation -- Stage 6: Importing Assets -- Stage 7: Level Design -- Stage 8: Scripting -- Stage 9: Testing -- Stage 10: Building -- Recommendations for Working Practice -- Summary -- Chapter 2 Blender-to-Unity Workflow -- Configuring the Blender GUI -- Dark Themes -- Disable Python Tooltips -- Maya Controls -- The Close-Without-Saving "Bug" -- Exporting Blender Models to Unity -- .Blend Files -- Tutorial: Exporting Manually to FBX -- Exploring FBX Files -- Tutorial: Importing FBX Files into Unity -- Lightmap UVs -- Scale Factor -- Summary -- Chapter 3 Modular Environments and Static Meshes -- Advantages of the Modular Method -- Getting Started with Modular Environments in Blender -- Extending from the Base Tile -- Modular Environment Blender Workflow -- Flipping Normals -- Backface Culling -- Vertex and Incremental Snapping -- N-gons -- Searching for N-gons -- Undoing and Removing Doubles -- Mirroring -- Using Vertex Groups -- Mesh Display Settings -- UV Mapping and Texture Creation -- Marking Seams, UV Mapping, and Modeling -- Atlas Textures and UV Overlapping -- Establish Texel Density -- Importing and Configuring Environments in Unity -- Using Prefabs -- Static Batching -- Summary -- Chapter 4 Terrain -- Creating Terrain in Unity -- Terrain Settings -- Sculpting Terrain -- Texture-Painting Terrain -- Evaluating Unity Terrains -- Blender Terrain Modeling -- The Proportional Editing Method -- The Displacement-Texture Method -- The Sculpting Method -- Terrain Resolution -- Texture-Painting Terrain.

UV Mapping Terrains -- Generating a Texture for Painting -- Painting from the UV Image Editor -- Painting from the 3D View -- Painting with Textures -- Working with Roads and Paths -- Creating Roads -- Summary -- Chapter 5 Animation Workflows -- Animation Units: The Keyframe -- Preparing for Animation in Blender -- Use a Dedicated Animation Layout -- Beware of Auto-Key -- Insert Single Keyframes -- Animation Length -- Exporting Animations to FBX -- Working with Multiple Animations -- Keyframe Animations from Blender to Unity -- Follow-Path Animations and Animation Baking -- Blend Shapes and Shape Keys -- Bones and Rigging -- Always Name Bones -- Use X-Axis Mirror for Character Rigs -- Forward and Inverse Kinematics -- Deform and Control Bones -- Exporting Rigged Characters -- Importing Rigged Meshes into Unity -- Summary -- Chapter 6 Objects, Dependencies, and Event-Driven Programming -- Hard-Coded Dependencies -- Solving DI: Component-Based Design and Messages -- Component-Based Design -- Messages -- Taking Messages Further: BroadcastMessage and Hierarchies -- Sending Messages to Selected Objects -- Sending Messages to Parents -- Notification System -- NotificationsManager In-Depth -- Singletons -- Messages and Active Objects -- Traversing Game Object Hierarchies -- Summary -- Chapter 7 Retopologizing -- High-Poly Meshes and Subdivision Surfaces -- High-Poly Meshes and Real-Time Games -- Retopologizing in Practice -- Step 1: Use Box Modeling to Create a Low-Poly Start -- Step 2: Subdivide -- Step 3: Sculpt and Subdivide -- Step 4: Retopologize -- Using Decimate -- Summary -- Chapter 8 Saved Games and Persistent Data -- Persistent Data -- Player Preferences -- Player Preferences: Going Further -- Customizing Persistent Data -- XML Files-or JSON or Binary? -- JSON -- Binary -- Class Serialization -- Getting Started with XML Serialization.

Saving Data to an XML File -- Read Data from an XML File -- Working with the SaveState Class -- Summary -- Chapter 9 Baking -- What Is Baking? -- Baked Static Lighting -- Baked "Real-Time" Lighting -- Baked Navigation -- Preparing for Lightmapping in Unity -- Lightmapping: Lightmap Resolution -- Lightmapping Mode -- Indirect Illumination and Ambient Occlusion -- Baking Lightmaps -- Baking Maps in Blender -- Compositing Render Passes in GIMP -- Baking Real-Time Lighting with Unity Light Probes -- Baking Navigation -- Summary -- Chapter 10 Unity, Blender, and Other Software -- Other Software -- MakeHuman -- GIMP -- Inkscape -- MyPaint and Krita -- Synfig Studio -- Tiled -- MonoDevelop -- BMFONT -- TexturePacker -- LibreOffice -- Anime Studio Pro -- Audacity -- SFXR -- Summary -- Appendix A: Game Development Resources -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W -- X.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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