LEADER 02158nam 2200649Ia 450 001 9911099564003321 005 20251116190759.0 010 $a0-8166-8707-2 035 $a(CKB)1000000000347077 035 $a(EBL)310352 035 $a(OCoLC)251538779 035 $a(SSID)ssj0000278270 035 $a(PQKBManifestationID)11211196 035 $a(PQKBTitleCode)TC0000278270 035 $a(PQKBWorkID)10245963 035 $a(PQKB)10487894 035 $a(MdBmJHUP)muse38954 035 $a(Au-PeEL)EBL310352 035 $a(CaPaEBR)ebr10151089 035 $a(CaONFJC)MIL523052 035 $a(MiAaPQ)EBC310352 035 $a(EXLCZ)991000000000347077 100 $a19950828d1996 ub 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCosmos & hearth $ea cosmopolite's viewpoint /$fYi-fu Tuan 205 $a1st ed. 210 $aMinneapolis $cUniversity of Minnesota Press$d1996 215 $a1 online resource (216 p.) 300 $aIncludes index. 311 08$a0-8166-2731-2 311 08$a0-8166-2730-4 327 $aCONTENTS; ACKNOWLEDGMENTS; 1 TWO SCALES AND AUTOBIOGRAPHY; 2 CHINA; 3 THE UNITED STATES; 4 A COSMOPOLITE'S VIEWPOINT; NOTES; INDEX 330 $aIn a volume that represents the culmination of his life's work in considering the relationship between culture and landscape, eminent scholar Yi-Fu Tuan argues that "cosmos" and "hearth" are two scales that anchor what it means to be fully and happily human. 517 3 $aCosmos and hearth 606 $aChinese Americans$vBiography 606 $aComparative civilization 606 $aInternationalism 607 $aChina$xCivilization 607 $aUnited States$xCivilization 615 0$aChinese Americans 615 0$aComparative civilization. 615 0$aInternationalism. 676 $a305.8951073 676 $a973.04951 676 $a973/.04951 700 $aTuan$b Yi-fu$f1930-$0269770 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911099564003321 996 $aCosmos & hearth$94676227 997 $aUNINA LEADER 04636nam 2200697 a 450 001 9911142005703321 005 20251214163456.0 010 $a9786613662408 010 $a9781280685460 010 $a1280685468 010 $a9781118226902 010 $a1118226909 035 $a(CKB)2670000000206235 035 $a(EBL)836578 035 $a(OCoLC)795119910 035 $a(SSID)ssj0000689373 035 $a(PQKBManifestationID)11406121 035 $a(PQKBTitleCode)TC0000689373 035 $a(PQKBWorkID)10619362 035 $a(PQKB)11759586 035 $a(Au-PeEL)EBL836578 035 $a(CaPaEBR)ebr10580256 035 $a(CaONFJC)MIL366240 035 $a(CaSebORM)9781118237717 035 $a(MiAaPQ)EBC836578 035 $a(OCoLC)814405719 035 $a(OCoLC)ocn814405719 035 $a(ODN)ODN0000965740 035 $a(Perlego)1002521 035 $a(FI-CZ)9781118237717 035 $a(UkBuK)968574 035 $a(EXLCZ)992670000000206235 100 $a20120418d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame character creation with Blender and Unity /$fChris Totten 205 $a1st ed. 210 1$cWiley$d2012 215 $a1 online resource (322 p.) 300 $aIncludes index. 311 08$a1-118-17272-8 311 08$a1-118-23771-4 327 $aGame Character Creation with Blender and Unity; Acknowledgments; About the Author; Contents; Introduction; Chapter 1: Basic Game Art Concepts; Game Design Workflows; Creating Game Assets; Understanding and Optimizing 3D Game Art; Working with Game Engines; Scripting Happens; Chapter 2: Blender Basics for Game Characters; Working with Blender's Unique Features; Working with Editor Arrangement and Types; Navigating and Viewing 3D Space; Creating and Manipulating Objects; Using the Properties Editor; Know Your Hotkeys; Making a Simple Block Character; Useful Techniques 327 $aChapter 3: Modeling the CharacterWorking with Model Sheets; Shaping the Torso for Low Polygon Count; Extruding the Legs and Feet; Making the Arms and Hands; Separating Body Components to Create Clothing; Creating the Head with Poly-by-Poly Modeling; Carving Out Zombie Damage; Chapter 4: Prepping for Zombie Details with UV Unwrapping; The Uses of UV Layouts; Drawing Seams; Using Blender's UV/Image Editor; Laying Out a UV Sheet; Using Blender's Live Unwrap Functions; Chapter 5: Sculpting for Normal Maps; The Purpose of Sculpting; Introducing the Multires Modifier 327 $aUsing Blender's Sculpting InterfaceSculpting the Zombie in Blender; Baking Normal Maps; Chapter 6: Digital Painting Color Maps; Understanding Digital Painting; Preparing for Color Map Painting; Digital Painting Best Practices; Applying Your Color Map to the Zombie; Chapter 7: Rigging for Realistic Movement; Understanding Rigging; Creating a Simple Armature; Finishing the Armature with Constraints; Linking the Armature and Zombie; Chapter 8: Animating the Zombie; Understanding and Planning Game Animation; Using Blender's Animation System; Creating an Idle Animation; Creating a Walk Animation 327 $aCreating a Chase AnimationCreating a Run Animation; Organizing Your Animations; Chapter 9: Unity Engine Basics; Understanding Unity's Logic and Interface; Building a Whiteblock Level with Unity Primitives; Creating and Editing Materials in Unity; Organizing Assets with Unity Empties; Chapter 10: Implementing Your Zombie in a Unity Game; Importing Models into Unity; Unity Scripting-A Crash Course; Adding Interactivity to the Zombie; Turning the First Person Controller into an FPS Hero; Adding Other Gameplay Elements; Wrapping Up; Index 330 $aA 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 606 $aVideo game characters 615 0$aVideo game characters. 676 $a006.693 686 $aCOM000000$2bisacsh 700 $aTotten$b Christopher W 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911142005703321 997 $aUNINA