Game character creation with Blender and Unity [[electronic resource] /] / Chris Totten
| Game character creation with Blender and Unity [[electronic resource] /] / Chris Totten |
| Autore | Totten Chris |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Indianapolis, : John Wiley & Sons, 2012 |
| Descrizione fisica | 1 online resource (322 p.) |
| Disciplina | 006.693 |
| Soggetto topico | Video game characters |
| Soggetto genere / forma | Electronic books. |
| ISBN |
1-280-68546-8
9786613662408 1-118-22690-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Game 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
Chapter 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 Using 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 Creating 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 |
| Record Nr. | UNINA-9910462419203321 |
Totten Chris
|
||
| Indianapolis, : John Wiley & Sons, 2012 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Game character creation with Blender and Unity [[electronic resource] /] / Chris Totten
| Game character creation with Blender and Unity [[electronic resource] /] / Chris Totten |
| Autore | Totten Chris |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Indianapolis, : John Wiley & Sons, 2012 |
| Descrizione fisica | 1 online resource (322 p.) |
| Disciplina | 006.693 |
| Soggetto topico | Video game characters |
| ISBN |
1-280-68546-8
9786613662408 1-118-22690-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Game 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
Chapter 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 Using 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 Creating 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 |
| Record Nr. | UNINA-9910790348103321 |
Totten Chris
|
||
| Indianapolis, : John Wiley & Sons, 2012 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Game character creation with Blender and Unity / / Chris Totten
| Game character creation with Blender and Unity / / Chris Totten |
| Autore | Totten Chris |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Indianapolis, : John Wiley & Sons, 2012 |
| Descrizione fisica | 1 online resource (322 p.) |
| Disciplina | 006.693 |
| Soggetto topico | Video game characters |
| ISBN |
9786613662408
9781280685460 1280685468 9781118226902 1118226909 |
| Classificazione | COM000000 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Game 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
Chapter 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 Using 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 Creating 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 |
| Record Nr. | UNINA-9910962386703321 |
Totten Chris
|
||
| Indianapolis, : John Wiley & Sons, 2012 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||