Practical Game Development with Unity and Blender

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February 17, 2022 | History

Practical Game Development with Unity and Blender

  • 7 Want to read
  • 1 Currently reading

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Publish Date
Language
English
Pages
368

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Previews available in: English

Edition Availability
Cover of: Practical Game Development with Unity and Blender
Practical Game Development with Unity and Blender
2014, Course Technology, Cengage Learning
in English

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Book Details


Table of Contents

Introduction
Page xi
Chapter 1. The 10-Stage Workflow
Page 1
Introducing the 10-Stage Workflow
Page 2
Stage 1. Brainstorming
Page 4
Stage 2. Initial Design
Page 7
Game Overview
Page 9
Game Details
Page 9
References
Page 10
Stage 3. Prototyping
Page 10
Stage 4. Refining Design
Page 11
Project Management
Page 12
Identify Resources
Page 13
Compress Space
Page 13
Schedule Work
Page 14
Stage 5. Asset Creation
Page 14
Stage 6. Importing Assets
Page 15
Stage 7. Level Design
Page 17
Stage 8. Scripting
Page 18
Stage 9. Testing
Page 20
Stage 10. Building
Page 21
Recommendations for Working Practice
Page 22
Summary
Page 24
Chapter 2. Blender-to-Unity Workflow
Page 25
Configuring the Blender GUI
Page 26
Dark Themes
Page 27
Disable Python Tooltips
Page 29
Maya Controls
Page 31
The Close-Without-Saving "Bug"
Page 34
Exporting Blender Models to Unity
Page 35
Blend Files
Page 36
Tutorial: Exporting Manually to FBX
Page 37
Exploring FBX Files
Page 55
Tutorial: Importing FBX Files into Unity
Page 56
Lightmap UVs
Page 57
Scale Factor
Page 59
Summary
Page 61
Chapter 3. Modular Environments and Static Meshes
Page 63
Advantages of the Modular Method
Page 65
Getting Started with Modular Environments in Blender
Page 66
Extending from the Base Tile
Page 70
Modular Environment Blender Workflow
Page 71
Flipping Normals
Page 71
Backface Culling
Page 72
Vertex and Incremental Snapping
Page 73
N-gons
Page 77
Searching for N-gons
Page 79
Undoing and Removing Doubles
Page 81
Mirroring
Page 82
Using Vertex Groups
Page 84
Mesh Display Settings
Page 87
UV Mapping and Texture Creation
Page 89
Marking Seams, UV Mapping, and Modeling
Page 89
Atlas Textures and UV Overlapping
Page 92
Establish Texel Density
Page 94
Importing and Configuring Environments in Unity
Page 97
Using Prefabs
Page 99
Static Batching
Page 102
Summary
Page 103
Chapter 4. Terrain
Page 105
Creating Terrain in Unity
Page 106
Terrain Settings
Page 107
Sculpting Terrain
Page 109
Texture-Painting Terrain
Page 110
Evaluating Unity Terrains
Page 113
Blender Terrain Modeling
Page 115
The Proportional Editing Method
Page 117
The Displacement-Texture Method
Page 120
The Sculpting Method
Page 124
Terrain Resolution
Page 128
Texture-Painting Terrain
Page 129
UV Mapping Terrains
Page 130
Generating a Texture for Painting
Page 131
Painting from the UV Image Editor
Page 132
Painting from the 3D View
Page 137
Painting with Textures
Page 139
Working with Roads and Paths
Page 143
Creating Roads
Page 144
Summary
Page 149
Chapter 5. Animation Workflows
Page 151
Animation Units: The Keyframe
Page 152
Preparing for Animation in Blender
Page 153
Use a Dedicated Animation Layout
Page 154
Beware of Auto-Key
Page 154
Insert Single Keyframes
Page 156
Animation Length
Page 157
Exporting Animations to FBX
Page 159
Working with Multiple Animations
Page 160
Keyframe Animations from Blender to Unity
Page 160
Follow-Path Animations and Animation Baking
Page 171
Blend Shapes and Shape Keys
Page 179
Bones and Rigging
Page 186
Always Name Bones
Page 186
Use X-Axis Mirror for Character Rigs
Page 187
Forward and Inverse Kinematics
Page 189
Deform and Control Bones
Page 192
Exporting Rigged Characters
Page 193
Importing Rigged Meshes into Unity
Page 195
Summary
Page 197
Chapter 6. Objects, Dependencies, and Event-Driven Programming
Page 199
Hard-Coded Dependencies
Page 200
Solving DI: Component-Based Design and Messages
Page 202
Component-Based Design
Page 202
Messages
Page 204
Taking Messages Further: BroadcastMessage and Hierarchies
Page 208
Sending Messages to Selected Objects
Page 209
Sending Messages to Parents
Page 210
Notification System
Page 210
NotificationsManager In-Depth
Page 214
Singletons
Page 216
Messages and Active Objects
Page 217
Traversing Game Object Hierarchies
Page 218
Summary
Page 219
Chapter 7. Retopologizing
Page 221
High-Poly Meshes and Subdivision Surfaces
Page 222
High-Poly Meshes and Real-Time Games
Page 224
Retopologizing in Practice
Page 225
Step 1: Use Box Modeling to Create a Low-Poly Start
Page 225
Step 2: Subdivide
Page 229
Step 3: Sculpt and Subdivide
Page 231
Step 4: Retopologize
Page 236
Using Decimate
Page 245
Summary
Page 247
Chapter 8. Saved Games and Persistent Data
Page 249
Persistent Data
Page 250
Player Preferences
Page 251
Player Preferences: Going Further
Page 252
Customizing Persistent Data
Page 254
XML Files or JSON or Binary?
Page 254
JSON
Page 255
Binary
Page 256
Class Serialization
Page 257
Getting Started with XML Serialization
Page 257
Saving Data to an XML File
Page 260
Read Data from an XML File
Page 261
Working with the SaveState Class
Page 264
Summary
Page 265
Chapter 9. Baking
Page 267
What Is Baking?
Page 268
Baked Static Lighting
Page 268
Baked "Real-Time Lighting
Page 269
Baked Navigation
Page 270
Preparing for Lightmapping in Unity
Page 271
Lightmapping: Lightmap Resolution
Page 273
Lightmapping Mode
Page 275
Indirect Illumination and Ambient Occlusion
Page 277
Baking Lightmaps
Page 280
Baking Maps in Blender
Page 283
Compositing Render Passes in GIMP
Page 289
Baking Real-Time Lighting with Unity Light Probes
Page 292
Baking Navigation
Page 297
Summary
Page 305
Chapter 10. Unity, Blender, and Other Software
Page 307
Other Software
Page 307
MakeHuman
Page 308
GIMP
Page 309
Inkscape
Page 311
MyPaint and Krita
Page 313
Synfig Studio
Page 314
Tiled
Page 315
MonoDevelop
Page 316
BMFONT
Page 318
TexturePacker
Page 319
LibreOffice
Page 319
Anime Studio Pro
Page 320
Audacity
Page 321
SFXR
Page 322
Summary
Page 323
Appendix A. Game Development Resources
Page 325
Index
Page 327

Classifications

Library of Congress
QA76.76.C672, QA76.76.C672 T46 2015

ID Numbers

Open Library
OL28531109M
Internet Archive
practicalgamedev0000thor
ISBN 13
9781305074705
OCLC/WorldCat
882099650, 880400797

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February 17, 2022 Edited by ImportBot import existing book
August 3, 2020 Created by ImportBot import new book