3D Game Design with Unreal Engine 4 and Blender
Subtitle: Combine the powerful UE4 with Blender to create visually appealing and comprehensive game environments
By: Justin Plowman
Series: Community experience distilled
Publisher: Packt Publishing
Published: 2016
Place of publication: Birmingham, UK
Language: eng
ISBN-13: 9781785886614; 9781785881466
Subjects: Computer games; Programming; Development; Computer graphics; GAMES / Board; Blender (Computer file)
Other titles: Three-dimensional game design with Unreal Engine four and Blender
Description: Annotation
Notes: Includes index.
Table of contents: title: Preface
pagenum: v; label: Chapter 1
title: Unreal, My Friend, I'd Like You to Meet Blender
pagenum: 1; title: Installing Blender
pagenum: 2; title: Exploring the interface
pagenum: 3; title: Customizing your settings
pagenum: 6; title: Working with modes
pagenum: 8; title: Jumping into our first project
pagenum: 8; title: Getting things started in Unreal Engine 4
pagenum: 9; title: Summary
pagenum: 11; label: Chapter 2
title: Starting Our First Project
pagenum: 13; title: Using the Content Browser to start building the level
pagenum: 15; title: Using different types of light
pagenum: 28; title: Adding interactive elements using Triggers and Blueprints
pagenum: 31; title: Playtesting our level
pagenum: 41; title: Summary
pagenum: 42; label: Chapter 3
title: It's Time to Customize!
pagenum: 43; title: Getting started making game assets
pagenum: 44; title: Using the basic tools of polygon modeling
pagenum: 46; title: How to use UV mapping and why it's important
pagenum: 57; title: UV unwrapping our game asset
pagenum: 60; title: Basic texturing techniques
pagenum: 66; title: Summary
pagenum: 70; label: Chapter 4
title: Getting the Assets to the Level
pagenum: 71; title: Exporting our object from Blender
pagenum: 71; title: What is FBX?
pagenum: 75; title: Importing our object into Unreal
pagenum: 76; title: Setting up and using our new 3D asset
pagenum: 79; title: Summary
pagenum: 86; label: Chapter 5
title: Taking This Level Up a Notch
pagenum: 87; title: Planning a more complex level
pagenum: 87; title: Whiteboxing a level for better asset creation
pagenum: 89; title: Level design principles
pagenum: 93; title: Advanced scripting techniques
pagenum: 95; title: Win conditions
pagenum: 109; title: Summary
pagenum: 112; label: Chapter 6
title: Monster Assets – The Level Totally Needs One of These
pagenum: 113; title: Designing our asset – inspiration and concept art
pagenum: 114; title: Advanced tools: Subdivide, Knife, Bridge Edge Loops, and more
pagenum: 115; title: Subdivide tool
pagenum: 116; title: Knife tool
pagenum: 117; title: Bridge Edge Loops tool
pagenum: 118; title: Triangulate modifier tool
pagenum: 118; title: Using multiple shapes within Blender
pagenum: 119; title: Summary
pagenum: 143; label: Chapter 7
title: Let's Dress to Impress!
pagenum: 145; title: Unwrapping complex objects
pagenum: 145; title: Marking seams
pagenum: 146; title: Unwrap tool
pagenum: 147; title: Stitch
pagenum: 148; title: Average Island Scale
pagenum: 149; title: Pack Islands
pagenum: 150; title: Using Smart UV Project
pagenum: 150; title: Custom Marking Seams
pagenum: 151; title: Unwrapping Cubes
pagenum: 152; title: Unwrapping Cylinders
pagenum: 154; title: Using different maps to create a more realistic look
pagenum: 165; title: Summary
pagenum: 184; label: Chapter 8
title: Lights Camera Animation
pagenum: 185; title: How does Blender handle animation?
pagenum: 185; title: Rigging and using keyframes
pagenum: 188; title: Using Blender's suite of animation tools
pagenum: 200; title: Summary
pagenum: 204; label: Chapter 9
title: Bang Bang Let's Make It Explode
pagenum: 205; title: Creating a class blueprint to tie it all together
pagenum: 206; title: Using sound effects
pagenum: 219; title: Using particle effects
pagenum: 224; title: Index
pagenum: 233