Practical Game Development with Unity and Blender
Publisher: Course Technology; Cengage Learning
Published: 2014
Language: eng
Number of pages: 368
ISBN-13: 9781305074705
Subjects: Computer games, design
Table of contents: title: Introduction
pagenum: xi; label: Chapter 1
title: The 10-Stage Workflow
pagenum: 1; title: Introducing the 10-Stage Workflow
pagenum: 2; label: Stage 1
title: Brainstorming
pagenum: 4; label: Stage 2
title: Initial Design
pagenum: 7; title: Game Overview
pagenum: 9; title: Game Details
pagenum: 9; title: References
pagenum: 10; label: Stage 3
title: Prototyping
pagenum: 10; label: Stage 4
title: Refining Design
pagenum: 11; title: Project Management
pagenum: 12; title: Identify Resources
pagenum: 13; title: Compress Space
pagenum: 13; title: Schedule Work
pagenum: 14; label: Stage 5
title: Asset Creation
pagenum: 14; label: Stage 6
title: Importing Assets
pagenum: 15; label: Stage 7
title: Level Design
pagenum: 17; label: Stage 8
title: Scripting
pagenum: 18; label: Stage 9
title: Testing
pagenum: 20; label: Stage 10
title: Building
pagenum: 21; title: Recommendations for Working Practice
pagenum: 22; title: Summary
pagenum: 24; label: Chapter 2
title: Blender-to-Unity Workflow
pagenum: 25; title: Configuring the Blender GUI
pagenum: 26; title: Dark Themes
pagenum: 27; title: Disable Python Tooltips
pagenum: 29; title: Maya Controls
pagenum: 31; title: The Close-Without-Saving "Bug"
pagenum: 34; title: Exporting Blender Models to Unity
pagenum: 35; title: Blend Files
pagenum: 36; title: Tutorial: Exporting Manually to FBX
pagenum: 37; title: Exploring FBX Files
pagenum: 55; title: Tutorial: Importing FBX Files into Unity
pagenum: 56; title: Lightmap UVs
pagenum: 57; title: Scale Factor
pagenum: 59; title: Summary
pagenum: 61; label: Chapter 3
title: Modular Environments and Static Meshes
pagenum: 63; title: Advantages of the Modular Method
pagenum: 65; title: Getting Started with Modular Environments in Blender
pagenum: 66; title: Extending from the Base Tile
pagenum: 70; title: Modular Environment Blender Workflow
pagenum: 71; title: Flipping Normals
pagenum: 71; title: Backface Culling
pagenum: 72; title: Vertex and Incremental Snapping
pagenum: 73; title: N-gons
pagenum: 77; title: Searching for N-gons
pagenum: 79; title: Undoing and Removing Doubles
pagenum: 81; title: Mirroring
pagenum: 82; title: Using Vertex Groups
pagenum: 84; title: Mesh Display Settings
pagenum: 87; title: UV Mapping and Texture Creation
pagenum: 89; title: Marking Seams, UV Mapping, and Modeling
pagenum: 89; title: Atlas Textures and UV Overlapping
pagenum: 92; title: Establish Texel Density
pagenum: 94; title: Importing and Configuring Environments in Unity
pagenum: 97; title: Using Prefabs
pagenum: 99; title: Static Batching
pagenum: 102; title: Summary
pagenum: 103; label: Chapter 4
title: Terrain
pagenum: 105; title: Creating Terrain in Unity
pagenum: 106; title: Terrain Settings
pagenum: 107; title: Sculpting Terrain
pagenum: 109; title: Texture-Painting Terrain
pagenum: 110; title: Evaluating Unity Terrains
pagenum: 113; title: Blender Terrain Modeling
pagenum: 115; title: The Proportional Editing Method
pagenum: 117; title: The Displacement-Texture Method
pagenum: 120; title: The Sculpting Method
pagenum: 124; title: Terrain Resolution
pagenum: 128; title: Texture-Painting Terrain
pagenum: 129; title: UV Mapping Terrains
pagenum: 130; title: Generating a Texture for Painting
pagenum: 131; title: Painting from the UV Image Editor
pagenum: 132; title: Painting from the 3D View
pagenum: 137; title: Painting with Textures
pagenum: 139; title: Working with Roads and Paths
pagenum: 143; title: Creating Roads
pagenum: 144; title: Summary
pagenum: 149; label: Chapter 5
title: Animation Workflows
pagenum: 151; title: Animation Units: The Keyframe
pagenum: 152; title: Preparing for Animation in Blender
pagenum: 153; title: Use a Dedicated Animation Layout
pagenum: 154; title: Beware of Auto-Key
pagenum: 154; title: Insert Single Keyframes
pagenum: 156; title: Animation Length
pagenum: 157; title: Exporting Animations to FBX
pagenum: 159; title: Working with Multiple Animations
pagenum: 160; title: Keyframe Animations from Blender to Unity
pagenum: 160; title: Follow-Path Animations and Animation Baking
pagenum: 171; title: Blend Shapes and Shape Keys
pagenum: 179; title: Bones and Rigging
pagenum: 186; title: Always Name Bones
pagenum: 186; title: Use X-Axis Mirror for Character Rigs
pagenum: 187; title: Forward and Inverse Kinematics
pagenum: 189; title: Deform and Control Bones
pagenum: 192; title: Exporting Rigged Characters
pagenum: 193; title: Importing Rigged Meshes into Unity
pagenum: 195; title: Summary
pagenum: 197; label: Chapter 6
title: Objects, Dependencies, and Event-Driven Programming
pagenum: 199; title: Hard-Coded Dependencies
pagenum: 200; title: Solving DI: Component-Based Design and Messages
pagenum: 202; title: Component-Based Design
pagenum: 202; title: Messages
pagenum: 204; title: Taking Messages Further: BroadcastMessage and Hierarchies
pagenum: 208; title: Sending Messages to Selected Objects
pagenum: 209; title: Sending Messages to Parents
pagenum: 210; title: Notification System
pagenum: 210; title: NotificationsManager In-Depth
pagenum: 214; title: Singletons
pagenum: 216; title: Messages and Active Objects
pagenum: 217; title: Traversing Game Object Hierarchies
pagenum: 218; title: Summary
pagenum: 219; label: Chapter 7
title: Retopologizing
pagenum: 221; title: High-Poly Meshes and Subdivision Surfaces
pagenum: 222; title: High-Poly Meshes and Real-Time Games
pagenum: 224; title: Retopologizing in Practice
pagenum: 225; title: Step 1: Use Box Modeling to Create a Low-Poly Start
pagenum: 225; title: Step 2: Subdivide
pagenum: 229; title: Step 3: Sculpt and Subdivide
pagenum: 231; title: Step 4: Retopologize
pagenum: 236; title: Using Decimate
pagenum: 245; title: Summary
pagenum: 247; label: Chapter 8
title: Saved Games and Persistent Data
pagenum: 249; title: Persistent Data
pagenum: 250; title: Player Preferences
pagenum: 251; title: Player Preferences: Going Further
pagenum: 252; title: Customizing Persistent Data
pagenum: 254; title: XML Files or JSON or Binary?
pagenum: 254; title: JSON
pagenum: 255; title: Binary
pagenum: 256; title: Class Serialization
pagenum: 257; title: Getting Started with XML Serialization
pagenum: 257; title: Saving Data to an XML File
pagenum: 260; title: Read Data from an XML File
pagenum: 261; title: Working with the SaveState Class
pagenum: 264; title: Summary
pagenum: 265; label: Chapter 9
title: Baking
pagenum: 267; title: What Is Baking?
pagenum: 268; title: Baked Static Lighting
pagenum: 268; title: Baked "Real-Time Lighting
pagenum: 269; title: Baked Navigation
pagenum: 270; title: Preparing for Lightmapping in Unity
pagenum: 271; title: Lightmapping: Lightmap Resolution
pagenum: 273; title: Lightmapping Mode
pagenum: 275; title: Indirect Illumination and Ambient Occlusion
pagenum: 277; title: Baking Lightmaps
pagenum: 280; title: Baking Maps in Blender
pagenum: 283; title: Compositing Render Passes in GIMP
pagenum: 289; title: Baking Real-Time Lighting with Unity Light Probes
pagenum: 292; title: Baking Navigation
pagenum: 297; title: Summary
pagenum: 305; label: Chapter 10
title: Unity, Blender, and Other Software
pagenum: 307; title: Other Software
pagenum: 307; title: MakeHuman
pagenum: 308; title: GIMP
pagenum: 309; title: Inkscape
pagenum: 311; title: MyPaint and Krita
pagenum: 313; title: Synfig Studio
pagenum: 314; title: Tiled
pagenum: 315; title: MonoDevelop
pagenum: 316; title: BMFONT
pagenum: 318; title: TexturePacker
pagenum: 319; title: LibreOffice
pagenum: 319; title: Anime Studio Pro
pagenum: 320; title: Audacity
pagenum: 321; title: SFXR
pagenum: 322; title: Summary
pagenum: 323; label: Appendix A
title: Game Development Resources
pagenum: 325; title: Index
pagenum: 327