3D game design with Unreal Engine 4 and Blender combine the powerful UE4 with Blender to create visually appealing and comprehensive game environments
Annotation
Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
Birmingham, UK
Packt Publishing
2016
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Series: | Community experience distilled
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Subjects: | |
Online Access: | |
Collection: | O'Reilly - Collection details see MPG.ReNa |
Table of Contents:
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Unreal, My Friend, I'd Like You to Meet Blender
- Installing Blender
- Exploring the interface
- Customizing your settings
- Working with modes
- Jumping into our first project
- Getting things started in Unreal Engine 4
- Summary
- Chapter 2: Starting Our First Project
- Using the Content Browser to start building the level
- Using different types of light
- Adding interactive elements using Triggers and Blueprints
- Playtesting our level
- Summary
- Chapter 3: It's Time to Customize!
- Getting started making game assets
- Using the basic tools of polygon modeling
- How to use UV mapping and why it's important
- UV unwrapping our game asset
- Basic texturing techniques
- Summary
- Chapter 4: Getting the Assets to the Level
- Exporting our object from Blender
- What is FBX?
- Importing our object into Unreal
- Setting up and using our new 3D asset
- Summary
- Chapter 5: Taking This Level Up a Notch
- Planning a more complex level
- Whiteboxing a level for better asset creation
- Level design principles
- Advanced scripting techniques
- Win conditions
- Summary
- Chapter 6: Monster Assets
- The Level Totally Needs One of These
- Designing our asset
- inspiration and concept art
- Advanced tools: Subdivide, Knife, Bridge Edge Loops, and more
- Subdivide tool
- Knife tool
- Bridge Edge Loops tool
- Triangulate modifier tool
- Using multiple shapes within Blender
- Summary
- Chapter 7: Let's Dress to Impress!
- Unwrapping complex objects
- Marking seams
- Unwrap tool
- Stitch
- Average Island Scale
- Pack Islands
- Using Smart UV Project
- Custom Marking Seams
- Unwrapping Cubes
- Unwrapping Cylinders
- Using different maps to create a more realistic look