Practical Game Development with Unity and Blender - Info and Reading Options
By Alan Thorn

"Practical Game Development with Unity and Blender" was published by Course Technology in 2014 - Boston, Massachusetts, it has 368 pages and the language of the book is English.
“Practical Game Development with Unity and Blender” Metadata:
- Title: ➤ Practical Game Development with Unity and Blender
- Author: Alan Thorn
- Language: English
- Number of Pages: 368
- Publisher: Course Technology
- Publish Date: 2014
- Publish Location: Boston, Massachusetts
“Practical Game Development with Unity and Blender” Subjects and Themes:
- Subjects: ➤ Computer games, design - Computer games - Programming - Video games - Design - Computer graphics - Three-dimensional display systems - GAMES - Board - Unity (Electronic resource) - Blender (Computer file)
Edition Identifiers:
- The Open Library ID: OL28531109M - OL21075324W
- Online Computer Library Center (OCLC) ID: 882099650 - 880400797
- ISBN-13: 9781305074705 - 9781305074712
- All ISBNs: 9781305074705 - 9781305074712
AI-generated Review of “Practical Game Development with Unity and Blender”:
"Practical Game Development with Unity and Blender" Table Of Contents:
- 1- Introduction
- 2- The 10-Stage Workflow
- 3- Introducing the 10-Stage Workflow
- 4- Brainstorming
- 5- Initial Design
- 6- Game Overview
- 7- Game Details
- 8- References
- 9- Prototyping
- 10- Refining Design
- 11- Project Management
- 12- Identify Resources
- 13- Compress Space
- 14- Schedule Work
- 15- Asset Creation
- 16- Importing Assets
- 17- Level Design
- 18- Scripting
- 19- Testing
- 20- Building
- 21- Recommendations for Working Practice
- 22- Summary
- 23- Blender-to-Unity Workflow
- 24- Configuring the Blender GUI
- 25- Dark Themes
- 26- Disable Python Tooltips
- 27- Maya Controls
- 28- The Close-Without-Saving "Bug"
- 29- Exporting Blender Models to Unity
- 30- Blend Files
- 31- Tutorial: Exporting Manually to FBX
- 32- Exploring FBX Files
- 33- Tutorial: Importing FBX Files into Unity
- 34- Lightmap UVs
- 35- Scale Factor
- 36- Summary
- 37- Modular Environments and Static Meshes
- 38- Advantages of the Modular Method
- 39- Getting Started with Modular Environments in Blender
- 40- Extending from the Base Tile
- 41- Modular Environment Blender Workflow
- 42- Flipping Normals
- 43- Backface Culling
- 44- Vertex and Incremental Snapping
- 45- N-gons
- 46- Searching for N-gons
- 47- Undoing and Removing Doubles
- 48- Mirroring
- 49- Using Vertex Groups
- 50- Mesh Display Settings
- 51- UV Mapping and Texture Creation
- 52- Marking Seams, UV Mapping, and Modeling
- 53- Atlas Textures and UV Overlapping
- 54- Establish Texel Density
- 55- Importing and Configuring Environments in Unity
- 56- Using Prefabs
- 57- Static Batching
- 58- Summary
- 59- Terrain
- 60- Creating Terrain in Unity
- 61- Terrain Settings
- 62- Sculpting Terrain
- 63- Texture-Painting Terrain
- 64- Evaluating Unity Terrains
- 65- Blender Terrain Modeling
- 66- The Proportional Editing Method
- 67- The Displacement-Texture Method
- 68- The Sculpting Method
- 69- Terrain Resolution
- 70- Texture-Painting Terrain
- 71- UV Mapping Terrains
- 72- Generating a Texture for Painting
- 73- Painting from the UV Image Editor
- 74- Painting from the 3D View
- 75- Painting with Textures
- 76- Working with Roads and Paths
- 77- Creating Roads
- 78- Summary
- 79- Animation Workflows
- 80- Animation Units: The Keyframe
- 81- Preparing for Animation in Blender
- 82- Use a Dedicated Animation Layout
- 83- Beware of Auto-Key
- 84- Insert Single Keyframes
- 85- Animation Length
- 86- Exporting Animations to FBX
- 87- Working with Multiple Animations
- 88- Keyframe Animations from Blender to Unity
- 89- Follow-Path Animations and Animation Baking
- 90- Blend Shapes and Shape Keys
- 91- Bones and Rigging
- 92- Always Name Bones
- 93- Use X-Axis Mirror for Character Rigs
- 94- Forward and Inverse Kinematics
- 95- Deform and Control Bones
- 96- Exporting Rigged Characters
- 97- Importing Rigged Meshes into Unity
- 98- Summary
- 99- Objects, Dependencies, and Event-Driven Programming
- 100- Hard-Coded Dependencies
- 101- Solving DI: Component-Based Design and Messages
- 102- Component-Based Design
- 103- Messages
- 104- Taking Messages Further: BroadcastMessage and Hierarchies
- 105- Sending Messages to Selected Objects
- 106- Sending Messages to Parents
- 107- Notification System
- 108- NotificationsManager In-Depth
- 109- Singletons
- 110- Messages and Active Objects
- 111- Traversing Game Object Hierarchies
- 112- Summary
- 113- Retopologizing
- 114- High-Poly Meshes and Subdivision Surfaces
- 115- High-Poly Meshes and Real-Time Games
- 116- Retopologizing in Practice
- 117- Step 1: Use Box Modeling to Create a Low-Poly Start
- 118- Step 2: Subdivide
- 119- Step 3: Sculpt and Subdivide
- 120- Step 4: Retopologize
- 121- Using Decimate
- 122- Summary
- 123- Saved Games and Persistent Data
- 124- Persistent Data
- 125- Player Preferences
- 126- Player Preferences: Going Further
- 127- Customizing Persistent Data
- 128- XML Files or JSON or Binary?
- 129- JSON
- 130- Binary
- 131- Class Serialization
- 132- Getting Started with XML Serialization
- 133- Saving Data to an XML File
- 134- Read Data from an XML File
- 135- Working with the SaveState Class
- 136- Summary
- 137- Baking
- 138- What Is Baking?
- 139- Baked Static Lighting
- 140- Baked "Real-Time Lighting
- 141- Baked Navigation
- 142- Preparing for Lightmapping in Unity
- 143- Lightmapping: Lightmap Resolution
- 144- Lightmapping Mode
- 145- Indirect Illumination and Ambient Occlusion
- 146- Baking Lightmaps
- 147- Baking Maps in Blender
- 148- Compositing Render Passes in GIMP
- 149- Baking Real-Time Lighting with Unity Light Probes
- 150- Baking Navigation
- 151- Summary
- 152- Unity, Blender, and Other Software
- 153- Other Software
- 154- MakeHuman
- 155- GIMP
- 156- Inkscape
- 157- MyPaint and Krita
- 158- Synfig Studio
- 159- Tiled
- 160- MonoDevelop
- 161- BMFONT
- 162- TexturePacker
- 163- LibreOffice
- 164- Anime Studio Pro
- 165- Audacity
- 166- SFXR
- 167- Summary
- 168- Game Development Resources
- 169- Index
"Practical Game Development with Unity and Blender" Description:
Open Data:
Cover -- Contents -- Introduction -- Chapter 1 The 10-Stage Workflow -- Introducing the 10-Stage Workflow -- Stage 1: Brainstorming -- Stage 2: Initial Design -- Game Overview -- Game Details -- References -- Stage 3: Prototyping -- Stage 4: Refining Design -- Project Management -- Identify Resources -- Compress Space -- Schedule Work -- Stage 5: Asset Creation -- Stage 6: Importing Assets -- Stage 7: Level Design -- Stage 8: Scripting -- Stage 9: Testing -- Stage 10: Building -- Recommendations for Working Practice -- Summary -- Chapter 2 Blender-to-Unity Workflow -- Configuring the Blender GUI -- Dark Themes -- Disable Python Tooltips -- Maya Controls -- The Close-Without-Saving "Bug" -- Exporting Blender Models to Unity -- .Blend Files -- Tutorial: Exporting Manually to FBX -- Exploring FBX Files -- Tutorial: Importing FBX Files into Unity -- Lightmap UVs -- Scale Factor -- Summary -- Chapter 3 Modular Environments and Static Meshes -- Advantages of the Modular Method -- Getting Started with Modular Environments in Blender -- Extending from the Base Tile -- Modular Environment Blender Workflow -- Flipping Normals -- Backface Culling -- Vertex and Incremental Snapping -- N-gons -- Searching for N-gons -- Undoing and Removing Doubles -- Mirroring -- Using Vertex Groups -- Mesh Display Settings -- UV Mapping and Texture Creation -- Marking Seams, UV Mapping, and Modeling -- Atlas Textures and UV Overlapping -- Establish Texel Density -- Importing and Configuring Environments in Unity -- Using Prefabs -- Static Batching -- Summary -- Chapter 4 Terrain -- Creating Terrain in Unity -- Terrain Settings -- Sculpting Terrain -- Texture-Painting Terrain -- Evaluating Unity Terrains -- Blender Terrain Modeling -- The Proportional Editing Method -- The Displacement-Texture Method -- The Sculpting Method -- Terrain Resolution -- Texture-Painting Terrain
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