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Chris Totten - Game Character Creation with Blender and Unity [2012, PDF, ENG]

Сообщение Солнышко » 30 янв 2018, 07:00

Game Character Creation with Blender and Unity
Год: 2012
Автор: Chris Totten
Жанр: CG 3D Graphics
Издательство: Sybex
ISBN: 978-1-118-26457-7
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 322
Описание: When video games first entered the consumer market scene in the 1970s, they were incredibly simple, abstract affairs when compared to today’s multi-milliondollar projects. An Internet search for “Pong source code” shows that the game can be made with about 200 lines of C++ code, whereas a game like Crysis runs on over one million. Back in the days of Pong and other early games, it was within the reach of enthusiasts, albeit those with programming skills, to make their own games on home computers. The founders of CodeMasters, Philip and Andrew Oliver, used to write games on their home PC and distribute them by having the source code published in magazines for other children to type. Years later gaming computers and consoles became more powerful, and new worlds of artistic and narrative possibilities opened up. Commercial game production was no longer accomplished by a single talented programmer but rather by an entire team of programmers, writers, sound technicians, artists, and other creative professionals. As games became more complex, however, the vision of making a “do it yourself” game that was as good as, if not better than, what was in stores grew increasingly further away from gamers. That is…until now… You hold in your hand a guidebook that will put you on your way to making your own commercial-quality games. You may be holding it because you are interested in making your own games or because you want to learn about how 3D art works together with game engines. Whatever your reasons, the important part is that with this book the power is back in the hands of you, the independent game maker…part of it anyway. Game production in this new do-it-yourself world is still largely the domain of several talented individuals working on one project. Even Jonathan Blow, the rockstar indie developer behind Braid, had help from artists and musicians. Game design theorist Jesse Schell, in his book The Art of Game Design (Morgan Kaufmann, 2008), said that a well-rounded game designer needs to have working knowledge of animation, anthropology, architecture, brainstorming, business, cinematography, communication, creative writing, economics, engineering, history, management, mathematics, music, psychology, public speaking, sound design, technical writing, and visual arts—a body of knowledge that no one book can impart. However, this book will show you how to complete one of the more complex parts of game content creation: character creation. One of the most rewarding and challenging portions of game development is creating good characters. It is rewarding because you get to make enemies or even the character on the box. It is challenging because 3D content creation programs like 3ds Max, Maya, ZBrush, and commercial game engines are both expensive and incredibly difficult to learn. However, by mastering the concepts in this book, you can apply your newfound uber-talents in game art to much simpler (yet still incredibly important) visual elements of games, like environmental modeling and props. As previously stated, the tools used by the “big guys” to accomplish the tasks that lie before you are expensive, and each tool is specialized in only one or two parts of the entire process, requiring lots of time spent importing and exporting. You, as part of the new DIV movement, are more resourceful and economical than that, however, and will streamline your process with two powerful and financially accessible tools: Blender and the Unity game engine.
Chapter 1: Basic Game Art Concepts
Chapter 2: Blender Basics for Game Characters
Chapter 3: Modeling the Character
Chapter 4: Prepping for Zombie Details with UV Unwrapping
Chapter 5: Sculpting for Normal Maps
Chapter 6: Digital Painting Color Maps
Chapter 7: Rigging for Realistic Movement
Chapter 8: Animating the Zombie
Chapter 9: Unity Engine Basics
Chapter 10: Implementing Your Zombie in a Unity Game

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