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E-raamat: Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines [Taylor & Francis e-raamat]

  • Formaat: 272 pages, 600 Halftones, color; 600 Illustrations, color
  • Ilmumisaeg: 12-Oct-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240815640
  • Taylor & Francis e-raamat
  • Hind: 244,66 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 349,51 €
  • Säästad 30%
  • Formaat: 272 pages, 600 Halftones, color; 600 Illustrations, color
  • Ilmumisaeg: 12-Oct-2010
  • Kirjastus: Focal Press
  • ISBN-13: 9780240815640

Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists. From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development.

Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices.

Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS.

In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS.

Acknowledgments ix
Prologue: Thump'n Noggins xi
Chapter 1 Getting to Know the iDevice Hardware and Unity iOs
1(18)
iDevice Hardware
2(13)
ARM CPU
2(5)
GPU
7(8)
Determining Your Game Budget
15(3)
Frame Rate Budget
16(1)
Rendering Budget
17(1)
It All Sums Up
17(1)
Summary
18(1)
Chapter 2 Creating Game Objects Using modo
19(22)
Planning the Vertex Budget
20(4)
Testing Performance
20(4)
Sizing Things Up
24(5)
What is a Game Unit
25(1)
Setting Up Modo
25(3)
Importing into Unity iOS
28(1)
True Vertex Count
29(3)
Degenerate Triangles
30(1)
Smoothing Angles
30(1)
UV Seams
30(1)
Using Lights
31(1)
Modeling Tater and Thumper
32(8)
My Workflow
33(1)
Creating Geometry
34(3)
Reducing Geometry
37(3)
Summary
40(1)
Chapter 3 Understanding Textures and UV Maps
41(24)
Creating UV Maps
41(9)
Planning Your UV Maps
42(2)
Creating UVs for Tater
44(2)
Creating UVs for Thumper
46(4)
Fundamentals of Game Textures
50(7)
Texture Formats
50(1)
Texture Size
50(3)
Texture Compression: PVRTC
53(2)
Using Mip Maps
55(1)
Multiple Resolutions
55(1)
Texture Budget
55(2)
Creating the Diffuse Map
57(7)
Faking Light and Shadow
57(1)
Texturing Tater
58(6)
Summary
64(1)
Chapter 4 Creating Game Objects Using modo
65(26)
Level Design
65(9)
Creating a Style
67(1)
Breaking Down into Sections
68(3)
Batching Revisited
71(3)
Creating the Level
74(12)
Determining the Vertex Count
74(2)
Using Texture Atlas
76(1)
Building on the Grid
77(9)
Texturing the Level
86(3)
Measuring the Scene
86(1)
Creating the Textures
86(1)
Creating UVs
87(2)
Summary
89(2)
Chapter 5 Animation Using Blender
91(28)
Matching Object Size
92(2)
Unity iOS Blender Support and FBX Workflow
94(2)
Using FBX
94(2)
Understanding Skinned Meshes within Unity iOS
96(3)
VFP-Optimized Skinning
96(3)
Rigging Tater in Blender
99(18)
iPhone and ipad Rigging Essentials
99(3)
Creating the Basic Skeleton
102(12)
Weight Painting
114(3)
Summary
117(2)
Chapter 6 Animation Using Blender
119(36)
Completing the Rig: Adding Ik
119(20)
Setting Up IK for Legs
124(7)
Setting Up IK for Arms
131(4)
Tidying Things Up
135(4)
Animating Tater
139(3)
Using FBX
140(2)
How Animation Data Works in Unity iOS
142(1)
Animating in Blender
143(14)
Summary
152(4)
Chapter 7 Animation Using Blender
155(32)
Unity's Animation System
156(13)
Route 1
157(1)
Route 2
157(1)
Creating Animations Using Blender's NLA Editor
158(7)
Blending Animations in Unity iOS
165(4)
Using Dynamics in Blender to Animate Objects
169(16)
Setting Up Rigid Body Dynamics in Blender
170(15)
Summary
185(2)
Chapter 8 Creating Lightmaps Using Beast
187(24)
Beast Lightmapping
189(20)
Beast and HDR
190(1)
Correct Lightmap UVs
190(2)
Autogenerate UVs
192(1)
The Process
192(6)
Using Dual Lightmaps
198(2)
Beast Settings
200(3)
Adjusting Lightmaps
203(6)
Summary
209(2)
Chapter 9 Working with Game Assets in Unity iOS
211(24)
Prefabs
212(3)
Creating Prefab for Environment Props
212(1)
Target Prefab
212(2)
Camera Control Kit
214(1)
Setting up Colliders
215(3)
Texture Compression
218(2)
Mip maps
218(2)
Optimized Shaders
220(1)
Using Physics in Unity iOS
221(7)
Setting Up the Target Object
223(3)
Adding Particles
226(2)
Optimizing Physics Using the Time Manager
228(1)
Publishing Your Game
228(3)
Player Settings
228(3)
Optimizing Your Game
231(2)
Tuning Main Loop Performance
231(1)
Internal Profiler
232(1)
Summary
233(2)
Bonus Resources 235(2)
Creating Tater's Training Trash Yard 237(14)
Index 251
By Wes McDermott, Wes has been a professional 3D artist for 10 years, working in video production and print design. For the past six years, Wes has been the Multi-Media Developer for UPS Airlines at the Flight Training Center. He creates various 3D elements for video and interactive online training. Published in HDRI 3D magazine and a featured artist at Luxology.com, Wes has participated in beta tests for both Luxology and Autodesk, leading 3D software companies.