Acknowledgments |
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xvii | |
Authors |
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xix | |
Introduction |
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xxi | |
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1 | (56) |
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6 | (1) |
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6 | (1) |
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7 | (1) |
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7 | (1) |
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Tutorial 1.1 Modeling a Security Camera |
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7 | (25) |
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32 | (1) |
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Grow and Shrink Selection |
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32 | (1) |
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33 | (1) |
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33 | (1) |
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34 | (3) |
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37 | (1) |
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Duplicate, Duplicate with Transform |
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38 | (1) |
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39 | (1) |
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39 | (1) |
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40 | (1) |
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41 | (1) |
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41 | (1) |
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41 | (1) |
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42 | (1) |
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Tutorial 1.2 Modular Set Pieces |
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43 | (1) |
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44 | (1) |
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44 | (11) |
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55 | (2) |
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57 | (34) |
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57 | (2) |
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59 | (1) |
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60 | (2) |
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62 | (1) |
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62 | (1) |
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63 | (8) |
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71 | (1) |
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Chose the Right Texel Density |
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72 | (2) |
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74 | (15) |
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89 | (2) |
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91 | (42) |
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92 | (1) |
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93 | (1) |
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Tutorial 3.1 Texturing Modular Pieces |
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93 | (3) |
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96 | (1) |
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97 | (1) |
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97 | (1) |
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98 | (1) |
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98 | (2) |
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100 | (23) |
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123 | (6) |
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Assignment: Texturing the Rest of the Models |
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129 | (2) |
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131 | (2) |
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Chapter 4 Level Asset Creation |
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133 | (56) |
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134 | (1) |
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134 | (1) |
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Tutorial 4.1 Get Unreal Engine 4 and Visual Studio Up and Running |
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134 | (2) |
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136 | (1) |
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137 | (1) |
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138 | (1) |
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Tutorial 4.2 Export Our Assets to Unreal and Build Our Material |
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139 | (6) |
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145 | (1) |
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Color R, G, B, A Channels |
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146 | (4) |
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150 | (7) |
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Tutorial 4.3 Set up a Test Hallway |
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157 | (9) |
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Tutorial 4.4 Create Parameters for Our Materials |
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166 | (11) |
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177 | (3) |
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180 | (8) |
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188 | (1) |
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189 | (54) |
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Tutorial 5.1 Create the Interior of Our Level |
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190 | (30) |
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220 | (2) |
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Tutorial 5.2 Create the Landscape of Our Level |
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222 | (2) |
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The Quixel Megascan Ecosystem |
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224 | (1) |
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Tutorial 5.3 Set Up Quixel Bridge |
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224 | (2) |
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Tutorial 5.4 Create the Landscape Material |
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226 | (2) |
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228 | (6) |
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Tutorial 5.5 Place 3D Assets on the Landscape |
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234 | (8) |
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242 | (1) |
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Chapter 6 Lighting And Baking |
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243 | (22) |
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243 | (1) |
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244 | (1) |
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244 | (1) |
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245 | (2) |
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247 | (1) |
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247 | (1) |
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248 | (1) |
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Tutorial 6.1 Optimize the Lightmap Resolution |
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249 | (4) |
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Lightmass Importance Volumes |
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253 | (1) |
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Lower Down Baking Quality for Quick Iteration |
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253 | (3) |
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Tutorial 6.2 Adjust Lighting |
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256 | (5) |
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Tutorial 6.3 Add Post Processing and Other Effects |
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261 | (1) |
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262 | (1) |
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263 | (1) |
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264 | (1) |
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Chapter 7 Character Modeling |
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265 | (56) |
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266 | (1) |
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266 | (1) |
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267 | (1) |
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267 | (1) |
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Setting Up Image Plane in Maya |
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267 | (2) |
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269 | (2) |
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271 | (4) |
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275 | (3) |
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278 | (5) |
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283 | (1) |
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284 | (2) |
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286 | (1) |
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287 | (2) |
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289 | (1) |
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290 | (6) |
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296 | (7) |
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303 | (11) |
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314 | (3) |
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317 | (2) |
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319 | (2) |
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321 | (22) |
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322 | (1) |
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Tutorial 8.1 Character UV Mapping |
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322 | (1) |
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Mesh Inspection and Cleanup |
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322 | (2) |
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324 | (6) |
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330 | (1) |
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331 | (3) |
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334 | (7) |
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341 | (2) |
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Chapter 9 Character Texture Painting |
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343 | (48) |
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345 | (8) |
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353 | (2) |
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355 | (7) |
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362 | (8) |
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370 | (5) |
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Belts, Straps, Pockets, Holster, and Boots |
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375 | (1) |
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376 | (7) |
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383 | (2) |
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385 | (1) |
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385 | (2) |
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387 | (2) |
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389 | (2) |
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391 | (44) |
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392 | (1) |
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Joint Placement--Hip, Spine, Neck, and Head |
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393 | (1) |
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Tutorial 10.1 Create the Joint Chain for Our Character |
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393 | (3) |
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396 | (2) |
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Joint Placement--Left Arm |
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398 | (7) |
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405 | (1) |
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406 | (4) |
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410 | (2) |
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Setting Up the Foot Hierarchy |
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412 | (1) |
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Tutorial 10.2 Bind and Paint Skin Weighting |
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413 | (1) |
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414 | (5) |
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Mirroring the Skin Weights |
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419 | (1) |
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420 | (2) |
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Tutorial 10.3 Set Up Arm Controls |
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422 | (3) |
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425 | (1) |
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425 | (2) |
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Tutorial 10.4 Finger Controls |
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427 | (2) |
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Tutorial 10.5 Clavicle and Body Controls |
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429 | (2) |
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431 | (1) |
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432 | (2) |
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434 | (1) |
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Chapter 11 Fps Animation In Maya |
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435 | (28) |
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435 | (1) |
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Referencing the Character Rig |
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436 | (1) |
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437 | (1) |
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437 | (3) |
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440 | (2) |
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442 | (1) |
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443 | (1) |
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Weapon Movement Simplified |
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444 | (2) |
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446 | (3) |
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449 | (1) |
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449 | (1) |
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450 | (1) |
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451 | (1) |
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451 | (2) |
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453 | (1) |
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453 | (2) |
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455 | (1) |
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456 | (2) |
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458 | (2) |
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460 | (2) |
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Considerations and Conclusion |
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462 | (1) |
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Chapter 12 Unreal Character Asset Creation |
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463 | (24) |
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Tutorial 12.1 Character Asset Import |
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464 | (3) |
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Skeletal Mesh, Skeleton, and Physics Asset |
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467 | (3) |
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470 | (3) |
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Tutorial 12.2 Export FPS Animations |
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473 | (1) |
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473 | (3) |
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Tutorial 12.3 Motion Captured Data |
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476 | (4) |
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Tutorial 12.4 Animation Retargeting |
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480 | (6) |
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486 | (1) |
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Chapter 13 Basics Of Programming |
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487 | (40) |
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Relevant Programming Languages (From Hard to Easy) |
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488 | (1) |
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488 | (1) |
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489 | (1) |
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489 | (1) |
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489 | (1) |
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Tutorial 13.1 Create an Ul |
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489 | (2) |
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491 | (2) |
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Execution Pin and the Order of Execution |
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493 | (1) |
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494 | (1) |
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495 | (1) |
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Machine Code, Source Code, and Compiling |
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496 | (2) |
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Tutorial 13.2 Refactoring Our Load Level Mechanic |
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498 | (1) |
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499 | (1) |
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499 | (3) |
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502 | (1) |
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503 | (1) |
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503 | (2) |
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Tutorial 13.3 Make a Sliding Door Class |
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505 | (1) |
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506 | (4) |
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510 | (10) |
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520 | (4) |
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524 | (1) |
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525 | (2) |
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Chapter 14 Player Character |
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527 | (24) |
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Tutorial 14.1 Create the First-Person Shooter Character |
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528 | (1) |
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529 | (7) |
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536 | (1) |
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536 | (1) |
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536 | (1) |
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537 | (2) |
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Tutorial 14.2 Set Up the Animation |
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539 | (1) |
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540 | (1) |
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540 | (1) |
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541 | (1) |
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541 | (3) |
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544 | (4) |
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548 | (1) |
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Player Controller/Controller / AlController |
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548 | (1) |
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549 | (1) |
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549 | (1) |
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549 | (1) |
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549 | (1) |
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549 | (1) |
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550 | (1) |
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551 | (64) |
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Tutorial 15.1 Create a Base Weapon Class |
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553 | (1) |
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554 | (3) |
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557 | (1) |
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557 | (6) |
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563 | (3) |
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566 | (11) |
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577 | (5) |
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Tutorial 15.2 Weapon Attack Cooldowns |
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582 | (1) |
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582 | (4) |
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Tutorial 15.3 Weapon Damage |
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586 | (1) |
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587 | (1) |
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588 | (25) |
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613 | (2) |
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Chapter 16 Health And Damage |
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615 | (20) |
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Tutorial 16.1 Create a Health Component |
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616 | (1) |
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616 | (5) |
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Tutorial 16.2 Character Hit and Death |
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621 | (8) |
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Tutorial 16.3 Health Regeneration |
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629 | (4) |
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633 | (2) |
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Chapter 17 Inventory And Ul |
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635 | (46) |
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Tutorial 17.1 Weapon Pickup |
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636 | (6) |
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Tutorial 17.2 Weapon Switching |
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642 | (7) |
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Tutorial 17.3 Create the In-Game Weapon Ul |
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649 | (1) |
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649 | (1) |
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649 | (2) |
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651 | (3) |
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654 | (9) |
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Tutorial 17.4 Create the Health Bar |
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663 | (9) |
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Tutorial 17.5 Create the Pause and Game Over Ul |
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672 | (7) |
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679 | (1) |
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680 | (1) |
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Chapter 18 Security Camera |
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681 | (36) |
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Tutorial 18.1 Implement an AlSeer in C++ |
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682 | (5) |
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The Header and the Source File |
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687 | (7) |
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Tutorial 18.2 Create the Blueprint Version of AlSeer by Inheriting from the C++ Version |
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694 | (5) |
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Tutorial 18.3 Create a Security Camera |
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699 | (11) |
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Tutorial 18.4 Create a BP Monitor Class that Shows What the Camera Sees |
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710 | (2) |
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712 | (3) |
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715 | (2) |
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717 | (34) |
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Tutorial 1 Create the Patrol Al Character |
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718 | (7) |
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Tutorial 2 Create Al Controller and Behavior Tree for the Patrol Al |
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725 | (1) |
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Blackboard and Behavior Tree |
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725 | (18) |
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743 | (6) |
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749 | (2) |
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751 | (18) |
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Tutorial 20.1 Create the Boss Class |
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752 | (5) |
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Tutorial 20.2 Boss Attack |
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757 | (6) |
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Tutorial 20.3 Boss Death and Winning |
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763 | (4) |
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767 | (2) |
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769 | (16) |
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Tutorial 21.1 Add Audio to the Game |
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770 | (8) |
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Tutorial 21.2 Add Extra VFX to the Game |
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778 | (5) |
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783 | (2) |
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785 | (8) |
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Tutorial 22.1 Package the Game for Windows |
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786 | (4) |
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790 | (3) |
Index |
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793 | |