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Mind-Melding Unity and Blender for 3D Game Development

You're reading from   Mind-Melding Unity and Blender for 3D Game Development Unleash the power of Unity and Blender to create amazing games

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Product type Paperback
Published in Dec 2021
Publisher Packt
ISBN-13 9781801071550
Length 460 pages
Edition 1st Edition
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Author (1):
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Spencer Grey Spencer Grey
Author Profile Icon Spencer Grey
Spencer Grey
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Toc

Table of Contents (19) Chapters Close

Preface 1. Section 1: There and Back Again – An Asset Roundtrip with Unity and Blender
2. Chapter 1: Melding Unity and Blender FREE CHAPTER 3. Chapter 2: Gathering Our Resources 4. Chapter 3: Entering the Blender Zone for the First Time 5. Chapter 4: Asset Assimilation: Returning to Unity 6. Section 2: The Right Stuff: Scenery, Props, and Characters
7. Chapter 5: On the Level: Making Modular Scenery 8. Chapter 6: Living It Up: Adding Fun with Animation 9. Chapter 7: Prep Work: Materials, Grids, and Snapping 10. Chapter 8: Laying Out the Level 11. Chapter 9: Secret Weapon #1: Deploying ProBuilder 12. Chapter 10: Secret Weapon #2: Animating with Timeline 13. Chapter 11: We Could Be Heroes: Blender Character Modeling 14. Chapter 12: It Was Rigged!: Character Rigging 15. Section 3: Assets Assemble! Putting It All Together
16. Chapter 13: Animation and Movement In-Game 17. Chapter 14: Endgame: Adding Spit and Polish 18. Other Books You May Enjoy

Modeling the Marine

Are you ready, Earthling? Good. We are going to begin creating the marine starting at the top and working our way to the bottom, going through each major body part group: head, torso, arms, hands, legs, boots. As is very common in the modeling world, we start with primitive shapes and then refine them. There is so much to do that I won't waste words, and I certainly will not make any puns about getting a head start, avoiding jumping ahead, heading in the right direction, and so on.

(Sorry.)

Head

The head is going to be based on a sphere that we distort and then add some simple cylinders to. Pre-texturing, it's going to look roughly like this:

Fig. 11.6 – The final head/helmet without texturing

As we go along, we'll encounter new commands we haven't used before. I'll explain what to do with them for our purposes here, but if you have the time and curiosity, play around with the new stuff to really...

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