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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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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

UV-Unwrapping and Texturing the Marine

It has been quite some time since we discussed UV unwrapping and texturing back in Chapter 5, On the Level: Making Modular Scenery , so let's remember how the basic process goes before tackling the marine.

UV Unwrapping Refresher

In order to unwrap an object, you need to select it and then switch to the UV Editing view from the view choices at the top of the screen. There is no need to follow along right now. Just recall how this works. The view has two panes. On the left is the 2D UV Texture Space. On the right is the regular 3D view we have been using all along:

Fig. 12.1 – UV Editing view selected

First, we load a texture image into the UV space. Then, we pick a part of the model to unwrap by entering Edit mode, which gives access to the UV menu. There is a handy function called Smart UV Project that we use. ("Project" as in "projection," not as in "the project is late...

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