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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

Blocking Out our Level

Before we get to creating new geometry, let's create a rough layout that will structure our level and help guide us with placement as we create each new piece. To do so, launch Blender and create a new file. Call it anything you like so long as it's SpaceEscapeObjects. Here is the plan that I have in mind:

Fig. 5.2 – A rough level layout for our mini-game

Let's examine Fig 5.2. It should be noted that each grid square is meant to be about 8 x 8 units (1 meter). The alternating blue and pink areas are indicating corridors. Yellow areas are rooms.

Note: before I present my ideas, I want to say that for this section, do anything you want. This book is not focused on level design and you can still have a lot of success and fun by following your own ideas.

Here's the big idea behind the layout: the player will start out in the area marked A. You might put a turret in area B that the player can hear before they...

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