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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

Summary

Can you believe it? We made it to the end. We started with nothing and we wound up with a lively mini-game level where we created just about everything ourselves. We created scenery and a character from scratch in Blender, then we UV-unwrapped and textured those elements. We laid out a level in Unity and learned several ways to animate items, including with the Animator and Timeline.

Let's see, what else? We learned about rapid prototyping with ProBuilder and we briefly got introduced to Cinemachine smart virtual cameras.

We found that Mixamo is a godsend in terms of rigging characters and providing high-quality animations.

Lastly, we learned to always double-check the coordinates of any teleporter we want to escape through.

Where can you take the game from here? To infinity and beyond! We have barely scratched the surface of so many things. The techniques in this book can be applied to so many different styles of games: FPS, topdown, you name it.

Hopefully...

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