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Robin de Jongh [Robin de Jongh] - Google SketchUp for Game Design

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Robin de Jongh [Robin de Jongh] Google SketchUp for Game Design

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Create 3D game worlds complete with textures, levels and props

  • Learn how to create realistic game worlds with Googles easy 3D modeling tool
  • Populate your games with realistic terrain, buildings, vehicles and objects
  • Import to game engines such as Unity 3D and create a first person 3D game simulation
  • Learn the skills you need to sell low polygon 3D objects in game asset stores
  • Simple techniques to photo texture your models for ultra realism

In Detail

Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.

Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.

Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.

When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.

Robin de Jongh [Robin de Jongh]: author's other books


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Appendix A. MakeHuman

Modeling people in 3D is just about the most difficult task you can undertake. It's best left to an expert in any case, and probably best done in another modeling package rather than SketchUp. But if despite this, you wish to have a go at making a human game asset in SketchUp, there's always MakeHuman, a human maker that's free to download. Isn't that convenient?

Time for action - making a human Download and install the latest stable - photo 1
Time for action - making a human
  1. Download and install the latest stable version of MakeHuman from http://www.makehuman.org/.
  2. You also need MeshLab which we discovered in
  3. When these are installed, start MakeHuman. You can experiment with all the settings to adjust Gender, Age, Muscle Tone, Weight, and Height. Those are the basics.
    Now go to Files Export and deselect all the options Select Wavefront obj - photo 2
  4. Now go to FilesExport and deselect all the options. Select Wavefront obj .
  5. Type in a filename and click on Export . That's all for now with MakeHuman.
    Go to Meshlab and open the file you just exported You should find it in My - photo 3
  6. Go to Meshlab and open the file you just exported. You should find it in My Documents | Makehuman |Exports or something similar.
  7. Here he is in MeshLab:
    Did you notice how many polygons faces hes made up of 27500 Thats way - photo 4
  8. Did you notice how many polygons (faces) he's made up of? 27,500! That's way too many for game use.
    Go to Quadratic Edge Collapse Decimation with texture and try typing in 3000 - photo 5
  9. Go to Quadratic Edge Collapse Decimation (with texture) and try typing in 3000 faces. That should do it. Here he is now with the Smooth view button pressed:
    Go to File Save As and select 3DS format and Save Make sure you save him in - photo 6
  10. Go to FileSave As and select 3DS format and Save . Make sure you save him in the same folder as the texture.
  11. In SketchUp, import the 3DS file. Here, he is:
    Turn him with the Move tool so that hes standing upright Right-click and - photo 7
  12. Turn him with the Move tool so that he's standing upright. Right-click and Explode once, and then use the Soften/Smooth tool.
What just happened?

You just made a textured, high-polygon human in MakeHuman, crunched the polygons down to a manageable level, and imported it into SketchUp. He is now there in all his low-polygon glory, texture and all. Here's a quick render in Shaderlight so you can see the realism even with vastly reduced polygons. You can now use him as a dressmaker's doll to help you model assets such as armor, weapons, or clothing, or work on him much in the same way as you did with the terrain and the car to create a game character or monster.

Appendix B Pop Quiz Answers Chapter 1 Why Use SketchUp Question number - photo 8
Appendix B. Pop Quiz Answers
Chapter 1: Why Use SketchUp

Question number

Answer

c

b

Chapter 2: Tools that Grow on Trees

Question number

Answer

Any three websites you have researched will do. If you dont know the answer, turn back to the Have a go hero exercise; research the game asset marketplace.

The answer here will be based on your own research.

Better viewed from a distance

A mesh

False

Chapter 6: Importing to a Professional Game Application: Unity 3D

Question number

Answer

The first person and the third person.

The outer extent to which the light will have an effect.

The F key

By ticking the Generate colliders box in the inspector when you import an asset. If you dont, your player character will fall through the floor, and keep falling.

Chapter 1. Why Use SketchUp?

Imagine you're in Los Angeles. You're sitting at a round table covered with expensive champagne and caviar. Brad Pitt and Angelina Jolie are sitting opposite you, and you've been getting on like old friends. That's naturalyou spent four months with them last Summer. On stage, Kevin Spacey announces the winner of this year's Oscar for Best Director. It's you. As you stand and make your way to the podium you feel familiar nerves. You begin your acceptance speech, "This is really embarrassing for me as I'm not even a film director, and I'm really running out of things to say nowI've already been up here seven times. So, I'll tell you how this whole amazing journey started for me. It started with a book called SketchUp for Game Design."

You might think that the journey you're starting with this book will end with only some mods on your favorite game. Or you might expect, at the most, to sell some game assets on the Internet. You may not have bargained for this introduction. However, it is well within the realm of possibility. Last time you unwrapped and installed a new 3D game, you probably noticed the unbelievable realism that is now achieved in game design. This realism is due to the assets contained in the game, as well as the effects provided by the game engine. Due to the magnificent computational power hidden in just an average gaming computer, these assets are now approaching the same detail level of those used in film animation. In other words, CG film and game assets will no longer be any different.

When you have completed the projects in this book, you will be able to create 3D worlds whether for games, visualization, or film. Your assets will be indistinguishable from real world artifacts. You will be documenting the world in 3D computer space. Given that it is said the future of film and gaming will ultimately bring the two together, you could find yourself becoming a master of both!

Commitment brings rewards

I want to talk to you from the outset about passion and commitment. If you commit to this book, it will commit to you. If you passionately apply what it tells you, in both the tutorials and principles discussed, you will find yourself on the road to stardom. It may be stardom in a small gaming company in your own neighborhood. It may be superstardom both in game and big screen. Still, passion and commitment are required for both these outcomes. The methods shown in this book are not hard to apply. Best of all, they do not require talent. The entry level for this profession is reachable, and you can make it. I would liken it to a brand new Olympic event running for the first year. There aren't many pros out there because the event is so new. Given that you train for the next four years you are almost guaranteed a place in your national team. Do you remember the film

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