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Justin Plowman [Justin Plowman] - 3D Game Design with Unreal Engine 4 and Blender

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Justin Plowman [Justin Plowman] 3D Game Design with Unreal Engine 4 and Blender

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Combine the powerful UE4 with Blender to create visually appealing and comprehensive game environments

About This Book

  • The only resource that shows how you can incorporate Blender into your Unreal Engine 4 Game environment
  • Create amazing 3D game environments by leveraging the power of Blender and Unreal Engine 4
  • Practical step-by-step approach with plenty of illustrative examples to get you started immediately

Who This Book Is For

This book would be ideal for 3D artists and game designers who want to create amazing 3D game environments and leverage the power of Blender with Unreal Engine 4. 3D design basics would be necessary to get the most out of this book. Some previous experience with Blender would be helpful but not essential

What You Will Learn

  • Create a fully functioning game level of your own design using Blender and Unreal Engine 4
  • Customize your level with detailed 3D assets created with Blender
  • Import assets into Unreal Engine 4 to create an amazing finished product
  • Build a detailed dynamic environment with goals and an ending
  • Explore Blenders incredible animation tools to animate elements of your game
  • Create great environments using sound effects, particle effects, and class blueprints

In Detail

Unreal Engine 4 now has support for Blender, which was not available in earlier versions. This has opened up new possibilities and that is where this book comes in. This is the first book in the market combining these two powerful game and graphic engines. Readers will build an amazing high-level game environment with UE4 and will show them how to use the power of Blender 3D to create stunning animations and 3D effects for their game. This book will start with creating levels, 3D assets for the game, game progression, light and environment control, animation, and so on. Then it will teach readers to add amazing visual effects to their game by applying rendering, lighting, rigging, and compositing techniques in Blender. Finally, readers will learn how to smoothly transfer blender files to UE4 and animate the game assets. Each chapter will add complexities to the game environment.

Style and approach

This will have a clear, step-by-step approach to creating game assets in Blender and then importing them to UE4 to create stunning game environments. All asset creation techniques are explained in detail along with tips on how to use them to create your own game environments. The book offers end-to-end coverage of how to design a game level from scratch.

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.

Justin Plowman [Justin Plowman]: author's other books


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Index
A
  • animation
    • handling /
  • animation tools
    • using /
  • asset
    • designing /
  • Average Island Scale /
B
  • Blender
    • installing /
    • URL /
    • object, exporting from /
    • multiple shapes, using within /
    • animation, handling /
    • suite of animation tools, using /
  • blocking volumes /
  • Blueprints
    • used, for adding interactive elements /
  • Bridge Edge Loops tool /
C
  • class blueprint
    • creating /
    • creating, for artifact /
  • complex objects
    • unwrapping /
    • seams, creating /
    • unwrap tool /
    • stitch /
    • average island scale /
    • pack islands /
    • Smart UV Project, using /
  • Content Browser
    • used, for start building level /
  • cubes
    • unwrapping /
  • Custom Marking Seams
    • about /
    • cubes, unwrapping /
    • cylinders, unwrapping /
  • cylinders
    • unwrapping /
D
  • 3D asset
    • setting up /
    • using /
F
  • FBX
    • about /
G
  • game asset
    • UV unwrapping /
  • game assets
    • making /
I
  • interactive elements
    • adding, Triggers used /
    • adding, Blueprints used /
  • interface
    • exploring /
K
  • keyframes
    • using /
    • rigging /
  • Knife tool /
L
  • level
    • playtesting /
    • complex level, planning /
    • whiteboxing, for better asset creation /
    • design, principles /
    • win conditions /
  • light
    • using /
M
  • maps
    • different maps, used for creating realistic look /
    • diffuse maps /
    • specular map /
    • normal map /
  • modes
    • working with /
  • multiple shapes
    • using, within Blender /
O
  • object
    • exporting, from Blender /
    • importing, into Unreal /
P
  • pack islands /
  • parenting /
  • particle effects
    • using /
  • Physically Based Rendering (PBR) /
  • polygon modeling
    • basic tools, using /
  • project
    • working with /
S
  • scripting
    • advanced scripting techniques /
  • settings
    • customizing /
  • Smart UV Project /
    • using /
  • sound effects
    • using /
  • stitch /
  • Subdivide tool /
  • Substance Painter
    • URL /
    • about /
  • Substance Painter Texturing
    • about /
T
  • texturing
    • techniques /
  • tools
    • about /
    • Subdivide tool /
    • Knife tool /
    • Bridge Edge Loops tool /
    • Triangulate modifier tool /
  • Triangulate modifier tool /
  • Triggers
    • used, for adding interactive elements /
U
  • Unreal
    • object, importing into /
  • Unreal Engine 4
    • about /
    • URL /
  • unwrap tool /
  • UV mapping
    • using /
    • about /
Chapter 1. Unreal, My Friend, I'd Like You to Meet Blender

As game developers, all of us have our dream gamethat one game that excites us and sticks in our minds no matter how many years have passed. For some, that means waiting until another game developer builds something like it, but their version never quite matches up with our own. For most of us, the desire to see this game made and to be able to play it became the catalyst for starting our careers in independent game development. As we build our dreams and pour our heart and souls into the development of games, we still want to compete with the big boys in today's game markets, but we don't have the money for commercial licenses of "triple A" game engines and high-end 3D software packages. That all changed a few years ago when big 3D game engines like Unreal Engine went free for indie developers. Now smaller developers have the same access to high-end tools that larger developers enjoy. These new game engines gave us the ability to build the games of our dreams. However, 3D art programs never really followed suit. Many of the industry standard creation suites, such as Autodesk 3ds Max , still cost thousands of dollars. This changed in 2002 with the creation of the Blender Foundation , a nonprofit organization dedicated to the support of Blender. Blender is an open source 3D creation software that allows small developers like us to use our art in our commercial projects without having to spend tons of money up front. We can finally create the 3D games of our dreams without the stress of having to wonder how we can pay for the tools we need.

And that's why you're here. Maybe you are already an independent developer using the latest version of Unreal Engine 4, but are still only using game assets created by others. Maybe you are a complete novice with your mind filled with amazing digital vistas that need to be created. Either way, this book is for you. Within these pages, we will take a look at how to use Blender and Unreal Engine 4 together to create custom levels and game content for your games.

In this chapter, we will cover the following topics:

  • Installing Blender
  • Exploring the interface
  • Customizing your settings
  • Working with modes
  • Jumping into our first project
  • Getting things started in Unreal Engine 4
Installing Blender

The first step along our development journey begins at http://www.blender.org, online home of the Blender Foundation. Here you can learn about the history of Blender, connect with their community, access training videos, and more. I encourage you to check out the website when you have time as it has much to offer. For example, every time there is a major update to the software, there is also a release of an animated short film. These films tend to be very entertaining as well as show what the toolset is capable of.

Here's how you download Blender:

  1. Go to http://www.blender.org/.
  2. Click on the button on the right labeled Download Blender 2.76-rc3 (the current version as of this writing):
    Click the download button to get the latest version of Blender Blender is a - photo 1

    Click the download button to get the latest version of Blender

  3. Blender is a cross-platform software. Select a 64- or 32-bit mirror for your operating system. Most likely, your computer will be 64 bit:
    Click the download link that is closest to your location and that corresponds - photo 2

    Click the download link that is closest to your location and that corresponds to your operating system. Most users will need the 64 bit version, but if you have less than 8 gigs of RAM you should use the 32 bit version

  4. Click on the Installer once it has finished downloading.
  5. Follow the installation prompts. They are pretty straightforward and do not need additional configuration.
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