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Justin Plowman (Packt Publishing - 3D Game Design with Unreal Engine 4 and Blender

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Justin Plowman (Packt Publishing 3D Game Design with Unreal Engine 4 and Blender

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3D Game Design with Unreal Engine 4 and Blender

3D Game Design with Unreal Engine 4 and Blender

Copyright 2016 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2016

Production reference: 1240616

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78588-146-6

www.packtpub.com

Credits

Author

Justin Plowman

Reviewer

Scott Hafner

Commissioning Editor

Amarabha Banerjee

Acquisition Editor

Rahul Nair

Content Development Editor

Parshva Sheth

Technical Editor

Gebin George

Copy Editor

Safis Editing

Project Coordinator

Ritika Manoj

Proofreader

Safis Editing

Indexer

Monica Ajmera Mehta

Graphics

Disha Haria

Production Coordinator

Arvindkumar Gupta

Cover Work

Arvindkumar Gupta

About the Author

Justin Plowman is a game designer and educator, who resides in the United States. At a young age, he discovered his love for video games and the joy they bring to others. He began teaching high school students about game development in 2005 and enjoys supporting the dreams of the next generation developers. He currently teaches at risk youth about game design and development through the West Michigan Center for Arts and Technology (www.wmcat.org); and also teaches Unreal Engine development as part of the Digital Animation and Game Design program at Ferris State University (www.ferris.edu). Justin has worked with Unreal Technology in the education arena for more than 10 years. When not teaching, he writes learning tutorials on different topics related to Unreal Technology, and continues to further his education by keeping up on recent industry news and learning about best practices related to both teaching and game development. He can be found on the Web at https://gamingbootcamp.wordpress.com/.

Writing this book has been quite a journey for me, as it firmly falls in the realm of the things that I never expected to do. However, it has truly been a rewarding experience, and I can't thank the folks at Packt Publishing enough for this opportunity. I want to thank my wife, Jennifer, for helping me focus through the long nights of writing and development, as well as my good friend, Jacob Pollak, for providing me with the amazing piece of cover art. Most of all, I would like to thank the great Unreal Engine online community that has been instrumental in growing and nurturing my skills over the years. This book represents my desire to give back, and I hope that it encourages more designers and developers within the community to do the same. Thank you!

About the Reviewer

Scott Hafner is a professional game designer with over 10 years of experience in the video game industry. Over the course of his career, Scott has worked as a producer, a game designer, and a level designer on a range of platforms and genres including MMOs, third-person shooters, and RPGs.

I would like to thank my wife for her continued encouragement and support in all that I do!

www.PacktPub.com
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Preface

With an explosive growth in independent game development in the last few years, many developers are looking for robust and low-cost tools that would enable them to bring their dream games to market.

Blender is a powerful open source 3D software package used by developers across the globe; it is renowned for its ease of use and active community. Unreal Engine 4 is the amazing AAA game engine built by Epic Games that has become the go to choice for many game developers, large and small.

During the course of this book, we will look at how to utilize Blender to create both animated and static game art for Unreal Engine 4 and how to bring these assets into our own projects.

What this book covers

, Unreal, My Friend, I'd Like You to Meet Blender , will guide you through installing and setting up the Blender 3D software package. We will discuss Blender's interface and tools as well as get started on our first project.

, Starting Our First Project , takes us into Unreal Engine 4 to begin designing the first level of our project. We will review some level design basics and put together a game level for our future game art to exist in.

, It's Time to Customize! , will have us started on creating the first game asset in Blendera space age crate for our cargo ship level. We will cover basic modeling techniques and discuss the process for UV unwrapping and texturing our game asset.

, Getting the Assets to the Level , will discuss the process of exporting our crate from Blender and importing it into Unreal so that we can utilize it within our cargo ship level.

, Taking This Level Up a Notch , will see us move on from the cargo ship to building a space station level, with complete scripted events to add emotions for the player's experience. We will take a look at more advanced scripting techniques in Blueprint and prepare our level to receive a more advanced game asset.

, Monster Assets The Level Totally Needs One of These , takes us through the design process to create a more advanced game assetthe Artifact. We will take a look at several more 3D modeling tools, and you will understand how to build your game asset from multiple components.

, Let's Dress to Impress , takes us through the process of UV unwrapping all the different pieces that make up the Artifact. We will look at some advanced UV tools in Blender. You will also learn how to utilize Substance Painter to create some amazing textures and materials.

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