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Spencer Grey - Mind-Melding Unity and Blender for 3D Game Development: Unleash the power of Unity and Blender to create amazing games

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Spencer Grey Mind-Melding Unity and Blender for 3D Game Development: Unleash the power of Unity and Blender to create amazing games
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Mind-Melding Unity and Blender for 3D Game Development: Unleash the power of Unity and Blender to create amazing games: summary, description and annotation

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Add Blender to your Unity game development projects to unlock new possibilities and decrease your dependency on third-party creators

Key Features
  • Discover how you can enhance your games with Blender
  • Learn how to implement Blender in real-world scenarios
  • Create new or modify existing assets in Blender and import them into your Unity game
Book Description

Blender is an incredibly powerful, free computer graphics program that provides a world-class, open-source graphics toolset for creating amazing assets in 3D. With Mind-Melding Unity and Blender for 3D Game Development, youll discover how adding Blender to Unity can help you unlock unlimited new possibilities and reduce your reliance on third parties for creating your game assets.

This game development book will broaden your knowledge of Unity and help you to get to grips with Blenders core capabilities for enhancing your games. Youll become familiar with creating new assets and modifying existing assets in Blender as the book shows you how to use the Asset Store and Package Manager to download assets in Unity and then export them to Blender for modification. Youll also learn how to modify existing and create new sci-fi-themed assets for a minigame project. As you advance, the book will guide you through creating 3D model props, scenery, and characters and demonstrate UV mapping and texturing. Additionally, youll get hands-on with rigging, animation, and C# scripting.

By the end of this Unity book, youll have developed a simple yet exciting mini game with audio and visual effects, and a GUI. More importantly, youll be ready to apply everything youve learned to your Unity game projects.

What you will learn
  • Transform your imagination into 3D scenery, props, and characters using Blender
  • Get to grips with UV unwrapping and texture models in Blender
  • Understand how to rig and animate models in Blender
  • Animate and script models in Unity for top-down, FPS, and other types of games
  • Find out how you can roundtrip custom assets from Blender to Unity and back
  • Become familiar with the basics of ProBuilder, Timeline, and Cinemachine in Unity
Who this book is for

This book is for game developers looking to add more skills to their arsenal by learning Blender from the ground up. Beginner-level Unity scene and scripting skills are necessary to get started.

Table of Contents
  1. Melding Unity and Blender
  2. Gathering Our Resources
  3. Entering the Blender Zone for the First Time
  4. Asset Assimilation: Returning to Unity
  5. On the Level: Making Modular Scenery
  6. Living It Up: Adding Fun with Animation
  7. Prep Work: Materials, Grids, and Snapping
  8. Laying Out the Level
  9. Secret Weapon #1: Deploying ProBuilder
  10. Secret Weapon #2: Animating with Timeline
  11. We Could Be Heroes: Blender Character Modeling
  12. It Was Rigged!: Character Rigging
  13. Animation and Movement In-Game
  14. Endgame: Adding Spit and Polish

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Mind-Melding Unity and Blender for 3D Game Development

Unleash the power of Unity and Blender to create amazing games

Spencer Grey

BIRMINGHAMMUMBAI Mind-Melding Unity and Blender for 3D Game Development - photo 2

BIRMINGHAMMUMBAI

Mind-Melding Unity and Blender for 3D Game Development

Copyright 2021 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 or its dealers and distributors, will be held liable for any damages caused or alleged to have been 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.

Group Product Manager: Rohit Rajkumar

Publishing Product Manager: Aaron Tanna

Senior Editor: Hayden Edwards

Content Development Editor: Aamir Ahmed

Technical Editor: Saurabh Kadave

Copy Editor: Safis Editing

Project Coordinator: Ajesh Devavaram

Proofreader: Safis Editing

Indexer: Subalakshmi Govindhan

Production Designer: Aparna Bhagat

First published: December 2021

Production reference: 1261121

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-80107-155-0

www.packt.com

For mom and her all-encompassing love. For dad, I hope you're watching. For A and A, my inspiration and motivation. Ad astra per aspera.

Spencer Grey

Contributors
About the author

Spencer Grey is a native New Yorker who started making games by typing in source code from magazines (that used to be a thing!). Once upon a time, he was creative director of Sesame Street's digital group where he would boss around Elmo and Big Bird. After that, he cofounded Electric Funstuff and for 15 years developed game ideas for companies such as Scholastic, Sony, and Lego. Spencer has been a teacher, programmer, writer, and producer in the games industry. Mr. Grey is definitely not related to the grey aliens stored in Area 51. Definitely not. No way.

Many thanks to the excellent team at Packt who made this an efficient and pleasant process. Thank you, Pratik, Aaron, Hayden, Aamir, Divij, Saurabh, and the others I haven't met. Thanks also to the human race for being such complex and amusing creatures.

About the reviewers

Stefan van der Vyver lives in Cape Town, South Africa. He was born in 1975 and started coding in 1987. Coding experience involved Turbo Pascal, Python, Visual Basic, C#, .Net, .ASP, PHP, HTML5, Javascript, AngularJS, and REACTJS. Stefan started working on Blender 3D in 2003. He worked on professional 3D animation, in conjunction with software development for more than a decade before eventually focusing on software development.

Unity 3D was used as the primary development platform for an educational virtual world development in South Africa from 2011 to 2014 where Stefan was developer and product lead. Stefan is passionate about education and the role of technology in education. As a Senior Software Developer he is heavily involved in developing new products and coming up with innovative architecture solutions.

Being involved with book reviews allows him to keep his skills up to date, and to give back to the community.

Sungkuk Park is a Berlin-based game developer. He majored in art studies at Hongik University in Seoul but turned into a software engineer in the gaming industry. His interests cover almost everything about gaming. Now he has started a career as a technical artist.

Publications:

  • Author of Seamless Society, July 21, 2020, in collaboration with the online exhibition platform DDDD
  • Author of Wallpeckers: Breaking down the barriers between media, an article in Korean Art magazine Misulsegye, March 2019
  • Author of The Possibility of the Impossibility of the "Art Games", an article in Korean Art magazine Misulsegye, February 2017
  • Translator and editor of Game Level Generation Using Neural Networks, a featured post of Gamasutra
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