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Totten - Game Character Creation with Blender and Unity

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Totten Game Character Creation with Blender and Unity
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    Game Character Creation with Blender and Unity
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Acquisitions Editor Mariann Barsolo Development Editor Laurene Sorensen - photo 1
Acquisitions Editor Mariann Barsolo Development Editor Laurene Sorensen - photo 2

Acquisitions Editor: Mariann Barsolo

Development Editor: Laurene Sorensen

Technical Editor: Terry Wallwork

Production Editor: Dassi Zeidel

Copy Editor: Liz Welch

Editorial Manager: Pete Gaughan

Production Manager: Tim Tate

Vice President and Executive Group Publisher: Richard Swadley

Vice President and Publisher: Neil Edde

Book Designer: Caryl Gorska

Compositor: Chris Gillespie and Kate Kaminski, Happenstance Type-O-Rama

Proofreader: Amy Schneider

Indexer: Jack Lewis

Project Coordinator, Cover: Katherine Crocker

Cover Designer: Ryan Sneed

Cover Image: Chris Totten

Copyright 2012 by John Wiley & Sons, Inc., Indianapolis, Indiana

Published simultaneously in Canada

ISBN: 978-1-118-17272-8

ISBN: 978-1-118-22690-2 (ebk.)

ISBN: 978-1-118-23771-7 (ebk.)

ISBN: 978-1-118-26457-7 (ebk.)

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or Web site is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Web site may provide or recommendations it may make. Further, readers should be aware that Internet Web sites listed in this work may have changed or disappeared between when this work was written and when it is read.

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Library of Congress Control Number: 2012937911

TRADEMARKS: Wiley, the Wiley logo, and the Sybex logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.

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Dear Reader,

Thank you for choosing Game Character Creation with Blender and Unity. This book is part of a family of premium-quality Sybex books, all of which are written by outstanding authors who combine practical experience with a gift for teaching.

Sybex was founded in 1976. More than 30 years later, were still committed to producing consistently exceptional books. With each of our titles, were working hard to set a new standard for the industry. From the paper we print on, to the authors we work with, our goal is to bring you the best books available.

I hope you see all that reflected in these pages. Id be very interested to hear your comments and get your feedback on how were doing. Feel free to let me know what you think about this or any other Sybex book by sending me an email at . Customer feedback is critical to our efforts at Sybex.

Best regards,

Neil Edde Vice President and Publisher Sybex an Imprint of Wiley To Clara - photo 3

Neil Edde

Vice President and Publisher

Sybex, an Imprint of Wiley

To Clara, without whom none of this would have been possible

Acknowledgments

Books like this are the Olympian effort of not just the author but a great many people, who all deserve recognition for their efforts. I would of course like to thank the fine folks who make Blender and Unity and distribute them for the masses to use. You are doing a great thing for independent artists and game developers. A special thanks goes out to Ton Roosendaal for getting me in touch with Wiley in the first place to make this book happen. Id like to thank the teachers who introduced me to 3D art and animation back in college and pushed me to pursue a career making and studying games. Id also like to thank the D.C. chapter of the International Game Developers Association for being so encouraging and including me in many of your great game projects. Id also like to thank the people who helped me put this book together, including Mariann Barsolo, Laurene Sorensen, Pete Gaughan, Connor OBrien, Jenni Housh, Liz Welch, and Dassi Zeidel. You guys not only fixed many of my grammatical, technical, and formatting errors but also taught me a great deal about the publishing process. I also know more about Blender than I did going into this process because of you. I would also like to thank the administrators of www.lovetextures.com for their generous permission to use some of their texture files in the downloadable materials. They do a great job and everyone reading this should check them out. Lastly, Id like to thank my family for their love and support as I worked on this project, especially my mom and dad. Without you guys I wouldnt have been capable of writing this. Thanks also to my fiance, Clara, for pushing me to pursue this project and putting up with my long workdays creating art for the book.

About the Author

Christopher Totten is a Washington, D.C.based professor of game designand 3D animation. He has participated in several independent game projects as anartist, animator, and project manager. Chris haswritten articles featured on both Gamasutra and Video Game Writers. Hehas been a guest speaker at Dakota State Universitys Workshop on Integrated Designand at GDC China.

He has a masters degree in architecture with aconcentration in digital media from the Catholic University of America inWashington, D.C. Chris wants to help shape a new generation of game designers who look deeper into their designs. He works withstudents and other designers to challenge gaming conventions throughcross-disciplinary research.

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