Totten - Game Character Creation with Blender and Unity
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- Book:Game Character Creation with Blender and Unity
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- Publisher:John Wiley & Sons, Inc
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- Year:2012
- City:Hoboken, N.J
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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.)
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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, 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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