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3D Game Design with Unreal Engine 5 and Blender 3: Leverage a powerful and unique workflow to build massive 3D game environments, assets and levels 2nd Revised edition [Minkštas viršelis]

  • Formatas: Paperback / softback, 235 pages, aukštis x plotis: 235x191 mm
  • Išleidimo metai: 06-Jun-2025
  • Leidėjas: Packt Publishing Limited
  • ISBN-10: 1835080693
  • ISBN-13: 9781835080696
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 235 pages, aukštis x plotis: 235x191 mm
  • Išleidimo metai: 06-Jun-2025
  • Leidėjas: Packt Publishing Limited
  • ISBN-10: 1835080693
  • ISBN-13: 9781835080696
Kitos knygos pagal šią temą:
An illustrated guide to using hand-crafted assets, lighting, scripts, blueprints, and other modern practices utilizing AI to help bring every corner of your Unreal environment to life

Key Features

Know what it takes to stand out in the gaming and entertainment space Gain in-depth information on lighting, animation, nodes, material editors, blueprints and Blenders compositing process Learn the ins and outs of scripting in C++ and Python to create plugins and fix intricate issues

Book DescriptionThe second edition of 3D Game Design with Unreal and Blender will take an unbiased deep-dive into what it takes to make a strong impression in the gaming and general entertainment industry, regardless of your age or experience. You will learn how to improve your pipelines through speed, productivity, and quality by using situational and issue-specific techniques for problem solving. This book will provide tips on how to avoid burnout and develop a healthy work-life-balance. The book will start by explaining how to install Unreal Engine and Blender, and how to set up a simple scene in Unreal using either an empty project or starter content provided by Epic Games. After the initial steps, well provide a detailed explanation of the user interface in Blender and Unreal. You will then learn how to add a single mesh to the scene followed by modeling, texturing, rigging, and animating your model. You will understand the differences and advantages of utilizing a workflow that uses all available viewports to improve organization and fully take advantage of the diverse variety of tools. By the end of this book, you will gain an advanced understanding and a new perspective on the world of game design and development, all the while learning not to be afraid to use any and all tools at your disposal, in creative and unorthodox ways.What you will learn

Utilize and build upon all the tools offered by Unreal and Blender Improve your media-oriented pipelines and create realistic and stylized assets Explore the editing, compositing, rigging, and retargeting tools Experiment with different types of volumetric lights and post processing effects Quickly switch between model editing modes and rendering modes in the Blender and UE viewports using the user interface and hotkeys Apply techniques and solutions to build a strong workflow and healthy work-life balance

Who this book is forThis book is for designers who want to expand their knowledge in utilizing various artistic 3D mediums and techniques in conjunction with programming, and/or quality assurance. If you are a designer who has basic knowledge of installing Unreal Engine and Blender and setting up a simple scene, this book will make your time with the process easier. This book will also benefit you if you are looking to build expertise from a blank slate, which means from the initial installation to the final rendered scenes.
Table of Contents

Introduction, Installation, and Setup
The Many Modes of Shaders and Nodes
TBD-3
Working Smarter, Not Harder: Adopting A Creative Ai Workflow
Authentically Capture Your Moment: Motion Capture for Blender & Unreal
Creating Blueprints
Scripting for any scenario
Layout and Rendering
Composition and Completion: Putting it All Together
Michael Grinberg is a Technical Artist and Tester who has worked with independent teams and large studios such as EA, Ubisoft, and WB on a contract, and case-by-case basis. He has 9+ years of experience in 3D modeling, programming for games, Machine Learning development, and quality assurance, and work on innovative media pipeline enhancements for video games, animation, virtual reality, and AI technology. He studied Video Design and Animation at Toronto Film School in 2018, and continued his studies in Game Design and Computer Science at CalArts, Michigan State University, and Athabasca University between 2020 and 2022. Michael's goal is to work on projects within his favorite franchises and pass on his knowledge through books and peer discussions.