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Building a Game with Unity and Blender
Building a Game with Unity and Blender

Building a Game with Unity and Blender: Learn how to build a complete 3D game using the industry-leading Unity game development engine and Blender, the graphics software that gives life to your ideas

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Building a Game with Unity and Blender

Chapter 2. Creating Characters

In the previous chapter, we learned the process of creating our own game concept, which was mostly theoretical. In this chapter, however, we are going to get our hands dirty by learning how to create 3D characters from scratch using Blender!

In this chapter, we will cover:

  • Downloading Blender for Windows, Mac OS X, or Linux
  • A quick look at the basic user interface of Blender
  • Creating a 3D model of the monster from scratch
  • Unwrapping UV and creating a texture for the monster
  • Creating a 3D model of the player character from scratch
  • Unwrapping UV and creating a texture for the player character

Downloading Blender

As we all know, a blender is an electric kitchen appliance used to blend vegetables and fruits into drinks, sauces, or pastries. But in this tutorial, we will be using another Blender, which is an open source 3D computer graphics software developed and maintained by the Blender Foundation.

Note

You can download Blender for free, at http://www.blender.org/download.

Currently, three platforms are officially supported: Windows, Mac OS X, and Linux. Due to Blender's open source nature, it can be easily ported to other operating systems as well.

A brief history of Blender

Blender was originally proprietary software developed in the mid 90's by Ton Roosendaal for his animation company. Unfortunately, the company was shut down by investors in early 2002, resulting in Ton losing the ownership of Blender.

Later that year, Ton founded a non-profit organization called the Blender Foundation and successfully raised a total of 100,000 EUR in only seven weeks to convince the...

Creating the monster's 3D model

In this chapter, we will be using the character concepts from the previous chapter to walk you through the process of constructing a 3D game character from scratch. Once you have learned how to do that, you can then try to draw your own concepts and turn it into a 3D model!

You may ask why we start constructing the monster first, and not the player character. The reason for this is because the body shape of the monster is much simpler compared to the player character. Constructing a humanoid 3D model is not the best way for a newbie to learn the basics of 3D modeling. We will come back to the player character once you have mastered the basic skills.

The first thing we need to do is to refer back to our monster concept art and try to imagine its body shape using just the combination of primitive geometries. This will help you see through the complexity of details such as texture, color, facial expression, and so on, and focus solely on the shape. This will...

Unwrapping the monster's UV map

UV mapping is the process of converting the texture space of the 3D mesh into a 2D representation so that a texture can later be applied correctly.

To unwrap our monster's UV map in Blender, we need to first open up the UV editor window. Click and drag the split-window widget located in the top-right corner of your 3D view to split open a new window. Choose UV/Image Editor from the editor type drop-down menu and now you will see the UV editor alongside your 3D view.

Unwrapping the monster's UV map

The first step to UV unwrapping is to find out where to cut out the seams. First, select the edges that connect the ears and legs to the body.

Unwrapping the monster's UV map

Then, press Ctrl + E to open up the menu containing all operators related to edges. Click on Mark Seam to tell Blender to cut these edges when we unwrap the UV map. The edges will then be marked with thick red lines.

Unwrapping the monster's UV map

After that, mark all the other seam lines with the same method. Try to mark the edges that are hard to notice from the player's...

Creating the monster's texture

Once you're happy with the UV map, you can now remove the checker texture and replace it with a blank texture by clicking on the + New button and pick Blank as the Generated Type. What I'm trying to do now is to bake the soft shadow that we usually call the ambient occlusion onto the blank texture. This AO map not only serves as a guideline for texture painting but also makes the final texture look more realistic. This step is not necessary depending on what style you're trying to do.

Creating the monster's texture

On the Properties window, switch over to the World tab and check Ambient Occlusion. Then, scroll down a little bit and you will see the Gather category. Change the Samples value from 5 to 15.

Creating the monster's texture

Next, go to the Render tab and open up the Bake category. Change Bake mode to Ambient Occlusion and check Normalized. The normalized setting will make the AO map look brighter and clean.

Creating the monster's texture

Once you're done with the settings, click on the Bake button and watch the magic...

Creating the player character's 3D model

Now that you are equipped with all the basic modeling skills, let's move on to create the player character. Phew, we have come such a long way!

Although a humanoid character tends to look very complicated, if we take away the details and just look at its simplified form, what we will see is a bunch of cylindrical shapes stuck together with a spherical head on top.

Creating the player character's 3D model

That is exactly what we are going to do next—create a bunch of cylinders and a sphere at a low segments count; I usually go for 6-8 segments so it's easier to edit. Then, arrange the cylinders and sphere nicely so that it look like a stickman.

Creating the player character's 3D model

Next, join all the shapes together into one single object by pressing Ctrl + J. Then, delete the other half of the model (only the body part, not the head) and apply the mirror modifier to make our lives easier. Do note that if your object's pivot point is not in the middle, your model will look extremely wrong when the mirror...

Downloading Blender


As we all know, a blender is an electric kitchen appliance used to blend vegetables and fruits into drinks, sauces, or pastries. But in this tutorial, we will be using another Blender, which is an open source 3D computer graphics software developed and maintained by the Blender Foundation.

Note

You can download Blender for free, at http://www.blender.org/download.

Currently, three platforms are officially supported: Windows, Mac OS X, and Linux. Due to Blender's open source nature, it can be easily ported to other operating systems as well.

A brief history of Blender

Blender was originally proprietary software developed in the mid 90's by Ton Roosendaal for his animation company. Unfortunately, the company was shut down by investors in early 2002, resulting in Ton losing the ownership of Blender.

Later that year, Ton founded a non-profit organization called the Blender Foundation and successfully raised a total of 100,000 EUR in only seven weeks to convince the former company...

Creating the monster's 3D model


In this chapter, we will be using the character concepts from the previous chapter to walk you through the process of constructing a 3D game character from scratch. Once you have learned how to do that, you can then try to draw your own concepts and turn it into a 3D model!

You may ask why we start constructing the monster first, and not the player character. The reason for this is because the body shape of the monster is much simpler compared to the player character. Constructing a humanoid 3D model is not the best way for a newbie to learn the basics of 3D modeling. We will come back to the player character once you have mastered the basic skills.

The first thing we need to do is to refer back to our monster concept art and try to imagine its body shape using just the combination of primitive geometries. This will help you see through the complexity of details such as texture, color, facial expression, and so on, and focus solely on the shape. This will help...

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Key benefits

  • Learn the fundamentals of two powerful tools and put the concepts into practice
  • Find out how to designand buildall the core elements required for a great game - from characters to environments, to props—
  • Learn how to integrate Artificial Intelligence (AI) into your game for sophisticated and engaging gameplay

Description

In the wake of the indie game development scene, game development tools are no longer luxury items costing up to millions of dollars but are now affordable by smaller teams or even individual developers. Among these cutting-edge applications, Blender and Unity stand out from the crowd as a powerful combination that allows small-to-no budget indie developers or hobbyists alike to develop games that they have always dreamt of creating. Starting from the beginning, this book will cover designing the game concept, constructing the gameplay, creating the characters and environment, implementing game logic and basic artificial intelligence, and finally deploying the game for others to play. By sequentially working through the steps in each chapter, you will quickly master the skills required to develop your dream game from scratch.

Who is this book for?

This book has been created for anyone who wants to learn how to develop their own game using Blender and Unity, both of which are freely available, yet very popular and powerful, tools. Not only will you be able to master the tools, but you will also learn the entire process of creating a game from the ground up.

What you will learn

  • • Design and create a game concept that will determine how your game will look and how it will be played
  • • Construct 3D models of your game characters and create animations for them before importing them into the game
  • • Build the game environment from scratch by constructing the terrain and props, and eventually put it all together to form a scene
  • • Import and integrate game assets created in Blender into Unity—for example, setting up textures, materials, animation states, and prefabs
  • • Develop game structures including a game flow, user interface diagram, game logic, and a state machine
  • • Make the game characters move around and perform certain actions either through player inputs or fully controlled by artificial intelligence
  • • Create particles and visual effects to enhance the overall visual aesthetic
  • • Deploy the game for various types of platforms
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Publication date : Nov 27, 2015
Length: 250 pages
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Language : English
ISBN-13 : 9781785282140
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ISBN-13 : 9781785282140
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Unity Technologies
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Table of Contents

10 Chapters
1. Creating Your Game Concept Chevron down icon Chevron up icon
2. Creating Characters Chevron down icon Chevron up icon
3. Animating Your Characters Chevron down icon Chevron up icon
4. Creating the Environment Chevron down icon Chevron up icon
5. Integrating Your Assets into the Game Chevron down icon Chevron up icon
6. Developing the Game Structure Chevron down icon Chevron up icon
7. Creating Levels and Game Progression Chevron down icon Chevron up icon
8. Post-Production and Visual FX Chevron down icon Chevron up icon
9. Deploying the Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.3
(6 Ratings)
5 star 33.3%
4 star 16.7%
3 star 16.7%
2 star 16.7%
1 star 16.7%
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Melody Jan 22, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I'm a graphic design student and I have an interest in dabbling in game design. Love this book - very cool. Bought this with "the art of game design" by jesse schell. Would recommend both.Also -- had to wait for this book for over a month to ship because they had none in stock. But it was worth the wait.
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Jtown Dec 28, 2023
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Good and fast delivery, book in great condition!
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Pradiv Garg Apr 21, 2020
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This is good book to learn game development if you don't even the basics of it. I can't say weather you like it or not as a pro but as beginner you will love it. There are few things which have changed in softwares compared to version of book I have but still by moving a little around and reading changes in docs of unity you can fully utilize this book to learn from start to end of development
Amazon Verified review Amazon
jremydeaton Jan 04, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
First, let me state that I am an Advanced Beginner to Intermediate in Blender, and a total Noob in Unity. So my biggest part of this review is going to be about the blender sections. Because I am a little more advanced, I hate books that repeatedly go over the simple basics that you can find within Blender’s documentation. Luckily, this author does not do that. He assumes that you’ve looked over that documentation, as you should. However, this could also cause problems or confusion for the absolute beginner. It did cause some hiccups for an advanced user like myself. There are numerous points in his instructions that are missing, and I felt were crucial for anyone to know. Simple things, like when he switched from edit to object mode to complete a task were not mentioned at times. There were certain times when even I was wondering why something wasn’t working. I would have to stop, checkout documentation or stackexchange before I realized that he simply did not mention what mode he was in, or that he was using “blender render” instead of, what is now my default, Cycles.As for Unity; I had to stop going over the book for a while, so I could go over the basic tutorials. After doing that, I found that I was still having the same issues, in not knowing completely what I was supposed to be doing.There are two things that this book does well, and the last one really isn’t really a compliment. First, this is a nice “What do I do next”, type of book. If you’ve gone over numerous tutorials for both pieces of software and are asking that very question… Then this book is for you. For its downfalls, it still is a great book that gives you a “quick and dirty”, “What’s Next” project from start to finish. Secondly, because of it’s unclear instructions at times… You will find yourself being more knowledgeable about each of the software’s documentation and how to successfully troubleshot issues and tasks in each.UPDATE: Forgot to mention above that there is NO errata and NO source files.
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W Jan 15, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I had high hopes after getting another book for PacktPub that was top notch but this is absolute junk. There's very little explanation of what is being done or why and an absurd number of steps just get skipped. Most steps require some extra googling to figure out what you were supposed to do. There is too much skipped information to be useful to beginners and too little helpful information to be of any use to those with a little experience. The author should have made a detailed book about making game assets in Blender or about working with them in Unity. Instead we got a book that fails on two fronts.Edited to two stars. I used it a couple times for quick references. It isn't totally useless as vague outline of steps, though I still wouldn't suggest it to anyone.
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