Produktinformationen zu „Mastering Unreal Technology, w. CD-ROM “
Let your imagination run wild in the world of Unreal Technology. "Mastering Unreal Technology: The Art of Level Design" knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.
Inhaltsverzeichnis zu „Mastering Unreal Technology, w. CD-ROM “
Introduction. I. THE UNREAL UNIVERSE. 1. Unreal Technology: The Big Picture. Unreal and Its History The Unreal Engine Introduction to the Unreal Engine The Components Overview of Component Interaction Engineering New Worlds with the Unreal Engine Game Assets The Tools Summary 2. The Process of Game Development. Building Your Foundation: Before Production Developing Your Idea The Player's Perspective Gathering the Team Refining Your Ideas with the Team Creating a Production Schedule Beginning Construction: During Production Maintaining the Schedule Dealing with Delays Bringing It Together Testing and Acquiring Feedback Internal Testing: Alpha External Testing: Beta Remodeling and Closing: Ending Production What to Do with Beta Test Info When to Stop Beta Testing Finalizing and Releasing Summary 3. Creating Your First Level with UnrealEd. What Is UnrealEd? The Subtractive Method of Level Creation Rebuilding The Anatomy of an Unreal Level World Geometry Actors Some Assembly Required A Quick Tour Around the User Interface The Main Menu Bar The Toolbar The Toolbox The Viewports The Console Bar The Browsers Property Windows Working in 3D Space 2D Versus 3D Positive and Negative Directions Creating Your First Room Subtracting Out Space: How Tall? Brushes in Depth Navigation in UnrealEd Moving Actors Creating Your First Map Subtracting the First Room Adding Textures Texture Fitting Making the Level Functional Expanding the Level: Creating Objects and Adding Lights The Window and Hangar Adding Detail: Static Meshes The Static Mesh Browser Placing Static Meshes Decorating with Static Meshes Summary 4. Advanced Brush Techniques. BSP Theory Polygons BSP Trees Brushes from Other Brushes The Intersect Tool The De-Intersect Tool Brush Manipulation Vertex Editing Face Dragging Brush Clipping (2D and 3D) Freehand Polygon Drawing The 2D Shape Editor User Interface Overview Shape Editing Using the 2D Shape Editor to Create a Simple Level Brush Solidity Solid Brushes Semi-Solid Brushes
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Non-Solid Brushes Saving Brushes (u3d Files) Importing/Exporting Brushes Summary 5. Terrain. What Is Terrain? The Components of Terrain Terrain Zoning with the ZoneInfo Actor Using the TerrainInfo Actor Controlling Terrain with the Height Map Layers DecoLayers Altering Terrain with the Terrain Editing Dialog Lighting Terrains with Sunlight The Skybox What Are Skyboxes? How Does a Skybox Work? A Closer Look at Terrain Editing Terrain Editing User Interface Height Map Editing Tools The Select Tool Applying the Terrain Editing Tools TerrainInfo Properties Texture Layer Editing Tools Painting Smoothing Noise Tex Pan Tex Rotate Tex Scale Editing Terrain Texture DecoLayers Summary 6. Working with Volumes. Concept of Volumes Basic Volume Volume Properties DecoList BlockingVolume PhysicsVolume WaterVolume LavaVolume XfallingVolume LadderVolume Summary 7. Lighting in Unreal. Light Concepts Light Maps Light Placement Light Classification Static Lights Dynamic Lights Light Properties Light Color Light Radius Light Type and Light Effects Directional Lights Lighting Workflow Light Creation Viewing Lights Working with Light Effects Rebuilding Lights Light Map Size Lighting Surfaces World Geometry Static Meshes, Meshes, and Movers Terrain Particles Advanced Lighting Effects Scaling Lights Using SpecialLit Ambient Lighting Emitting Light from Other Actors Coronas Using a TriggerLight Projectors Using Projectors Common Lighting Pitfalls Summary 8. Creating Materials in Unreal. Textures Creating a Texture Importing a Texture The Texture Properties Window Texture Properties Shaders Diffuse and Specularity Maps Opacity Maps Self-Illumination Maps Other Properties Modifiers The Color Modifier The TexOscillator Modifier The TexPanner Modifier The TexRotator Modifier The TexScaler Modifier The Combiner Modifier Creating Reflective Surfaces with Cubemaps and TexEnvMaps Final Blend Material Using a ScriptedTexture Summary 9. Interactive Elements. Movers Creating the First Door Introduction to Triggers Creating a MessageTrigger Elevators A Simple Elevator: UseTrigger Complex Elevator Overview Jump Pads Teleporters Summary II. ADVANCED DESIGN TECHNIQUES. 10. Creating Particle Effects. Particle Theory Emitter Types SpriteEmitter SparkEmitter MeshEmitter BeamEmitter TrailEmitter Summary 11. The Karma Physics Engine. Karma Theory General Karma Properties Karma Collision Primitives Constraints KBSJoint KconeLimit Khinge Ragdolls The Karma Authoring Tool (KAT) The KAT Interface Workspaces Viewports Summary 12. Advanced Bot/AI Navigation. Basics of Bot Navigation Design Considerations Tools for Debugging Diagnosing Problems with the Map Check Dialog Box Console Commands Pathing Jump Pads and Teleporters Jump Spots Doors Lifts Ladders Advanced Pathing AssaultPaths Defense Points and Sniping Points Vehicle Navigation Summary 13. Matinee: Creating Custom Cinematics. Introduction to the World of Machinima Overview of the Matinee System The Matinee Interface The Scenes Tab The Actions Tab The Sub Actions Tab The Tools Tab Creating a Simple Matinee Sequence Working with the Scene Manager Triggering the Matinee Sequence Controlling the Camera Path Creating Camera Pauses and Camera Cuts A Closer Look at Sub Actions Setting Camera Orientation Introducing Fades Using Matinee to Control Actors Adding Text to Your Cutscenes Adding a More Cinematic Feel Automatically Launching the Movie Changing Levels with Matinee Summary 14. Creating Scripted Sequences. Using an Actions List Using Latent and Non-latent Actions Controlling xPawns Logical Conditions Summary 15. Level Optimization (Zoning) and Distribution. Introduction to Level Optimization Zoning Antiportals Distance Fog Terrain Optimization Profiling and Debugging Viewport Display Modes Console Commands Summary 16. Gametypes. Setting Level Properties Deathmatch-Style Gametypes Adding Weapons Deathmatch Design Considerations Capture the Flag (CTF) CTF Design Considerations Double Domination Design Considerations for Double Domination Bombing Run Design Considerations for Bombing Run Onslaught Design Considerations for Onslaught Assault Summary III. EXTERNAL DESIGN. 17. Overview of Maya. Y-Up Versus Z-Up Maya Theory Nodes and Connections Construction History Overview of the User Interface The Viewports The Main Menu Bar and Menu Sets The Status Line The Shelf The Channel Box and Layer Editor The Attribute Editor The Time and Range Sliders The Toolbox and Layout Selection The Hotbox The Hypershade The Hypergraph Object Manipulation Object Mode Component Mode Summary 18. Polygonal Modeling Tools. Modeling Terminology Modeling Methods Box Modeling Polygon Creation Understanding the Tool Options and Display Settings in Maya Polygon Modeling in Maya Creating Polygons Adding to Existing Polygons Combining Objects Using Booleans Mirroring Smoothing Versus Averaging Vertices Triangulation Cleaning Up Your Polygons Editing Polygons Subdividing Polygons Splitting Polygons Extrusions Chamfering Vertices and Beveling Edges Cutting Faces Wedging Faces Merging Vertices Flipping Triangle Edges Adjusting Surfaces and Hard Edges Summary 19. The Art of Texturing in Maya. UVs and the UV Coordinate System The UV Texture Editor The Menu Bar The Toolbar The Viewport Mapping Uvs Mapping Methods Creating UV Layouts Creating Textures from UV Layouts UV Layouts for Characters Considerations for UV Layouts Summary 20. Static Meshes. The Importance of Static Meshes Preparing to Model Adjusting the Grid Creating a Project Modeling the Catwalks Creating the Base Catwalk Constructing the Straight Catwalk Making a Ramp Making a Turn Building a T-Intersection Building a Four-Way Intersection Collision Models Exporting Models to UnrealEd Texturing Your Static Meshes in UnrealEd Summary 21. Character Modeling. Preparation Concept Art Image Planes The Modeling Process Modeling and Animation The Character Modeling the Torso Modeling the Legs Modeling the Arms Modeling the Feet Modeling the Hand Modeling the Head Summary 22. Importing Characters into UnrealEd. What Are Skeletons? Introduction to Maya Joints Parenting Joints and Parenting Joints and Rotation Using the Joint Tool Joints and Local Rotation Axes Manipulating Joints Binding a Character to a Skeleton: Skinning Introduction to Smooth Bind Adjusting Joint Influence Importing a Character Without Custom Animation Importing a Skeleton Skinning a Character Adjusting the Skin Weights Exporting the Character Getting the Character Ready for Gameplay Creating the Character's Portrait The UPL File and Testing the Character In-game Summary 23. Character Animation. Introduction to Animation Popular Animation Methods in Maya Keyframes Reactive Animation Animation Choices-FK Versus IK IK Solvers Single Chain IK Solvers Rotate Plane IK Solvers IK Spline Solvers Constraints Selection Handles Character Rigs: What They Are and Why We Need Them Creating the Character Rig Skinning the Character Animating the Character Pose-to-Pose Animation Creating Custom Animation Cycles Exporting Custom Animations into UnrealEd Summary APPENDIX A. The UnrealEd Manual. The Main Menu Bar The Toolbar File Options Undo and Redo Search for Actor Browsers Editors Properties Building Play Level Help The Toolbox Camera and Utilities Area Brush Clipping Area Brush Primitives Area CSG Operations Area Selections and Movement Area Mirroring and Miscellaneous Area The Viewports Viewport Controls Viewport Control Bar Viewport Control Bar Context Menu The Console Bar The Text Field The Log Window Lock Selections Vertex Snap Drag Grid Rotation Grid Maximize Viewport DrawScale3D Browsers The Actor Class Browser The Group Browser The Music Browser The Sound Browser The Textures Browser The Mesh Browser The Prefab Browser The Static Mesh Browser The Animation Browser Editor Windows Search for Actors The 2D Shape Editor The UnrealScript Editor Property Windows Actor Properties Surface Properties INDEX.
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Autoren-Porträt von Jason Busby, Zak Parrish, Joel VanEenwyk
Jason "Buzz" Busby is the president/CEO of 3D Buzz, Inc., a company dedicated to teaching the world the arts and skills behind today's hottest 3D industries, including gaming, film, and visualization. Through his website, http://www.3DBuzz.com, Buzz distributes his signature Video Training Modules (VTMs), which contain hours of training content that is professional, informative, and entertaining. Buzz is also the Director of Animation at The Renaissance Center in Dickson, Tennessee, where he offers his students a unique insight into the world of Alias Maya and Discreet 3ds max. Zak Parrish is currently an animation instructor at The Renaissance Center, where he teaches both Alias Maya and Discreet 3ds max. For the past two years, he has worked with Jason Busby and 3D Buzz, Inc. to help provide top-quality education to students across the world. His work can be seen on many of the 3D Buzz VTMs as well as in the UT2004 Special Edition training video series. In what little spare time he manages, he is also seeking his bachelor of fine arts degree at Austin Peay State University. Joel Van Eenwyk grew up in China, where his parents both work as teachers. He attendedpublic school in China for four years and was then homeschooled by his mother. Joel developed an interest in computer programming and was soon writing programs to help with his homework. At 17, Joel traveled to the United States to further his education at a community college in Kansas. During that time, he attended an intensive four-week training program on Alias Maya, instructed by Jason Busby. After completing a one-year internship with 3D Buzz, Joel is currently seeking his computer science degree at the University of Kansas.
Bibliographische Angaben
-
Autoren:
Jason Busby
,
Zak Parrish
,
Joel VanEenwyk
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2005, 2005, XVII, 962 Seiten, Maße: 18,7 x 23,2 cm, Kartoniert (TB), Englisch
- Verlag: Sams
- ISBN-10: 0672326922
- ISBN-13: 9780672326929
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