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Mastering Unreal Technology: The Art of Level Design

Autor Jason Busby, Zak Parrish, Joel VanEenwyk
en Limba Engleză Mixed media product – dec 2004
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.
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Specificații

ISBN-13: 9780672326929
ISBN-10: 0672326922
Pagini: 984
Dimensiuni: 187 x 232 mm
Greutate: 1.62 kg
Ediția:1
Editura: Pearson Education
Colecția Sams
Locul publicării:Indianapolis, United States

Cuprins

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
      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.

Notă biografică

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.