Book Image

Building a Game with Unity and Blender

Book Image

Building a Game with Unity and Blender

Overview of this book

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.
Table of Contents (16 chapters)
Building a Game with Unity and Blender
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

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.

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.

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.

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 view so that any...