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 player character's UV map


Before we unwrap the UV map of the character model, we need to identify where to cut the seam lines so that the resulting UV will have minimum stretches, while effectively hiding the texture seams. Next I have highlighted the seams I marked on the character model using white lines. Since I used the mirror modifier on this model (except the feathers), most of the UV islands only appear in half, which means the other side of the mesh is sharing the exact UV space with the original mesh. This saves a lot of UV space, thus allowing us to enlarge all the UV islands that enable us to display the finer details of the texture.

For this character, I'm more focusing on the face and torso's UVs because those areas have more important details than other parts of the mesh. I manually straighten the UVs of these two parts so that I can more easily create the texture without worrying about stretches and distortions. I wasn't too concerned about the other parts that...