Book Image

3D Game Design with Unreal Engine 4 and Blender

By : Jessica Plowman
Book Image

3D Game Design with Unreal Engine 4 and Blender

By: Jessica Plowman

Overview of this book

Unreal Engine 4 now has support for Blender, which was not available in earlier versions. This has opened up new possibilities and that is where this book comes in. This is the first book in the market combining these two powerful game and graphic engines. Readers will build an amazing high-level game environment with UE4 and will show them how to use the power of Blender 3D to create stunning animations and 3D effects for their game. This book will start with creating levels, 3D assets for the game, game progression, light and environment control, animation, and so on. Then it will teach readers to add amazing visual effects to their game by applying rendering, lighting, rigging, and compositing techniques in Blender. Finally, readers will learn how to smoothly transfer blender files to UE4 and animate the game assets. Each chapter will add complexities to the game environment.
Table of Contents (16 chapters)
3D Game Design with Unreal Engine 4 and Blender
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


We have just brought the Artifact to life! In game terms, the Artifact will take 1 second to open. Feel free to adjust the keyframes in the Dope Sheet if you would like the process to take more or less time. More time might be appropriate if we wanted to created tension and fear. Less time might work better if we want to surprise the player or leave them little time to react to what happens next. Go with your gut and adjust the keyframes to meet your game's needs. It is also possible to use this same process to animate the tentacle to give our asset more unholy life!

In this chapter, we looked at the process of animating using the tools available inside Blender. We learned how to use keyframes and adjust those keyframes using the Dope Sheet. Finally, we created an armature of bones for the Artifact, which we were able to use to create an opening animation for when the player encounters it in Unreal. In the next chapter, we will import everything into Unreal and put all of these pieces...