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Creating 3D Game Art for the iPhone with Unity : Featuring Modo and Blender Pipelines

Creating 3D Game Art for the iPhone with Unity : Featuring Modo and Blender Pipelines (Paperback)

Wes Mcdermott (지은이)
Focal Pr
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Creating 3D Game Art for the iPhone with Unity : Featuring Modo and Blender Pipelines
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· 제목 : Creating 3D Game Art for the iPhone with Unity : Featuring Modo and Blender Pipelines (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9780240815633
· 쪽수 : 272쪽
· 출판일 : 2010-10-12

목차

Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender Pipelines Chapter 1 Getting to know the iDevice Hardware and Unity Working as a 3D artist iDevice Hardware ARM CPU Draw Calls Batching Dynamic Batching Static Batching GPU Screen Resolutions Fillrate Limited Tile-Based Rendering RAM OpenGL ES Fixed-Function Pipeline Fully Programmable Pipeline Texturing Texture Units Alpha Operations Determining Your Game Budget Frame Rate Budget Rendering Budget Vertex Budget Texture Budget It All Sums Up Summary Chapter 2 Planning the Vertex Budget Testing Performance Creating a Performance Test Scene Targeting Devices Sizing Things Up What is a Game Unit Setting Up modo Importing into Unity True Vertex Count Degenerate Triangles Smoothing Angles UV Seams Using Lights Modeling Tater and Thumper My Workflow Creating Geometry Reducing Geometry Polygon Flow and Spin Quads Merging Polygons and Removing Edge Summary Chapter 3 Understanding Textures and UV Maps Creating UV Maps Planning Your UV Maps Creating UVs for Tater Creating UVs for Thumper Fundamentals of Game Textures Texture Formats Texture Size Power of 2 (POT) and Non-Power of 2 (NPOT) Texture Compression - PVRTC Using Mip maps Multiple Resolutions Texture Budget Creating the Diffuse Map Faking Light and Shadow Unity 3 OpenGL ES 2.0 Shaders Texturing Tater Reference Images Skin Textures Building Up Volume Through Shading Creating Hair Adding Some Wear and Tear Summary Chapter 4 Creating Game Objects using modo - Part Two: Training Trash Yard Level Design Creating a Style What can reasonably be accomplished? Breaking Down into Sections Puzzle Building Lazy Loading Optimize Batching and Rendering Batching Revisited Creating the Level Determining the Vertex Count Further Testing Using Texture Atlas Building on the Grid Does it make sense to use the grid? Determining Working Texture Size Creating the Ground Creating the Walls Creating the Props Creating a Skybox Creating the Trash Heap Texturing the Level Measuring the Scene Creating the Textures Creating UVs Lightmap UVS Summary Chapter 5 Animation using Blender - Part One: Rigging Tater Matching Object Size Unity Blender Support and FBX Workflow Using FBX Understanding Skinned Meshes within Unity VFP Optimized Skinning Optimized Skinning Paths Rigging Tater in Blender iPhone and iPad Rigging Essentials Creating the Basic Skeleton Adjusting Bone Rotations Fixing the Pelvis Bone for Hip Sway Disabling Inherit Rotation Weight Painting Summary Chapter 6 Animation using Blender - Part Two: IK and Basic Animation Completing the Rig: Adding IK Setting up IK for Legs Setting up IK for Arms Tiding Things Up Fixing Rotations Creating a Master Control Using Bone Layers Tweaking Weight Maps Animating Tater Using FBX Multiple Clips per File VS One Clip per File Option One: Multiple Clips Option Two: One Clip How Animation Data Works in Unity Names Are Match to Relative Animation Component Animating in Blender Using Actions Creating an Animation Cycle Exporting the FBX Make sure frame range is set correctly Baking Keys Disable Optimize Keyframes and Selected Objects Summary Chapter 7 Animation using Blender - Part Three: Advanced Animation Unity's Animation System Route One Route Two Creating Animations using Blender's NLA Editor Animating Weapons Using the NLA Editor Blending Animations in Unity Animation Layers Additive Blending Using Dynamics in Blender to Animate Objects Setting Up Rigid Body Dynamics in Blender Importing into Blender Setting Up the Logic Baking the Simulation Editing the Animation with the NLA Editor Summary Chapter 8 Creating Lightmaps using Beast Beast Lightmapping Beast and HDR Correct Lightmap UVs Auto-Generate UVs The Process Using Dual Lightmaps Beast Settings Beast Custom Settings Adjusting Lightmaps Color Grading Maps Adding Grime to Maps Summary Chapter 9 Working with Game Assets in Unity Prefabs Creating Prefab for Environment Props Target Prefab Camera Control Kit Setting Up Colliders Texture Compression Mip maps Optimized Shaders Using Physics in Unity Setting Up the Target Object Adding Particles Optimizing Physics using the Time Manager Publishing your Game Player Settings Universal Builds Optimizing your Game Tuning Main Loop Performance Tuning accelerometer processing frequency Internal Profiler Summary

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