Game Character Creation with Blender and Unity
eBook - ePub

Game Character Creation with Blender and Unity

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Game Character Creation with Blender and Unity

About this book

A complete guide to creating usable, realistic game characters with two powerful tools

Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine.

  • Game creation is a popular and productive pursuit for both hobbyists and serious developers; this guide brings together two effective tools to simplify and enhance the process
  • Artists who are familiar with Blender or other 3D software but who lack experience with game development workflow will find this book fills important gaps in their knowledge
  • Provides a complete tutorial on developing a game character, including modeling, UV unwrapping, sculpting, baking displacements, texturing, rigging, animation, and export
  • Emphasizes low polygon modeling for game engines and shows how to bring the finished character into the Unity game engine

Whether you're interested in a new hobby or eager to enter the field of professional game development, this book offers valuable guidance to increase your skills.

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Information

Publisher
Sybex
Year
2012
Print ISBN
9781118172728
eBook ISBN
9781118237717
Chapter 1
Basic Game Art Concepts
Some people don’t want to take games seriously. This isn’t a lament against parents lashing out over gore or people who think that games are a waste of time. It is instead a statement about a popular assumption that making video games doesn’t involve a lot of work. This assumption is a problem in many game schools, whether they focus on the art, programming, or overall design of games.
In many ways, the art produced for a video game is not “art” in the traditional sense of “fine art”—content created solely for enjoyment by the senses or for aesthetic value. The art created for video games is, rather, part of the process of design or “applied art.” But there are two important reasons why video game art is different from either animation or fine art. First, game art is interactive for a player. Second, game art is rendered in real time.
Many quests begin not with an instant foray into death and danger, but instead with an initial gathering of knowledge. Indeed, Sun Tzu’s The Art of War does not begin by discussing battle right away, but with a chapter on planning. This is how we will approach your own quest to be a game character artist—and perhaps your leap from game consumer to creator.
This chapter covers the following topics:
  • Game design workflows
  • Creating game assets
  • Understanding and optimizing 3D game art
  • Working with game engines
  • Scripting happens
Game Design Workflows
As a young field, game design has no prescribed “workflow” or “design method.” This fact means that game studios can establish their own ways of working—within certain parameters, of course. Unless you are the rare person who can program like John Carmack and draw like da Vinci, you will most likely be working with a team. In many ways, this is one of the current strengths of the gaming industry: Game designers come from all fields and all walks of life. Consequently, team members have a broad range of influences to pull from that helps them create the best game possible.
Of course, games have to be fun. Game designers test this aspect with playtesting: inviting people to play early versions of a video game. Typically, games may see outside playtesters coming in at a stage of near completion known as the “beta” stage. At this point, many of the mechanics are already set in stone and the game has its artwork added to the engine. Because of this, some designers urge playtesting earlier in the process.
Other “set in stone” parts of the game design process involve the business end of things. This aspect is most directly embodied in the relationship between developers and publishers. The development team, which puts the game together, can consist of programmers, artists, writers, testers, producers, and composers—anyone involved in the legwork of making the game. Publishers oversee financial affairs, legal issues, public relations, and marketing of the game, turning it into a viable product.
Projects are often structured in milestone-based schedules, where the publisher pays the developer in phases. These phases generally include:
Concept Concept planning, budget, and contract negotiation
Preproduction Prototypes, design documentation, sketches, and basic design
Production
“Alpha” Development Assets, levels, and early code
Beta/Quality Assurance Playtesting with outside testers, utilizing beta code, and trying to reach launch or “gold” status by eliminating bugs
Gold The point where the game is ready for mass production and retail and review copies are sent out to press
Beyond these phases, the developer has freedom to follow their own design methods as long as their obligations to the publishers are met. This has led to several distinctive design methods employed by studios; we’ll look at some useful ones next. Try them in your projects and mix and match as you find appropriate.
Phase-Based Design
Phase-based design is a literal interpretation of the milestone-based schedule employed by many game publishers. It is also one of the most commonly used methodologies in the industry. In this process, departments operate separately but on a linear schedule that works toward final release of a game. The game goes from early concept stages to the production, or “alpha,” level. Playtesters are then brought in to play and evaluate the game in the “beta” stage of development. Finally, the game is polished and sent for release, the “gold” stage.
Although many great games have been developed using phase-based design, other games have been deemed failures, often due to the separation of departments trying to create a cohesive product and the lack of early playtesting. While an industry standard, designing in this way also runs the risk of the design team suffering from poor communication and developing a game to near completion before someone realizes that it is no fun to play! Individual studios have, over time, developed their own methods for resolving these issues. All of the following methodologies follow the “alpha, beta, gold” standard but differ from phase-based design by attempting to address its intrinsic weaknesses.
The Cabal
Valve Corporation employees created this method while working on the original Half Life. The Cabal is a collaborative design method where several representatives of various design departments, such as programming, writing, animation, and level design, work closely on one part of a game. The crux of this method is teamwork among departments that may otherwise work separately. In this way, game elements fit together in a more cohesive manner and mechanics work together with art to create a livelier world.
This process is further discussed in the Gamasutra essay, “The Cabal: Valve’s Design Process for Creating Half Life” (http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process.php).
Playcentric Iterative Design
In her book Game Design Workshop (Morgan Kaufmann, 2008), game designer Tracy Fullerton describes a design process that initiates playtesting as early as possible. Fullerton argues that designers, upon conception of a game idea, should decide what the basic gameplay mechanics will be and create paper prototypes right away. The reasoning of this method is that if core gameplay of a game is fun, then it is worth developing. Further prototypes are developed as features are added to the game. Fullerton argues that a game should pass through several phases of paper prototyping before a design document is even written. In this way, the document can become a more effective guide for the further developing of the game.
The structure of this method is based on iterative design methods of software development, where software is prototyped and then tested. If any bugs or difficulties of use are found, they are documented and another phase of rebuilding and testing is done. Naturally, as fewer things are fixed, or as fewer large-scale things are fixed, the game progresses to its final gold state.
This selection of design methods offers a sample of how studios customize their design process to create better games. While this book focuses on art asset creation, it is helpful to understand how individual assets, or pieces of art that go into the game, fit into the workflow of a whole game. If you understand how your art will be used, the transition from Blender to a game engine will be easier.
Now that you have an overview of the game design process, it is time to look at how art assets are planned and created.
Creating Game Assets
Creating characters is an intricate part of the concept process. Good character art is the result of not only interesting artwork, but often good writing. In line with Fullerton’s process for good game design, much of the work for character development is done on paper, where the character’s personality is developed. When planning characters, try to come up with ideas for the character’s family, background, tastes, political and religious beliefs, and possibly even more personal/risquĂ© parts of what makes them who they are. Although the written part of character creation seems unrelated to the art portion, the character’s look can depend greatly on personal preferences established in your text. A character’s animation may eventually be impacted by this information, as the way he or she moves and reacts will be determined by personality traits.
Creating Concept Art
When a character is well defined in writing, their look is defined with a series of perspective or action drawings. Main characters obviously require a lot of design, not only to make them visually engaging but also to make them marketable. Other characters can require varying degrees of elaboration.
The role of concept art in game asset production cannot be downplayed: Concept art gives designers an educated idea of what to produce. It als...

Table of contents

  1. Cover
  2. Title Page
  3. Credits
  4. Copyright
  5. Publisher's Note
  6. Dedication
  7. Acknowledgments
  8. About the Author
  9. Introduction
  10. Chapter 1: Basic Game Art Concepts
  11. Chapter 2: Blender Basics for Game Characters
  12. Chapter 3: Modeling the Character
  13. Chapter 4: Prepping for Zombie Details with UV Unwrapping
  14. Chapter 5: Sculpting for Normal Maps
  15. Chapter 6: Digital Painting Color Maps
  16. Chapter 7: Rigging for Realistic Movement
  17. Chapter 8: Animating the Zombie
  18. Chapter 9: Unity Engine Basics
  19. Chapter 10: Implementing Your Zombie in a Unity Game
  20. Index

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