Unreal Engine 4 Game Development in 24 Hours, Sams Teach Yourself (häftad)
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Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
496
Utgivningsdatum
2016-06-24
Upplaga
1
Förlag
Sams Publishing
Medarbetare
Johnson, Tim / DowlingSoka, Ryan / Crumpler, Clinton
Illustratör/Fotograf
illustrations
Illustrationer
illustrations
Dimensioner
231 x 175 x 20 mm
Vikt
749 g
Antal komponenter
1
ISBN
9780672337628

Unreal Engine 4 Game Development in 24 Hours, Sams Teach Yourself

Häftad,  Engelska, 2016-06-24

Slutsåld

Sams Teach Yourself Unreal Engine 4 Game Development in 24 Hours will help students master every step of the game development process, bringing everything together in real projects that create real games. Each short, easy lesson builds on all that's come before, guiding them smoothly to mastery.
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Övrig information

Clinton Crumpler is currently a senior environment artist working on the Gears of War franchise at Microsoft's 'The Coalition Studio' located in Vancouver, BC Canada. Previously an artist at Bethesda's Battlecry Studios, KIXEYE, Army Game Studio, and various other independent studios; Clinton's primary focus is environment art, shader development, and art direction. Clinton has also released multiple video tutorials in collaboration with Digital Tutors with a focus on game art development for Unreal engine. He completed his Masters of Fine Art (MFA) in Interactive and Game Design and Bachelors of Fine Art (BFA) in Animation at Savannah College of Art and Design (SCAD), in Savannah, Georgia. Prior to SCAD, he received his Bachelors of Fine Art (BFA) in Graphic Design at Longwood University, located in Farmville, Virginia. Clinton was born and raised in Suffolk, Virginia. His personal portfolio and website can be viewed at www.clintoncrumpler.com.

Innehållsförteckning

HOUR 1: Introducing Unreal Engine 4   1
Installing Unreal   2
Creating Your First Project   4
Learning the Interface   7
View Modes and Visualizers   14
Playing a Level   16
Summary   17
Q&A   18
Workshop   18
Exercise   19
HOUR 2: Understanding the Gameplay Framework   21
Available Resources   21
Asset References and the Reference Viewer   29
Gameplay Framework   30
Summary   35
Q&A   35
Workshop   35
Exercise   36
HOUR 3: Coordinates, Transforms, Units, and Organization   37
Understanding Cartesian Coordinates   37
Working with Transforms   38
Assessing Units and Measurements   42
Organizing a Scene   45
Summary   50
Q&A   51
Workshop   51
Exercise   52
HOUR 4: Working with Static Mesh Actors   53
Static Mesh Assets   53
Static Mesh Editor   54
Viewing UV Layouts   57
Collision Hulls   59
Static Mesh Actors   66
Summary   73
Q&A   73
Workshop   73
Exercise   74
HOUR 5: Applying Lighting and Rendering   75
Learning Light Terminology   75
Understanding Light Types   76
Using Light Properties   82
Building Lighting   83
Summary   87
Q&A   87
Workshop   87
Exercise   88
HOUR 6: Using Materials   89
Understanding Materials   89
Physically Based Rendering (PBR) 90
Material Input Types   91
Creating Textures   94
Making a Material   96
Summary   105
Q&A   105
Workshop   106
Exercise   107
HOUR 7: Using Audio System Elements   109
Introducing Audio Basics   109
Using Sound Actors   112
Controlling Sounds with Audio Volumes   119
Summary   120
Q&A   120
Workshop   121
Exercise   122
HOUR 8: Creating Landscapes and Foliage   123
Working with Landscapes   123
Sculpting Shapes and Volumes   127
Using Foliage   133
Summary   136
Q&A   136
Workshop   137
Exercise   137
HOUR 9: World Building   139
Building Worlds   140
World Building Process   141
Summary   157
Q&A   157
Workshop   158
Exercise   159
HOUR 10: Crafting Effects with Particle Systems   161
Understanding Particles and Data Types   161
Working with Cascade   162
Using Common Modules   168
Setting Up Materials for Particles   172
Triggering Particle Systems   176
Summary   177
Q&A   177
Workshop   178
Exercise   ...