
iOS版UnityとmodoとBlenderを使って3Dゲームの作り方を解説している本です。
Blenderはフリーの3DCG作成ツールとして有名なアプリです。modoですがこちらは有料ですが同様に3DCGアプリです。詳しくはこちらを参照下さい。
■modoの開発元
Welcome to Luxology
http://www.luxology.com/
■日本での販売会社
Mars Inc.
http://www.mars-inc.net/
そして注目の目次がこちら。頂点、UV Map、レベルデザイン、Blenderでのアニメーションの使い方、IKの使い方、ライトマップ、(シェーダ、物理エンジン、ゲームの)最適化など中級以上のレベルの話が書かれてる様です。
Chapter 1 Getting to know the iDevice Hardware and Unity
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- 作者: Wes McDermott
- 出版社/メーカー: Routledge
- 発売日: 2010/11/18
- メディア: ペーパーバック
- クリック: 7回
- この商品を含むブログ (4件) を見る
関連サイト
■筆者さんのサイト
Creating 3D Game Art for the iPhone with Unity iOS
http://the3dninja.com/unitybook/index.html
■出版社のサイト
Creating 3D Game Art for the iPhone with Unity - Elsevier
http://www.elsevier.com/wps/find/bookdescription.cws_home/723867/description#description
■この本で取り扱っている技術のサンプルデモ。App Storeにて既に公開中です。
Tater's Training Trash Yard for iPhone, iPod touch, and iPad on the iTunes App Store
http://itunes.apple.com/us/app/taters-training-trash-yard/id390812292?mt=8
■そのアプリの紹介動画
Official Tater iPhone App on Vimeo
http://vimeo.com/14533850
■Unityのフォーラムでの筆者のコメント
NEW BOOK: Creating 3D Game Art for the iPhone with Unity
http://forum.unity3d.com/threads/58353-NEW-BOOK-Creating-3D-Game-Art-for-the-iPhone-with-Unity