1st Edition

Creating 3D Game Art for the iPhone with Unity Featuring modo and Blender pipelines

By Wes McDermott Copyright 2011
    272 Pages 600 Color Illustrations
    by Routledge

    272 Pages
    by Routledge

    Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists.  From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development.

    Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices.

    Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS.

    In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all in one place - this book is an invaluable resource for any digital artist working to create games for the iPhone and iPad using Unity iOS. 

    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

    Biography

    By Wes McDermott, Wes has been a professional 3D artist for 10 years, working in video production and print design. For the past six years, Wes has been the Multi-Media Developer for UPS Airlines at the Flight Training Center. He creates various 3D elements for video and interactive online training. Published in HDRI 3D magazine and a featured artist at Luxology.com, Wes has participated in beta tests for both Luxology and Autodesk, leading 3D software companies.