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The Unreal game engine : a comprehensive guide to creating playable levels Andrew Finch

By: Material type: TextTextPublication details: Worcester : 3DTotal Publishing, c2013.Description: 235 p. ; col. ill. ; 31 cmISBN:
  • 9781909414044
Subject(s):
Contents:
Machine generated contents note: SECTION 01 ITALIAN COURTYARD -- 01.Project planning and software explanation -- 02.BSP creation -- draft lighting -- 03.Static Meshes and texturing -- part 1 -- 04.Static Meshes and texturing -- part 2 -- 05.Layout -- A -- 06.Layout -- B -- 07.Lighting and post effects -- A -- 08.Lighting and post effects -- B -- SECTION 02 WEAPON DESIGN -- 01.Modeling -- 02.Modeling finalization and UV-mapping -- 03.Texture creation -- 04.Texture finalization and portfolio presentation -- SECTION 03 SUBMARINE PEN -- 01.Concept to white box -- 02.White box to custom mesh -- 03.Finalizing the environment -- part 1 -- 04.Finalizing the environment -- part 2 -- 05.Building objects and placement -- 06.Final layout of assets -- 07.Draft lighting and placing decals -- 08.Finalizing the lighting -- 09.Final polish stage and completion -- SECTION 04 VEHICLE DESIGN -- 01.Modeling -- 02.Modeling finalization and UV-mapping -- 03.Texture creation -- Contents note continued: 04.Texture finalization and portfolio presentation -- SECTION 05 LIGHTING -- 01.Midday -- 02.Night -- 03.Foggy -- 04.Sunset -- 05.Rain -- SECTION 06 ZOMBIE TOWN -- 00.Introduction -- 01.UDK asset review -- 02.Layout -- 03.BSP and tree placement -- 04.Lighting first pass and finalization -- 05.Sky setup and PFX placement -- 06.Post effects and finishing touches
Summary: Discover how to create and populate your own video game level using the Unreal game engine
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Holdings
Item type Current library Call number Status Date due Barcode
REGULAR University of Wollongong in Dubai Main Collection 791.84 FI UN (Browse shelf(Opens below)) Available T0051651
REGULAR University of Wollongong in Dubai Main Collection 791.84 FI UN (Browse shelf(Opens below)) Available T0051652

Machine generated contents note: SECTION 01 ITALIAN COURTYARD -- 01.Project planning and software explanation -- 02.BSP creation -- draft lighting -- 03.Static Meshes and texturing -- part 1 -- 04.Static Meshes and texturing -- part 2 -- 05.Layout -- A -- 06.Layout -- B -- 07.Lighting and post effects -- A -- 08.Lighting and post effects -- B -- SECTION 02 WEAPON DESIGN -- 01.Modeling -- 02.Modeling finalization and UV-mapping -- 03.Texture creation -- 04.Texture finalization and portfolio presentation -- SECTION 03 SUBMARINE PEN -- 01.Concept to white box -- 02.White box to custom mesh -- 03.Finalizing the environment -- part 1 -- 04.Finalizing the environment -- part 2 -- 05.Building objects and placement -- 06.Final layout of assets -- 07.Draft lighting and placing decals -- 08.Finalizing the lighting -- 09.Final polish stage and completion -- SECTION 04 VEHICLE DESIGN -- 01.Modeling -- 02.Modeling finalization and UV-mapping -- 03.Texture creation -- Contents note continued: 04.Texture finalization and portfolio presentation -- SECTION 05 LIGHTING -- 01.Midday -- 02.Night -- 03.Foggy -- 04.Sunset -- 05.Rain -- SECTION 06 ZOMBIE TOWN -- 00.Introduction -- 01.UDK asset review -- 02.Layout -- 03.BSP and tree placement -- 04.Lighting first pass and finalization -- 05.Sky setup and PFX placement -- 06.Post effects and finishing touches

Discover how to create and populate your own video game level using the Unreal game engine

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