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目次を観ただけでワクワクしてくるUnity本「Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines 」


iOS版UnityとmodoBlender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

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

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

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