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Unreal Game Engine - OUT OF PRINT!

Unreal Game Engine - OUT OF PRINT!

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PLEASE NOTE: this book is out of print with no current plans to reprint it.
The Unreal games engine is a hugely versatile system that has been used to power a variety of best-selling video games. In The Unreal Game Engine, environment artist Andrew Finch looks at how to create game levels from scratch using the free Unreal Development Kit, starting with modeling the environment. He then addresses the two different ways in which you can create accessories for your scene – modeling in 3ds Max and importing them, or creating them directly in UDK – before adding textures and lighting. If you’ve ever wondered what it would be like to be a level designer and wanted some practical experience, then look no further than The Unreal Game Engine.

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PLEASE NOTE: This book is sold out and with no current plan to get it reprinted.

The Unreal games engine is a hugely versatile system that has been used to power a variety of best-selling video games. In The Unreal Game Engine, environment artist Andrew Finch looks at how to create game levels from scratch using the free Unreal Development Kit, starting with modeling the environment. He then addresses the two different ways in which you can create accessories for your scene – modeling in 3ds Max and importing them, or creating them directly in UDK – before adding textures and lighting. If you’ve ever wondered what it would be like to be a level designer and wanted some practical experience, then look no further than The Unreal Game Engine.

About the Author:

Andrew Finch has been working in the games industry professionally for six years; his responsibilities include modeling, texturing and lighting. He is currently working on his eighth game title. Andrew started out in Animation and received a bachelor’s degree. His passion for creating environments grew during his studies and he soon realized this is what he wanted to do.

Product details
Softback 240 pages
Dimensions: 210mm x 297mm
Paper quality: Full colour premium paper pages
ISBN: 978-1-90941404-4

Contents and contributors

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
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
Gallery
Glossary

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