Google SketchUp for Game Design: Beginner's Guide


Google SketchUp for Game Design: Beginner's Guide
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Learn how to create realistic game worlds with Google's easy 3D modeling tool
  • Populate your games with realistic terrain, buildings, vehicles and objects
  • Import to game engines such as Unity 3D and create a first person 3D game simulation
  • Learn the skills you need to sell low polygon 3D objects in game asset stores
  • Simple techniques to photo texture your models for ultra realism
  • Download color images from the book

Book Details

Language : English
Paperback : 270 pages [ 235mm x 191mm ]
Release Date : November 2011
ISBN : 1849691347
ISBN 13 : 9781849691345
Author(s) : Robin de Jongh
Topics and Technologies : All Books, Game Development, Google, Beginner's Guides, Games, Web Graphics & Video

Table of Contents

Preface
Chapter 1: Why Use SketchUp?
Chapter 2: Tools that Grow on Trees
Chapter 3: Wooden Pallet: Texture Creation
Chapter 4: Wooden Pallet: Modeling
Chapter 5: Game Levels in SketchUp
Chapter 6: Importing to a Professional Game Application: Unity 3D
Chapter 7: Quick Standard Assets
Chapter 8: Advanced Modeling: Create a Realistic Car in Easy Steps
Chapter 9: The Main Building - Inside and Out
Appendix A: MakeHuman
Appendix B: Pop Quiz Answers
Index
  • Chapter 1: Why Use SketchUp?
    • Commitment brings rewards
    • Is this book for me?
      • Can I really become a professional in the game and film industry?
    • What's SketchUp really good at?
      • How will this book help?
      • Some limitations
    • Making bags of cash-selling assets
    • The envy of the gaming community: creating custom levels
      • In-game level design tools
      • Modding assets
    • What have I learned?
    • Chapter 2: Tools that Grow on Trees
      • 3D Warehouse
      • Time for action – research what's hot and what's not
      • Your best CG textures source
        • Signing up to CGTextures.com
        • Copyright issues with textures
        • Your library
      • Meshlab
      • Time for action – learning about 3D meshes in MeshLab
        • Moving around in 3D
        • File formats
      • Get your game engine here: Unity 3D
        • The pro games environment
      • Time for action – obtaining Unity 3D for free
      • Google SketchUp
        • Enhanced texture packs
      • GIMP: The free professional graphics editor
      • Summary
      • Chapter 3: Wooden Pallet: Texture Creation
        • Finding textures to use in asset modeling
        • Time for action – selecting the photo texture
        • Enhancing textures
        • Time for action – cropping and enhancing
        • What are pixels?
          • Texture sizes
        • Time for action – arranging multiple textures
        • Saving textures
          • Naming conventions
          • Copyright text
        • Time for action – final touches
        • Summary
        • Chapter 4: Wooden Pallet: Modeling
          • Your first model in SketchUp
          • Time for action – importing a texture to scale
            • Modeling from the texture
          • Time for action – basic 3D geometry
          • Time for action – Push/Pull, Move, and Copy
            • It's really that easy!
          • Time for action – multiple copies
          • The power of pre-prepared textures
          • Time for action – completing texturing
          • Time for action – recycling textures for use on non-vital faces
          • Preparing for game use
            • Hidden geometry and layers
            • Removing unseen faces
            • Exploding geometry
            • Purging unused geometry and materials
            • Checking the face orientation
            • Compressing and resizing textures
            • Saving for game use
          • Summary
          • Chapter 5: Game Levels in SketchUp
            • Sketching out the level
            • Do game artists need art degrees?
            • Time for action – setting up the terrain grid and plan
            • Time for action – setting up the terrain texture image
            • Time for action – creating a color selection layer
            • The master texture
            • Time for action – creating a large seamless texture
            • Time for action – creating a tiled texture
            • Time for action – filling selected areas with textures
            • Time for action – using tileable textures from the Internet
            • Have a go hero – selecting and texturing
              • Some nifty texture tweaks
            • Time for action – creating a roadside kerb
            • Time for action – removing white edges
              • Modeling terrain with Sandbox tools
            • Time for action – adding height to a flat terrain
              • The Stamp tool
            • Time for action – stamping detail onto the terrain
              • The Drape tool
            • Time for action – using the Drape tool
              • Uniting terrain geometry with texture
            • Summary
            • Chapter 6: Importing to a Professional Game Application: Unity 3D
              • Exporting the level from SketchUp
              • Time for action – preparing a model for export
              • Time for action – SketchUp Pro export
              • Time for action – SketchUp free export
              • Time for action – using the free Autodesk FBX converter
              • Importing to Unity 3D
              • Time for action – importing your terrain in to Unity
              • Time for action – using a high-resolution terrain texture in Unity
              • Creating lights
              • Time for action – creating Sunlight in Unity
              • Setting up your character controller
              • Time for action – setting up a first-person shooter style controller
              • Time for action – playing the level
              • Time for action – creating a web playable walkthrough
              • Time for action – copying and pasting the pallet multiple times
              • Summary
              • Chapter 7: Quick Standard Assets
                • Rough and ready fencing
                • Time for action – making fencing with SketchUp's materials
                • Time for action – making several unique variations
                • Inserting multiple copies to quickly fill out a level
                • Time for action – fencing large areas
                • Time for action – walking around in SketchUp to visualize your level
                • Generating buildings quickly
                • Time for action – creating a building from two images
                • When the going gets tough
                  • Using someone else's assets
                • Time for action – cleaning up a Google Warehouse model
                  • Fixing the origin and removing hidden geometry
                  • Rectifying scale issues
                  • Checking face alignment and textures
                • The ten-minute oil barrel
                • Creating tools or weapons
                • Time for action – modeling a low polygon wrench
                • Summary
                • Chapter 8: Advanced Modeling: Create a Realistic Car in Easy Steps
                  • Where to find car images and plans
                  • Time for action – creating a car texture
                  • Time for action – creating a 3D car outline
                  • Refining the car's geometry
                  • Time for action – sitting on the hood
                  • Modeling by hand
                  • Time for action – applying a car body filler with the pencil tool
                  • Creating the car texture from photos
                    • Finding car images
                      • Some websites with car textures
                      • Taking your own car images
                      • Find a friend in the trade
                  • Time for action
                  • Painting in individual elements
                  • Time for action – painting over the rear view
                  • Time for action – creating blend areas
                    • UV unwrap plugins
                  • Time for action – how realistic wheels make all the difference
                  • Summary
                  • Chapter 9: The Main Building - Inside and Out
                    • Creating the main building
                    • Time for action – clipping round textures
                      • Modeling the interior
                    • Your final 3D game level in Unity 3D
                    • Time for action – setting up a playable game level layout
                      • Level-led design
                    • Time for action – digging out a terrain
                    • Time for action – exporting buildings to Unity 3D
                    • Creating context with skyline and background terrain
                    • Time for action – creating see-through textures
                    • Time for action – creating a backdrop
                    • Time for action – enabling see-through materials (Alpha Channel)
                    • Time for action – enabling a skybox
                    • Time for action – ambient light
                    • Exporting your game for others to play
                    • Time for action – who said you can't have your game and play it?
                    • Summary
                      • Appendix B: Pop Quiz Answers
                        • Chapter 1: Why Use SketchUp
                        • Chapter 2: Tools that Grow on Trees
                        • Chapter 6: Importing to a Professional Game Application: Unity 3D

                        Robin de Jongh

                        Robin de Jongh is the author of several books on professional workfl ows with SketchUp, GIMP, and Unity3D. He has worked for many years in the construction industry as a CAD designer and at one time ran his own architectural visualization company using SketchUp as the main presentation tool. He now works as an acquisitions editor for Manning Publications where he mentors new authors, and publishes books on Open Source technology topics. You can find him blogging at www.robindejongh.com.
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                        Errata

                        - 1 submitted: last submission 18 Jan 2013

                        Errata type: Technical | Page number: 4 | Errata date: December 8

                        The old link for downloading color images was: http://downloads.packtpub.com/ sites/default/files/downloads/1345_sketchupimages

                        The new link is: http://downloads.packtpub.com/ sites/default/files/downloads/1345_sketchupimages.pdf

                         

                        Sample chapters

                        You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

                        Frequently bought together

                        Google SketchUp for Game Design: Beginner's Guide +    Learning C# by Developing Games with Unity 3D Beginner's Guide =
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                        What you will learn from this book

                        • Discover the tools required to make game level and asset creation a swift and easy process
                        • Create "game ready" textures from photos
                        • Learn techniques for quick modeling by creating assets straight from textures
                        • Sculpt rough terrains using easy Sandbox tools in SketchUp
                        • Import the game art you created with SketchUp into a professional game engine: Unity 3D
                        • Create realistic assets to bring the game alive such as buildings, tools, barrels, and rusty fencing
                        • Model a 3D automobile with advanced SketchUp tricks and techniques
                        • How to add lighting and walk around in your game

                         

                        In Detail

                        Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.

                        Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.

                        Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.

                        When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.

                        Approach

                        The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures.

                        Who this book is for

                        This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.

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