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Alex.SilR's Journal

Day 12 – Unity, Blender and SketchUp

Posted by , in General 05 November 2012 - - - - - - · 522 views

Mirrored from my blog (en, pt-br).

Today I finished reading the book Unity 3.x Game Development Essentials, and finished watching the video lesson Blender 2.6 Essential training, then I watched a few tutorials of SketchUp.

In chapter 11 was made some finishing touches on the game and the most interesting was the introduction of lightmapping, which basically is a process that adds the effect of light and shadow on the texture itself. Since the effect of light and shadow will be applied directly in texture, this technique is used only for static objects. Using lightmapping can be a way to insert shadow in free version of Unity, but will depend on the case, therefore, is static shadow.

Without lightmapping.

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With lightmapping.

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Chapter 12 was pretty interesting too. It was about various settings and points to consider when constructing the final game (the file that will be distributed), both Standalone and Web.

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Chapter 13 was very short and did not have anything interesting, so I will not even comment.

The last part of the video lesson of Blender Character Rigging talked about, although it was interesting was very superficial, showed how put Armature in that creature and how make a simple animation.

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http://www.youtube.com/watch?v=lr7sO_foleY&feature=player_embedded

Later I watched some tutoriais of SketchUp made by google (which are very good by the way). SketchUp is much easier to use than Blender (at least for the simplest things). However when I imported the model from the table that is made in part 4 of the tutorial for unity could not apply texture on it, it seems that need be done the UV mapping first. I did some research and some users were doing it through the Blender, but when I imported in Blender, the model opened with the drawer in the wrong place, which did not happen in Unity. Tomorrow or Sunday I will give one more researched to see if it really is worth studying SketchUp, since Unity doesn’t natively support it and despite being easier that Blender will not completely replace.

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PS: Sorry for the bad english.


Day 11 – Unity and Blender

Posted by , in General 05 November 2012 - - - - - - · 542 views

Mirrored from my blog (en, pt-br).

Today I read chapter 10 of the book Unity 3.x Game Development Essentials and watched part of 10 video lessons Blender 2.6 Essential training.

In chapter 10 of the book was made a short animation for when the player wins. Some GUITexture and Events are added in two ways:The animation was very basic (only moved the GUITexture), but it was interesting. Tomorrow I think I read the rest of the book.

http://www.youtube.com/watch?v=b0qqvLnuVbs&feature=player_embedded

By coincidence the video lesson also talked about animation showed how to animate the properties of an object by TimeLine, GraphEditor, and DopeSheet. Tomorrow I will also finish watching the last part that talks about Rigging.

TimeLine

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GraphEditor

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DopeSheet

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As tomorrow I will finish the book and video lessons, this weekend I want to see if I see the tutorial Training Course: Low Poly Game Asset Creation – Fire Hydrant in Blender and Unity 3D. It seems to be very good.

PS: Sorry for the bad english.


Day 10 – Unity and Google SketchUp

Posted by , in General 05 November 2012 - - - - - - · 1,500 views

Mirrored from my blog (en, pt-br).

Today I read chapter 9 of the book Unity 3.x Game Development Essentials and installed the Google SketchUp to see how is the interaction with Unity.

Chapter 9 build an menu in two ways:Although this chapter build a very simple menu and be quite easy to mess with menu in Unity was the most interesting because it was what most was new to me.

Menu using GUITexture:

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Menu using GUI and GUISkin class:

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I installed the Google SketchUp to see what it was like to export and import models. The free version of SketchUp export to. Dae (COLLADA) that Unity can import (Blender too). I had no problem in this process, although read on a forum that some people had. The scale was however very different.

On day 9 I made a “measurement” of the scale in Unity relative to Blender , and gave 0.5, ie to import into Unity is necessary reduce 50% of the size of the model. I did the same test in SketchUp and the result was quite different. A cube of 1 m in SketchUp is equivalent to a cube ~39.37m Unity, then the scale was ~ 0025 (2.5%). In the picture below the red cube is created within Unity.

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I did this test to see if it was possible to use SketchUp, now I’ll look for some tutorials of it, because it seems that it is much easier than the Blender to build architecture.

PS: Sorry for the bad english.


Day 9 – Unity, Blender and .blend import

Posted by , in General 05 November 2012 - - - - - - · 802 views

Mirrored from my blog (en, pt-br).

On 9 I read chapters 7 and 8 of the book Unity 3.x Game Development Essentials and watched Parts 6 and 7 of the video lesson Blender 2.6 Essential training.

In Chapter 7 of the book is built a mini-game where the player has to shoot down all three targets with coconuts to liberate one of four power cells in order to open the door. The only thing interesting about this chapter is the use of coroutine. Actually, later I’ll look deeper into coroutines.

http://www.youtube.com/watch?v=LVSSHx01Zcc&feature=player_embedded

In chapter 8 of the book is built a fire and made a simple mechanic that makes the player lights the fire from a matchbox that is inside the station. The main subject in this chapter is the particle system, as when the book was written was still using the old system, the author made a video showing how to do the same fire in the new system (shuriken).

http://www.youtube.com/watch?v=ZJm9SQKBFvU&feature=player_embedded

Part 6 of video lessons talked about textures and more interesting, that I wasn’t sure how it worked, UV Mapping.

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Part 7 talked about the types of lighting that Blender has, and showed one by one.

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One thing I did today too was to test the interaction of Unity with Blender.

The Unity automatically imports the file .blend that is in the project structure. I created a standard sized cube in Blender and imported to Unity, then I created a cube of size 1 in Unity itself. The cube of the Blender was twice the size in comparison to the Unity. So to maintain the aspect ratio is necessary to put the scale at 0.5 on the properties of import.

After scaling test I took a scene from the video lessons (the room) and imported to Unity. Using scale to 0.5, the size was good, but when importing the material was not with the texture. I need to make a search on how to export Blender material in Unity.

Render of the Room in Blender:

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In Unity:

http://www.youtube.com/watch?v=OE7lHpGMke4&feature=player_embedded

PS: Sorry for the bad english.


Day 8 - Unity, Blender and Productivity Power Tools

Posted by , in General 05 November 2012 - - - - - - · 598 views

Mirrored from my blog (en, pt-br).

Day 8 was much more productive that this weekend (day 6 and 7). I read chapter 5 and 6 of the book Unity 3.x Game Development Essentials and watch more video lessons of Blender.

The chapter 5 did an introduction to collisions and implemented in three different ways the collision used to open the door of the station. The three forms are:
  • Resizing the box collider of the own door - The worst form in this situation, because the player is locked when collided with the collider, and how the collider is bigger that the door mesh, the player hangs on nothing.
  • Ray cast - Better than before, but still got the problem that the door only opens when the player is facing it.
  • Creating Another Box Collider and setting it for isTrigger - That was the best solution presented (assuming it works as if the door had a motion sensor) and that will stay the rest of the project. The door opens when the player comes close, not get stuck and do not need to be facing the door to open.

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In Chapter 6 is implemented a simple logic to only open the door when a total of 4 power cells is collected by the player. Are also implemented several feedback to the player, such as:
  • Display messages.
  • Display at screen (HUD) how much is left of cells to “fill up all the energy.” Is also placed a power generator on the door showing the same information as the screen.
  • A light above the door indicating whether locked or not (red and green).
  • Sounds when: get energy cells, trying to open the locked door.

http://www.youtube.com/watch?v=8GQZdO4npdg&feature=player_embedded

I’m really enjoying the book, I think this week I can finish reading.

As chapter 5 and 6 uses quite a lot of script, one thing I missed in Visual Studio was the autocomplete feature for (), [], {}, “” and so on. So I searched and found the Productivity Power Tools plugin, very good, I recommend.

I’m also really enjoying the video lessons of Blender, even not creating something from start to finish each video introduces a new tool. When I get a more advanced stuff this overview will be cool. After finishing this video lesson I will take a look at Blender DVD Training 10 Venoms Lab 2 and I found a blog that appears to be very good! Blender Guru.

PS: Sorry for the bad english.


Day 7 – Too much of nothing and a little of Blender 3D

Posted by , in General 05 November 2012 - - - - - - · 516 views

Mirrored from my blog (en, pt-br).

On day 7 the idleness was predominant, in fact I don’t even did the college work. I just watched a few videos from Blender 2.6 Essential Training.

Until now the videos lessons just talks about tools that can be used, the only thing that was really modeled was a creature very simple. I’ll watch all the videos this week and then search for some video training that actually creates something from start to end.

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PS: Sorry for the bad english.


Day 6 - Blender 3D

Posted by , in General 05 November 2012 - - - - - - · 566 views

Mirrored from my blog (en, pt-br).

On day 6 I took a break at Unity for watching Blender 2.6 Essential Training.

I already had some contact with Blender a few years ago, but I’ll need remember everything. The three first chapter talks about the new interface of the Blender 2.6, navigation, selection e edition. I’m really enjoying the videos (I like a lot of video lessons from Lynda.com to start learning about some topic). I was with the idea of leaving the weekend to learn Blender and do the work of the college, but I think it will not be enough to learn modeling, so I’ll separate the 2 hours that I have when go back from college.

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Aside from the videos I watched the day wasn’t very productive, tomorrow I have to do an work from college, but I hope have time to watch some videos too.

PS: Sorry for the bad english.


Day 5 - Tumblr, Chapter 4, Find() and Strip’em

Posted by , in General 05 November 2012 - - - - - - · 451 views

Mirrored from my blog (en, pt-br).

On day 5 I create this tumblr, posted the pass days and finish of read the chapter 4 of the book.

As I said earlier I had begun writing at Penzu, but I decided write in some place public and more known. As I wanted something simple and practical I opted for tumblr instead wordpress. Create an account and posting took a while, but it was pretty easy.

Chapter 4 continued talking about script and some basic programming concepts. There was nothing new to me, I just have a question when using the Find() function.

The Find() of the GameObject class returns a reference to a GameObject that is on the Scene (objects that are in the hierarchy). As the objects in the hierarchy don’t need have a unique name, what the Find() will return when two or more objects have the same name?

I did a little test and the answer is that the Find() returns a reference to the first object it encounters, regardless if there is more than one.

One thing that was annoying me, and that a resolve today was that Unity give a warning when the end of file doesn’t was saved in Windows(CR LF) format. To resolve it I install the plug-in Strip’em that can be set to save in Windows(CR LF) automatically.

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PS: Sorry for the bad english.


Day 4 - What time is it?

Posted by , in General 05 November 2012 - - - - - - · 469 views

Mirrored from my blog (en, pt-br).

The day 4 already started with a setback!

I set the alarm clock to 7:30. I don’t know if the alarm didn’t ring or I haven’t heard, summarizing: I woke up 11am!

Apart from this setback I researched an online journal, and I found Penzu. The idea is write what I did in the day. Write daily will be interesting.

After explorer Penzu I started read the chapter 4 of the book and how the day was started late I don’t finish the chapter. The chapter until now analyzed the prefab Firsts Person Controller.

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PS: Sorry for the bad english.


Day 3

Posted by , in General 05 November 2012 - - - - - - · 374 views

Mirrored from my blog (en, pt-br).

On day 3 I basically read chapter 2 and 3 of the book. Until now I haven’t learning something new, but I’m remembering a lot. The chapter 2 talks about script e some general concepts of Unity. A simple shooter was made in the final of the chapter (shoot spheres into cubes).

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In the chapter 3 was introduced terrain and build an island. The rest of the book will be on top of this island.

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http://www.youtube.com/watch?v=glbknQ_RM0g&feature=player_embedded

Now I’ll continue reading the book!

PS: Sorry for the bad english.






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