

I want to thank my wife, Jennifer, for helping me focus through the long nights of writing and development, as well as my good friend, Jacob Pollak, for providing me with the amazing piece of cover art. However, it has truly been a rewarding experience, and I can't thank the folks at Packt Publishing enough for this opportunity. Writing this book has been quite a journey for me, as it irmly falls in the realm of the things that I never expected to do.


When not teaching, he writes learning tutorials on different topics related to Unreal Technology, and continues to further his education by keeping up on recent industry news and learning about best practices related to both teaching and game development. He currently teaches at risk youth about game design and development through the West Michigan Center for Arts and Technology (and also teaches Unreal Engine development as part of the Digital Animation and Game Design program at Ferris State University (Justin has worked with Unreal Technology in the education arena for more than 10 years. He began teaching high school students about game development in 2005 and enjoys supporting the dreams of the next generation developers. At a young age, he discovered his love for video games and the joy they bring to others. Project Coordinator Ritika Manoj Proofreader Sais Editing Indexer Monica Ajmera Mehta Graphics Disha Haria Production Coordinator Arvindkumar Gupta Cover Work Arvindkumar GuptaĪbout the Author Justin Plowman is a game designer and educator, who resides in the United States. ISBN 978-1-78588-146-6 Credits Author Justin Plowman Reviewer Scott Hafner Commissioning Editor Amarabha Banerjee Acquisition Editor Rahul Nair Content Development Editor Parshva Sheth Technical Editor Gebin George Copy Editor Sais Editing Livery Place 35 Livery Street Birmingham B3 2PB, UK. However, Packt Publishing cannot guarantee the accuracy of this information. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. Neither the author nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. However, the information contained in this book is sold without warranty, either express or implied. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Using different maps to create a more realistic lookĬreating a class blueprint to tie it all togetherģD Game Design with Unreal Engine 4 and BlenderĬombine the powerful UE4 with Blender to create visually appealing and comprehensive game environmentsģD Game Design with Unreal Engine 4 and Blender Copyright © 2016 Packt PublishingĪll rights reserved. Whiteboxing a level for better asset creationĦ: Monster Assets – The Level Totally Needs One of Theseĭesigning our asset – inspiration and concept artĪdvanced tools: Subdivide, Knife, Bridge Edge Loops, and more
#Ultimate unwrap 3d untriangulate faces how to#
How to use UV mapping and why it's important Using the basic tools of polygon modeling

Using the Content Browser to start building the levelĪdding interactive elements using Triggers and Blueprints Getting things started in Unreal Engine 4 1: Unreal, My Friend, I'd Like You to Meet Blender
