Create Tool:
Create Time:1970-01-01 08:00:00
File Size:8.97 GB
File Count:174
File Hash:5b548939ec5480faeef20e18e666bdb907a6f847
SetDressing/project_files.zip |
CharacterWeaponModeling/project_files.zip |
LightingLightmapping/project_files.zip |
UVLayoutTexturing/7. Adding dirt and grime to textures.flv |
CommunicationNotificationCenter/project_files.zip |
ConceptDesign/project_files.zip |
LightingLightmapping/7. Using lights for dramatic effect in Unity.flv |
LevelDesign/11. Inspecting the tunnel system.flv |
LevelDesign/10. Finishing the tunnel system.flv |
UVLayoutTexturing/8. Making efficient use of UV space.flv |
LevelDesign/14. Refining the platform area.flv |
EnvironmentModeling/10. Modeling the corner sections.flv |
LevelDesign/12. Set dressing the subway platform area.flv |
LevelDesign/06. Assembling the level.flv |
UVLayoutTexturing/4. Using multiple UV projection methods.flv |
LevelDesign/09. Adding more details through set dressing.flv |
LevelDesign/13. Adding more detail to the platform area.flv |
RiggingAnimation/07. Looking at the player's rig.flv |
UVLayoutTexturing/6. Using photographs to create textures.flv |
EnvironmentModeling/06. Building the intersection.flv |
RiggingAnimation/05. Looking at the tick rig.flv |
CharacterWeaponModeling/05. Building game-ready geometry for the shotgun.flv |
LevelDesign/project_files.zip |
UVLayoutTexturing/3. Hiding UV seams on geometry.flv |
EnvironmentModeling/05. Modeling the straight ceiling.flv |
UVLayoutTexturing/5. Consolidating object textures for games.flv |
RiggingAnimation/12. The player's animations.flv |
LevelDesign/08. Set dressing the tunnel system.flv |
LightingLightmapping/6. Creating custom lightmapping UVs for Unity.flv |
CharacterWeaponModeling/11. Finishing the player texture in Photoshop.flv |
LevelDesign/07. Inspecting the base level.flv |
LevelDesign/05. Finish applying the optimized materials.flv |
CharacterWeaponModeling/09. Modifying the high-resolution player model.flv |
EnvironmentModeling/11. Final fit and export.flv |
CharacterWeaponModeling/08. Creating game-ready geometry for the tick.flv |
RiggingAnimation/project_files.zip |
UserInterfaceDesign/07. Cropping and saving user interface graphics.flv |
ConceptDesign/08. Digital painting Painting the organic structures.flv |
UVLayoutTexturing/2. Starting the UV layout process.flv |
GUIFunctionality/04. Implementing the joystick up and down states.flv |
EnvironmentModeling/02. Building the level proxy.flv |
EnvironmentModeling/09. Modifying existing geometry.flv |
EnvironmentModeling/07. Finishing the intersection.flv |
SetDressing/02. Creating the wood planks.flv |
GUIFunctionality/11. Creating the timer.flv |
GUIFunctionality/13. Implementing the health bar to the player.flv |
GUIFunctionality/06. Creating the fire button.flv |
SetDressing/06. Creating the large egg.flv |
CharacterWeaponModeling/12. Scaling and preparing models.flv |
SavingDataHighscores/24. Testing our Highscore Display script to find bugs.flv |
SavingDataHighscores/19. Moving our highscores down using a reverse For loop.flv |
CharacterWeaponModeling/04. Modeling the high-resolution shotgun.flv |
CharacterWeaponModeling/10. Building game-ready geometry for the player.flv |
PlayerFunctionality/4. Creating weapon functionality.flv |
GUIFunctionality/10. Scripting the ammo GUI.flv |
LightingLightmapping/3. Lightmapping in Unity.flv |
PlayerFunctionality/7. Creating the shotgun script.flv |
SavingDataHighscores/15. Synchronizing our PlayerPrefs with our local highscore class.flv |
RiggingAnimation/04. Taking a look at the goo overhang rig.flv |
SavingDataHighscores/25. Tracking game ID's to make sure we don't duplicate data.flv |
ConceptDesign/07. Digital painting Painting light sources.flv |
GUIFunctionality/14. Creating the kill counter.flv |
EnvironmentModeling/08. Modeling the curved section.flv |
SetDressing/12. Dressing the level.flv |
CharacterWeaponModeling/03. Creating a texture for the assault rifle.flv |
LightingLightmapping/5. Understanding lightmapping UVs in Unity.flv |
UserInterfaceDesign/06. Creating the main menu graphics.flv |
PlayerFunctionality/8. Creating the damage controller.flv |
SetDressing/05. Creating Vector Displacement Stamps.flv |
GUIFunctionality/03. Scripting custom joysticks.flv |
LevelDesign/15. Making final tweaks to the level design.flv |
CharacterWeaponModeling/07. Exporting the tick geometry and maps from Mudbox.flv |
CharacterWeaponModeling/06. Painting the shotgun texture.flv |
PlayerFunctionality/6. Finishing up the assault rifle script.flv |
RiggingAnimation/06. Modifying the preferred angle of an IK joint chain.flv |
EnvironmentModeling/03. Modeling the straight section.flv |
GUIFunctionality/05. Scripting the crosshair.flv |
UserInterfaceDesign/03. Strategies for building user interface graphics.flv |
UserInterfaceDesign/05. Breaking up and building the weapon switch graphic.flv |
LevelDesign/04. Applying optimized materials.flv |
SavingDataHighscores/06. Automatically centering our text using our Location class.flv |
CommunicationNotificationCenter/06. Collisions with SendMessageUpwards and BroadcastMessage.flv |
SavingDataHighscores/17. Scripting an add new highscore function.flv |
LightingLightmapping/8. Enhancing normal map details in Unity.flv |
SavingDataHighscores/21. Letting the player enter their name using a GUI.TextField.flv |
CommunicationNotificationCenter/03. Component to Component communication on the same object.flv |
PlayerFunctionality/2. Create player movement.flv |
SetDressing/07. Creating the drain debris.flv |
UserInterfaceDesign/04. Building multiple states of one graphic.flv |
UserInterfaceDesign/project_files.zip |
UVLayoutTexturing/project_files.zip |
GUIFunctionality/12. Scripting the health bar.flv |
CommunicationNotificationCenter/02. Overview and limitations of built-in communication methods.flv |
SetDressing/08. Creating the overhanging debris.flv |
SetDressing/04. Creating the old oil drum.flv |
UserInterfaceDesign/10. Modifying our workflow for special instances.flv |
ConceptDesign/02. Responsibilities of the concept artist.flv |
SavingDataHighscores/26. Changing the location of our game ID check to remove bugs.flv |
SavingDataHighscores/13. Saving game data using PlayerPrefs to store information.flv |
UserInterfaceDesign/09. Modifying the transparency workflow for objects with varying....flv |
RiggingAnimation/10. Animating the background assets.flv |
EnvironmentModeling/04. Building the drains.flv |
CommunicationNotificationCenter/07. Notification Center and the Publish Subscribe design pattern.flv |
UserInterfaceDesign/08. Creating user interface graphics with transparency for Unity.flv |
SavingDataHighscores/29. Using the PreviewLabs PlayerPrefs plugin for speed on mobile.flv |
SetDressing/03. Building the lights.flv |
CommunicationNotificationCenter/04. Communication on other objects using the Inspector.flv |
SavingDataHighscores/12. Displaying our highscore array correctly over our graphics.flv |
CommunicationNotificationCenter/10. Sending data with the notification function.flv |
ConceptDesign/06. Digital painting Rendering and general color scheme.flv |
GUIFunctionality/07. Implementing the reload button.flv |
GUIFunctionality/08. Scripting the weapon swap.flv |
RiggingAnimation/11. Animating the tick.flv |
ConceptDesign/03. Planning out the layout of a level.flv |
CommunicationNotificationCenter/05. Finding objects and components at run-time.flv |
SavingDataHighscores/27. Using the iPhoneKeyboard class to get user input on Android.flv |
PlayerFunctionality/3. Modifying the camera view.flv |
GUIFunctionality/02. Basic joystick modification.flv |
PlayerFunctionality/5. Creating the assault rifle script.flv |
SavingDataHighscores/10. Adding a height offset to display all our names.flv |
CommunicationNotificationCenter/12. When to use Notification Center vs. other methods.flv |
SavingDataHighscores/11. Refactoring our arrays into a class for easier organization.flv |
SetDressing/09. Creating debris around the upper drain.flv |
LevelDesign/02. Project file organization.flv |
ConceptDesign/04. Creating concept sketches for the straight hallways.flv |
ConceptDesign/05. Creating concept sketches for the curved sections of the level.flv |
GUIFunctionality/09. Implementing the weapon swap functionality.flv |
CommunicationNotificationCenter/11. How to cast our notification data with other variables.flv |
SavingDataHighscores/16. Synchronizing our Rounds and Kills data.flv |
LightingLightmapping/2. Real-time lights and shadows in Unity.flv |
SetDressing/11. Building the corner debris.flv |
UserInterfaceDesign/02. Getting started with the user interface design.flv |
SavingDataHighscores/03. Consulting our game design document to begin our script.flv |
SavingDataHighscores/20. Inserting our highscores into our data correctly.flv |
RiggingAnimation/08. Exploring the weapon rig.flv |
LevelDesign/03. Optimizing game materials.flv |
CommunicationNotificationCenter/08. Sending and Receiving a notification.flv |
SavingDataHighscores/23. Creating flashing text using Mathf.PingPong and GUI.color.flv |
SetDressing/10. Creating the connective tissue.flv |
CharacterWeaponModeling/02. Examining the assault rifle model.flv |
SavingDataHighscores/09. Displaying our entire array using a For loop.flv |
SavingDataHighscores/08. Using a built-in array to store multiple pieces of data.flv |
SavingDataHighscores/14. Creating a testing interface to set PlayerPrefs data.flv |
SavingDataHighscores/22. Using GUI.color to change our highscore text colors.flv |
LightingLightmapping/4. Combining lightmaps with normal maps in Unity.flv |
RiggingAnimation/03. Looking at the goo egg rig.flv |
SavingDataHighscores/30. Examining the final game code in reference to the highscore system.flv |
SavingDataHighscores/05. Using a Vector2 to offset our text placement for control.flv |
SavingDataHighscores/28. Saving the PlayerPrefs data to disk in case our game crashes.flv |
SavingDataHighscores/07. Creating a new GUI Style to format our text.flv |
RiggingAnimation/13. Reversing an animation.flv |
SavingDataHighscores/18. Testing if we need to create a new highscore.flv |
SavingDataHighscores/04. Using a GUI.Box function to draw our first highscore.flv |
RiggingAnimation/02. Preparing rigs for Unity.flv |
GUIFunctionality/project_files.zip |
CommunicationNotificationCenter/09. Having multiple scripts receive a notification.flv |
RiggingAnimation/09. Preparing animations for Unity.flv |
SavingDataHighscores/02. Examining our start scene and the scripts that are included.flv |
EnvironmentModeling/project_files.zip |
RiggingAnimation/01. Introduction and project overview.flv |
SavingDataHighscores/project_files.zip |
CharacterWeaponModeling/01. Introduction and project overview.flv |
UVLayoutTexturing/1. Introduction and project overview.flv |
SetDressing/01. Introduction and project overview.flv |
EnvironmentModeling/01. Introduction and project overview.flv |
LightingLightmapping/1. Introduction and project overview.flv |
GUIFunctionality/01. Introduction and project overview.flv |
UserInterfaceDesign/01. Introduction and project overview.flv |
ConceptDesign/01. Introduction and project overview.flv |
SavingDataHighscores/01. Introduction and project overview.flv |
PlayerFunctionality/project_files.zip |
CommunicationNotificationCenter/01. Introduction and project overview.flv |
LevelDesign/01. Introduction and project overview.flv |
PlayerFunctionality/1. Introduction and project overview.flv |
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