Feb/12
2012

Book review - "Google Sketchup for Game Design"

First entry in a while so let's get down to it!

As readers will know, I'm an advocate of Google Sketchup. I think it's one of the better 3D editors due to its ability to take an otherwise complex authoring process (the creation of 3D geometry) and make it simple. It manages to do this without sacrificing a great deal of control or even putting developers out of pocket. Indeed, students are able to download a copy of the professional version for free (allowing the export of a mesh to multiple industry-standard file formats rather than just the proprietary Sketchup extension/skp).

The reason it's seen as taboo when it comes to the development of real-time 3D assets is because it doesn't really provide the user with a proper means of optimizing the geometry, we're talking about the number of triangles here. This 'economy' is all-important in the gaming industry where the idea is to use as few of them as possible to maximum effect. Granted, 3D hardware has come a long way and, more often than not, you'll have excess processing power to make up for a poorly made model - but that thinking isn't going help you understand the best practice.

To my pleasant surprise, I have been asked to write a small review of a book detailing this very same subject.

So what does the book "Google Sketchup for Game Design" - [Packt Publishing] do for us?

The book describes itself as a beginner's guide and opens with an explanation of the philosophy behind Sketchup, that it is made for speed. It acknowledges that other authoring environments, by way of Maya and 3D Studio Max, are made to do more than most developers care to explore. Upon reading that I sighed in relief, I was afraid that it might attempt to take on those giants and claim some sort of overall superiority, but it didn't. That's a good sign of objectivity and puts the book in context, it provides a very 'real' way of looking at things. It doesn't make false promises and sticks to giving the learner practical information while addressing common misconceptions.

The game engine recommended by the book is none other than Unity3D, which comes as no surprise to those of us who are currently using it as our main piece of kit. Unity, like Sketchup, comes in multiple forms - free and professional. In addition to teaching the user how to use Sketchup, it describes the workflow involved with getting your creations into the game engine and seeing your results. It focuses, primarily, on environmental art, again taking advantage of what Sketchup was originally designed to do. It does discuss the problems of creating acceptable looking human meshes and how difficult this can be for beginners, it is even so good as to suggest an alternative means to save time.

Makehuman is the suggested means by which the student acquire their 3D human models. It's appropriate that this piece of advice appear in the book as, only by declaring it, can the experience be deemed complete. It shows you how to create an urban environment, build a vehicle and make all of it usable. Up to that point it doesn't mention the creation of a usable human mesh because it is far too complex a process to burden the mind of a beginner with. The book is very encouraging for those just starting out and does its best to help you achieve the fastest possible results.

The industry is changing, it is getting easier to develop 3D games and teams are a fraction of the size they were a few years ago. It is entirely possible to work as an independent professional but it takes time to learn the ropes, time which very few people have to spend on trial and error. This book will show you 'the way', it will save you the hell of stumbling alone in the dark by explaining how to do things properly in the shortest amount of time. Everything from conceptualisation to implementation is here in an easy to understand format.

Most, if not all, of my work in Unity3D involves using Sketchup at some point. The book actually frightened me at first as it was making known what very few of us are aware of. Niches only last for so long before they grow into something huge, this is probably the last chance to get in on the ground floor of the coming era.





1 comment
Comment from: Debarati [Visitor] Email · http://www.sketchup4architect.com/
I have read this book. It has the step by step tutorials for the beginner. Good enough
02/20/12 @ 11:33
Leave a comment

Your email address will not be revealed on this site.

Your URL will be displayed.
(Line breaks become <br />)
(Name, email & website)
(Allow users to contact you through a message form (your email will not be revealed.)
This is a captcha-picture. It is used to prevent mass-access by robots.
Please enter the characters from the image above. (case insensitive)