Why make a real-time character?What it takes to make real-time character?SoftwareHardwareTimeWhat is a 3d real-time character made of?ModelTextureSkeletonAnimationsWhat this book will teach you and includeHow to do all of the aboveSamples of the aboveChapter 1 3D Character modelingCharacter design, before you begin modelingThe model sheetSetting up for 3d character modelingWhere to startBuilding in piecesBody BuildingTutorialHead Building (more than just low polly modeling)TutorialFinalizing in preparation for unwrappingChapter 2 Texture Mapping and the UVW Unwrap ModifierWhat is a texture map?Components of a complete texture mapDiffuseBump MapNormal Bump Map (max7) What is mapping?Spherical mappingPlaner mappingCylindrical mappingBox mappingWhat is UVW Unwrap?Why Unwrap?Why the checker map?Unwrapping the BodyTutorialUnwrapping the HeadTutorialPreparation for PaintingChapter 3 - Painting the texturePainting in Photoshop CS, toolsEditing your Unwrap snapshot, layers, cropPainting FacesPainting clothsFile typesChapter 4 - RiggingOne small fix for the model before rigging (UT2004fix)Introduction to Character StudioBipedFigure modeSizing the ArmatureFootstep modeFreeform modePhysiqueAdding Physique for GamesAdding Physique for everyone elseEditing the Physique modifierThe RigTutorialAdding animation to your BipedThe 68 animations for Unreal2004 Changing animations (.BIP's)Exporting for UT2004Chapter 5 - Export/ImportUsing Actor-XGathering assetsUsing Unreal Ed 3.0 to compile your characterTutorialAdding your character to the gameTutorial Chapter 6 - Editing Motion capture data with Character StudioImporting, key reduction, footprint extractionConversion to freeform/footprintEditing, blending, layers, motion flowAfterword