3D applications can do everything from rigid body physics and fluids, to cloth simulation and custom shaders. An entire Pixar film can be created from one of these versatile packages. The problem is that most of the features in a 3D application can't be used by a game developer.
What format do I use? What will carry over to the game engine? Learn about all of these points and more as we delve into Unity3D and Blender's relationship. We will also go over the basics of modeling including subdivision surface modifiers and sculpturing.
This will be an entirely 'live' presentation with Blender and Unity3D, so no PowerPoint slides. We're going to be going over a lot, so bring your notepad!