Details

Beginning 3D Game Assets Development Pipeline


Beginning 3D Game Assets Development Pipeline

Learn to Integrate from Maya to Unity

von: Nova Villanueva

62,99 €

Verlag: Apress
Format: PDF
Veröffentl.: 04.12.2021
ISBN/EAN: 9781484271964
Sprache: englisch
Anzahl Seiten: 315

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

This project-based tutorial covers the creation of 3D assets in a game engine, from concept to implementation. You will learn the 3D pipeline using Maya and Substance Painter, which are industry-standard programs used for content creation in game development. You also will know how to add them and work with them in Unity.<div><br></div><div>The book begins with an&nbsp;overall look at the production of game development and the different roles in creating assets. Then, starting with Maya, you learn how to start with a concept and take it through the entire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset project throughout the entire book to understand how one phase leads to the next one. Lastly, you will cover asset placement and integration into Unity.<br></div><div><br></div><div><p><b>What You Will Learn</b></p><p></p><ul><li>Build a thorough knowledge of the 3D game asset production workflow</li><li>Understand how each phase leads up to the next one</li><li>Know how 3D assets are implemented into Unity</li><li>Texture, rig, and animate the 3D model</li><li>Export and import the 3D asset or model</li><li>Understand the iterative design process</li></ul><div><p><b><br></b></p><p><b>Who This Book Is For</b><br></p><p>3D artists, from beginners to specialists, who are interested in learning the 3D production pipeline of game assets as a whole</p></div></div>
<div><b>CHAPTER 1: What is the 3D Production Pipeline and Why is it Important?</b></div><div>Who this Book is Intended for</div><div>About the 3D Pipeline and How it Fits in the Game Design Process</div><div>3D Modeling</div><div>3D Texturing</div><div>Wait! What about Rigging and Animation?</div><div>Textures before Rigging or Backwards?</div><div>3D Animation</div><div>Game Development Workflow</div><div>Working with a Team</div><div>How to Use this Book</div><div>Non-Linear Game Development</div><div>Embracing and Utilizing Computer Shortcuts</div><div>Using the Right Tools</div><div>What is Maya?</div><div>What is Substance Painter?</div><div>What is Unity?</div><div>Pricing</div><div>Getting Started</div><div>The Importance of Using Reference</div><div>Gathering References</div><div>Summary</div><div><br></div><div><b>CHAPTER 2: Starting with Maya</b></div><div>Installing and Opening Maya</div><div>Windows Installation</div><div>Mac Installation</div><div>Overview of the Interface</div><div>Top Menu</div><div>Status Line</div>Menu Sets<div>Shelf</div><div>Channel Box</div><div>Attribute Editor</div><div>Quick Layout and Outliner Buttons</div><div>Time Slider</div><div>Range Slider</div><div>Playback Controls</div>View Panel<div>Marking Menus</div><div>How to Follow along with the Steps</div><div>Creating Primitives</div><div>Translate, Rotate, and Scale</div><div>Translate</div><div>Rotate</div><div>Scale</div>Navigation<div>Duplicate Objects</div><div>Delete Objects</div><div>Adding Edge Loops</div><div>Pivot Manipulator</div><div>Mirroring Geometry Methods</div><div>Duplicate and Scale</div><div>Duplicate Special</div>Component Selection Mode<div>Face, Vertex, and Edge</div><div>Face Mode</div><div>Vertex Mode</div><div>Edge Mode</div><div>Select</div><div>Delete Faces and Edges</div><div>Transform</div>Scale<div>Rotate</div><div>Extrude Faces</div><div>Before Continuing</div><div>Shortcuts</div><div>Set-Up Project</div><div>Setting up the Mech Project</div><div>Summary</div><div><br></div><div><b>CHAPTER 3: Creating the Base Mesh</b></div><div>Base Mesh</div><div>Exception to the Rule</div><div>Topology</div><div>N-gons</div><div>Concave Faces</div><div>Metrics</div><div>Image Plane Reference</div><div>Switching Between Panel Views</div><div>Starting to Model</div><div>Symmetry</div><div>Scale</div><div>Deselecting and Inverting Components</div><div>Using the Channel Box for Transformation</div><div>Using Duplicates to Speed Up Modeling</div>Display Modes<div>X-Ray Mode</div><div>Modeling the Leg Connectors</div><div>Duplicating the shapes of the Leg Connectors</div><div>Modeling the Foot Stabilizers</div><div>Modeling Armor for the Motor Units</div><div>Building the Body</div><div>Shaping the Head</div><div>Adding Thickness to the Head</div><div>Modeling the Head Details</div><div>Adding the Neck Model</div><div>Positioning the Leg</div><div>Instancing the Mech</div><div>Summary</div><div><br></div><div><br></div><div><b>CHAPTER 4: Preparing the Asset for the Next Phase</b></div><div>Adopting Best Practices</div><div>Pipeline Requirements</div><div>What is the Outliner and Why Do We Use it?</div><div>Using the Outliner for Clean Up</div><div>What is Construction History</div><div>Cleaning Up the History</div><div>Starting to Use the Outliner</div><div>Combining, Naming and Freezing Meshes</div><div>Resetting Transformations</div><div>Freezing Transformations</div><div>Pivot Locations</div><div>Using Instancing for Fast Prototyping</div><div>Grouping Our Asset</div><div>Summary</div><div><br></div><div>CHAPTER 5: UV Mapping the 3D Model</div><div>What Are UVs?</div><div>The Different Ways You Can UV Map</div><div>What is the UV Editor and What is it Used for?</div><div>Clean Up for UV Mapping</div><div>Setting Up and Using the UV Editor</div><div>Creating a Basic UV Map for the Mech</div><div>UVing Multiple Meshes Simultaneously</div><div>Deleting History if Our UVed Meshes</div><div>Optimization of Mesh UVs</div><div>Cutting and Sewing Seams</div><div>Unfolding UV Shells</div><div>Handling a Real-Life UV Pipeline Scenario</div>Optimizing and Arranging UVs<div>Texel Density</div><div>Moving, Arranging, and Packing UVs</div><div>It Always Depends</div><div>Final Arrangement and Layout</div><div>Summary</div><div><br></div><div><b>CHAPTER 6: Creating the High Poly Model</b></div><div>What is a High Poly Model?</div><div>Why Create the Illusion of Depth</div><div>The Different Approaches to End Up with a Low and High Poly</div><div>Setting up for the High Poly</div><div>What is the Difference between a Low and High Poly Model?</div><div>Creating the High Poly</div><div>Adding Details and Edge Definition to the Body</div><div>Modeling in a Non-Destructive Way</div><div>Adding Details to the Feet</div><div>Adding the Rest of the Mech’s Details</div><div>Summary</div><div><br></div><div><b>CHAPTER 7: Texturing the 3D Model</b></div><div>Using Floaters to Add Texture Details</div>Getting Our Maya Files Ready<div>Working With Multiple Texture on a Single Model</div><div>Exporting the FBX Model</div><div>Installing and Opening Substance 3D Painter</div><div>Overview of the Interface</div><div>Top Menu</div><div>Toolbar</div><div>Layers</div><div>Properties</div><div>Viewport</div><div>Texture Set List</div><div>Assets</div><div>Display Settings</div><div>Setting Up to Texture</div><div>Baking the Model</div><div>Creating Textures Using a PBR Pipeline</div><div>Starting to Texture</div><div>Masking</div><div>Working with Multiple Materials</div><div>Adding Sticker Decals</div><div>Exporting the Textures</div><div>Configuring Custom Output Texture Maps</div><div>Summary</div><div><br></div><div><b>CHAPTER 8: Rigging the 3D Model</b></div><div>What is Rigging?</div><div>Understanding Mesh Animation</div><div>What are Joints?</div><div>Working with Joints</div><div>Creating Joints</div><div>Arranging Joints</div>Moving Joints<div>Mirroring Joints</div><div>Working with Control Curves</div><div>Creating a Control Curve</div><div>Using Kinematics for Movement</div><div>Creating IKs for the Legs</div><div>What are Constraints?</div><div>The Importance of Using Constraints</div><div>Creating Groups</div><div>Setup the Head Control</div><div>Setup the Body Control</div><div>Setup the Left and Right Femur</div><div>Setup the Left and Right Tibia</div><div>Setup the Feet</div><div>Grouping System</div><div>Summary</div><div><br></div><div><b>CHAPTER 9: Bringing the Asset to Life</b></div><div>Iterative Design</div><div>Animating the Mech</div><div>Animation States</div><div>Set up the Scene for Animation</div><div>Creating the Idle the Animation</div>Adding Keyframes on the Mech<div>Deleting Keyframes</div><div>Exporting the Animated Mech</div><div>Installing and Opening Unity</div><div>Overview of Unity</div><div>Creating a New Project</div><div>Navigation in the Scene View</div><div>Interface</div><div>Working with Assets in Unity</div><div>Using the Hierarchy</div><div>Using the Inspector</div><div>Adding Textures to Our Mech</div><div>Changing Shaders and Linking Textures to Map Slots</div><div>Assigning the Materials to the Mech Asset</div><div>Working with Level of Details</div>Playing the Scene<div>What about Other Assets?</div><div>Summary</div><div>Wrapping it All Up</div><div>Where to Go from Here?</div><div>Staying Inspired</div>
<b>Nova Villanueva</b> is Professor of Game Design at Pratt Institute, New York, USA. She has taught game development for more than five years at Pratt, Parsons, and New York’s College of Technology, and is an independent game developer working on&nbsp;<i>The Mills </i>game<i>.&nbsp;</i>She live streams her game development process at twitch.tv/novavillan.&nbsp;Nova has previously worked as a 3D artist for Animatic Media, a 2D artist for the Webby award-winning <i>Mafia Wars</i>&nbsp;game developed by Zynga, and is a published artist featured in the&nbsp;<i>Photoshop Creative </i>magazine. She has an MFA degree in game design from the NYU Game Center in New York and a BS degree in media arts and animation from the Art Institute of Fort Lauderdale, Florida.
This project-based tutorial covers the creation of 3D assets in a game engine, from concept to implementation. You will learn the 3D pipeline using Maya and Substance Painter, which are industry-standard programs used for content creation in game development. You also will know how to add them and work with them in Unity.<div><br></div><div>The book begins with an&nbsp;overall look at the production of game development and the different roles in creating assets. Then, starting with Maya, you learn how to start with a concept and take it through the entire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset project throughout the entire book to understand how one phase leads to the next one. Lastly, you will cover asset placement and integration into Unity.<br></div><div><b><br></b></div><div>What You Will Learn<br></div><div><p></p><ul><li>Build a thorough knowledge of the 3D game asset production workflow</li><li>Understand how each phase leads up to the next one</li><li>Know how 3D assets are implemented into Unity</li><li>Texture, rig, and animate the 3D model</li><li>Export and import the 3D asset or model</li><li>Understand the iterative design process</li></ul></div>
<p>Is a valuable resource as there are few books available on the contemporary game assets pipeline</p><p>Introduces you to the complete process, from creation to integration</p><p>Covers popular and industry-standard software</p>

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