Format:
Online Ressource (xx, 528 p.)
,
ill. (chiefly col.)
Edition:
Online-Ausg.
ISBN:
9780240818818
,
0240818814
,
0240819012
,
9780240819013
,
1283164361
,
9781136126307
,
9781283164368
Content:
Preface Introduction Chapter 1 -- Game Production Process Chapter 2 -- Asset Creation: Maya Scenography Modeling Chapter 3 -- Asset Creation: Maya Scenography UV Mapping Chapter 4 -- Asset Creation: Maya Sceongraphy Texturing Chapter 5 -- Asset Creation: Unity Scenography Importing Chapter 6 -- Asset Creation: Unity Scenography Creation Tools Chapter 7 -- Lighting, Texturing & Baking Chapter 8 -- Asset Creation: Maya Character Creations Chapter 9 -- Asset Creation: Maya Character UV and Texture Chapter 10 -- Asset Creation: Maya Rigging, Skinning, and Animation and Unity Import and Animation Chapter 11 -- Unity Sound Chapter 12 -- GUI Chapter 13 -- Unity Script: Syntax Chapter 14 -- Unity Script: Triggers Chapter 15 -- Unity Script: Inputs, Raycasting, and Manipulating Chapter 16 -- Unity Script: Prefabs and Instantiation Chapter 17 -- Unity GUI and Scripting: Inter-script Communication Chapter 18 -- Unity Distribution: Builds Appendix A: Setting Projects with Maya Appendix B: Emmisive Material Light Baking Appendix C: Preparing Character Style Sheets Appendix D: Unity Asset Server
Content:
Unity has brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there. Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find. Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment. This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions. --Unity is HOT! It's the #1 game engine out there, and it's taken the game world by storm. Documentation is hard to find. Focal to the rescue. Learn Unity from the ground up. Build a game with no previous scripting knowledge, and make a game that's fun. --Authoritative - Author, Adam Watkins, is a 12 year veteran and author of several books and over 100 articles on 3D Animation. His students are the winners of multiple national and international animation awards and festivals. With this experience comes great insight into the best ways to learn 3D art and gaming concepts. --Accessible to All Unity users (artists and programmers) - the author comes from an art background. He animated for many years before working in games. This provides a "non-programmer" entry point to the world of game creation. --Complete - this volume provides instruction from game inception to completion and delivery. The 3D creation and export begins, but applied functionality and delivery complete the book. In the course of the book, the reader will create effective and efficient 3D assets from scratch using Maya (including characters). Then, use these assets to create a functioning game complete with scripts, GUI interfaces, and first and third person interactions. --Companion website includes: original versions of the images, all completed files from the tutorials, important links, and all code from the book
Note:
Includes index. - Description based on print version record
,
Front Cover; Creating Games with Unity and Maya; Copyright; Dedication; Acknowledgments; Contents; Introduction; Chapter 1: Game Production Process; The Team; The Tools and Unity; Teams of Teams and Pipelines; Assets; Art Assets; Technology Assets (Scripts); Order of Operations; Conclusion and Introduction to Incursion; A Note on Research; And on We Go…; Chapter 2: Asset Creation: Maya Scenography Modeling; Scenography Modeling within the Game Design Pipeline; Why Maya Tutorials?; A Bit of 3D Theory; Rendering; Video Cards; Limitations and Optimizations for Games; Rules of 3D Game Modeling
,
Polycount MattersTopology; On to the Tools; Tutorial 2.1: Game Level Modeling: The Entryway; Columns Base Shape; Dock Creation; Dock Optimization; Backface Culling; Roof Creation; Cleaning or Deleting History; Handrails; Archway and Booleans; Beveling; Wrapping Up; Homework and Challenges; Chapter 3: Asset Creation: Maya Scenography UV Mapping; Scenography UV Layout within the Game Design Pipeline; UVs; Exploring the UV Texture Editor; Tutorial 3.1: Game Level UV Layout, Tools, and Techniques; Creating and Applying New Material; Mapping Beginning with Automatic Mapping; Sewing Shells
,
Further OptimizationMaya's Unfold UV via Smooth UV Tool; Manual Mapping; Conclusion; Homework and Challenges; Chapter 4: Asset Creation: Maya Scenography Texturing; Textures, Materials, and Shaders; Nature of Effective Textures; Maya and Unity; Tutorials; Tutorial 4.1: Seamless Tiled Textures; Select and Prepare a Raw Texture Image; Offset and Clone Stamp; Unify the Color Balance; Apply the Texture; Conclusion; Tutorial 4.2. Nontiled Textures and Their Dirt; UV Snapshots; Preparing the UV Snapshot for Painting in Photoshop; Painting the Texture; Layer Mixing; Layer Masks
,
Saving Multiple FilesApplication in Maya; Conclusion; Homework and Challenges; Chapter 5: Asset Creation: Unity Scenography Importing; Unity; The Plan; Unity Projects; Tutorial 5.1: Creating a Unity Project; About the New Project File; Unity Interface; Toolbar; Scene; Game; Inspector Panel; Hierarchy Panel; Project Panel; Using It All; Tutorial 5.2: Exporting from Maya; Optimizing in Maya; Export Options; The Import Process; Unity Nomenclature; GameObject; Prefabs; Scenes; Tutorial 5.3: Importing, Tweaking, and Placing Scenography Assets into Unity; Inspector Breakdown; Conclusion
,
Homework and ChallengesIntroduction; Why This Book?; Who's It For?; Structure; Book Paradigm and Assumptions; Book Conventions; A Note about the Approach; Chapter 6: Asset Creation: Unity Scenography Creation Tools; Asset Creation in Unity; Tutorial 6.1: Adding and Manipulating Unity Water, Sky, and Fog; Importing Packages; Water; Skyboxes; Fog; Wrapping Up; Tutorial 6.2: Terrain Creation; Restrictions of Terrains; Terrain Editing Tools; Conclusion; Tutorial 6.3: Primitives and Particles; Tweaking Terrain Settings; Conclusion; Chapter 7: Asset Creation: Advanced Shading, Lighting, and Baking
,
Baking
,
Preface Introduction Chapter 1 -- Game Production Process Chapter 2 -- Asset Creation: Maya Scenography Modeling Chapter 3 -- Asset Creation: Maya Scenography UV Mapping Chapter 4 -- Asset Creation: Maya Sceongraphy Texturing Chapter 5 -- Asset Creation: Unity Scenography Importing Chapter 6 -- Asset Creation: Unity Scenography Creation Tools Chapter 7 -- Lighting, Texturing & Baking Chapter 8 -- Asset Creation: Maya Character Creations Chapter 9 -- Asset Creation: Maya Character UV and Texture Chapter 10 -- Asset Creation: Maya Rigging, Skinning, and Animation and Unity Import and Animation Chapter 11 -- Unity Sound Chapter 12 -- GUI Chapter 13 -- Unity Script: Syntax Chapter 14 -- Unity Script: Triggers Chapter 15 -- Unity Script: Inputs, Raycasting, and Manipulating Chapter 16 -- Unity Script: Prefabs and Instantiation Chapter 17 -- Unity GUI and Scripting: Inter-script Communication Chapter 18 -- Unity Distribution: Builds Appendix A: Setting Projects with Maya Appendix B: Emmisive Material Light Baking Appendix C: Preparing Character Style Sheets Appendix D: Unity Asset Server.
Additional Edition:
ISBN 9780240818818
Additional Edition:
ISBN 128316356X
Additional Edition:
ISBN 9780240818818
Additional Edition:
Druckausg. Watkins, Adam M. Creating games with Unity and Maya Amsterdam : Elsevier, 2011 ISBN 9780240818818
Language:
English
Subjects:
Computer Science
Keywords:
Electronic books
;
Electronic books
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