Beginning 3D Game Assets Development Pipeline - Nova Villanueva

Beginning 3D Game Assets Development Pipeline

Learn to Integrate from Maya to Unity

(Autor)

Buch | Softcover
315 Seiten
2021 | 1st ed.
Apress (Verlag)
978-1-4842-7195-7 (ISBN)
69,54 inkl. MwSt
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.
The book begins with an 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.

What You Will Learn





Build a thorough knowledge of the 3D game asset production workflow
Understand how each phase leads up to the next one
Know how 3D assets are implemented into Unity
Texture, rig, and animate the 3D model
Export and import the 3D asset or model
Understand the iterative design process




Who This Book Is For


3D artists, from beginners to specialists, who are interested in learning the 3D production pipeline of game assets as a whole

Nova Villanueva 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 The Mills game. She live streams her game development process at twitch.tv/novavillan. Nova has previously worked as a 3D artist for Animatic Media, a 2D artist for the Webby award-winning Mafia Wars game developed by Zynga, and is a published artist featured in the Photoshop Creative 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.

Chapter 1: What Is the 3D Production Pipeline and Why Is It Important?.- Chapter 2: Starting with Maya.- Chapter 3: Creating a Base Mesh.- Chapter 4: Preparing the Asset for the Next Phase.- Chapter 5: UV Mapping.- Chapter 6: Creating a High Poly Model.- Chapter 7: Texturing..- Chapter 8: Rigging the 3D Asset.- Chapter 9: Bringing the Asset to Life.

Erscheinungsdatum
Zusatzinfo 336 Illustrations, black and white; XX, 315 p. 336 illus.
Verlagsort Berkley
Sprache englisch
Maße 178 x 254 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Schlagworte 3D Pipeline • Animation • integrating • Maya • Modeling • Rigging • Substance Painter • Texturing • UNITY • ZBrush
ISBN-10 1-4842-7195-5 / 1484271955
ISBN-13 978-1-4842-7195-7 / 9781484271957
Zustand Neuware
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