ORPP logo
Image from Google Jackets

Creating Games with Unity, Substance Painter, and Maya : Models, Textures, Animation, and Code.

By: Contributor(s): Material type: TextTextPublisher: Milton : Taylor & Francis Group, 2020Copyright date: ©2021Edition: 1st edDescription: 1 online resource (769 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781000281972
Subject(s): Genre/Form: Additional physical formats: Print version:: Creating Games with Unity, Substance Painter, and MayaDDC classification:
  • 778.5347
LOC classification:
  • TR897.5 .W385 2021
Online resources:
Contents:
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Acknowledgments -- Authors -- Introduction -- Chapter 1: Maya Modeling -- Basics of Navigation -- Rendering -- What is a 3D Model? -- Translation -- Anatomy of a Model -- Edge -- Vertex -- Face -- Object Mode -- Normal -- Modeling Rules -- Polycount -- Topology -- Size and Proportion -- Basics of Modeling -- Tutorial 1.1: Modeling a Security Camera -- Other Useful Commands -- Grow and Shrink Selection -- Extract Faces -- Combine and Separate -- Create Cables or Pipes -- Extrude Along a Curve -- Duplicate, Duplicate with Transform -- Duplicate Special -- Mirror -- Center Pivot -- Change Pivot -- Snapping -- Hide Model -- View Control -- Assignments -- Geometry Errors -- Tutorial 1.2: Modular Set Pieces -- Grid -- Create a Base Floor -- Conclusion -- Chapter 2: Maya Set UV -- The UV Editor -- UV Points -- UV Tiles -- Cut UV -- The Problem -- UV the Floor -- Texel Density -- Chose the Right Texel Density -- UV the Pod -- Conclusion -- Chapter 3: Set Texturing -- PBR -- Baking -- Tutorial 3.1: Texturing Modular Pieces -- The Substance Painter UI -- Navigation -- Light Direction -- Ambient Occlusion -- PBR Material Channels -- Generators -- Levels -- Assignment: Texturing the Rest of the Models -- Conclusion -- Chapter 4: Unity Asset Creation -- Game Engines -- Unity -- Tutorial 4.1: Installing Unity, Visual Studio, and Starting a Project -- A Bit About the Unity UI -- Tutorial 4.2: Exporting Asset from Maya and Substance Painter into Unity -- Rebuilding Materials -- Moving On…For Now -- Tutorial 4.3: Creating Prefabs -- A Bit About Colliders -- Tutorial 4.4: A Bit of Material Adjustment -- Conclusion -- Chapter 5: Unity Level Creation -- A Quick Review on Snapping -- The Long View -- Tutorial 5.1: Level Layout -- Kitbashing -- Tutorial Conclusion.
Tutorial 5.2: Walking Through -- Conclusion -- Postscript -- Chapter 6: Lighting and Baking -- What It Means for You? -- Unity Lights -- Tutorial 6.1: Lighting the Scene -- The Power of Prefabs -- Make Way for Cookies! -- Baking -- Camera Adjustments and Postprocessing -- Final Challenge -- Conclusion -- Chapter 7: Character Modeling -- Concept Art -- Style Sheets -- Workflow -- Polycount -- Setting Up Image Plane in Maya -- Eyeball -- Create the Eyelids -- Create the Eye Socket -- Forehead and Nose -- Mouth -- Rest of the Head -- Ear -- Neck -- Internal Structures -- Body -- Hands -- Hairs -- Weapon -- Final Clean Up -- Conclusion -- Chapter 8: UV Mapping -- UV Mapping -- Tutorial 8.1: Character UV Mapping -- Mesh Inspection and Cleanup -- Body UV -- Eye UV -- Hair UV -- Garment UV -- Conclusion -- Chapter 9: Character Texture Painting -- Skin Texturing -- Hair -- Eye -- Upper Body -- Pants -- Belts, Straps, Pockets, Holster, and Boots -- Gloves -- Watch -- Gun -- Other Details -- Export Textures -- Conclusion -- Chapter 10: Rigging -- Joint Behavior -- Joint Placement - Hip, Spine, Neck, and Head -- Tutorial 10.1: Create the Joint Chain for Our Character -- Joint Placement - Left Arm -- Joint Setup - Right Arm -- Joint Setup - Legs -- Foot Roll Rig -- Setting Up the Foot Hierarchy -- Tutorial 10.2: Bind and Paint Skin Weighting -- Painting Skin Weights -- Mirroring the Skin Weights -- Copying the Skin Weights -- Tutorial 10.3: Set Up Arm Controls -- Constrains -- IK Arm Setup -- Tutorial 10.4: Finger Controls -- Tutorial 10.5: Clavicle and Body Controls -- Gun Joint -- Final Hierarchy -- Conclusion -- Chapter 11: FPS Animation in Maya -- FPS Animation Overview -- Referencing the Character Rig -- Save Files -- Display Layers -- Camera Configuration -- Game Animations -- Creating a Pose -- Weapon Movement Simplified -- Two-Handed Weapon Setup.
Frame Rate -- Idle Animation -- Cleaning Up Odd Jitters -- Ease-In's and Ease-Out's -- Graph Editor -- Keywords Aside -- Attack Animation -- Walk Animation -- "Got Caught" Animation -- Keywords Aside -- Reload Animation -- Considerations and Conclusion -- Chapter 12: Auto Rigging -- Mixamo -- Tutorial 12.1: Mixamo-Based Auto Rigging and Mocap -- Substance Painter Output -- Putting it All Together -- Setting Up the Animator -- Conclusion -- Chapter 13: Introduction to C# -- C# -- C# in Unity and Visual Studio -- Tutorial 13.1: Hello World! -- Tutorial 13.2: Opening Doors -- DOTween -- Variables -- A Final Note: Unity's API -- Conclusion -- Chapter 14: FPS Animations -- Tutorial 14.1: First Person Animation in Unity -- Maya Animation Preparation -- Baking Keys -- Substance Painter Output -- Putting It Together in Unity -- Importing and Adjusting Animation Rigs -- Animations in Unity -- Controlling Animations -- Controlling Animator with Code -- Tutorial Conclusion -- Chapter 15: Raycasting and Render Textures -- Tutorial 15.1: Animating the Camera -- Tutorial Conclusion -- Tutorial 15.2: Raycasting -- Tutorial Conclusion -- Tutorial 15.3: Camera Extras -- Conclusion -- Chapter 16: Weapons -- Tutorial 16.1: Grenade Launcher -- Making a "Smart" Grenade -- Tutorial Conclusion -- Tutorial 16.2: Firing the Gun and Introduction to Ammo -- Tutorial Conclusion -- Tutorial 16.3: Raycasting For Accuracy -- Problem and Solution -- Conclusion -- Chapter 17: AI -- Tutorial 17.1: Creating an AI-Based "Tic-Tac" -- Tutorial Conclusion -- Tutorial 17.2: Using Animations (Animator) With Navmesh -- Preparing FBX Animation Files -- Placing Animations in the Animator -- Changing the Triggers and Booleans Via Script -- Tutorial Conclusion -- Tutorial 17.3: Animation Events and a Working Weapon -- Creating the Function to Fire -- Animation Events -- Awkward Implementation.
Tutorial Conclusion -- Tutorial 17.4: Assembling it All in Mainlevel -- Conclusion -- Chapter 18: Health and Inventory -- Tutorial 18.1: Player Health Script -- Tutorial Conclusion -- Tutorial 18.2: Building the AI Health System -- Tutorial Conclusion -- Tutorial 18.3: Ammo -- Reloading Ammo -- Conclusion -- Chapter 19: UI -- Screen Space -- Tutorial 19.1: Reticle, Ammo, and Health UI -- Health Indicator -- Tutorial Conclusion -- Tutorial 19.2: Using Code to Effect UI Elements -- Case Switches or Switch Statements -- Health UI -- Tutorial Conclusion -- Tutorial 19.3: Buttons and Moving Between Scenes -- Interactive Buttons -- Tying Up Some Loose Ends -- Conclusion -- Chapter 20: Boss Battle -- Tutorial 20.1: Final Boss -- Boss Health Bar -- Final Theatrics -- Conclusion -- Index.
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
No physical items for this record

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Acknowledgments -- Authors -- Introduction -- Chapter 1: Maya Modeling -- Basics of Navigation -- Rendering -- What is a 3D Model? -- Translation -- Anatomy of a Model -- Edge -- Vertex -- Face -- Object Mode -- Normal -- Modeling Rules -- Polycount -- Topology -- Size and Proportion -- Basics of Modeling -- Tutorial 1.1: Modeling a Security Camera -- Other Useful Commands -- Grow and Shrink Selection -- Extract Faces -- Combine and Separate -- Create Cables or Pipes -- Extrude Along a Curve -- Duplicate, Duplicate with Transform -- Duplicate Special -- Mirror -- Center Pivot -- Change Pivot -- Snapping -- Hide Model -- View Control -- Assignments -- Geometry Errors -- Tutorial 1.2: Modular Set Pieces -- Grid -- Create a Base Floor -- Conclusion -- Chapter 2: Maya Set UV -- The UV Editor -- UV Points -- UV Tiles -- Cut UV -- The Problem -- UV the Floor -- Texel Density -- Chose the Right Texel Density -- UV the Pod -- Conclusion -- Chapter 3: Set Texturing -- PBR -- Baking -- Tutorial 3.1: Texturing Modular Pieces -- The Substance Painter UI -- Navigation -- Light Direction -- Ambient Occlusion -- PBR Material Channels -- Generators -- Levels -- Assignment: Texturing the Rest of the Models -- Conclusion -- Chapter 4: Unity Asset Creation -- Game Engines -- Unity -- Tutorial 4.1: Installing Unity, Visual Studio, and Starting a Project -- A Bit About the Unity UI -- Tutorial 4.2: Exporting Asset from Maya and Substance Painter into Unity -- Rebuilding Materials -- Moving On…For Now -- Tutorial 4.3: Creating Prefabs -- A Bit About Colliders -- Tutorial 4.4: A Bit of Material Adjustment -- Conclusion -- Chapter 5: Unity Level Creation -- A Quick Review on Snapping -- The Long View -- Tutorial 5.1: Level Layout -- Kitbashing -- Tutorial Conclusion.

Tutorial 5.2: Walking Through -- Conclusion -- Postscript -- Chapter 6: Lighting and Baking -- What It Means for You? -- Unity Lights -- Tutorial 6.1: Lighting the Scene -- The Power of Prefabs -- Make Way for Cookies! -- Baking -- Camera Adjustments and Postprocessing -- Final Challenge -- Conclusion -- Chapter 7: Character Modeling -- Concept Art -- Style Sheets -- Workflow -- Polycount -- Setting Up Image Plane in Maya -- Eyeball -- Create the Eyelids -- Create the Eye Socket -- Forehead and Nose -- Mouth -- Rest of the Head -- Ear -- Neck -- Internal Structures -- Body -- Hands -- Hairs -- Weapon -- Final Clean Up -- Conclusion -- Chapter 8: UV Mapping -- UV Mapping -- Tutorial 8.1: Character UV Mapping -- Mesh Inspection and Cleanup -- Body UV -- Eye UV -- Hair UV -- Garment UV -- Conclusion -- Chapter 9: Character Texture Painting -- Skin Texturing -- Hair -- Eye -- Upper Body -- Pants -- Belts, Straps, Pockets, Holster, and Boots -- Gloves -- Watch -- Gun -- Other Details -- Export Textures -- Conclusion -- Chapter 10: Rigging -- Joint Behavior -- Joint Placement - Hip, Spine, Neck, and Head -- Tutorial 10.1: Create the Joint Chain for Our Character -- Joint Placement - Left Arm -- Joint Setup - Right Arm -- Joint Setup - Legs -- Foot Roll Rig -- Setting Up the Foot Hierarchy -- Tutorial 10.2: Bind and Paint Skin Weighting -- Painting Skin Weights -- Mirroring the Skin Weights -- Copying the Skin Weights -- Tutorial 10.3: Set Up Arm Controls -- Constrains -- IK Arm Setup -- Tutorial 10.4: Finger Controls -- Tutorial 10.5: Clavicle and Body Controls -- Gun Joint -- Final Hierarchy -- Conclusion -- Chapter 11: FPS Animation in Maya -- FPS Animation Overview -- Referencing the Character Rig -- Save Files -- Display Layers -- Camera Configuration -- Game Animations -- Creating a Pose -- Weapon Movement Simplified -- Two-Handed Weapon Setup.

Frame Rate -- Idle Animation -- Cleaning Up Odd Jitters -- Ease-In's and Ease-Out's -- Graph Editor -- Keywords Aside -- Attack Animation -- Walk Animation -- "Got Caught" Animation -- Keywords Aside -- Reload Animation -- Considerations and Conclusion -- Chapter 12: Auto Rigging -- Mixamo -- Tutorial 12.1: Mixamo-Based Auto Rigging and Mocap -- Substance Painter Output -- Putting it All Together -- Setting Up the Animator -- Conclusion -- Chapter 13: Introduction to C# -- C# -- C# in Unity and Visual Studio -- Tutorial 13.1: Hello World! -- Tutorial 13.2: Opening Doors -- DOTween -- Variables -- A Final Note: Unity's API -- Conclusion -- Chapter 14: FPS Animations -- Tutorial 14.1: First Person Animation in Unity -- Maya Animation Preparation -- Baking Keys -- Substance Painter Output -- Putting It Together in Unity -- Importing and Adjusting Animation Rigs -- Animations in Unity -- Controlling Animations -- Controlling Animator with Code -- Tutorial Conclusion -- Chapter 15: Raycasting and Render Textures -- Tutorial 15.1: Animating the Camera -- Tutorial Conclusion -- Tutorial 15.2: Raycasting -- Tutorial Conclusion -- Tutorial 15.3: Camera Extras -- Conclusion -- Chapter 16: Weapons -- Tutorial 16.1: Grenade Launcher -- Making a "Smart" Grenade -- Tutorial Conclusion -- Tutorial 16.2: Firing the Gun and Introduction to Ammo -- Tutorial Conclusion -- Tutorial 16.3: Raycasting For Accuracy -- Problem and Solution -- Conclusion -- Chapter 17: AI -- Tutorial 17.1: Creating an AI-Based "Tic-Tac" -- Tutorial Conclusion -- Tutorial 17.2: Using Animations (Animator) With Navmesh -- Preparing FBX Animation Files -- Placing Animations in the Animator -- Changing the Triggers and Booleans Via Script -- Tutorial Conclusion -- Tutorial 17.3: Animation Events and a Working Weapon -- Creating the Function to Fire -- Animation Events -- Awkward Implementation.

Tutorial Conclusion -- Tutorial 17.4: Assembling it All in Mainlevel -- Conclusion -- Chapter 18: Health and Inventory -- Tutorial 18.1: Player Health Script -- Tutorial Conclusion -- Tutorial 18.2: Building the AI Health System -- Tutorial Conclusion -- Tutorial 18.3: Ammo -- Reloading Ammo -- Conclusion -- Chapter 19: UI -- Screen Space -- Tutorial 19.1: Reticle, Ammo, and Health UI -- Health Indicator -- Tutorial Conclusion -- Tutorial 19.2: Using Code to Effect UI Elements -- Case Switches or Switch Statements -- Health UI -- Tutorial Conclusion -- Tutorial 19.3: Buttons and Moving Between Scenes -- Interactive Buttons -- Tying Up Some Loose Ends -- Conclusion -- Chapter 20: Boss Battle -- Tutorial 20.1: Final Boss -- Boss Health Bar -- Final Theatrics -- Conclusion -- Index.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

There are no comments on this title.

to post a comment.

© 2024 Resource Centre. All rights reserved.