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ویرایش: 1
نویسندگان: Nova Villanueva
سری:
ISBN (شابک) : 1484271955, 9781484271957
ناشر: Apress
سال نشر: 2022
تعداد صفحات: 329
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 15 مگابایت
در صورت تبدیل فایل کتاب Beginning 3D Game Assets Development Pipeline: Learn to Integrate from Maya to Unity به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب خط لوله توسعه دارایی های بازی سه بعدی: یاد بگیرید که از مایا تا یونیتی ادغام شوید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
آنچه خواهید آموخت
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What You Will Learn
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
Table of Contents About the Author About the Contributor Acknowledgments Introduction Chapter 1: What Is the 3D Production Pipeline and Why Is It Important? Who This Book Is Intended For About the 3D Pipeline and How It Fits in the Game Design Process 3D Modeling 3D Texturing Wait! What About Rigging and Animation? Textures Before Rigging or the Other Way? 3D Animation The Game Development Workflow Working with a Team How to Use This Book Nonlinear Game Development Embracing and Utilizing Computer Shortcuts Using the Right Tools What Is Maya? What Is Substance Painter? What Is Unity? Pricing Getting Started The Importance of Using References Gathering References Summary Chapter 2: Starting with Maya Installing and Opening Maya Overview of the Interface Menu Sets The Top Menu Shelves The Channel Box Quick Layout/Outliner Buttons The Time Slider The Range Slider Playback Controls The View Panel Creating Primitives Translating, Rotating, and Scaling Navigating Duplicating Objects Deleting Objects Adding Edge Loops Pivoting Mirroring Using Object Mode Editing Faces, Vertexes, and Edges Selecting Objects Deleting Faces, Vertices, and Edges Transforming Faces, Vertices, and Edges Scaling Faces Rotating Edges and Faces Duplicating Faces Before Continuing Maya Shortcuts Setting Up the Project Setting Up the Mech Project Summary Chapter 3: Creating a Base Mesh Creating a Base Mesh Exception to the Rule Topology N-gons Concave Faces Metrics Image Plane Reference Switching Between Panel Views Starting to Model Symmetry Deselecting and Inverting Components Using the Channel Box for Transformation Using Duplicates to Speed Up Modeling Display Modes X-Ray Mode Modeling the Leg Connectors Duplicating the Shapes of the Leg Connectors Modeling the Foot Stabilizers Modeling Armor for the Motor Units Building the Body Adding Details to the Body Building the Head Shaping the Head Adding Thickness to the Head Modeling the Head Details Adding the Neck Model Positioning the Leg Instancing the Leg Summary Chapter 4: Preparing the Asset for the Next Phase Adopting Best Practices Pipeline Requirements What Is the Outliner and Why Do You Use It? Using the Outliner for Clean Up What Is Construction History? Cleaning Up the History Starting to Use the Outliner Combining, Naming, and Freezing Meshes Resetting Transformations Freezing Transformations Pivot Locations Using Instancing for Fast Prototyping Grouping the Asset Summary Chapter 5: UV Mapping What Are UVs? The Different Ways You Can UV Map UV Map Optimization What Is the UV Editor? Clean Up for UV Mapping Setting Up and Using the UV Editor Creating a Basic UV Map for the Mech Automatic Mapping Interacting with UV Components in the UV Editor UVing Multiple Meshes Simultaneously Deleting History of the UVed Meshes Optimizing the Mesh UVs Cutting and Sewing Seams Unfolding UV Shells Handling a Real-Life UV Pipeline Scenario Optimizing and Arranging UVs Texel Density Moving, Arranging, and Packing UVs It Always Depends Final Arrangement and Layout Summary Chapter 6: Creating a High Poly Model What Is a High Poly Model? Why Create the Illusion of Depth in Games? The Different Approaches to End Up with a Low and High Poly Using Smooth Mesh Preview Display Modes Setting Up for the High Poly What Is the Difference Between a Low and High Poly Model? Creating the High Poly Model Adding Details and Edge Definition to the Body Modeling in a Non-Destructive Way Adding Details to the Feet Adding the Rest of the Mech’s Details Summary Chapter 7: Texturing Using Floaters to Add Texture Details Getting Your Maya Files Ready Working with Multiple Textures on a Single Model Exporting the FBX Model Installing and Opening Substance 3D Painter Overview of the Substance 3D Painter Interface The Top Menu The Toolbar The Layers Panel The Properties Panel The Viewport The Texture Set List The Assets Panel The Display Settings Panel Preparing to Texture Baking the Model Creating Textures Using a PBR Pipeline Starting to Texture Masking Working with Smart Masks Working with Multiple Materials Adding Sticker Decals Exporting the Textures Configuring Custom Output Texture Maps Summary Chapter 8: Rigging the Mech What Is Rigging? Understanding Mesh Animation What Are Joints? Working with Joints Creating Joints Arranging Joints Moving Joints Mirroring Joints Working with Control Curves Creating a Control Curve Editing a Curve’s Control Vertices Curve’s Object Mode Creating Feet Controls Creating Knee Controls Using Kinematics for Movement Creating IKs for the Legs Connecting Vector Poles for the Knees What Are Constraints? The Importance of Using Constraints Creating Groups Setting Up the Head Control Setting Up the Body Control Setting Up the Left and Right Femur Setting Up the Left and Right Tibia Setting Up the Feet Creating a Grouping System Summary Chapter 9: Bringing the Asset to Life Iterative Design Animating the Mech Animation States Setting Up the Scene for Animation Creating the Idle Animation Adding Keyframes to the Mech Deleting Keyframes Exporting the Animated Mech Installing and Opening Unity Overview of Unity Creating a New Project Navigating in the Scene View Understanding the Interface The Project Window The Package Manager Working with Assets in Unity Using the Hierarchy Using the Inspector Adding Textures to the Mech Changing Shaders and Linking Textures to the Map Slots Assigning the Materials to the Mech Asset Working with Level of Details Playing the Scene What About Other Assets? Summary Wrapping It All Up Where Do You Go From Here? Staying Inspired Index