About the Author |
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xiii | |
About the Contributor |
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xv | |
Acknowledgments |
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xvii | |
Introduction |
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xix | |
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Chapter 1 What Is the 3D Production Pipeline and Why Is It Important? |
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1 | (30) |
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Who This Book Is Intended For |
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1 | (1) |
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About the 3D Pipeline and How It Fits in the Game Design Process |
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2 | (11) |
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3 | (3) |
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6 | (3) |
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Wait! What About Rigging and Animation? |
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9 | (1) |
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Textures Before Rigging or the Other Way? |
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10 | (2) |
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12 | (1) |
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The Game Development Workflow |
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13 | (6) |
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16 | (2) |
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18 | (1) |
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Nonlinear Game Development |
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19 | (1) |
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Embracing and Utilizing Computer Shortcuts |
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19 | (1) |
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20 | (6) |
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22 | (1) |
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What Is Substance Painter? |
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23 | (1) |
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24 | (1) |
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25 | (1) |
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26 | (4) |
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The Importance of Using References |
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27 | (1) |
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27 | (3) |
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30 | (1) |
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Chapter 2 Starting with Maya |
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31 | (24) |
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Installing and Opening Maya |
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31 | (1) |
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Overview of the Interface |
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32 | (4) |
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33 | (1) |
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33 | (1) |
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33 | (1) |
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33 | (1) |
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Quick Layout/Outliner Buttons |
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34 | (1) |
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35 | (1) |
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35 | (1) |
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35 | (1) |
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35 | (1) |
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36 | (2) |
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Translating, Rotating, and Scaling |
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38 | (2) |
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40 | (1) |
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41 | (1) |
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41 | (1) |
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42 | (1) |
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42 | (1) |
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43 | (1) |
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44 | (1) |
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Editing Faces, Vertexes, and Edges |
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45 | (6) |
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47 | (1) |
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Deleting Faces, Vertices, and Edges |
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48 | (1) |
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Transforming Faces, Vertices, and Edges |
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49 | (1) |
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50 | (1) |
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50 | (1) |
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51 | (1) |
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51 | (1) |
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52 | (1) |
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53 | (1) |
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Setting Up the Mech Project |
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53 | (1) |
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54 | (1) |
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Chapter 3 Creating a Base Mesh |
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55 | (42) |
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56 | (6) |
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57 | (1) |
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57 | (1) |
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58 | (2) |
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60 | (1) |
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60 | (2) |
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62 | (2) |
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Switching Between Panel Views |
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64 | (1) |
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65 | (19) |
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67 | (5) |
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72 | (1) |
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Modeling the Leg Connectors |
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73 | (4) |
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Modeling the Foot Stabilizers |
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77 | (2) |
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Modeling Armor for the Motor Units |
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79 | (2) |
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81 | (3) |
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84 | (1) |
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85 | (1) |
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Adding Thickness to the Head |
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86 | (7) |
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Modeling the Head Details |
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87 | (4) |
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91 | (1) |
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92 | (1) |
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93 | (2) |
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95 | (2) |
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Chapter 4 Preparing the Asset for the Next Phase |
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97 | (20) |
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97 | (1) |
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97 | (2) |
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What Is the Outliner and Why Do You Use It? |
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99 | (2) |
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Using the Outliner for Clean Up |
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101 | (7) |
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What Is Construction History? |
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101 | (1) |
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101 | (1) |
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Starting to Use the Outliner |
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102 | (6) |
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Combining, Naming, and Freezing Meshes |
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108 | (4) |
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Resetting Transformations |
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110 | (1) |
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110 | (2) |
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112 | (3) |
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Using Instancing for Fast Prototyping |
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114 | (1) |
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115 | (1) |
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116 | (1) |
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117 | (34) |
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118 | (3) |
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The Different Ways You Can UV Map |
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119 | (1) |
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120 | (1) |
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121 | (3) |
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123 | (1) |
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Setting Up and Using the UV Editor |
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124 | (5) |
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Creating a Basic UV Map for the Mech |
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126 | (1) |
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126 | (1) |
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Interacting with UV Components in the UV Editor |
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127 | (2) |
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UVing Multiple Meshes Simultaneously |
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129 | (1) |
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Deleting History of the UVed Meshes |
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129 | (1) |
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129 | (7) |
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130 | (5) |
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135 | (1) |
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Handling a Real-Life UV Pipeline Scenario |
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136 | (1) |
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Optimizing and Arranging UVs |
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136 | (13) |
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136 | (2) |
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Moving, Arranging, and Packing UVs |
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138 | (8) |
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146 | (1) |
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Final Arrangement and Layout |
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146 | (3) |
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149 | (2) |
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Chapter 6 Creating a High Poly Model |
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151 | (28) |
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What Is a High Poly Model? |
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152 | (1) |
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Why Create the Illusion of Depth in Games? |
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152 | (1) |
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The Different Approaches to End Up with a Low and High Poly |
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153 | (3) |
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Using Smooth Mesh Preview Display Modes |
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154 | (2) |
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Setting Up for the High Poly |
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156 | (3) |
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What Is the Difference Between a Low and High Poly Model? |
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159 | (1) |
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Creating the High Poly Model |
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160 | (18) |
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Adding Details and Edge Definition to the Body |
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161 | (4) |
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Modeling in a Non-Destructive Way |
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165 | (1) |
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Adding Details to the Feet |
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166 | (5) |
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Adding the Rest of the Mech's Details |
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171 | (7) |
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178 | (1) |
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179 | (44) |
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Using Floaters to Add Texture Details |
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180 | (1) |
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Getting Your Maya Files Ready |
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181 | (8) |
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Working with Multiple Textures on a Single Model |
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185 | (3) |
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188 | (1) |
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Installing and Opening Substance 3D Painter |
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189 | (1) |
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Overview of the Substance 3D Painter Interface |
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189 | (7) |
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190 | (1) |
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190 | (1) |
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191 | (1) |
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192 | (1) |
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193 | (1) |
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193 | (1) |
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194 | (1) |
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The Display Settings Panel |
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195 | (1) |
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196 | (3) |
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198 | (1) |
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Creating Textures Using a PBR Pipeline |
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199 | (17) |
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201 | (3) |
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204 | (8) |
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212 | (4) |
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216 | (2) |
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Configuring Custom Output Texture Maps |
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218 | (4) |
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222 | (1) |
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Chapter 8 Rigging the Mech |
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223 | (50) |
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224 | (1) |
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Understanding Mesh Animation |
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224 | (37) |
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225 | (18) |
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Working with Control Curves |
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243 | (18) |
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Using Kinematics for Movement |
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261 | (2) |
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Creating IKs for the Legs |
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261 | (1) |
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Connecting Vector Poles for the Knees |
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262 | (1) |
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263 | (7) |
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The Importance of Using Constraints |
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263 | (1) |
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264 | (6) |
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Creating a Grouping System |
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270 | (2) |
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272 | (1) |
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Chapter 9 Bringing the Asset to Life |
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273 | (38) |
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273 | (1) |
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274 | (8) |
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275 | (1) |
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Setting Up the Scene for Animation |
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275 | (1) |
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Creating the Idle Animation |
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276 | (6) |
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Installing and Opening Unity |
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282 | (1) |
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282 | (4) |
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282 | (2) |
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Navigating in the Scene View |
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284 | (1) |
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Understanding the Interface |
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284 | (2) |
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Working with Assets in Unity |
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286 | (11) |
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287 | (1) |
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288 | (9) |
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Adding Textures to the Mech |
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297 | (10) |
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Changing Shaders and Linking Textures to the Map Slots |
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299 | (5) |
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Assigning the Materials to the Mech Asset |
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304 | (3) |
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Working with Level of Details |
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307 | (1) |
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307 | (1) |
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308 | (1) |
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308 | (1) |
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308 | (1) |
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Where Do You Go From Here? |
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309 | (1) |
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310 | (1) |
Index |
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311 | |