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E-raamat: Creating Games with Unity and Maya: How to Develop Fun and Marketable 3D Games [Taylor & Francis e-raamat]

(University of the Incarnate Word)
  • Formaat: 548 pages, 700 Halftones, color; 700 Illustrations, color
  • Ilmumisaeg: 07-Jul-2011
  • Kirjastus: Focal Press
  • ISBN-13: 9780240819013
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 548 pages, 700 Halftones, color; 700 Illustrations, color
  • Ilmumisaeg: 07-Jul-2011
  • Kirjastus: Focal Press
  • ISBN-13: 9780240819013

Unity 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.

Unity 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.

Acknowledgments vi
Introduction xv
Chapter 1 Game Production Process
1(8)
The Team
1(3)
The Tools and Unity
4(1)
Teams of Teams and Pipelines
4(2)
Assets
5(1)
Art Assets
5(1)
Technology Assets (Scripts)
5(1)
Order of Operations
6(1)
Conclusion and Introduction to Incursion
6(1)
A Note on Research
7(1)
And on We Go
8(1)
Chapter 2 Asset Creation: Maya Scenography Modeling
9(28)
Scenography Modeling within the Game Design Pipeline
9(1)
Why Maya Tutorials?
10(1)
A Bit of 3D Theory
11(3)
Rendering
12(1)
Video Cards
13(1)
Limitations and Optimizations for Games
13(1)
Rules of 3D Game Modeling
14(3)
Polycount Matters
14(1)
Topology
15(1)
On to the Tools
16(1)
Tutorial 2.1 Game Level Modeling: The Entryway
17(16)
Columns Base Shape
18(2)
Dock Creation
20(2)
Dock Optimization
22(3)
Backface Culling
25(1)
Roof Creation
26(1)
Cleaning or Deleting History
27(1)
Handrails
28(1)
Archway and Booleans
28(4)
Beveling
32(1)
Wrapping Up
33(1)
Homework and Challenges
34(3)
Chapter 3 Asset Creation: Maya Scenography UV Mapping
37(26)
Scenography UV Layout within the Game Design Pipeline
37(3)
UVs
38(1)
Exploring the UV Texture Editor
39(1)
Tutorial 3.1 Game Level UV Layout, Tools, and Techniques
40(21)
Mapping Beginning with Automatic Mapping
42(3)
Sewing Shells
45(4)
Further Optimization
49(1)
Maya's Unfold UV via Smooth UVTool
50(2)
Manual Mapping
52(9)
Conclusion
61(1)
Homework and Challenges
62(1)
Chapter 4 Asset Creation: Maya Scenography Texturing
63(26)
Textures, Materials, and Shaders
63(3)
Nature of Effective Textures
64(1)
Maya and Unity
65(1)
Tutorials
66(1)
Tutorial 4.1 Seamless Tiled Textures
66(8)
Select and Prepare a Raw Texture Image
68(1)
Offset and Clone Stamp
68(2)
Unify the Color Balance
70(1)
Apply the Texture
71(3)
Conclusion
74(1)
Tutorial 4.2 Nontiled Textures and Their Dirt
74(10)
UV Snapshots
75(1)
Preparing the UV Snapshot for Painting in Photoshop
76(1)
Painting the Texture
77(1)
Layer Mixing
78(1)
Layer Masks
79(3)
Saving Multiple Files
82(1)
Application in Maya
82(1)
Conclusion
83(1)
Homework and Challenges
84(5)
Chapter 5 Asset Creation: Unity Scenography Importing
89(24)
Unity
89(1)
The Plan
90(1)
Unity Projects
90(1)
Tutorial 5.1 Creating a Unity Project
90(3)
About the New Project File
92(1)
Unity Interface
93(4)
Toolbar
94(1)
Scene
95(1)
Game
95(1)
Inspector Panel
95(1)
Hierarchy Panel
96(1)
Project Panel
96(1)
Using It All
96(1)
Tutorial 5.2 Exporting from Maya
97(1)
Optimizing in Maya
97(4)
Export Options
98(1)
The Import Process
99(2)
Unity Nomenclature
101(1)
GameObject
101(1)
Prefabs
101(1)
Scenes
101(1)
Tutorial 5.3 Importing, Tweaking, and Placing Scenography Assets into Unity
102(10)
Inspector Breakdown
108(4)
Conclusion
112(1)
Homework and Challenges
112(1)
Chapter 6 Asset Creation: Unity Scenography Creation Tools
113(32)
Asset Creation in Unity
113(1)
Tutorial 6.1 Adding and Manipulating Unity Water, Sky, and Fog
114(7)
Importing Packages
114(1)
Water
114(2)
Sky boxes
116(3)
Fog
119(1)
Wrapping Up
120(1)
Tutorial 6.2 Terrain Creation
121(15)
Restrictions of Terrains
122(3)
Terrain Editing Tools
125(11)
Conclusion
136(1)
Tutorial 6.3 Primitives and Particles
136(8)
Tweaking Terrain Settings
143(1)
Conclusion
144(1)
Chapter 7 Asset Creation: Advanced Shading, Lighting, and Baking
145(34)
Baking
146(2)
Baking in Unity (aka Unity Lightmapping)
146(1)
Limitations to Unity Lightmapping
147(1)
Plan of Attack
148(1)
Tutorial 7.1 Normal Maps
148(11)
Additional Tools
150(9)
Conclusion
159(1)
Tutorial 7.2 Lighting and Baking in Unity
159(18)
Unity's Lighting Instruments
160(17)
Conclusion
177(1)
Homework and Challenges
178(1)
Chapter 8 Asset Creation: Maya Character Creation
179(54)
Aegis Chung
180(1)
Style Sheet
180(2)
Considerations of Style Sheets
181(1)
Chapter Overview
182(1)
Tutorial 8.1 Game Character Modeling: Aegis Chung
182(50)
Polycount
182(50)
Conclusion
232(1)
Chapter 9 Asset Creation: Maya Character UV Mapping and Texturing
233(42)
UV Mapping
234(1)
Tutorial 9.1 Character UV Mapping
234(28)
Mesh Inspection and Cleanup
234(26)
Finishing Up
260(2)
Conclusion
262(1)
Tutorial 9.2 Character Texture Painting
262(11)
Ambient Occlusion Pass
264(5)
Face and Head
269(4)
Conclusion
273(2)
Chapter 10 Asset Creation: Maya Rigging and Skinning and Unity Animated Character Importing and Implementation
275(48)
The Process
276(1)
Tutorial 10.1 Rigging
276(26)
Cleanup
276(4)
Joints and Rigging
280(21)
Conclusion
301(1)
Tutorial 10.2 Maya Skinning
302(8)
Binding Rigid Body Parts
303(2)
Painting Skin Weights
305(3)
Conclusion
308(2)
Tutorial 10.3 Maya Animation
310(4)
General Notes on Game Animation
310(4)
Conclusion
314(1)
Tutorial 10.4 Getting Animated Characters to Unity
314(5)
Using Aegis
316(3)
Tutorial 10.5 Animating in Unity
319(2)
Conclusion
321(1)
Wrapping Up
321(1)
Homework and Challenges
322(1)
Chapter 11 Unity Sound
323(10)
Get the Sounds
323(2)
Sound Listener and Sound Source Paradigm
325(1)
Tutorial 11.1 Placing Sound in Unity
325(7)
Audio Reverb Zones
327(1)
Footsteps
328(2)
Scripting Sound
330(2)
Conclusion
332(1)
Homework and Challenges
332(1)
Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface
333(22)
Unity's Scripting Languages
334(1)
Boo Script
334(1)
C#
335(1)
JavaScript
335(1)
Using Scripts in Unity
335(5)
A Note about This Approach
336(1)
Tools for Scripts
336(1)
What Is a Script?
337(3)
Getting to It
340(1)
Tutorial 12.1 Graphical User Interfaces
340(14)
GUITexture
340(14)
Conclusion
354(1)
Homework and Challenges
354(1)
Chapter 13 Unity Triggers
355(48)
Designating Triggers
356(1)
Tutorial 13.1 Activating and Changing Screen Hints with Triggers
356(11)
GUIText
357(1)
Custom Fonts
358(1)
Creating Triggers
358(1)
Scripting the GUIText
359(2)
Scripting Triggers
361(3)
Triggers to Swap Levels
364(3)
Conclusion
367(1)
Tutorial 13.2 Triggers and Doors
367(10)
Divergent Methods
369(3)
Sound and Scripts
372(1)
Cleaning Up with Destroy and Booleans
373(4)
Conclusion
377(1)
Homework and Challenges
377(2)
Unity Raycasting
379(1)
Frame Miss
379(1)
Raycasting
380(1)
But First...A Few Notes on Scripting and Help
381(3)
Comments via //
381(1)
Commenting Blocks of Script with /
382(1)
Accessing the Documentation
383(1)
F1 in UniSciTE
384(1)
Decoding a Help Page
384(2)
Tutorial 14.1 Highlighting Actionable Objects with Raycasting
386(16)
Turning on the Lights
393(9)
Conclusion
402(1)
Homework and Challenges
402(1)
Chapter 15 Unity Prefabs and Instantiation
403(38)
Prefabs
403(4)
Prefabs versus Prefab Connections
404(3)
Tutorial 15.1 The Power of Prefabs
407(6)
Tags
408(3)
Adding Sound
411(1)
Conclusion
412(1)
Instantiation
413(1)
Tutorial 15.2 Setting Up the Armed Arms
414(3)
Conclusion
417(1)
Tutorial 15.3 Firing a Gun
417(6)
A Few Notes about Pistol Sparks
419(1)
Quick Note about Detonator and Explosion Framework
420(3)
Conclusion
423(1)
Tutorial 15.4 Sound Revisited
423(2)
Scope and Optimizing Script
425(2)
Tutorial 15.5 The EMP Mines
427(12)
Layers
436(1)
Make the EMP Effective
437(2)
Conclusion
439(2)
Chapter 16 Unity: Creating Inventory Systems
441(32)
State Engine and How Many Scripts?
441(2)
Tutorial 16.1 Setting Up Inventory GUI and Script
443(21)
Refresher on Interscript Communication
446(2)
Firing Animations in Script
448(5)
Hiding and Showing Weapons
453(4)
Bulking up the GUI System
457(1)
Create a GUIEIements Prefab
458(1)
Animate the Inventory to Show and Hide
459(4)
Conclusion
463(1)
Tutorial 16.2 Keys
464(8)
Accessing the State Engine
465(1)
Building upon the Raycasting Mechanism
465(1)
Fleshing Out PickUpKey
466(1)
Creating a Smart Trigger
467(5)
Conclusion
472(1)
Homework and Challenges
472(1)
Chapter 17 Health Systems, Winning, and Losing the Game
473(22)
Tutorial 17.1 Winning
474(4)
The Endgame Trigger
476(1)
Conclusion
477(1)
Tutorial 17.2 Health Systems
478(16)
Creating Health Display
479(2)
Back to Script
481(1)
Things That Hurt
482(1)
Creating the Damage Triggers
482(2)
Broadcast Message
484(3)
Particles Doing Damage (Steam)
487(3)
Timers on Cameras
490(1)
Scene-ClosingFail
491(1)
Global Variables
492(2)
Final Test
494(1)
Conclusion
494(1)
Homework and Challenges
494(1)
Chapter 18 Unity Debugging, Optimization, and Builds
495(14)
Finding the Bugs
495(1)
Optimization
496(5)
Finding What Needs to Be Optimized
496(2)
Optimizing with Textures
498(2)
Optimizing with Scripts
500(1)
Making the Build
501(7)
Preparing Player Settings
501(5)
Outputting the Final Build
506(2)
Conclusion
508(1)
Index 509
Adam Watkins is Associate Professor, 3D Animation, School of Interactive Media & Design at the University of the Incarnate Word. He is currently on a research sabbatical at the Los Alamos National Laboratory in New Mexico, where he is part of the VISIBLE effort creating virtual simulation games for use in non-proliferation exercises. Watkins has headed the 3D Animation program for over ten years and is the 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.