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Creating Games with Unity, Substance Painter, & Maya: Models, Textures, Animation, & Code [Pehme köide]

(University of the Incarnate Word), (University of the Incarnate Word), ,
  • Formaat: Paperback / softback, 746 pages, kõrgus x laius: 229x152 mm, kaal: 1540 g, 1 Line drawings, color; 9245 Halftones, color
  • Ilmumisaeg: 12-Jan-2021
  • Kirjastus: CRC Press
  • ISBN-10: 0367506017
  • ISBN-13: 9780367506018
  • Formaat: Paperback / softback, 746 pages, kõrgus x laius: 229x152 mm, kaal: 1540 g, 1 Line drawings, color; 9245 Halftones, color
  • Ilmumisaeg: 12-Jan-2021
  • Kirjastus: CRC Press
  • ISBN-10: 0367506017
  • ISBN-13: 9780367506018
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book.

Written by industry professionals with real-world experience in building assets and games

Build a complete game from start to finish

Learn what the pros use: construct all assets using the tools used at game studios across the world

All software used are free to students

When complete, students will have a playable version of an FPS game

Jingtian Li is a graduate of Chinas Central Academy of Fine Arts and New Yorks School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas.

Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas.

Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games.

Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvels Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.
Acknowledgments xv
Authors xvii
Introduction xix
Chapter 1 Maya Modeling 1(56)
Basics of Navigation
1(1)
Rendering
2(1)
What is a 3D Model?
3(1)
Translation
3(1)
Anatomy of a Model
4(1)
Edge
4(1)
Vertex
4(1)
Face
4(1)
Object Mode
5(1)
Normal
5(1)
Modeling Rules
5(1)
Polycount
6(1)
Topology
6(1)
Size and Proportion
7(1)
Basics of Modeling
7(1)
Tutorial 1.1: Modeling a Security Camera
7(25)
Other Useful Commands
32(1)
Grow and Shrink Selection
32(1)
Extract Faces
33(1)
Combine and Separate
33(1)
Create Cables or Pipes
34(3)
Extrude Along a Curve
37(1)
Duplicate, Duplicate with Transform
38(1)
Duplicate Special
39(1)
Mirror
39(1)
Center Pivot
40(1)
Change Pivot
40(1)
Snapping
41(1)
Hide Model
41(1)
View Control
41(1)
Assignments
41(1)
Geometry Errors
42(1)
Tutorial 1.2: Modular Set Pieces
43(1)
Grid
44(1)
Create a Base Floor
44(11)
Conclusion
55(2)
Chapter 2 Maya Set UV 57(34)
The UV Editor
57(2)
UV Points
59(1)
UV Tiles
60(2)
Cut UV
62(1)
The Problem
62(1)
UV the Floor
63(8)
Texel Density
71(1)
Chose the Right Texel Density
72(2)
UV the Pod
74(15)
Conclusion
89(2)
Chapter 3 Set Texturing 91(42)
PBR
92(1)
Baking
93(1)
Tutorial 3.1: Texturing Modular Pieces
94(2)
The Substance Painter UI
96(1)
Navigation
97(1)
Light Direction
97(1)
Ambient Occlusion
98(1)
PBR Material Channels
98(2)
Generators
100(22)
Levels
122(7)
Assignment: Texturing the Rest of the Models
129(3)
Conclusion
132(1)
Chapter 4 Unity Asset Creation 133(38)
Game Engines
134(1)
Unity
134(2)
Tutorial 4.1: Installing Unity, Visual Studio, and Starting a Project
136(4)
A Bit about the Unity UI
140(4)
Tutorial 4.2: Exporting Asset from Maya and Substance Painter into Unity
144(6)
Rebuilding Materials
150(4)
Moving On...For Now
154(1)
Tutorial 4.3: Creating Prefabs
155(1)
A Bit about Colliders
156(3)
Tutorial 4.4: A Bit of Material Adjustment
159(10)
Conclusion
169(2)
Chapter 5 Unity Level Creation 171(38)
A Quick Review on Snapping
172(1)
The Long View
173(1)
Tutorial 5.1: Level Layout
173(12)
Kitbashing
185(13)
Tutorial Conclusion
198(1)
Tutorial 5.2: Walking Through
199(6)
Conclusion
205(1)
Post Script
206(3)
Chapter 6 Lighting and Baking 209(34)
What It Means for You?
211(1)
Unity Lights
212(4)
Tutorial 6.1: Lighting the Scene
216(3)
The Power of Prefabs
219(4)
Make Way for Cookies!
223(10)
Baking
233(3)
Camera Adjustments and Postprocessing
236(5)
Final Challenge
241(1)
Conclusion
242(1)
Chapter 7 Character Modeling 243(56)
Concept Art
244(1)
Style Sheets
244(1)
Workflow
245(1)
Polycount
245(1)
Setting Up Image Plane in Maya
245(2)
Eyeball
247(2)
Create the Eyelids
249(4)
Create the Eye Socket
253(3)
Forehead and Nose
256(5)
Mouth
261(1)
Rest of the Head
262(2)
Ear
264(1)
Neck
265(2)
Internal Structures
267(1)
Body
268(6)
Hands
274(7)
Hairs
281(11)
Weapon
292(3)
Final Clean Up
295(2)
Conclusion
297(2)
Chapter 8 UV Mapping 299(22)
UV Mapping
300(1)
Tutorial 8.1: Character UV Mapping
300(1)
Mesh Inspection and Cleanup
300(2)
Body UV
302(6)
Eye UV
308(1)
Hair UV
309(3)
Garment UV
312(7)
Conclusion
319(2)
Chapter 9 Character Texture Painting 321(48)
Skin Texturing
323(8)
Hair
331(2)
Eye
333(7)
Upper Body
340(8)
Pants
348(5)
Belts, Straps, Pockets, Holster, and Boots
353(1)
Gloves
354(7)
Watch
361(2)
Gun
363(1)
Other Details
363(2)
Export Textures
365(2)
Conclusion
367(2)
Chapter 10 Rigging 369(44)
Joint Behavior
370(1)
Joint Placement - Hip, Spine, Neck, and Head
371(1)
Tutorial 10.1: Create the Joint Chain for Our Character
371(3)
Joint Placement - Left Arm
374(8)
Joint Setup - Right Arm
382(1)
Joint Setup - Legs
383(4)
Foot Roll Rig
387(3)
Setting Up the Foot Hierarchy
390(1)
Tutorial 10.2: Bind and Paint Skin Weighting
391(1)
Painting Skin Weights
392(5)
Mirroring the Skin Weights
397(1)
Copying the Skin Weights
397(3)
Tutorial 10.3: Set Up Arm Controls
400(2)
Constrains
402(1)
IK Arm Setup
403(2)
Tutorial 10.4: Finger Controls
405(1)
Tutorial 10.5: Clavicle and Body Controls
406(4)
Gun Joint
410(1)
Final Hierarchy
410(1)
Conclusion
410(3)
Chapter 11 FPS Animation in Maya 413(28)
FPS Animation Overview
413(1)
Referencing the Character Rig
414(1)
Save Files
415(1)
Display Layers
415(3)
Camera Configuration
418(2)
Game Animations
420(1)
Creating a Pose
421(1)
Weapon Movement Simplified
422(2)
Two-Handed Weapon Setup
424(3)
Frame Rate
427(1)
Idle Animation
427(1)
Cleaning Up Odd Jitters
428(1)
Ease-In's and Ease-Out's
429(1)
Graph Editor
429(2)
Keywords Aside
431(1)
Attack Animation
431(2)
Walk Animation
433(1)
"Got Caught" Animation
434(2)
Keywords Aside
436(2)
Reload Animation
438(2)
Considerations and Conclusion
440(1)
Chapter 12 Auto Rigging 441(24)
Mixamo
443(1)
Tutorial 12.1: Mixamo-Based Auto Rigging and MoCap
443(7)
Substance Painter Output
450(1)
Putting it All Together
451(3)
Setting Up the Animator
454(10)
Conclusion
464(1)
Chapter 13 Introduction to C# 465(36)
C#
466(4)
C# in Unity and Visual Studio
470
Tutorial
131(341)
Hello World!
472(6)
Tutorial 13.2: Opening Doors
478(8)
DOTween
486(3)
Variables
489(9)
A Final Note: Unity's API
498(2)
Conclusion
500(1)
Chapter 14 FPS Animations 501(32)
Tutorial 14.1: First Person Animation in Unity
502(1)
Maya Animation Preparation
503(1)
Baking Keys
503(5)
Substance Painter Output
508(2)
Putting It Together in Unity
510(3)
Importing and Adjusting Animation Rigs
513(1)
Animations in Unity
514(2)
Controlling Animations
516(4)
Controlling Animator with Code
520(11)
Tutorial Conclusion
531(2)
Chapter 15 Raycasting and Render Textures 533(28)
Tutorial 15.1: Animating the Camera
534(10)
Tutorial Conclusion
544(1)
Tutorial 15.2: Raycasting
544(7)
Tutorial Conclusion
551(2)
Tutorial 15.3: Camera Extras
553(7)
Conclusion
560(1)
Chapter 16 Weapons 561(42)
Tutorial 16.1: Grenade Launcher
562(11)
Making a "Smart" Grenade
573(8)
Tutorial Conclusion
581(1)
Tutorial 16.2: Firing the Gun and Introduction to Ammo
582(11)
Tutorial Conclusion
593(1)
Tutorial 16.3: Raycasting for Accuracy
593(4)
Problem and Solution
597(4)
Conclusion
601(2)
Chapter 17 AI 603(40)
Tutorial 17.1: Creating an Al-Based "Tic-Tac"
605(9)
Tutorial Conclusion
614(1)
Tutorial 17.2: Using Animations (Animator) with NavMesh
615(4)
Preparing FBX Animation Files
619(2)
Placing Animations in the Animator
621(5)
Changing the Triggers and Booleans Via Script
626(5)
Tutorial Conclusion
631(1)
Tutorial 17.3: Animation Events and a Working Weapon
631(1)
Creating the Function to Fire
632(2)
Animation Events
634(1)
Awkward Implementation
635(3)
Tutorial Conclusion
638(1)
Tutorial 17.4: Assembling it all in MainLevel
639(3)
Conclusion
642(1)
Chapter 18 Health and Inventory 643(28)
Tutorial 18.1: Player Health Script
644(6)
Tutorial Conclusion
650(1)
Tutorial 18.2: Building the Al Health System
651(8)
Tutorial Conclusion
659(1)
Tutorial 18.3: Ammo
659(7)
Reloading Ammo
666(3)
Conclusion
669(2)
Chapter 19 UI 671(38)
Screen Space
672(2)
Tutorial 19.1: Reticle, Ammo, and Health UI
674(7)
Health Indicator
681(4)
Tutorial Conclusion
685(1)
Tutorial 19.2: Using Code to Effect UI Elements
686(2)
Case Switches or Switch Statements
688(5)
Health UI
693(2)
Tutorial Conclusion
695(1)
Tutorial 19.3: Buttons and Moving between Scenes
696(5)
Interactive Buttons
701(4)
Tying Up Some Loose Ends
705(3)
Conclusion
708(1)
Chapter 20 Boss Battle 709(24)
Tutorial 20.1: Final Boss
710(12)
Boss Health Bar
722(3)
Final Theatrics
725(6)
Conclusion
731(2)
Index 733
Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas.

Kassandra Arevalo is instructor of 3D Animation & Game Design at the University of the Incarnate Word. She previously worked as an animator at Immersed Games.

Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on game like The Last of Us, Call of Duty: Modern Warfare, and most recently Marvels Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word.

Jing Tian Li is a graduate of Chinas Central Academy of Fine Arts and New Yorks School of Visual Arts where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word.