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E-raamat: Creating Games with Unreal Engine, Substance Painter, & Maya: Models, Textures, Animation, & Blueprint

(University of the Incarnate Word), ,
  • Formaat: 826 pages
  • Ilmumisaeg: 11-Jan-2021
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000281842
  • Formaat - EPUB+DRM
  • Hind: 74,09 €*
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  • Formaat: 826 pages
  • Ilmumisaeg: 11-Jan-2021
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000281842

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Description:

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 Maya, Substance Painter, and Unreal Engine. 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. Then, the book 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 industries across the world.

• All software used are free to students.

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

Jing Tian Li

is a graduate of China’s Central Academy of Fine Arts and New York’s 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.

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 Marvel’s Avengers

with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

Acknowledgments xvii
Authors xix
Introduction xxi
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(2)
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
93(3)
The Substance Painter Ul
96(1)
Navigation
97(1)
Light Direction
97(1)
Ambient Occlusion
98(1)
PBR Material Channels
98(2)
Generators
100(23)
Levels
123(6)
Assignment: Texturing the Rest of the Models
129(2)
Conclusion
131(2)
Chapter 4 Level Asset Creation
133(56)
Game Engines
134(1)
Unreal Engine
134(1)
Tutorial 4.1 Get Unreal Engine 4 and Visual Studio Up and Running
134(2)
Visual Studio
136(1)
Ul of the Unreal Editor
137(1)
Navigation
138(1)
Tutorial 4.2 Export Our Assets to Unreal and Build Our Material
139(6)
The Material Editor
145(1)
Color R, G, B, A Channels
146(4)
Material Instance
150(7)
Tutorial 4.3 Set up a Test Hallway
157(9)
Tutorial 4.4 Create Parameters for Our Materials
166(11)
Actors
177(3)
Mobility
180(8)
Conclusion
188(1)
Chapter 5 Level Creation
189(54)
Tutorial 5.1 Create the Interior of Our Level
190(30)
Assignment
220(2)
Tutorial 5.2 Create the Landscape of Our Level
222(2)
The Quixel Megascan Ecosystem
224(1)
Tutorial 5.3 Set Up Quixel Bridge
224(2)
Tutorial 5.4 Create the Landscape Material
226(2)
Material Function
228(6)
Tutorial 5.5 Place 3D Assets on the Landscape
234(8)
Conclusion
242(1)
Chapter 6 Lighting And Baking
243(22)
Baking
243(1)
Lightmaps
244(1)
Lightmap UV
244(1)
Lightmap Resolution
245(2)
Lightmap Density
247(1)
Volumetric Lightmaps
247(1)
Mobility
248(1)
Tutorial 6.1 Optimize the Lightmap Resolution
249(4)
Lightmass Importance Volumes
253(1)
Lower Down Baking Quality for Quick Iteration
253(3)
Tutorial 6.2 Adjust Lighting
256(5)
Tutorial 6.3 Add Post Processing and Other Effects
261(1)
Post Process Volume
262(1)
Assignment
263(1)
Conclusion
264(1)
Chapter 7 Character Modeling
265(56)
Concept Art
266(1)
Style Sheets
266(1)
Workflow
267(1)
Polycount
267(1)
Setting Up Image Plane in Maya
267(2)
Eyeball
269(2)
Create the Eyelids
271(4)
Create the Eye Socket
275(3)
Forehead and Nose
278(5)
Mouth
283(1)
Rest of the Head
284(2)
Ear
286(1)
Neck
287(2)
Internal Structures
289(1)
Body
290(6)
Hands
296(7)
Hairs
303(11)
Weapon
314(3)
Final Clean Up
317(2)
Conclusion
319(2)
Chapter 8 Uv Mapping
321(22)
UV Mapping
322(1)
Tutorial 8.1 Character UV Mapping
322(1)
Mesh Inspection and Cleanup
322(2)
Body UV
324(6)
Eye UV
330(1)
Hair UV
331(3)
Garment UV
334(7)
Conclusion
341(2)
Chapter 9 Character Texture Painting
343(48)
Skin Texturing
345(8)
Hair
353(2)
Eye
355(7)
Upper Body
362(8)
Pants
370(5)
Belts, Straps, Pockets, Holster, and Boots
375(1)
Gloves
376(7)
Watch
383(2)
Gun
385(1)
Other Details
385(2)
Export Textures
387(2)
Conclusion
389(2)
Chapter 10 Rigging
391(44)
Joint Behavior
392(1)
Joint Placement--Hip, Spine, Neck, and Head
393(1)
Tutorial 10.1 Create the Joint Chain for Our Character
393(3)
World Joint
396(2)
Joint Placement--Left Arm
398(7)
Joint Setup--Right Arm
405(1)
Joint Setup--Legs
406(4)
Foot Roll Rig
410(2)
Setting Up the Foot Hierarchy
412(1)
Tutorial 10.2 Bind and Paint Skin Weighting
413(1)
Painting Skin Weights
414(5)
Mirroring the Skin Weights
419(1)
Copying the Skin Weights
420(2)
Tutorial 10.3 Set Up Arm Controls
422(3)
Constrains
425(1)
IK Arm Setup
425(2)
Tutorial 10.4 Finger Controls
427(2)
Tutorial 10.5 Clavicle and Body Controls
429(2)
Gun Joint
431(1)
Final Hierarchy
432(2)
Conclusion
434(1)
Chapter 11 Fps Animation In Maya
435(28)
FPS Animation Overview
435(1)
Referencing the Character Rig
436(1)
Save Files
437(1)
Display Layers
437(3)
Camera Configuration
440(2)
Game Animations
442(1)
Creating a Pose
443(1)
Weapon Movement Simplified
444(2)
Two-Handed Weapon Setup
446(3)
Frame Rate
449(1)
Idle Animation
449(1)
Cleaning Up Odd Jitters
450(1)
Ease-ln's and Ease-Out's
451(1)
Graph Editor
451(2)
Keywords Aside
453(1)
Attack Animation
453(2)
Walk Animation
455(1)
"Got Caught" Animation
456(2)
Keywords Aside
458(2)
Reload Animation
460(2)
Considerations and Conclusion
462(1)
Chapter 12 Unreal Character Asset Creation
463(24)
Tutorial 12.1 Character Asset Import
464(3)
Skeletal Mesh, Skeleton, and Physics Asset
467(3)
Subsurface Scattering
470(3)
Tutorial 12.2 Export FPS Animations
473(1)
Bake Animation
473(3)
Tutorial 12.3 Motion Captured Data
476(4)
Tutorial 12.4 Animation Retargeting
480(6)
Conclusion
486(1)
Chapter 13 Basics Of Programming
487(40)
Relevant Programming Languages (From Hard to Easy)
488(1)
C++
488(1)
C#
489(1)
Python
489(1)
Blueprint
489(1)
Tutorial 13.1 Create an Ul
489(2)
Event Graph
491(2)
Execution Pin and the Order of Execution
493(1)
GameMode
494(1)
Functions
495(1)
Machine Code, Source Code, and Compiling
496(2)
Tutorial 13.2 Refactoring Our Load Level Mechanic
498(1)
Variable
499(1)
Variable Types
499(3)
Built-in Variable Types
502(1)
Custom Variable Types
503(1)
Class
503(2)
Tutorial 13.3 Make a Sliding Door Class
505(1)
Parent Class
506(4)
Character
510(10)
Collision
520(4)
Casting
524(1)
Conclusion
525(2)
Chapter 14 Player Character
527(24)
Tutorial 14.1 Create the First-Person Shooter Character
528(1)
Pawn and Character
529(7)
Roll, Yaw, Pitch
536(1)
Controller
536(1)
PlayerController
536(1)
AlController
537(2)
Tutorial 14.2 Set Up the Animation
539(1)
Animation Blueprint
540(1)
Event Graph
540(1)
Animation Graph
541(1)
Vector
541(3)
State Machine
544(4)
Game Mode
548(1)
Player Controller/Controller / AlController
548(1)
Actor
549(1)
Pawn
549(1)
Character
549(1)
Skeletal Mesh
549(1)
Animation Blueprint
549(1)
Widget Blueprints
550(1)
Chapter 15 Weapons
551(64)
Tutorial 15.1 Create a Base Weapon Class
553(1)
Socket
554(3)
Owner
557(1)
Instigator
557(6)
Persona
563(3)
Animation Montage
566(11)
Comment Box
577(5)
Tutorial 15.2 Weapon Attack Cooldowns
582(1)
Enumeration
582(4)
Tutorial 15.3 Weapon Damage
586(1)
Array
587(1)
Loop
588(25)
Conclusion
613(2)
Chapter 16 Health And Damage
615(20)
Tutorial 16.1 Create a Health Component
616(1)
Actor Component
616(5)
Tutorial 16.2 Character Hit and Death
621(8)
Tutorial 16.3 Health Regeneration
629(4)
Conclusion
633(2)
Chapter 17 Inventory And Ul
635(46)
Tutorial 17.1 Weapon Pickup
636(6)
Tutorial 17.2 Weapon Switching
642(7)
Tutorial 17.3 Create the In-Game Weapon Ul
649(1)
Widget Switcher
649(1)
Canvas Panel
649(2)
Anchors
651(3)
Alignment
654(9)
Tutorial 17.4 Create the Health Bar
663(9)
Tutorial 17.5 Create the Pause and Game Over Ul
672(7)
Assignment
679(1)
Conclusion
680(1)
Chapter 18 Security Camera
681(36)
Tutorial 18.1 Implement an AlSeer in C++
682(5)
The Header and the Source File
687(7)
Tutorial 18.2 Create the Blueprint Version of AlSeer by Inheriting from the C++ Version
694(5)
Tutorial 18.3 Create a Security Camera
699(11)
Tutorial 18.4 Create a BP Monitor Class that Shows What the Camera Sees
710(2)
Structure
712(3)
Conclusion
715(2)
Chapter 19 Patrolling Al
717(34)
Tutorial 1 Create the Patrol Al Character
718(7)
Tutorial 2 Create Al Controller and Behavior Tree for the Patrol Al
725(1)
Blackboard and Behavior Tree
725(18)
Cache Pose
743(6)
Conclusion
749(2)
Chapter 20 Boss
751(18)
Tutorial 20.1 Create the Boss Class
752(5)
Tutorial 20.2 Boss Attack
757(6)
Tutorial 20.3 Boss Death and Winning
763(4)
Conclusion
767(2)
Chapter 21 Audio And Vfx
769(16)
Tutorial 21.1 Add Audio to the Game
770(8)
Tutorial 21.2 Add Extra VFX to the Game
778(5)
Conclusion
783(2)
Chapter 22 Packaging
785(8)
Tutorial 22.1 Package the Game for Windows
786(4)
Conclusion
790(3)
Index 793
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.