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Creating games with Unity, Substance Painter, & Maya : models, textures, animation, & code / Jingtian Li, Adam Watkins, Kassandra Arevalo, and Matthew Tovar.

Ebook Central Academic Complete Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Li, Jingtian, author.
Watkins, Adam (William Adam), author.
Arevalo, Kassandra, author.
Tovar, Matthew, author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Maya (Computer file).
Animation (Cinematography).
Physical Description:
1 online resource (769 pages)
Edition:
1st ed.
Place of Publication:
Boca Raton : CRC Press, 2021.
Biography/History:
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 Marvel's 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 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.
Summary:
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 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. 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 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.
Contents:
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
Authors
Introduction
Chapter 1: Maya Modeling
Basics of Navigation
Rendering
What is a 3D Model?
Translation
Anatomy of a Model
Edge
Vertex
Face
Object Mode
Normal
Modeling Rules
Polycount
Topology
Size and Proportion
Basics of Modeling
Tutorial 1.1: Modeling a Security Camera
Other Useful Commands
Grow and Shrink Selection
Extract Faces
Combine and Separate
Create Cables or Pipes
Extrude Along a Curve
Duplicate, Duplicate with Transform
Duplicate Special
Mirror
Center Pivot
Change Pivot
Snapping
Hide Model
View Control
Assignments
Geometry Errors
Tutorial 1.2: Modular Set Pieces
Grid
Create a Base Floor
Conclusion
Chapter 2: Maya Set UV
The UV Editor
UV Points
UV Tiles
Cut UV
The Problem
UV the Floor
Texel Density
Chose the Right Texel Density
UV the Pod
Chapter 3: Set Texturing
PBR
Baking
Tutorial 3.1: Texturing Modular Pieces
The Substance Painter UI
Navigation
Light Direction
Ambient Occlusion
PBR Material Channels
Generators
Levels
Assignment: Texturing the Rest of the Models
Chapter 4: Unity Asset Creation
Game Engines
Unity
Tutorial 4.1: Installing Unity, Visual Studio, and Starting a Project
A Bit About the Unity UI
Tutorial 4.2: Exporting Asset from Maya and Substance Painter into Unity
Rebuilding Materials
Moving On…For Now
Tutorial 4.3: Creating Prefabs
A Bit About Colliders
Tutorial 4.4: A Bit of Material Adjustment
Chapter 5: Unity Level Creation
A Quick Review on Snapping
The Long View
Tutorial 5.1: Level Layout
Kitbashing
Tutorial Conclusion.
Tutorial 5.2: Walking Through
Postscript
Chapter 6: Lighting and Baking
What It Means for You?
Unity Lights
Tutorial 6.1: Lighting the Scene
The Power of Prefabs
Make Way for Cookies!
Camera Adjustments and Postprocessing
Final Challenge
Chapter 7: Character Modeling
Concept Art
Style Sheets
Workflow
Setting Up Image Plane in Maya
Eyeball
Create the Eyelids
Create the Eye Socket
Forehead and Nose
Mouth
Rest of the Head
Ear
Neck
Internal Structures
Body
Hands
Hairs
Weapon
Final Clean Up
Chapter 8: UV Mapping
UV Mapping
Tutorial 8.1: Character UV Mapping
Mesh Inspection and Cleanup
Body UV
Eye UV
Hair UV
Garment UV
Chapter 9: Character Texture Painting
Skin Texturing
Hair
Eye
Upper Body
Pants
Belts, Straps, Pockets, Holster, and Boots
Gloves
Watch
Gun
Other Details
Export Textures
Chapter 10: Rigging
Joint Behavior
Joint Placement - Hip, Spine, Neck, and Head
Tutorial 10.1: Create the Joint Chain for Our Character
Joint Placement - Left Arm
Joint Setup - Right Arm
Joint Setup - Legs
Foot Roll Rig
Setting Up the Foot Hierarchy
Tutorial 10.2: Bind and Paint Skin Weighting
Painting Skin Weights
Mirroring the Skin Weights
Copying the Skin Weights
Tutorial 10.3: Set Up Arm Controls
Constrains
IK Arm Setup
Tutorial 10.4: Finger Controls
Tutorial 10.5: Clavicle and Body Controls
Gun Joint
Final Hierarchy
Chapter 11: FPS Animation in Maya
FPS Animation Overview
Referencing the Character Rig
Save Files
Display Layers
Camera Configuration
Game Animations
Creating a Pose
Weapon Movement Simplified
Two-Handed Weapon Setup.
Frame Rate
Idle Animation
Cleaning Up Odd Jitters
Ease-In's and Ease-Out's
Graph Editor
Keywords Aside
Attack Animation
Walk Animation
"Got Caught" Animation
Reload Animation
Considerations and Conclusion
Chapter 12: Auto Rigging
Mixamo
Tutorial 12.1: Mixamo-Based Auto Rigging and Mocap
Substance Painter Output
Putting it All Together
Setting Up the Animator
Chapter 13: Introduction to C#
C#
C# in Unity and Visual Studio
Tutorial 13.1: Hello World!
Tutorial 13.2: Opening Doors
DOTween
Variables
A Final Note: Unity's API
Chapter 14: FPS Animations
Tutorial 14.1: First Person Animation in Unity
Maya Animation Preparation
Baking Keys
Putting It Together in Unity
Importing and Adjusting Animation Rigs
Animations in Unity
Controlling Animations
Controlling Animator with Code
Tutorial Conclusion
Chapter 15: Raycasting and Render Textures
Tutorial 15.1: Animating the Camera
Tutorial 15.2: Raycasting
Tutorial 15.3: Camera Extras
Chapter 16: Weapons
Tutorial 16.1: Grenade Launcher
Making a "Smart" Grenade
Tutorial 16.2: Firing the Gun and Introduction to Ammo
Tutorial 16.3: Raycasting For Accuracy
Problem and Solution
Chapter 17: AI
Tutorial 17.1: Creating an AI-Based "Tic-Tac"
Tutorial 17.2: Using Animations (Animator) With Navmesh
Preparing FBX Animation Files
Placing Animations in the Animator
Changing the Triggers and Booleans Via Script
Tutorial 17.3: Animation Events and a Working Weapon
Creating the Function to Fire
Animation Events
Awkward Implementation.
Tutorial Conclusion
Tutorial 17.4: Assembling it All in Mainlevel
Chapter 18: Health and Inventory
Tutorial 18.1: Player Health Script
Tutorial 18.2: Building the AI Health System
Tutorial 18.3: Ammo
Reloading Ammo
Chapter 19: UI
Screen Space
Tutorial 19.1: Reticle, Ammo, and Health UI
Health Indicator
Tutorial 19.2: Using Code to Effect UI Elements
Case Switches or Switch Statements
Health UI
Tutorial 19.3: Buttons and Moving Between Scenes
Interactive Buttons
Tying Up Some Loose Ends
Chapter 20: Boss Battle
Tutorial 20.1: Final Boss
Boss Health Bar
Final Theatrics
Index.
Notes:
Includes index.
Description based on print version record.
ISBN:
1-00-305049-2
1-000-28201-5
1-003-05049-2
1-000-28197-3
9781003050490
OCLC:
1238028283

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