Creating Games with Unreal Engine, Substance Painter, & Maya - Arevalo, Kassandra; Tovar, Matthew; Li, Jingtian; - Prospero Internet Bookshop

Creating Games with Unreal Engine, Substance Painter, & Maya

Models, Textures, Animation, & Blueprint
 
Edition number: 1
Publisher: CRC Press
Date of Publication:
 
Normal price:

Publisher's listprice:
GBP 140.00
Estimated price in HUF:
71 589 HUF (68 180 HUF + 5% VAT)
Why estimated?
 
Your price:

57 271 (54 544 HUF + 5% VAT )
discount is: 20% (approx 14 318 HUF off)
Discount is valid until: 31 December 2024
The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
Click here to subscribe.
 
Availability:

Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 2-3 weeks.
Not in stock at Prospero.
Can't you provide more accurate information?
 
  Piece(s)

 
Short 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.

Long description:

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.

Table of Contents:

Chapter 1 Maya Modeling ... 1


Chapter 2 Maya Set UV ... 57


Chapter 3 Set Texturing  ... 91


Chapter 4 Level Asset Creation ... 133


Chapter 5 Level Creation ... 189


Chapter 6 Lighting and Baking ... 243


Chapter 7 Character Modeling ... 265


Chapter 8 Character UV mapping ... 321


Chapter 9 Texture Painting ... 343


Chapter 10 Rigging ... 391


Chapter 11 Animation in Maya ... 435


Chapter 12 Unreal Character Asset Creation ... 463


Chapter 13 Basics of Programming ... 487


Chapter 14 Player Character ... 527


Chapter 15 Weapons ... 551


Chapter 16 Health and Damage ... 615


Chapter 17 Inventory and UI ... 635


Chapter 18 Security Camera ... 681


Chapter 19 Patrolling AI ... 717


Chapter 20 Boss ... 751


Chapter 21 Audio and VFX ... 769


Chapter 22 Packaging ... 785