ISBN13: | 9780367512637 |
ISBN10: | 0367512637 |
Kötéstípus: | Puhakötés |
Terjedelem: | 826 oldal |
Méret: | 229x152 mm |
Súly: | 1640 g |
Nyelv: | angol |
Illusztrációk: | 3 Halftones, black & white; 4 Line drawings, black & white; 989 Line drawings, color |
212 |
Szoftverfejlesztés
Komputergrafikai szoftverek
Digitális jel-, hang- és képfeldolgozás
A művészetről általában
Modellezés
További könyvek a hobbi területén
Játéktervezés
Szoftverfejlesztés (karitatív célú kampány)
Komputergrafikai szoftverek (karitatív célú kampány)
Digitális jel-, hang- és képfeldolgozás (karitatív célú kampány)
A művészetről általában (karitatív célú kampány)
Modellezés (karitatív célú kampány)
További könyvek a hobbi területén (karitatív célú kampány)
Játéktervezés (karitatív célú kampány)
Creating Games with Unreal Engine, Substance Painter, & Maya
GBP 54.99
Kattintson ide a feliratkozáshoz
A Prosperónál jelenleg nincsen raktáron.
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.
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.
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