Creating Games with Unreal Engine, Substance Painter, and Maya Models, Textures, Animation, and Blueprint.

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Bibliographic Details
Online Access: Full Text (via ProQuest)
Main Author: Arevalo, Kassandra
Other Authors: Tovar, Matthew, Li, Jingtian
Format: eBook
Language:English
Published: Milton : Taylor & Francis Group, 2020.
Table of 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
  • Conclusion
  • 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
  • Conclusion
  • Chapter 4: Level Asset Creation
  • Game Engines
  • Unreal Engine
  • Tutorial 4.1: Get Unreal Engine 4 and Visual Studio Up and Running
  • Visual Studio
  • UI of the Unreal Editor
  • Navigation
  • Tutorial 4.2: Export Our Assets to Unreal and Build Our Material
  • The Material Editor
  • Color R, G, B, A Channels
  • Material Instance
  • Tutorial 4.3: Set up a Test Hallway
  • Tutorial 4.4: Create Parameters for Our Materials
  • Actors
  • Mobility
  • Conclusion
  • Chapter 5: Level Creation
  • Tutorial 5.1: Create the Interior of Our Level
  • Assignment
  • Tutorial 5.2: Create the Landscape of Our Level
  • The Quixel Megascan Ecosystem
  • Tutorial 5.3: Set Up Quixel Bridge
  • Tutorial 5.4: Create the Landscape Material
  • Material Function
  • Tutorial 5.5: Place 3D Assets on the Landscape
  • Conclusion
  • Chapter 6: Lighting and Baking
  • Baking
  • Lightmaps
  • Lightmap UV
  • Lightmap Resolution
  • Lightmap Density
  • Volumetric Lightmaps
  • Mobility
  • Tutorial 6.1: Optimize the Lightmap Resolution
  • Lightmass Importance Volumes
  • Lower Down Baking Quality for Quick Iteration
  • Tutorial 6.2: Adjust Lighting
  • Tutorial 6.3: Add Post Processing and Other Effects
  • Post Process Volume
  • Assignment
  • Conclusion
  • Chapter 7: Character Modeling
  • Concept Art
  • Style Sheets
  • Workflow
  • Polycount
  • 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
  • Conclusion
  • Chapter 8: UV Mapping
  • UV Mapping
  • Tutorial 8.1: Character UV Mapping