Creating Games with Unreal Engine, Substance Painter, and Maya Models, Textures, Animation, and Blueprint.
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Online Access: |
Full Text (via ProQuest) |
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Main Author: | |
Other Authors: | , |
Format: | eBook |
Language: | English |
Published: |
Milton :
Taylor & Francis Group,
2020.
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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