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Adam Watkins

Creating Games with Unity and Maya

نویسنده :Adam Watkins

    Acknowledgments . vi
    Introduction . xv
    Chapter 1: Game Production Process . 1
    The Team. 1
    The Tools and Unity. 4
    Teams of Teams and Pipelines. 4
    Assets. 5
    Art Assets. 5
    Technology Assets (Scripts). 5
    Order of Operations. 6
    Conclusion and Introduction to Incursion. 6
    A Note on Research. 7
    And on We Go…. 8
    Chapter 2: Asset Creation: Maya Scenography Modeling. 9
    Scenography Modeling within the Game Design Pipeline. 9
    Why Maya Tutorials?. 10
    A Bit of 3D Theory . 11
    Rendering. 12
    Video Cards. 13
    Limitations and Optimizations for Games. 13
    Rules of 3D Game Modeling. 14
    Polycount Matters. 14
    Topology. 15
    On to the Tools. 16
    Tutorial 2.1: Game Level Modeling: The Entryway. 17
    Columns Base Shape . 18
    Dock Creation. 20
    Dock Optimization . 22
    Backface Culling. 25
    Roof Creation . 26
    Cleaning or Deleting History. 27
    Handrails. 28
    Archway and Booleans . 28

    Beveling . 32
    Wrapping Up. 33
    Homework and Challenges . 34
    Chapter 3: Asset Creation: Maya Scenography UV Mapping. 37
    Scenography UV Layout within the Game Design Pipeline. 37
    UVs . 38
    Exploring the UV Texture Editor. 39
    Tutorial 3.1: Game Level UV Layout, Tools, and Techniques. 40
    Mapping Beginning with Automatic Mapping. 42
    Sewing Shells . 45
    Further Optimization. 49
    Maya's Unfold UV via Smooth UV Tool. 50
    Manual Mapping. 52
    Conclusion. 61
    Homework and Challenges . 62
    Chapter 4: Asset Creation: Maya Scenography Texturing. 63
    Textures, Materials, and Shaders. 63
    Nature of Effective Textures. 64
    Maya and Unity . 65
    Tutorials. 66
    Tutorial 4.1: Seamless Tiled Textures. 66
    Select and Prepare a Raw Texture Image . 68
    Offset and Clone Stamp . 68
    Unify the Color Balance. 70
    Apply the Texture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
    Conclusion. 74
    Tutorial 4.2: Nontiled Textures and Their Dirt. 74
    UV Snapshots. 75
    Preparing the UV Snapshot for Painting in Photoshop. 76
    Painting the Texture. 77
    Layer Mixing . 78
    Layer Masks. 79
    Saving Multiple Files. 82
    Application in Maya. 82
    Conclusion. 83
    Homework and Challenges . 84

    Chapter 5: Asset Creation: Unity Scenography Importing . 89
    Unity. 89
    The Plan. 90
    Unity Projects. 90
    Tutorial 5.1: Creating a Unity Project. 90
    About the New Project File . 92
    Unity Interface. 93
    Toolbar. 94
    Scene. 95
    Game. 95
    Inspector Panel. 95
    Hierarchy Panel. 96
    Project Panel. 96
    Using It All . 96
    Tutorial 5.2: Exporting from Maya. 97
    Optimizing in Maya. 97
    Export Options. 98
    The Import Process. 99
    Unity Nomenclature. 101
    GameObject . 101
    Prefabs. 101
    Scenes. 101
    Tutorial 5.3: Importing, Tweaking, and Placing Scenography
    Assets into Unity. 102
    Inspector Breakdown. 108
    Conclusion. 112
    Homework and Challenges . 112
    Chapter 6: Asset Creation: Unity Scenography Creation Tools. . . . . . . . . 113
    Asset Creation in Unity. 113
    Tutorial 6.1: Adding and Manipulating Unity Water, Sky, and Fog. 114
    Importing Packages. 114
    Water. 114
    Skyboxes. 116
    Fog. 119
    Wrapping Up. 120
    Tutorial 6.2: Terrain Creation. 121
    Restrictions of Terrains. 122

    Terrain Editing Tools. 125
    Conclusion. 136
    Tutorial 6.3: Primitives and Particles. 136
    Tweaking Terrain Settings. 143
    Conclusion. 144
    Chapter 7: Asset Creation: Advanced Shading, Lighting, and Baking. 145
    Baking . 146
    Baking in Unity (aka Unity Lightmapping). 146
    Limitations to Unity Lightmapping. 147
    Plan of Attack. 148
    Tutorial 7.1: Normal Maps. 148
    Additional Tools. 150
    Conclusion. 159
    Tutorial 7.2: Lighting and Baking in Unity. 159
    Unity's Lighting Instruments. 160
    Conclusion. 177
    Homework and Challenges . 178
    Chapter 8: Asset Creation: Maya Character Creation . 179
    Aegis Chung. 180
    Style Sheet. 180
    Considerations of Style Sheets. 181
    Chapter Overview. 182
    Tutorial 8.1: Game Character Modeling: Aegis Chung . 182
    Polycount. 182
    Conclusion. 232
    Chapter 9: Asset Creation: Maya Character UV Mapping
    and Texturing. 233
    UV Mapping. 234
    Tutorial 9.1: Character UV Mapping. 234
    Mesh Inspection and Cleanup . 234
    Finishing Up. 260
    Conclusion. 262
    Tutorial 9.2: Character Texture Painting. 262
    Ambient Occlusion Pass. 264
    Face and Head . 269
    Conclusion. 273

    Chapter 10: Asset Creation: Maya Rigging and Skinning and
    Unity Animated Character Importing and Implementation. 275
    The Process. 276
    Tutorial 10.1: Rigging. 276
    Cleanup. 276
    Joints and Rigging. 280
    Conclusion. 301
    Tutorial 10.2: Maya Skinning . 302
    Binding Rigid Body Parts. 303
    Painting Skin Weights. 305
    Conclusion. 308
    Tutorial 10.3: Maya Animation. 310
    General Notes on Game Animation . 310
    Conclusion. 314
    Tutorial 10.4: Getting Animated Characters to Unity . 314
    Using Aegis . 316
    Tutorial 10.5: Animating in Unity. 319
    Conclusion. 321
    Wrapping Up. 321
    Homework and Challenges . 322
    Chapter 11: Unity Sound. 323
    Get the Sounds. 323
    Sound Listener and Sound Source Paradigm. 325
    Tutorial 11.1: Placing Sound in Unity . 325
    Audio Reverb Zones. 327
    Footsteps . 328
    Scripting Sound. 330
    Conclusion. 332
    Homework and Challenges . 332
    Chapter 12: Introduction to Unity Scripting Basics and
    Graphical User Interface . 333
    Unity's Scripting Languages. 334
    Boo Script. 334
    C#. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335
    JavaScript. 335
    Using Scripts in Unity. 335

    A Note about This Approach. 336
    Tools for Scripts . 336
    What Is a Script?. 337
    Getting to It. 340
    Tutorial 12.1: Graphical User Interfaces. 340
    GUITexture. 340
    Conclusion. 354
    Homework and Challenges . 354
    Chapter 13: Unity Triggers . 355
    Designating Triggers. 356
    Tutorial 13.1: Activating and Changing Screen Hints
    with Triggers . 356
    GUIText. 357
    Custom Fonts . 358
    Creating Triggers. 358
    Scripting the GUIText. 359
    Scripting Triggers. 361
    Triggers to Swap Levels. 364
    Conclusion. 367
    Tutorial 13.2: Triggers and Doors. 367
    Divergent Methods. 369
    Sound and Scripts. 372
    Cleaning Up with Destroy and Booleans. 373
    Conclusion. 377
    Homework and Challenges . 377
    Chapter 14: Unity Raycasting. 379
    Frame Miss. 379
    Raycasting. 380
    But First ... A Few Notes on Scripting and Help. 381
    Comments via //. 381
    Commenting Blocks of Script with /*. 382
    Accessing the Documentation. 383
    F1 in UniSciTE. 384
    Decoding a Help Page. 384
    Tutorial 14.1: Highlighting Actionable Objects with Raycasting. 386
    Turning on the Lights. 393

    Conclusion. 402
    Homework and Challenges . 402
    Chapter 15: Unity Prefabs and Instantiation. 403
    Prefabs. 403
    Prefabs versus Prefab Connections. 404
    Tutorial 15.1: The Power of Prefabs. 407
    Tags. 408
    Adding Sound. 411
    Conclusion. 412
    Instantiation. 413
    Tutorial 15.2: Setting Up the Armed Arms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .414
    Conclusion. 417
    Tutorial 15.3: Firing a Gun. 417
    A Few Notes about Pistol Sparks. 419
    Quick Note about Detonator and Explosion Framework . 420
    Conclusion. 423
    Tutorial 15.4: Sound Revisited. 423
    Scope and Optimizing Script. 425
    Tutorial 15.5: The EMP Mines. 427
    Layers. 436
    Make the EMP Effective. 437
    Conclusion. 439
    Chapter 16: Unity: Creating Inventory Systems. 441
    State Engine and How Many Scripts?. 441
    Tutorial 16.1: Setting Up Inventory GUI and Script . 443
    Refresher on Interscript Communication. 446
    Firing Animations in Script. 448
    Hiding and Showing Weapons. 453
    Bulking up the GUI System. 457
    Create a GUIElements Prefab. 458
    Animate the Inventory to Show and Hide . 459
    Conclusion. 463
    Tutorial 16.2: Keys . 464
    Accessing the State Engine . 465
    Building upon the Raycasting Mechanism. 465
    Fleshing Out PickUpKey . 466

    Creating a Smart Trigger. 467
    Conclusion. 472
    Homework and Challenges . 472
    Chapter 17: Health Systems, Winning, and Losing the Game. 473
    Tutorial 17.1: Winning. 474
    The Endgame Trigger. 476
    Conclusion. 477
    Tutorial 17.2: Health Systems. 478
    Creating Health Display. 479
    Back to Script. 481
    Things That Hurt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .482
    Creating the Damage Triggers . 482
    Broadcast Message. 434
    Particles Doing Damage (Steam). 487
    Timers on Cameras. 490
    Scene-ClosingFail . 491
    Global Variables. 492
    Final Test. 494
    Conclusion. 494
    Homework and Challenges . 494
    Chapter 18: Unity Debugging, Optimization, and Builds . 495
    Finding the Bugs . 495
    Optimization. 496
    Finding What Needs to Be Optimized . 496
    Optimizing with Textures. 498
    Optimizing with Scripts. 500
    Making the Build . 501
    Preparing Player Settings. 501
    Outputting the Final Build. 506
    Conclusion. 508
    Index . 509

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