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Titlebook: Beginning 3D Game Assets Development Pipeline; Learn to Integrate f Nova Villanueva Book 2022 Nova Villanueva 2022 Maya.Zbrush.Substance Pa

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发表于 2025-3-21 17:30:56 | 显示全部楼层 |阅读模式
期刊全称Beginning 3D Game Assets Development Pipeline
期刊简称Learn to Integrate f
影响因子2023Nova Villanueva
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发行地址Is a valuable resource as there are few books available on the contemporary game assets pipeline.Introduces you to the complete process, from creation to integration.Covers popular and industry-standa
图书封面Titlebook: Beginning 3D Game Assets Development Pipeline; Learn to Integrate f Nova Villanueva Book 2022 Nova Villanueva 2022 Maya.Zbrush.Substance Pa
影响因子This project-based tutorial covers the creation of 3D assets in a game engine, from concept to implementation. You will learn the 3D pipeline using Maya and Substance Painter, which are industry-standard programs used for content creation in game development. You also will know how to add them and work with them in Unity..The book begins with an overall look at theproduction of game development and the different roles in creating assets. Then, starting with Maya, you learn how to start with a concept and take it through theentire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset projectthroughout the entire book to understand how one phase leads to the next one.Lastly, you will cover asset placement and integration into Unity..What You Will Learn.Build a thorough knowledge of the 3D game asset production workflow.Understand how each phase leads up to the next one.Know how 3D assets are implemented into Unity.Texture, rig, and animate the 3D model.Export and import the 3D asset or model.Understand the iterative design process.Who This Book Is For.3D artists, from beginners to specialists, who are interested in
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发表于 2025-3-21 23:02:37 | 显示全部楼层
Starting with Maya,ight be tempted to rush through this chapter so you can get to your first project. However, this chapter explains important techniques that you’ll need in Chapter .. I suggest you go over each section as many times as you need before starting the next chapter.
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Creating a High Poly Model,To achieve this, you will use the modeling skills you learned in Chapters . and .. The chapter covers high poly modeling, using smooth preview display modes, setting up for the high poly, adding details to holding edges, and modeling in a non-destructive way.
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Rigging the Mech,esh first. You need to think from an animator’s perspective about the best way to manipulate mesh transformations. For this, you can create a rig. This example happens to be a character, but rigs can be made for all assets in games. Rigs are created by a technical animator. At this stage in the pipe
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Fundamental Theories of Physicsf taking a concept through different stages of iteration, from first 3D realization in the prototype phase, to final in-game integration. These stages are composed of individual steps, such as modeling, UV mapping, setting up the overall asset for future stages in the pipeline, texturing, rigging, and bringing the asset to life.
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