Creating Games with Unity and Maya ─ How to Develop Fun and Marketable 3D Games
商品資訊
ISBN13:9780240818818
出版社:Routledge UK
作者:Adam Watkins
出版日:2011/07/07
裝訂/頁數:平裝/528頁
規格:24.8cm*19.1cm*2.5cm (高/寬/厚)
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商品簡介
作者簡介
目次
商品簡介
Unity brings you ever closer to the "author once, deploy anywhere" dream. With its multiplatform capabilities, you can target desktop, web, mobile devices, and consoles using a single development engine. Little wonder that Unity has quickly become the #1 game engine out there.
Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find.
Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment.
This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.
Mastering Unity is absolutely essential in an increasingly competitive games market where agility is expected, yet until now practical tutorials were nearly impossible to find.
Creating Games with Unity and Maya gives you with an end-to-end solution for Unity game development with Maya. Written by a twelve-year veteran of the 3D animation and games industry and professor of 3D animation, this book takes you step-by-step through the process of developing an entire game from scratch-including coding, art, production, and deployment.
This accessible guide provides a "non-programmer" entry point to the world of game creation. Aspiring developers with little or no coding experience will learn character development in Maya, scripts, GUI interface, and first- and third-person interactions.
作者簡介
Adam Watkins is Associate Professor, 3D Animation, School of Interactive Media & Design at the University of the Incarnate Word. He is currently on a research sabbatical at the Los Alamos National Laboratory in New Mexico, where he is part of the VISIBLE effort creating virtual simulation games for use in non-proliferation exercises. Watkins has headed the 3D Animation program for over ten years and is the author of several books and over 100 articles on 3D Animation. His students are the winners of multiple national and international animation awards and festivals.
目次
Preface
Introduction
Why this book?
Who's it for, and how to use it?
Hobbyist strategies
Game Developer usage
Teacher
Student
Structure
Maya, then Unity
Reasoning
Book Paradigm
Assumptions
What we won't be covering
Artist Approach vs Programmer/Engineer Approach
This book is based upon artist approach
Chapter 1 - Game Production Process
Game Production Team Members (or roles)
All roles can be done by one person
Game Production Pipeline in Unity
Conceptualization
Audience
Theme
Conceptualization Artwork
Art Assets Creation
Models
Textures
Animation
Lighting
Game Mechanics
Scripting Team
Game Play
Physics
Varia
What needs to be done when
Flexibility of Unity's approach
What parts aren't so flexible.
How this book mimics the Game Production Process
Introduction to The Game we will be producing in the book.
Chapter 2 - Asset Creation: Maya Scenography Modeling
Scenography Mdeling within the Game Desing Pipeling
So Why Maya Tutorials?
A Bit of 3D Theory
Rendering
Video Cards
Limitation and Optimization for Games
Rules of 3D Game Modeling
Polycount Matters
Topology is Critical
On to the Tools
Tutorial 2.1 Game Level Modeling : The Entryway
Homework and Challenges
Chapter 3 - Asset Creation: Maya Scenography UV Mapping
Scenography UV Mapping within the Game Design Pipeline
UVs
Exploring the UV Texture Editor
Tutorial 3.1 Game Level UV Layout: Tools and Techniques
Homework and Challenges
Chapter 4 - Asset Creation: Maya Sceongraphy Texturing
Scenography Texturing within the Game Design Pipleline
Textures, Materials & Shaders
Nature of Effective Textures
Be Square
Power of Two
Seamless Textures
Maya and Unity
Tutorials
Tutorial 4.1 Seamless Tiled Textures
Tutorial 4.2 Non-Tiled Textures and Their Dirt
Chapter 5 - Asset Creation: Unity Scenography Importing
Introduction to Unity Space
Tutorial 5.1 Creating a Unity Project
Tutorial 5.2 Exporting from Maya
Tutorial 5.3 Importing, Tweaking and Placing Scenography Assets into Unity
Chapter 6 - Asset Creation: Unity Scenography Creation Tools
Introduction to Non-Imported Assets in Unity
Tutorial 6.1 Adding, Manipulating and Understanding Water
Tutorial 6.2 Terrain Creation
Tutorial 6.3 Tree Building
Tutorial 6.4 Particle Creation
Chapter 7 - Lighting & Baking
What's the big deal with lighting?
To light in Maya or Unity?
Tutorial 7.1 Lighting Game Level in Unity
Baking, textures and AO
Tutorial 7.2 Baking in Unity
Light maps in Unity
Tutorial 7.3 Using Light maps in Unity
Chapter 8 - Asset Creation: Maya Character Creations
Low Poly character techniques
Topology mastery
Tutorial 3.1 Game Character Modeling
Character UV
Tutorial 3.2 Game Character UV Mapping
Character Textures
Tutorial 3.3 Game Character Texturing
Chapter 9 - Asset Creation: Character Rigging and Animation and Import
Brief discussion of rigging, skinning, and animation in Maya
Tutorial 4.1 Rigging Game Character
Tutorial 4.2 Skinning Game Character
Game Animation Methodology
Tutorial 4.3 Character Idle
Unity & Animation
Tutorial 4.4 Importing Animated Character and Testing
Chapter 10 - Unity Physics
Physics engines. PhysX
Newtonian physics
Unity's use
"Frame miss"
Elements needed for physics calculations
Limitations and overhead
Tutorial 7.1 Booby Traps and Physics in Unity
Ragdoll
Tutorial 7.2 Ragdoll Implementation
Chapter 11 - Unity Script: Syntax
Power and frustration of scripting
Scripting Overview
Syntax Discussion
MonoBehaviour
Commands
Functions
Variables
Inputs
Time
Components
Vectors
Coroutines
Yields
Scripting Cheat Sheets
Tutorial 8.1 Constructing Basic Scripts from Scratch
Chapter 12 - Unity Script: Triggers
What are triggers? Why are they useful?
Relationship to Physics
What a trigger needs to work
How to script a trigger and why
Tutorial 9.1 Opening Doors and Tripping Traps
Chapter 13 - Unity Script: Inputs, Raycasting and Manipulating
Communicating with the game
Types of Inputs
GUI (for discussion later)
Triggers (discussed earlier)
Mouse Input
Keyboard Input
Raycasting
When to use which type of input
How to call up or "listen for" inputs
Tutorial 10.1 Keyboard Driven Mini-Game
Tutorial 10.2 Mouse Driven Mini-Game
Tutorial 10.3 Raycasting
Chapter 14 - Unity Script: Prefabs and Instantiation
Power of prefabs
Tutorial 11.1 Creating Custom Prefabs
Instantiation
What are they?
What are they for?
Why mess with them?
Tutorial 11.2 Projectile Instantiation
Chapter 15 - Unity Sound
Listener/Source Paradigm
Attaching sounds
Triggering Sounds
Listening and tweaking sound qualities
Chapter 16 - Unity GUI: OnGUI, GUITextures, GUIText
Graphical User Interfaces
Theory of design
Unity types
GUIText
GUITextures
OnGUI
Tutorial 12.1 GUIText and GUITextures for instant feedback
Tutorial 12.2 Constructing OnGUI GUI Structure for Game Setup
Chapter 17 - Unity GUI and Scripting: Inter-script communication
Power of linking scripts
Logic engines
Health, damage, inventory, death
Tutorial 13.1 Creating and Manipulating Health Bar
Chapter 18 - Unity Distribution: Builds
Getting the game out the door
Optimization strategies
Profiler
Debugger
Optimizing game
Making Builds
PC
Mac
Web
Mobile Devices (overview)
iOS
Android
Tutorial 14.1 Building the Game
Appendix A: Setting Projects with Maya
Appendix C: Unity Asset Server
Introduction
Why this book?
Who's it for, and how to use it?
Hobbyist strategies
Game Developer usage
Teacher
Student
Structure
Maya, then Unity
Reasoning
Book Paradigm
Assumptions
What we won't be covering
Artist Approach vs Programmer/Engineer Approach
This book is based upon artist approach
Chapter 1 - Game Production Process
Game Production Team Members (or roles)
All roles can be done by one person
Game Production Pipeline in Unity
Conceptualization
Audience
Theme
Conceptualization Artwork
Art Assets Creation
Models
Textures
Animation
Lighting
Game Mechanics
Scripting Team
Game Play
Physics
Varia
What needs to be done when
Flexibility of Unity's approach
What parts aren't so flexible.
How this book mimics the Game Production Process
Introduction to The Game we will be producing in the book.
Chapter 2 - Asset Creation: Maya Scenography Modeling
Scenography Mdeling within the Game Desing Pipeling
So Why Maya Tutorials?
A Bit of 3D Theory
Rendering
Video Cards
Limitation and Optimization for Games
Rules of 3D Game Modeling
Polycount Matters
Topology is Critical
On to the Tools
Tutorial 2.1 Game Level Modeling : The Entryway
Homework and Challenges
Chapter 3 - Asset Creation: Maya Scenography UV Mapping
Scenography UV Mapping within the Game Design Pipeline
UVs
Exploring the UV Texture Editor
Tutorial 3.1 Game Level UV Layout: Tools and Techniques
Homework and Challenges
Chapter 4 - Asset Creation: Maya Sceongraphy Texturing
Scenography Texturing within the Game Design Pipleline
Textures, Materials & Shaders
Nature of Effective Textures
Be Square
Power of Two
Seamless Textures
Maya and Unity
Tutorials
Tutorial 4.1 Seamless Tiled Textures
Tutorial 4.2 Non-Tiled Textures and Their Dirt
Chapter 5 - Asset Creation: Unity Scenography Importing
Introduction to Unity Space
Tutorial 5.1 Creating a Unity Project
Tutorial 5.2 Exporting from Maya
Tutorial 5.3 Importing, Tweaking and Placing Scenography Assets into Unity
Chapter 6 - Asset Creation: Unity Scenography Creation Tools
Introduction to Non-Imported Assets in Unity
Tutorial 6.1 Adding, Manipulating and Understanding Water
Tutorial 6.2 Terrain Creation
Tutorial 6.3 Tree Building
Tutorial 6.4 Particle Creation
Chapter 7 - Lighting & Baking
What's the big deal with lighting?
To light in Maya or Unity?
Tutorial 7.1 Lighting Game Level in Unity
Baking, textures and AO
Tutorial 7.2 Baking in Unity
Light maps in Unity
Tutorial 7.3 Using Light maps in Unity
Chapter 8 - Asset Creation: Maya Character Creations
Low Poly character techniques
Topology mastery
Tutorial 3.1 Game Character Modeling
Character UV
Tutorial 3.2 Game Character UV Mapping
Character Textures
Tutorial 3.3 Game Character Texturing
Chapter 9 - Asset Creation: Character Rigging and Animation and Import
Brief discussion of rigging, skinning, and animation in Maya
Tutorial 4.1 Rigging Game Character
Tutorial 4.2 Skinning Game Character
Game Animation Methodology
Tutorial 4.3 Character Idle
Unity & Animation
Tutorial 4.4 Importing Animated Character and Testing
Chapter 10 - Unity Physics
Physics engines. PhysX
Newtonian physics
Unity's use
"Frame miss"
Elements needed for physics calculations
Limitations and overhead
Tutorial 7.1 Booby Traps and Physics in Unity
Ragdoll
Tutorial 7.2 Ragdoll Implementation
Chapter 11 - Unity Script: Syntax
Power and frustration of scripting
Scripting Overview
Syntax Discussion
MonoBehaviour
Commands
Functions
Variables
Inputs
Time
Components
Vectors
Coroutines
Yields
Scripting Cheat Sheets
Tutorial 8.1 Constructing Basic Scripts from Scratch
Chapter 12 - Unity Script: Triggers
What are triggers? Why are they useful?
Relationship to Physics
What a trigger needs to work
How to script a trigger and why
Tutorial 9.1 Opening Doors and Tripping Traps
Chapter 13 - Unity Script: Inputs, Raycasting and Manipulating
Communicating with the game
Types of Inputs
GUI (for discussion later)
Triggers (discussed earlier)
Mouse Input
Keyboard Input
Raycasting
When to use which type of input
How to call up or "listen for" inputs
Tutorial 10.1 Keyboard Driven Mini-Game
Tutorial 10.2 Mouse Driven Mini-Game
Tutorial 10.3 Raycasting
Chapter 14 - Unity Script: Prefabs and Instantiation
Power of prefabs
Tutorial 11.1 Creating Custom Prefabs
Instantiation
What are they?
What are they for?
Why mess with them?
Tutorial 11.2 Projectile Instantiation
Chapter 15 - Unity Sound
Listener/Source Paradigm
Attaching sounds
Triggering Sounds
Listening and tweaking sound qualities
Chapter 16 - Unity GUI: OnGUI, GUITextures, GUIText
Graphical User Interfaces
Theory of design
Unity types
GUIText
GUITextures
OnGUI
Tutorial 12.1 GUIText and GUITextures for instant feedback
Tutorial 12.2 Constructing OnGUI GUI Structure for Game Setup
Chapter 17 - Unity GUI and Scripting: Inter-script communication
Power of linking scripts
Logic engines
Health, damage, inventory, death
Tutorial 13.1 Creating and Manipulating Health Bar
Chapter 18 - Unity Distribution: Builds
Getting the game out the door
Optimization strategies
Profiler
Debugger
Optimizing game
Making Builds
PC
Mac
Web
Mobile Devices (overview)
iOS
Android
Tutorial 14.1 Building the Game
Appendix A: Setting Projects with Maya
Appendix C: Unity Asset Server
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