- Tapa blanda: 548 páginas
- Editor: Focal Press; Edición: 1 (19 de agosto de 2011)
- Idioma: Inglés
- ISBN-10: 0240818814
- ISBN-13: 978-0240818818
- Valoración media de los clientes: 1 opinión de cliente
- Clasificación en los más vendidos de Amazon: nº446.187 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- Ver el Índice completo
Creating Games with Unity and Maya: How to Develop Fun and Marketable 3D Games (Inglés) Tapa blanda – 19 ago 2011
Descripción del producto
"Creating Games with Unity and Maya attempts to address the entire art pipeline based on Autodesk's Maya, including basic coverage of the game engine and editor. Watkins (Univ. of the Incarnate Word) devotes most of the first half of the book to 3-D digital asset creation in Maya with a very light overview of animations. The remainder of the book provides an artist-friendly introduction to game scripting that should be enough to get beginners started on developing games of their own using the game engine. Therefore, those who are new to 3-D modeling, texturing, and character rigging will likely benefit most from this book. Summing Up: Highly recommended. Students of all levels in digital arts or game art programs, researchers/faculty, and professionals/practitioners."--Choice
Reseña del editor
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.Ver Descripción del producto
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But the book fills a really useful niche that is poorly covered by other sources, specifically, how to use Maya and Unity together. It answers useful questions like:
- Which is better for modelling for games: polygons, NURBS or sub-division surfaces?
- Is it better to model a complete scene in Maya and bring it in as a whole to Unity, or is it better to model the individual entities in Maya and compose the scene in Unity?
- When should you use Maya's lighting and when should you use Unity's?
- When should you do animation in Maya and when in Unity?
For example, the chapter on lighting is brilliant, explaining how to put together both baked and dynamic lighting to give effective results with high performance.
The book is very much presented from an artist's perspective. This will be of interest to programmers who want to know a bit more about what artists do, and for artists who want to better understand how their assets will be used. It will also be useful for that rare breed of people who are talented on both sides.
One thing to be aware of is that the book is based on versions of Maya and Unity that are no longer current. At the time of writing, this isn't a big issue, but emphasizes the importance of already have some knowledge of both before tackling this book, so that small differences in user interface and capabilities will not be overly confusing.
Over all, if you already are familiar with Maya's user interface and want to learn how to really create models for games, and if you are already a fairly adept Unity programmer and want to learn some advanced topics like lighting, then this book is exactly what you want.
* It doesn't waste time with the very very basics, and instead basically says "hey, go watch the about half-dozen short videos that come with Maya! They'll teach you how to move stuff around, etc". (Maya actually has a popup when started that directs you to these until you tell it to stop showing the window) This is actually a really good approach, as it keeps the book from having too slow of a start for those with some basic experience, but also doesn't leave newbies hanging. A lot of the "basic" stuff also has a reminder attached to it early on, so it keeps you from getting lost at the start.
* The book has a *ton* of tips throughout it, even including advice on workflow in real-world projects, where things won't be as linear as a book.
* The instructions in every step were very clear. I never felt stuck like in some books that say "ok, go use this tool and do this" without explaining things. Most instructions also have a quick reminder of where the tool is in the interface, which is really welcome for software like Maya with ten thousand menus, hotkeys, hidden menus, etc.
* I've had no problem also using the book as a reference. It's laid out well enough that I know where to look when I'm asking myself "how do I do that again?" later on while doing my own stuff.
Overall, I highly recommend this book!