简介
Summary:
Publisher Summary 1
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.--Unity is HOT! It's the #1 game engine out there, and it's taken the game world by storm. Documentation is hard to find. Focal to the rescue. Learn Unity聽from the ground up. Build a game with no previous scripting knowledge, and make a game that's fun.--Authoritative - Author, Adam Watkins, is a 12 year veteran and 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. With this experience comes great insight聽into the best ways to learn 3D art and gaming concepts.--Accessible to All Unity users (artists and programmers)聽- the author comes from an art background. He animated for many years before working in games. This provides a "non-programmer" entry point to the world of game creation.--Complete聽- this volume provides instruction from game inception to completion and delivery. The 3D creation and export begins, but applied functionality and delivery complete the book.聽 In the course of the book,聽the reader will create effective and efficient 3D assets from scratch using Maya (including characters). Then, use these assets to create a functioning game complete with scripts, GUI interfaces, and first and third person interactions.--Companion website includes: original versions of the images, all completed files from the tutorials, important links, and all code from the book.
目录
Table Of Contents:
Acknowledgments vi
Introduction xv
Chapter 1 Game Production Process 1(8)
The Team 1(3)
The Tools and Unity 4(1)
Teams of Teams and Pipelines 4(2)
Assets 5(1)
Art Assets 5(1)
Technology Assets (Scripts) 5(1)
Order of Operations 6(1)
Conclusion and Introduction to Incursion 6(1)
A Note on Research 7(1)
And on We Go 8(1)
Chapter 2 Asset Creation: Maya Scenography Modeling 9(28)
Scenography Modeling within the Game Design Pipeline 9(1)
Why Maya Tutorials? 10(1)
A Bit of 3D Theory 11(3)
Rendering 12(1)
Video Cards 13(1)
Limitations and Optimizations for Games 13(1)
Rules of 3D Game Modeling 14(3)
Polycount Matters 14(1)
Topology 15(1)
On to the Tools 16(1)
Tutorial 2.1 Game Level Modeling: The Entryway 17(16)
Columns Base Shape 18(2)
Dock Creation 20(2)
Dock Optimization 22(3)
Backface Culling 25(1)
Roof Creation 26(1)
Cleaning or Deleting History 27(1)
Handrails 28(1)
Archway and Booleans 28(4)
Beveling 32(1)
Wrapping Up 33(1)
Homework and Challenges 34(3)
Chapter 3 Asset Creation: Maya Scenography UV Mapping 37(26)
Scenography UV Layout within the Game Design Pipeline 37(3)
UVs 38(1)
Exploring the UV Texture Editor 39(1)
Tutorial 3.1 Game Level UV Layout, Tools, and Techniques 40(21)
Mapping Beginning with Automatic Mapping 42(3)
Sewing Shells 45(4)
Further Optimization 49(1)
Maya's Unfold UV via Smooth UVTool 50(2)
Manual Mapping 52(9)
Conclusion 61(1)
Homework and Challenges 62(1)
Chapter 4 Asset Creation: Maya Scenography Texturing 63(26)
Textures, Materials, and Shaders 63(3)
Nature of Effective Textures 64(1)
Maya and Unity 65(1)
Tutorials 66(1)
Tutorial 4.1 Seamless Tiled Textures 66(8)
Select and Prepare a Raw Texture Image 68(1)
Offset and Clone Stamp 68(2)
Unify the Color Balance 70(1)
Apply the Texture 71(3)
Conclusion 74(1)
Tutorial 4.2 Nontiled Textures and Their Dirt 74(10)
UV Snapshots 75(1)
Preparing the UV Snapshot for Painting in Photoshop 76(1)
Painting the Texture 77(1)
Layer Mixing 78(1)
Layer Masks 79(3)
Saving Multiple Files 82(1)
Application in Maya 82(1)
Conclusion 83(1)
Homework and Challenges 84(5)
Chapter 5 Asset Creation: Unity Scenography Importing 89(24)
Unity 89(1)
The Plan 90(1)
Unity Projects 90(1)
Tutorial 5.1 Creating a Unity Project 90(3)
About the New Project File 92(1)
Unity Interface 93(4)
Toolbar 94(1)
Scene 95(1)
Game 95(1)
Inspector Panel 95(1)
Hierarchy Panel 96(1)
Project Panel 96(1)
Using It All 96(1)
Tutorial 5.2 Exporting from Maya 97(1)
Optimizing in Maya 97(4)
Export Options 98(1)
The Import Process 99(2)
Unity Nomenclature 101(1)
GameObject 101(1)
Prefabs 101(1)
Scenes 101(1)
Tutorial 5.3 Importing, Tweaking, and Placing Scenography Assets into Unity 102(10)
Inspector Breakdown 108(4)
Conclusion 112(1)
Homework and Challenges 112(1)
Chapter 6 Asset Creation: Unity Scenography Creation Tools 113(32)
Asset Creation in Unity 113(1)
Tutorial 6.1 Adding and Manipulating Unity Water, Sky, and Fog 114(7)
Importing Packages 114(1)
Water 114(2)
Sky boxes 116(3)
Fog 119(1)
Wrapping Up 120(1)
Tutorial 6.2 Terrain Creation 121(15)
Restrictions of Terrains 122(3)
Terrain Editing Tools 125(11)
Conclusion 136(1)
Tutorial 6.3 Primitives and Particles 136(8)
Tweaking Terrain Settings 143(1)
Conclusion 144(1)
Chapter 7 Asset Creation: Advanced Shading, Lighting, and Baking 145(34)
Baking 146(2)
Baking in Unity (aka Unity Lightmapping) 146(1)
Limitations to Unity Lightmapping 147(1)
Plan of Attack 148(1)
Tutorial 7.1 Normal Maps 148(11)
Additional Tools 150(9)
Conclusion 159(1)
Tutorial 7.2 Lighting and Baking in Unity 159(18)
Unity's Lighting Instruments 160(17)
Conclusion 177(1)
Homework and Challenges 178(1)
Chapter 8 Asset Creation: Maya Character Creation 179(54)
Aegis Chung 180(1)
Style Sheet 180(2)
Considerations of Style Sheets 181(1)
Chapter Overview 182(1)
Tutorial 8.1 Game Character Modeling: Aegis Chung 182(50)
Polycount 182(50)
Conclusion 232(1)
Chapter 9 Asset Creation: Maya Character UV Mapping and Texturing 233(42)
UV Mapping 234(1)
Tutorial 9.1 Character UV Mapping 234(28)
Mesh Inspection and Cleanup 234(26)
Finishing Up 260(2)
Conclusion 262(1)
Tutorial 9.2 Character Texture Painting 262(11)
Ambient Occlusion Pass 264(5)
Face and Head 269(4)
Conclusion 273(2)
Chapter 10 Asset Creation: Maya Rigging and Skinning and Unity Animated Character Importing and Implementation 275(48)
The Process 276(1)
Tutorial 10.1 Rigging 276(26)
Cleanup 276(4)
Joints and Rigging 280(21)
Conclusion 301(1)
Tutorial 10.2 Maya Skinning 302(8)
Binding Rigid Body Parts 303(2)
Painting Skin Weights 305(3)
Conclusion 308(2)
Tutorial 10.3 Maya Animation 310(4)
General Notes on Game Animation 310(4)
Conclusion 314(1)
Tutorial 10.4 Getting Animated Characters to Unity 314(5)
Using Aegis 316(3)
Tutorial 10.5 Animating in Unity 319(2)
Conclusion 321(1)
Wrapping Up 321(1)
Homework and Challenges 322(1)
Chapter 11 Unity Sound 323(10)
Get the Sounds 323(2)
Sound Listener and Sound Source Paradigm 325(1)
Tutorial 11.1 Placing Sound in Unity 325(7)
Audio Reverb Zones 327(1)
Footsteps 328(2)
Scripting Sound 330(2)
Conclusion 332(1)
Homework and Challenges 332(1)
Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface 333(22)
Unity's Scripting Languages 334(1)
Boo Script 334(1)
C# 335(1)
JavaScript 335(1)
Using Scripts in Unity 335(5)
A Note about This Approach 336(1)
Tools for Scripts 336(1)
What Is a Script? 337(3)
Getting to It 340(1)
Tutorial 12.1 Graphical User Interfaces 340(14)
GUITexture 340(14)
Conclusion 354(1)
Homework and Challenges 354(1)
Chapter 13 Unity Triggers 355(48)
Designating Triggers 356(1)
Tutorial 13.1 Activating and Changing Screen Hints with Triggers 356(11)
GUIText 357(1)
Custom Fonts 358(1)
Creating Triggers 358(1)
Scripting the GUIText 359(2)
Scripting Triggers 361(3)
Triggers to Swap Levels 364(3)
Conclusion 367(1)
Tutorial 13.2 Triggers and Doors 367(10)
Divergent Methods 369(3)
Sound and Scripts 372(1)
Cleaning Up with Destroy and Booleans 373(4)
Conclusion 377(1)
Homework and Challenges 377(2)
Unity Raycasting 379(1)
Frame Miss 379(1)
Raycasting 380(1)
But First...A Few Notes on Scripting and Help 381(3)
Comments via // 381(1)
Commenting Blocks of Script with / 382(1)
Accessing the Documentation 383(1)
F1 in UniSciTE 384(1)
Decoding a Help Page 384(2)
Tutorial 14.1 Highlighting Actionable Objects with Raycasting 386(16)
Turning on the Lights 393(9)
Conclusion 402(1)
Homework and Challenges 402(1)
Chapter 15 Unity Prefabs and Instantiation 403(38)
Prefabs 403(4)
Prefabs versus Prefab Connections 404(3)
Tutorial 15.1 The Power of Prefabs 407(6)
Tags 408(3)
Adding Sound 411(1)
Conclusion 412(1)
Instantiation 413(1)
Tutorial 15.2 Setting Up the Armed Arms 414(3)
Conclusion 417(1)
Tutorial 15.3 Firing a Gun 417(6)
A Few Notes about Pistol Sparks 419(1)
Quick Note about Detonator and Explosion Framework 420(3)
Conclusion 423(1)
Tutorial 15.4 Sound Revisited 423(2)
Scope and Optimizing Script 425(2)
Tutorial 15.5 The EMP Mines 427(12)
Layers 436(1)
Make the EMP Effective 437(2)
Conclusion 439(2)
Chapter 16 Unity: Creating Inventory Systems 441(32)
State Engine and How Many Scripts? 441(2)
Tutorial 16.1 Setting Up Inventory GUI and Script 443(21)
Refresher on Interscript Communication 446(2)
Firing Animations in Script 448(5)
Hiding and Showing Weapons 453(4)
Bulking up the GUI System 457(1)
Create a GUIEIements Prefab 458(1)
Animate the Inventory to Show and Hide 459(4)
Conclusion 463(1)
Tutorial 16.2 Keys 464(8)
Accessing the State Engine 465(1)
Building upon the Raycasting Mechanism 465(1)
Fleshing Out PickUpKey 466(1)
Creating a Smart Trigger 467(5)
Conclusion 472(1)
Homework and Challenges 472(1)
Chapter 17 Health Systems, Winning, and Losing the Game 473(22)
Tutorial 17.1 Winning 474(4)
The Endgame Trigger 476(1)
Conclusion 477(1)
Tutorial 17.2 Health Systems 478(16)
Creating Health Display 479(2)
Back to Script 481(1)
Things That Hurt 482(1)
Creating the Damage Triggers 482(2)
Broadcast Message 484(3)
Particles Doing Damage (Steam) 487(3)
Timers on Cameras 490(1)
Scene-ClosingFail 491(1)
Global Variables 492(2)
Final Test 494(1)
Conclusion 494(1)
Homework and Challenges 494(1)
Chapter 18 Unity Debugging, Optimization, and Builds 495(14)
Finding the Bugs 495(1)
Optimization 496(5)
Finding What Needs to Be Optimized 496(2)
Optimizing with Textures 498(2)
Optimizing with Scripts 500(1)
Making the Build 501(7)
Preparing Player Settings 501(5)
Outputting the Final Build 506(2)
Conclusion 508(1)
Index 509
Acknowledgments vi
Introduction xv
Chapter 1 Game Production Process 1(8)
The Team 1(3)
The Tools and Unity 4(1)
Teams of Teams and Pipelines 4(2)
Assets 5(1)
Art Assets 5(1)
Technology Assets (Scripts) 5(1)
Order of Operations 6(1)
Conclusion and Introduction to Incursion 6(1)
A Note on Research 7(1)
And on We Go 8(1)
Chapter 2 Asset Creation: Maya Scenography Modeling 9(28)
Scenography Modeling within the Game Design Pipeline 9(1)
Why Maya Tutorials? 10(1)
A Bit of 3D Theory 11(3)
Rendering 12(1)
Video Cards 13(1)
Limitations and Optimizations for Games 13(1)
Rules of 3D Game Modeling 14(3)
Polycount Matters 14(1)
Topology 15(1)
On to the Tools 16(1)
Tutorial 2.1 Game Level Modeling: The Entryway 17(16)
Columns Base Shape 18(2)
Dock Creation 20(2)
Dock Optimization 22(3)
Backface Culling 25(1)
Roof Creation 26(1)
Cleaning or Deleting History 27(1)
Handrails 28(1)
Archway and Booleans 28(4)
Beveling 32(1)
Wrapping Up 33(1)
Homework and Challenges 34(3)
Chapter 3 Asset Creation: Maya Scenography UV Mapping 37(26)
Scenography UV Layout within the Game Design Pipeline 37(3)
UVs 38(1)
Exploring the UV Texture Editor 39(1)
Tutorial 3.1 Game Level UV Layout, Tools, and Techniques 40(21)
Mapping Beginning with Automatic Mapping 42(3)
Sewing Shells 45(4)
Further Optimization 49(1)
Maya's Unfold UV via Smooth UVTool 50(2)
Manual Mapping 52(9)
Conclusion 61(1)
Homework and Challenges 62(1)
Chapter 4 Asset Creation: Maya Scenography Texturing 63(26)
Textures, Materials, and Shaders 63(3)
Nature of Effective Textures 64(1)
Maya and Unity 65(1)
Tutorials 66(1)
Tutorial 4.1 Seamless Tiled Textures 66(8)
Select and Prepare a Raw Texture Image 68(1)
Offset and Clone Stamp 68(2)
Unify the Color Balance 70(1)
Apply the Texture 71(3)
Conclusion 74(1)
Tutorial 4.2 Nontiled Textures and Their Dirt 74(10)
UV Snapshots 75(1)
Preparing the UV Snapshot for Painting in Photoshop 76(1)
Painting the Texture 77(1)
Layer Mixing 78(1)
Layer Masks 79(3)
Saving Multiple Files 82(1)
Application in Maya 82(1)
Conclusion 83(1)
Homework and Challenges 84(5)
Chapter 5 Asset Creation: Unity Scenography Importing 89(24)
Unity 89(1)
The Plan 90(1)
Unity Projects 90(1)
Tutorial 5.1 Creating a Unity Project 90(3)
About the New Project File 92(1)
Unity Interface 93(4)
Toolbar 94(1)
Scene 95(1)
Game 95(1)
Inspector Panel 95(1)
Hierarchy Panel 96(1)
Project Panel 96(1)
Using It All 96(1)
Tutorial 5.2 Exporting from Maya 97(1)
Optimizing in Maya 97(4)
Export Options 98(1)
The Import Process 99(2)
Unity Nomenclature 101(1)
GameObject 101(1)
Prefabs 101(1)
Scenes 101(1)
Tutorial 5.3 Importing, Tweaking, and Placing Scenography Assets into Unity 102(10)
Inspector Breakdown 108(4)
Conclusion 112(1)
Homework and Challenges 112(1)
Chapter 6 Asset Creation: Unity Scenography Creation Tools 113(32)
Asset Creation in Unity 113(1)
Tutorial 6.1 Adding and Manipulating Unity Water, Sky, and Fog 114(7)
Importing Packages 114(1)
Water 114(2)
Sky boxes 116(3)
Fog 119(1)
Wrapping Up 120(1)
Tutorial 6.2 Terrain Creation 121(15)
Restrictions of Terrains 122(3)
Terrain Editing Tools 125(11)
Conclusion 136(1)
Tutorial 6.3 Primitives and Particles 136(8)
Tweaking Terrain Settings 143(1)
Conclusion 144(1)
Chapter 7 Asset Creation: Advanced Shading, Lighting, and Baking 145(34)
Baking 146(2)
Baking in Unity (aka Unity Lightmapping) 146(1)
Limitations to Unity Lightmapping 147(1)
Plan of Attack 148(1)
Tutorial 7.1 Normal Maps 148(11)
Additional Tools 150(9)
Conclusion 159(1)
Tutorial 7.2 Lighting and Baking in Unity 159(18)
Unity's Lighting Instruments 160(17)
Conclusion 177(1)
Homework and Challenges 178(1)
Chapter 8 Asset Creation: Maya Character Creation 179(54)
Aegis Chung 180(1)
Style Sheet 180(2)
Considerations of Style Sheets 181(1)
Chapter Overview 182(1)
Tutorial 8.1 Game Character Modeling: Aegis Chung 182(50)
Polycount 182(50)
Conclusion 232(1)
Chapter 9 Asset Creation: Maya Character UV Mapping and Texturing 233(42)
UV Mapping 234(1)
Tutorial 9.1 Character UV Mapping 234(28)
Mesh Inspection and Cleanup 234(26)
Finishing Up 260(2)
Conclusion 262(1)
Tutorial 9.2 Character Texture Painting 262(11)
Ambient Occlusion Pass 264(5)
Face and Head 269(4)
Conclusion 273(2)
Chapter 10 Asset Creation: Maya Rigging and Skinning and Unity Animated Character Importing and Implementation 275(48)
The Process 276(1)
Tutorial 10.1 Rigging 276(26)
Cleanup 276(4)
Joints and Rigging 280(21)
Conclusion 301(1)
Tutorial 10.2 Maya Skinning 302(8)
Binding Rigid Body Parts 303(2)
Painting Skin Weights 305(3)
Conclusion 308(2)
Tutorial 10.3 Maya Animation 310(4)
General Notes on Game Animation 310(4)
Conclusion 314(1)
Tutorial 10.4 Getting Animated Characters to Unity 314(5)
Using Aegis 316(3)
Tutorial 10.5 Animating in Unity 319(2)
Conclusion 321(1)
Wrapping Up 321(1)
Homework and Challenges 322(1)
Chapter 11 Unity Sound 323(10)
Get the Sounds 323(2)
Sound Listener and Sound Source Paradigm 325(1)
Tutorial 11.1 Placing Sound in Unity 325(7)
Audio Reverb Zones 327(1)
Footsteps 328(2)
Scripting Sound 330(2)
Conclusion 332(1)
Homework and Challenges 332(1)
Chapter 12 Introduction to Unity Scripting Basics and Graphical User Interface 333(22)
Unity's Scripting Languages 334(1)
Boo Script 334(1)
C# 335(1)
JavaScript 335(1)
Using Scripts in Unity 335(5)
A Note about This Approach 336(1)
Tools for Scripts 336(1)
What Is a Script? 337(3)
Getting to It 340(1)
Tutorial 12.1 Graphical User Interfaces 340(14)
GUITexture 340(14)
Conclusion 354(1)
Homework and Challenges 354(1)
Chapter 13 Unity Triggers 355(48)
Designating Triggers 356(1)
Tutorial 13.1 Activating and Changing Screen Hints with Triggers 356(11)
GUIText 357(1)
Custom Fonts 358(1)
Creating Triggers 358(1)
Scripting the GUIText 359(2)
Scripting Triggers 361(3)
Triggers to Swap Levels 364(3)
Conclusion 367(1)
Tutorial 13.2 Triggers and Doors 367(10)
Divergent Methods 369(3)
Sound and Scripts 372(1)
Cleaning Up with Destroy and Booleans 373(4)
Conclusion 377(1)
Homework and Challenges 377(2)
Unity Raycasting 379(1)
Frame Miss 379(1)
Raycasting 380(1)
But First...A Few Notes on Scripting and Help 381(3)
Comments via // 381(1)
Commenting Blocks of Script with / 382(1)
Accessing the Documentation 383(1)
F1 in UniSciTE 384(1)
Decoding a Help Page 384(2)
Tutorial 14.1 Highlighting Actionable Objects with Raycasting 386(16)
Turning on the Lights 393(9)
Conclusion 402(1)
Homework and Challenges 402(1)
Chapter 15 Unity Prefabs and Instantiation 403(38)
Prefabs 403(4)
Prefabs versus Prefab Connections 404(3)
Tutorial 15.1 The Power of Prefabs 407(6)
Tags 408(3)
Adding Sound 411(1)
Conclusion 412(1)
Instantiation 413(1)
Tutorial 15.2 Setting Up the Armed Arms 414(3)
Conclusion 417(1)
Tutorial 15.3 Firing a Gun 417(6)
A Few Notes about Pistol Sparks 419(1)
Quick Note about Detonator and Explosion Framework 420(3)
Conclusion 423(1)
Tutorial 15.4 Sound Revisited 423(2)
Scope and Optimizing Script 425(2)
Tutorial 15.5 The EMP Mines 427(12)
Layers 436(1)
Make the EMP Effective 437(2)
Conclusion 439(2)
Chapter 16 Unity: Creating Inventory Systems 441(32)
State Engine and How Many Scripts? 441(2)
Tutorial 16.1 Setting Up Inventory GUI and Script 443(21)
Refresher on Interscript Communication 446(2)
Firing Animations in Script 448(5)
Hiding and Showing Weapons 453(4)
Bulking up the GUI System 457(1)
Create a GUIEIements Prefab 458(1)
Animate the Inventory to Show and Hide 459(4)
Conclusion 463(1)
Tutorial 16.2 Keys 464(8)
Accessing the State Engine 465(1)
Building upon the Raycasting Mechanism 465(1)
Fleshing Out PickUpKey 466(1)
Creating a Smart Trigger 467(5)
Conclusion 472(1)
Homework and Challenges 472(1)
Chapter 17 Health Systems, Winning, and Losing the Game 473(22)
Tutorial 17.1 Winning 474(4)
The Endgame Trigger 476(1)
Conclusion 477(1)
Tutorial 17.2 Health Systems 478(16)
Creating Health Display 479(2)
Back to Script 481(1)
Things That Hurt 482(1)
Creating the Damage Triggers 482(2)
Broadcast Message 484(3)
Particles Doing Damage (Steam) 487(3)
Timers on Cameras 490(1)
Scene-ClosingFail 491(1)
Global Variables 492(2)
Final Test 494(1)
Conclusion 494(1)
Homework and Challenges 494(1)
Chapter 18 Unity Debugging, Optimization, and Builds 495(14)
Finding the Bugs 495(1)
Optimization 496(5)
Finding What Needs to Be Optimized 496(2)
Optimizing with Textures 498(2)
Optimizing with Scripts 500(1)
Making the Build 501(7)
Preparing Player Settings 501(5)
Outputting the Final Build 506(2)
Conclusion 508(1)
Index 509
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- 大小
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