
Beginning 3D Game Assets Development Pipeline
Learn to Integrate from Maya to Unity
Nova Villanueva(Author)
APress
Published on 5. December 2021
Book
Paperback/Softback
XX, 315 pages
978-1-4842-7195-7 (ISBN)
Description
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 the production 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 the entire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset project throughout the entire book to understand how one phase leads to the next one. Lastly, you will cover asset placement and integration into Unity.
The book begins with an overall look at the production 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 the entire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset project throughout 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 learning the 3D production pipeline of game assets as a whole
More details
Edition
1st ed.
Language
English
Place of publication
Berkeley
United States
Target group
Professional and scholarly
Illustrations
336 s/w Abbildungen
XX, 315 p. 336 illus.
Dimensions
Height: 254 mm
Width: 178 mm
Thickness: 19 mm
Weight
634 gr
ISBN-13
978-1-4842-7195-7 (9781484271957)
DOI
10.1007/978-1-4842-7196-4
Schweitzer Classification
Other editions
Additional editions

E-Book
12/2021
APress
€66.99
Available for download
Person
Nova Villanueva
is Professor of Game Design at Pratt Institute, New York, USA. She has taught game development for more than five years at Pratt, Parsons, and New York's College of Technology, and is an independent game developer working on
The Mills
game
.
She live streams her game development process at twitch.tv/novavillan. Nova has previously worked as a 3D artist for Animatic Media, a 2D artist for the Webby award-winning
Mafia Wars
game developed by Zynga, and is a published artist featured in the
Photoshop Creative
magazine. She has an MFA degree in game design from the NYU Game Center in New York and a BS degree in media arts and animation from the Art Institute of Fort Lauderdale, Florida.
Content
Chapter 1: What Is the 3D Production Pipeline and Why Is It Important?.- Chapter 2: Starting with Maya.- Chapter 3: Creating a Base Mesh.- Chapter 4: Preparing the Asset for the Next Phase.- Chapter 5: UV Mapping.- Chapter 6: Creating a High Poly Model.- Chapter 7: Texturing..- Chapter 8: Rigging the 3D Asset.- Chapter 9: Bringing the Asset to Life.