{"product_id":"beginning-3d-game-assets-development-pipeline-learn-to-integrate-from-maya-to-unity-9781484271957","title":"Beginning 3D Game Assets Development Pipeline: Learn to Integrate from Maya to Unity","description":"\u003cb\u003eCHAPTER 1: What is the 3D Production Pipeline and Why is it Important?\u003c\/b\u003eWho this Book is Intended forAbout the 3D Pipeline and How it Fits in the Game Design Process3D Modeling3D TexturingWait! What about Rigging and Animation?Textures before Rigging or Backwards?3D AnimationGame Development WorkflowWorking with a TeamHow to Use this BookNon-Linear Game DevelopmentEmbracing and Utilizing Computer ShortcutsUsing the Right ToolsWhat is Maya?What is Substance Painter?What is Unity?PricingGetting StartedThe Importance of Using ReferenceGathering ReferencesSummary\u003cbr\u003e\u003cb\u003eCHAPTER 2: Starting with Maya\u003c\/b\u003eInstalling and Opening MayaWindows InstallationMac InstallationOverview of the InterfaceTop MenuStatus LineMenu SetsShelfChannel BoxAttribute EditorQuick Layout and Outliner ButtonsTime SliderRange SliderPlayback ControlsView PanelMarking MenusHow to Follow along with the StepsCreating PrimitivesTranslate, Rotate, and ScaleTranslateRotateScaleNavigationDuplicate ObjectsDelete ObjectsAdding Edge LoopsPivot ManipulatorMirroring Geometry MethodsDuplicate and ScaleDuplicate SpecialComponent Selection ModeFace, Vertex, and EdgeFace ModeVertex ModeEdge ModeSelectDelete Faces and EdgesTransformScaleRotateExtrude FacesBefore ContinuingShortcutsSet-Up ProjectSetting up the Mech ProjectSummary\u003cbr\u003e\u003cb\u003eCHAPTER 3: Creating the Base Mesh\u003c\/b\u003eBase MeshException to the RuleTopologyN-gonsConcave FacesMetricsImage Plane ReferenceSwitching Between Panel ViewsStarting to ModelSymmetryScaleDeselecting and Inverting ComponentsUsing the Channel Box for TransformationUsing Duplicates to Speed Up ModelingDisplay ModesX-Ray ModeModeling the Leg ConnectorsDuplicating the shapes of the Leg ConnectorsModeling the Foot StabilizersModeling Armor for the Motor UnitsBuilding the BodyShaping the HeadAdding Thickness to the HeadModeling the Head DetailsAdding the Neck ModelPositioning the LegInstancing the MechSummary \u003cp\u003e\u003c\/p\u003e\u003cb\u003eCHAPTER 4: Preparing the Asset for the Next Phase\u003c\/b\u003eAdopting Best PracticesPipeline RequirementsWhat is the Outliner and Why Do We Use it?Using the Outliner for Clean UpWhat is Construction HistoryCleaning Up the HistoryStarting to Use the OutlinerCombining, Naming and Freezing MeshesResetting TransformationsFreezing TransformationsPivot LocationsUsing Instancing for Fast PrototypingGrouping Our AssetSummary\u003cbr\u003eCHAPTER 5: UV Mapping the 3D ModelWhat Are UVs?The Different Ways You Can UV MapWhat is the UV Editor and What is it Used for?Clean Up for UV MappingSetting Up and Using the UV EditorCreating a Basic UV Map for the MechUVing Multiple Meshes SimultaneouslyDeleting History if Our UVed MeshesOptimization of Mesh UVs\u003cbr\u003e\u003cbr\u003e\u003cb\u003eBinding Type:\u003c\/b\u003e Paperback\u003cbr\u003e\u003cb\u003ePublisher:\u003c\/b\u003e Apress\u003cbr\u003e\u003cb\u003ePublished:\u003c\/b\u003e 01\/12\/2022\u003cbr\u003e\u003cb\u003eISBN:\u003c\/b\u003e 9781484271957\u003cbr\u003e\u003cb\u003ePages:\u003c\/b\u003e 380\u003cbr\u003e\u003cb\u003eWeight:\u003c\/b\u003e 1.29lbs\u003cbr\u003e\u003cb\u003eSize:\u003c\/b\u003e 10.00h x 7.00w x 0.70d","brand":"Nova Villanueva","offers":[{"title":"Default Title","offer_id":41574201295029,"sku":"9781484271957","price":59.49,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0473\/0804\/6492\/products\/img_d2148bed-bcc2-471e-afb0-9a3c87b48229.jpg?v=1643690874","url":"https:\/\/pastforward.org\/products\/beginning-3d-game-assets-development-pipeline-learn-to-integrate-from-maya-to-unity-9781484271957","provider":"Past Forward","version":"1.0","type":"link"}