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Criando Jogos Com Unity E Maya

Criando Jogos Com Unity E Maya


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About the Book

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.

Table of Contents:
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

About the Author :
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.


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Product Details
  • ISBN-13: 9788535253900
  • Publisher: Editora Campus
  • Publisher Imprint: Editora Campus
  • Height: 246 mm
  • No of Pages: 528
  • Returnable: N
  • Width: 189 mm
  • ISBN-10: 8535253904
  • Publisher Date: 03 May 2012
  • Binding: Paperback
  • Language: Portuguese
  • No of Pages: 548
  • Weight: 953 gr


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