找回密碼
 To register

QQ登錄

只需一步,快速開始

掃一掃,訪問微社區(qū)

打印 上一主題 下一主題

Titlebook: Beginning 3D Game Assets Development Pipeline; Learn to Integrate f Nova Villanueva Book 2022 Nova Villanueva 2022 Maya.Zbrush.Substance Pa

[復(fù)制鏈接]
查看: 23054|回復(fù): 41
樓主
發(fā)表于 2025-3-21 17:30:56 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
期刊全稱Beginning 3D Game Assets Development Pipeline
期刊簡稱Learn to Integrate f
影響因子2023Nova Villanueva
視頻videohttp://file.papertrans.cn/183/182181/182181.mp4
發(fā)行地址Is a valuable resource as there are few books available on the contemporary game assets pipeline.Introduces you to the complete process, from creation to integration.Covers popular and industry-standa
圖書封面Titlebook: Beginning 3D Game Assets Development Pipeline; Learn to Integrate f Nova Villanueva Book 2022 Nova Villanueva 2022 Maya.Zbrush.Substance Pa
影響因子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 theproduction 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 theentire production pipeline: base mesh, UV mapping, high poly, texturing, rigging, and animation. You will be working on one asset projectthroughout 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
Pindex Book 2022
The information of publication is updating

書目名稱Beginning 3D Game Assets Development Pipeline影響因子(影響力)




書目名稱Beginning 3D Game Assets Development Pipeline影響因子(影響力)學(xué)科排名




書目名稱Beginning 3D Game Assets Development Pipeline網(wǎng)絡(luò)公開度




書目名稱Beginning 3D Game Assets Development Pipeline網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Beginning 3D Game Assets Development Pipeline被引頻次




書目名稱Beginning 3D Game Assets Development Pipeline被引頻次學(xué)科排名




書目名稱Beginning 3D Game Assets Development Pipeline年度引用




書目名稱Beginning 3D Game Assets Development Pipeline年度引用學(xué)科排名




書目名稱Beginning 3D Game Assets Development Pipeline讀者反饋




書目名稱Beginning 3D Game Assets Development Pipeline讀者反饋學(xué)科排名




單選投票, 共有 1 人參與投票
 

0票 0.00%

Perfect with Aesthetics

 

0票 0.00%

Better Implies Difficulty

 

0票 0.00%

Good and Satisfactory

 

1票 100.00%

Adverse Performance

 

0票 0.00%

Disdainful Garbage

您所在的用戶組沒有投票權(quán)限
沙發(fā)
發(fā)表于 2025-3-21 23:02:37 | 只看該作者
Starting with Maya,ight be tempted to rush through this chapter so you can get to your first project. However, this chapter explains important techniques that you’ll need in Chapter .. I suggest you go over each section as many times as you need before starting the next chapter.
板凳
發(fā)表于 2025-3-22 00:23:20 | 只看該作者
地板
發(fā)表于 2025-3-22 07:09:54 | 只看該作者
5#
發(fā)表于 2025-3-22 09:22:48 | 只看該作者
6#
發(fā)表于 2025-3-22 14:21:35 | 只看該作者
Creating a High Poly Model,To achieve this, you will use the modeling skills you learned in Chapters . and .. The chapter covers high poly modeling, using smooth preview display modes, setting up for the high poly, adding details to holding edges, and modeling in a non-destructive way.
7#
發(fā)表于 2025-3-22 19:40:41 | 只看該作者
8#
發(fā)表于 2025-3-22 21:53:45 | 只看該作者
Rigging the Mech,esh first. You need to think from an animator’s perspective about the best way to manipulate mesh transformations. For this, you can create a rig. This example happens to be a character, but rigs can be made for all assets in games. Rigs are created by a technical animator. At this stage in the pipe
9#
發(fā)表于 2025-3-23 04:44:46 | 只看該作者
Fundamental Theories of Physicsf taking a concept through different stages of iteration, from first 3D realization in the prototype phase, to final in-game integration. These stages are composed of individual steps, such as modeling, UV mapping, setting up the overall asset for future stages in the pipeline, texturing, rigging, and bringing the asset to life.
10#
發(fā)表于 2025-3-23 06:30:58 | 只看該作者
 關(guān)于派博傳思  派博傳思旗下網(wǎng)站  友情鏈接
派博傳思介紹 公司地理位置 論文服務(wù)流程 影響因子官網(wǎng) 吾愛論文網(wǎng) 大講堂 北京大學(xué) Oxford Uni. Harvard Uni.
發(fā)展歷史沿革 期刊點(diǎn)評 投稿經(jīng)驗(yàn)總結(jié) SCIENCEGARD IMPACTFACTOR 派博系數(shù) 清華大學(xué) Yale Uni. Stanford Uni.
QQ|Archiver|手機(jī)版|小黑屋| 派博傳思國際 ( 京公網(wǎng)安備110108008328) GMT+8, 2025-10-10 06:37
Copyright © 2001-2015 派博傳思   京公網(wǎng)安備110108008328 版權(quán)所有 All rights reserved
快速回復(fù) 返回頂部 返回列表
云浮市| 韶山市| 台中市| 沁水县| 广西| 额济纳旗| 竹山县| 含山县| 呈贡县| 项城市| 阿拉善盟| 榆林市| 射阳县| 陆川县| 鹿泉市| 翁源县| 青龙| 怀安县| 南安市| 龙南县| 五指山市| 洛阳市| 灵山县| 孟津县| 溧水县| 兴和县| 梨树县| 商都县| 那曲县| 永川市| 汕头市| 铜山县| 栾城县| 万源市| 修水县| 历史| 江西省| 会昌县| 霍林郭勒市| 呼玛县| 江阴市|