"CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA" - Information and Links:

CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA - Info and Reading Options

"CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA" was published by Taylor & Francis Group in 2020 - Milton, it has 1 pages and the language of the book is English.


“CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA” Metadata:

  • Title: ➤  CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA
  • Authors:
  • Language: English
  • Number of Pages: 1
  • Publisher: Taylor & Francis Group
  • Publish Date:
  • Publish Location: Milton

“CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA” Subjects and Themes:

Edition Specifications:

  • Pagination: 802

Edition Identifiers:

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"CREATING GAMES with UNREAL ENGINE SUBSTANCE PAINTER and MAYA" Description:

Open Data:

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- Acknowledgments -- Authors -- Introduction -- Chapter 1: Maya Modeling -- Basics of Navigation -- Rendering -- What is a 3D Model? -- Translation -- Anatomy of a Model -- Edge -- Vertex -- Face -- Object Mode -- Normal -- Modeling Rules -- Polycount -- Topology -- Size and Proportion -- Basics of Modeling -- Tutorial 1.1: Modeling a Security Camera -- Other Useful Commands -- Grow and Shrink Selection -- Extract Faces -- Combine and Separate -- Create Cables or Pipes -- Extrude Along a Curve -- Duplicate, Duplicate with Transform -- Duplicate Special -- Mirror -- Center Pivot -- Change Pivot -- Snapping -- Hide Model -- View Control -- Assignments -- Geometry Errors -- Tutorial 1.2: Modular Set Pieces -- Grid -- Create a Base Floor -- Conclusion -- Chapter 2: Maya Set UV -- The UV Editor -- UV Points -- UV Tiles -- Cut UV -- The Problem -- UV the Floor -- Texel Density -- Chose the Right Texel Density -- UV the Pod -- Conclusion -- Chapter 3: Set Texturing -- PBR -- Baking -- Tutorial 3.1: Texturing Modular Pieces -- The Substance Painter UI -- Navigation -- Light Direction -- Ambient Occlusion -- PBR Material Channels -- Generators -- Levels -- Assignment: Texturing the Rest of the Models -- Conclusion -- Chapter 4: Level Asset Creation -- Game Engines -- Unreal Engine -- Tutorial 4.1: Get Unreal Engine 4 and Visual Studio Up and Running -- Visual Studio -- UI of the Unreal Editor -- Navigation -- Tutorial 4.2: Export Our Assets to Unreal and Build Our Material -- The Material Editor -- Color R, G, B, A Channels -- Material Instance -- Tutorial 4.3: Set up a Test Hallway -- Tutorial 4.4: Create Parameters for Our Materials -- Actors -- Mobility -- Conclusion -- Chapter 5: Level Creation -- Tutorial 5.1: Create the Interior of Our Level -- Assignment

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