Asia Pacific University Library catalogue


Beginning 3D game assets development pipeline : (Record no. 383993)

000 -LEADER
fixed length control field 02963cam a2200373Ki 4500
001 - CONTROL NUMBER
control field 1288628466
003 - CONTROL NUMBER IDENTIFIER
control field APU
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20231006152443.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cnu---unuuu
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 051221s2022 cau o 000 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Cancelled/invalid ISBN 9781484271957 (paperback)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)1288628466
Canceled/invalid control number (OCoLC)1287956856
-- (OCoLC)1287994190
-- (OCoLC)1288026284
-- (OCoLC)1288140789
-- (OCoLC)1290679842
037 ## - SOURCE OF ACQUISITION
Stock number 9781484271964
Source of stock number/acquisition O'Reilly Media
040 ## - CATALOGING SOURCE
Original cataloging agency AU@
Language of cataloging eng
Description conventions rda
Transcribing agency AU@
Modifying agency TY
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
Item number V55 2022
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.8/151
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Villanueva, Nova,
Relator term author
9 (RLIN) 48672
245 10 - TITLE STATEMENT
Title Beginning 3D game assets development pipeline :
Remainder of title learn to integrate from Maya to Unity /
Statement of responsibility, etc Nova Villanueva
300 ## - PHYSICAL DESCRIPTION
Extent xx, 315 pages :
Other physical details Illustrations ;
Dimensions 25 cm.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 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
506 ## - RESTRICTIONS ON ACCESS NOTE
Terms governing access Available to OhioLINK libraries
520 ## - SUMMARY, ETC.
Summary, etc 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. 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
550 ## - ISSUING BODY NOTE
Issuing body note Made available through: Safari, an O'Reilly Media Company
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Maya (Computer file)
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title Unity (Electronic resource)
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Programming
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Design
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Three-dimensional display systems
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer animation
655 #4 - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic books
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element Ohio Library and Information Network
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Qualifying information Original
International Standard Book Number 1484271955
-- 9781484271957
Record control number (OCoLC)1255465762
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type Book
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Home library Current library Shelving location Date acquired Source of acquisition Invoice number Cost, normal purchase price Full call number Barcode Date last seen Copy number Cost, replacement price Price effective from Koha item type PO number
Not Withdrawn Available   Not Damaged Available for loan Book APU Library APU Library Open Shelf APIIT 06/10/2023 EMO IV-020394 199.41 QA76.76.C672 V55 2022 c.1 00018936 04/05/2024 1 199.41 06/10/2023 General Circulation U-2022/12/1130