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 |