MARC details
000 -LEADER |
fixed length control field |
02587nam a22003375i 4500 |
001 - CONTROL NUMBER |
control field |
978-1-4842-7196-4 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
DE-He213 |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20240508105050.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS |
fixed length control field |
m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
fixed length control field |
cr cnu |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
220124s2022 xxu| s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781484271964, 978-1-4842-7195-7 |
024 7# - OTHER STANDARD IDENTIFIER |
Standard number or code |
10.1007/978-1-4842-7196-4 |
Source of number or code |
doi |
040 ## - CATALOGING SOURCE |
Transcribing agency |
BPSU |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER |
Edition number |
|
Classification number |
794.816693 |
090 ## - LOCALLY ASSIGNED LC-TYPE CALL NUMBER (OCLC); LOCAL CALL NUMBER (RLIN) |
Classification number (OCLC) (R) ; Classification number, CALL (RLIN) (NR) |
QA76.76.C672 |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Villanueva, Nova. |
Relator term |
author. |
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. |
by Nova Villanueva. |
250 ## - EDITION STATEMENT |
Edition statement |
1st ed. 2022. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
Place of production, publication, distribution, manufacture |
[New York, USA] : |
Name of producer, publisher, distributor, manufacturer |
Apress : |
-- |
Imprint: Apress, |
Date of production, publication, distribution, manufacture, or copyright notice |
2022. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
XX, 315 pages : |
Other physical details |
illustrations ; |
Dimensions |
26 cm. |
336 ## - CONTENT TYPE |
Content type term |
text |
Content type code |
txt |
Source |
rdacontent. |
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. |
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. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Unity. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Video games |
General subdivision |
Programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Video games |
General subdivision |
Design. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Three-dimensional display systems. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Dewey Decimal Classification |
Suppress in OPAC |
No |
Koha item type |
Books |
956 40 - LOCAL ELECTRONIC LOCATION AND ACCESS (OCLC) |
Uniform Resource Identifier |
<a href="https://libproxy1.nus.edu.sg/login?url=https://link.springer.com/10.1007/978-1-4842-7196-4">https://libproxy1.nus.edu.sg/login?url=https://link.springer.com/10.1007/978-1-4842-7196-4</a> |