Bataan Peninsula State University

Beginning 3D Game Assets Development Pipeline : (Record no. 26580)

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>
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Source of acquisition Inventory number Total checkouts Full call number Barcode Date last seen Price effective from Koha item type
    Dewey Decimal Classification     Main Library Main Library Reserve 05/08/2024 Purchased 29037   794.816693 V718 2022 3BPSU00017825Y 08/09/2024 05/08/2024 Books
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