ABSTRACT

Description:

This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book.

• Written by industry professionals with real-world experience in building assets and games.

• Build a complete game from start to finish.

• Learn what the pros use: construct all assets using the tools used at industries across the world.

• All software used are free to students.

• When complete, students will have a playable version of an FPS game.

 

Jing Tian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas.

Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games.

Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.

chapter Chapter 1|55 pages

Maya Modeling

chapter Chapter 2|33 pages

Maya Set UV

chapter Chapter 3|42 pages

Set Texturing

chapter Chapter 4|56 pages

Level Asset Creation

chapter Chapter 5|54 pages

Level Creation

chapter Chapter 6|22 pages

Lighting and Baking

chapter Chapter 7|55 pages

Character Modeling

chapter Chapter 8|22 pages

UV Mapping

chapter Chapter 9|47 pages

Character Texture Painting

chapter Chapter 10|44 pages

Rigging

chapter Chapter 11|28 pages

FPS Animation in Maya

chapter Chapter 12|24 pages

Unreal Character Asset Creation

chapter Chapter 13|40 pages

Basics of Programming

chapter Chapter 14|24 pages

Player Character

chapter Chapter 15|64 pages

Weapons

chapter Chapter 16|19 pages

Health and Damage

chapter Chapter 17|46 pages

Inventory and UI

chapter Chapter 18|35 pages

Security Camera

chapter Chapter 19|34 pages

Patrolling AI

chapter Chapter 20|18 pages

Boss

chapter Chapter 21|15 pages

Audio and VFX

chapter Chapter 22|7 pages

Packaging