Creating Games with Unity and Maya: How to Develop Fun and by Adam Watkins

By Adam Watkins

Unity brings you ever towards the "author as soon as, install anywhere" dream. With its multiplatform features, you could goal machine, internet, cellular units, and consoles utilizing a unmarried improvement engine. Little ask yourself that solidarity has quick develop into the number one online game engine available in the market.

Mastering solidarity is actually crucial in an more and more aggressive video games marketplace the place agility is anticipated, but previously useful tutorials have been approximately most unlikely to discover.

Creating video games with solidarity and Maya can provide with an end-to-end answer for cohesion video game improvement with Maya. Written via a twelve-year veteran of the 3D animation and video games and professor of 3D animation, this publication takes you step by step throughout the technique of constructing a complete online game from scratch-including coding, paintings, creation, and deployment.

This available advisor offers a "non-programmer" access element to the realm of video game production. Aspiring builders with very little coding event will research personality improvement in Maya, scripts, GUI interface, and primary- and third-person interactions.

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Extra info for Creating Games with Unity and Maya: How to Develop Fun and Marketable 3D Games

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Wrapping Up And with that we will leave our discussion of level modeling. There is still a lot of level modeling to do for our game. The additional areas of the model can be seen in the Challenges section of this chapter. Feel free to take up the challenges, or use your research to create hallways and corridors of your own. Be sure to remember the tools discussed here to create efficient meshes that stay light on the polycount, but high on the visual impact. com). These assets can be used quickly in the tutorials once inside of Unity.

6 Completed model at the end of this tutorial. 17 Creating Games with Unity and Maya Columns Base Shape Step 5: Create the base shape of the cement columns with a polygonal cube (Create>Polygon Primitives>Cube). 7). Make sure the Subdivision Width, Height, and Depth is set to 1. In the Outline (Window>Outliner), double-click this new pCube and rename it EntryWayColumn. 7 Creating a long tall cube as the basis of our pillar. Why? X = 1 Y = 16 and Z = 1? How come? Well, no reason actually, except that it's a nice round number.

It takes a bit of time to optimize, and if you're taking too much time out to optimize you're eating into your creation time. However, I find that if I do a bit of obvious optimizing as I go, it saves me from hours of painful optimization later. Step 18: Delete the polygons along the bottom. We don't see them, we don't need them, get rid of them. There is certainly some other optimization that can be done here, but we have looked at the basic techniques that are used to make a lean, mean mesh. Feel free to further optimize, but for now we'll move on.

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