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Titlebook: Beginning 3D Game Assets Development Pipeline; Learn to Integrate f Nova Villanueva Book 2022 Nova Villanueva 2022 Maya.Zbrush.Substance Pa

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樓主: Optician
11#
發(fā)表于 2025-3-23 10:14:52 | 只看該作者
https://doi.org/10.1007/978-3-030-02586-1read about the guidelines for rigging and animation. You will continue with this project throughout the entire book to cover the asset’s pipeline. As shown in Figure 3-1, the Base or Low Poly mesh is the first component of making a game asset.
12#
發(fā)表于 2025-3-23 16:27:13 | 只看該作者
Discussion and Further Open Problems,hese chapters will lead to the production of one asset, this chapter focuses on making sure the mech is properly set up for the next steps. This chapter covers the pipeline’s best practices, using the Outliner, cleaning up the scene, naming conventions, modifying transforms, and optimizing pivot locations.
13#
發(fā)表于 2025-3-23 19:19:49 | 只看該作者
14#
發(fā)表于 2025-3-24 01:23:50 | 只看該作者
https://doi.org/10.1007/978-1-4842-7196-4Maya; Zbrush; Substance Painter; Unity; 3D Pipeline; Modeling; Animation; Rigging; Texturing; Integrating
15#
發(fā)表于 2025-3-24 05:45:36 | 只看該作者
16#
發(fā)表于 2025-3-24 09:53:51 | 只看該作者
17#
發(fā)表于 2025-3-24 14:44:55 | 只看該作者
18#
發(fā)表于 2025-3-24 15:21:03 | 只看該作者
19#
發(fā)表于 2025-3-24 22:20:36 | 只看該作者
Creating a High Poly Model,To achieve this, you will use the modeling skills you learned in Chapters . and .. The chapter covers high poly modeling, using smooth preview display modes, setting up for the high poly, adding details to holding edges, and modeling in a non-destructive way.
20#
發(fā)表于 2025-3-25 00:40:59 | 只看該作者
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