
Unity Graphics
Description
Book Introduction
Since first working as an artist on the development of console platform game titles for PlayStation and Xbox over a decade ago, I have worked on triple-A level games for consoles, handhelds, and PC platforms of each generation, using various game engines in various development environments at each studio.
Then, while establishing and running my own company, I gained experience developing various games and realistic content using Unity.
Although I have used various development tools to perform my work as an artist, the basic concepts of CG graphics have always been a strong support for me to pay attention to and to carry out my work smoothly.
I studied the engine called Unity and consulted various books and reference documents that assumed real-world examples to use it in my projects, but I always felt like there was a lack of in-depth explanations, and I even felt resistance when I encountered coding, an area outside of my expertise.
Based on my experience as an artist, it is clear that knowing coding well is a huge plus, but if an artist who is just starting to learn Unity for the first time is given a poor or overlooked explanation of the original concept or functionality of art, and even the coding is only given as an example, I wonder if they will really get anything out of it. So I decided to help artists properly grasp the concept of art.
This book focuses on the engine called Unity and explains the concepts of each graphic element applied to the functions of the game editor. However, if you understand the contents well, I am confident that it will become your own know-how and nourishment that can be applied to any type of game engine or CG-related work.
Then, while establishing and running my own company, I gained experience developing various games and realistic content using Unity.
Although I have used various development tools to perform my work as an artist, the basic concepts of CG graphics have always been a strong support for me to pay attention to and to carry out my work smoothly.
I studied the engine called Unity and consulted various books and reference documents that assumed real-world examples to use it in my projects, but I always felt like there was a lack of in-depth explanations, and I even felt resistance when I encountered coding, an area outside of my expertise.
Based on my experience as an artist, it is clear that knowing coding well is a huge plus, but if an artist who is just starting to learn Unity for the first time is given a poor or overlooked explanation of the original concept or functionality of art, and even the coding is only given as an example, I wonder if they will really get anything out of it. So I decided to help artists properly grasp the concept of art.
This book focuses on the engine called Unity and explains the concepts of each graphic element applied to the functions of the game editor. However, if you understand the contents well, I am confident that it will become your own know-how and nourishment that can be applied to any type of game engine or CG-related work.
index
PART 01 Starting the book
CHAPTER 01 GAME ENGINE
CHAPTER 02 Game Engine Types and Features
CHAPTER 03 3D Artists and Unity
CHAPTER 04 Useful Sites to Maximize Unity Utilization
PART 02 A Closer Look at the Unity 3D Engine
CHAPTER 01 Basic Concepts and Architecture of the Unity 3D Engine
CHAPTER 02 Installing Unity
PART 03 Unity Basic Interface
CHAPTER 01 Interface Configuration
CHAPTER 02 TOOLBAR
CHAPTER 03 HIERARCHY WINDOW
CHAPTER 04 PROJECT Window
CHAPTER 05 CONSOLE WINDOW
CHAPTER 06 INSPECTOR WINDOW
CHAPTER 07 SCENE VIEW
CHAPTER 08 GAME VIEW
PART 04 Models
CHAPTER 01 What is a Model in Unity?
CHAPTER 02 IMPORTING MODELS
PART 05 Game Object
CHAPTER 01 What is a Game Object in Unity?
CHAPTER 02 COMPONENT
CHAPTER 03 RENDERER
CHAPTER 04 COLLIDER
CHAPTER 05 Handling Game Objects in Unity
CHAPTER 06 LAYER
CHAPTER 07 PREFAB
PART 06 Camera and Lighting
CHAPTER 01 RENDER PIPELINE
CHAPTER 02 Camera
CHAPTER 03 Camera Types and Components
CHAPTER 04 Scene View and Game View Camera Alignment
CHAPTER 05 LIGHTING
CHAPTER 06 LIGHTING AND CAMERA
CHAPTER 07 Basic Lighting Available in Unity
CHAPTER 08 LIGHTING WINDOW
CHAPTER 09 SHADING MODE TYPES IN THE SCENE VIEW
CHAPTER 10 RENDERING TYPES
CHAPTER 11 BAKED LIGHTING PRACTICE
CHAPTER 12 BAKED GLOBAL ILLUMINATION Draw Mode Types and Features
CHAPTER 13 MIXED LIGHTING PRACTICE
CHAPTER 14: REAL-TIME LIGHTING COMPARISON WITH BAKED LIGHTING
CHAPTER 15 THE LIGHT EXPLORER WINDOW
CHAPTER 16 LIGHT PROBE
CHAPTER 17 REFLECTION PROBE
PART 07 Shader
CHAPTER 01 Differences between Shader and Material
CHAPTER 02 How to Write Shaders
CHAPTER 03 Unity Shader Graph
CHAPTER 04 Types of Unity Shaders
PART 08 Material
CHAPTER 01 Main components and properties of materials
CHAPTER 02 Types of Materials and Application Methods
CHAPTER 03 Applying Texture Maps to Materials
CHAPTER 04 Applying Smoothness to Metallic Maps
CHAPTER 05 METALIC WORKFLOW VS.
Specular Workflow
CHAPTER 06 NORMAL MAP
CHAPTER 07 AMBIENT OCCLUSION
CHAPTER 08 DETAIL INPUTS
CHAPTER 09 Emissive Materials
CHAPTER 10 TRANSPARENT MATERIAL
CHAPTER 11 DECAL (DECAL or PROJECTOR)
CHAPTER 12 PBR Physically Based Rendering
CHAPTER 13 Introduction to Pink Materials and Solutions
CHAPTER 14 RECORDER Main Functions and Utilization
PART 09 Post Processing
CHAPTER 01 What is post-processing?
CHAPTER 02 Precautions when using post-processing
CHAPTER 03 How to Use Post-Processing
CHAPTER 04 Types and Features of Post-Processing
PART 10 Terrain
CHAPTER 01 Features of Unity Terrain
CHAPTER 02 TERRAIN Editing Tool
CHAPTER 03 IMPORTANT CONSIDERATIONS WHEN USING TERRAIN
CHAPTER 04 Alternative methods for terrain generation other than the built-in TERRAIN system
CHAPTER 05 Major Differences Between Unity's Built-in Terrain System and Terrain Meshes Imported into Unity
CHAPTER 01 GAME ENGINE
CHAPTER 02 Game Engine Types and Features
CHAPTER 03 3D Artists and Unity
CHAPTER 04 Useful Sites to Maximize Unity Utilization
PART 02 A Closer Look at the Unity 3D Engine
CHAPTER 01 Basic Concepts and Architecture of the Unity 3D Engine
CHAPTER 02 Installing Unity
PART 03 Unity Basic Interface
CHAPTER 01 Interface Configuration
CHAPTER 02 TOOLBAR
CHAPTER 03 HIERARCHY WINDOW
CHAPTER 04 PROJECT Window
CHAPTER 05 CONSOLE WINDOW
CHAPTER 06 INSPECTOR WINDOW
CHAPTER 07 SCENE VIEW
CHAPTER 08 GAME VIEW
PART 04 Models
CHAPTER 01 What is a Model in Unity?
CHAPTER 02 IMPORTING MODELS
PART 05 Game Object
CHAPTER 01 What is a Game Object in Unity?
CHAPTER 02 COMPONENT
CHAPTER 03 RENDERER
CHAPTER 04 COLLIDER
CHAPTER 05 Handling Game Objects in Unity
CHAPTER 06 LAYER
CHAPTER 07 PREFAB
PART 06 Camera and Lighting
CHAPTER 01 RENDER PIPELINE
CHAPTER 02 Camera
CHAPTER 03 Camera Types and Components
CHAPTER 04 Scene View and Game View Camera Alignment
CHAPTER 05 LIGHTING
CHAPTER 06 LIGHTING AND CAMERA
CHAPTER 07 Basic Lighting Available in Unity
CHAPTER 08 LIGHTING WINDOW
CHAPTER 09 SHADING MODE TYPES IN THE SCENE VIEW
CHAPTER 10 RENDERING TYPES
CHAPTER 11 BAKED LIGHTING PRACTICE
CHAPTER 12 BAKED GLOBAL ILLUMINATION Draw Mode Types and Features
CHAPTER 13 MIXED LIGHTING PRACTICE
CHAPTER 14: REAL-TIME LIGHTING COMPARISON WITH BAKED LIGHTING
CHAPTER 15 THE LIGHT EXPLORER WINDOW
CHAPTER 16 LIGHT PROBE
CHAPTER 17 REFLECTION PROBE
PART 07 Shader
CHAPTER 01 Differences between Shader and Material
CHAPTER 02 How to Write Shaders
CHAPTER 03 Unity Shader Graph
CHAPTER 04 Types of Unity Shaders
PART 08 Material
CHAPTER 01 Main components and properties of materials
CHAPTER 02 Types of Materials and Application Methods
CHAPTER 03 Applying Texture Maps to Materials
CHAPTER 04 Applying Smoothness to Metallic Maps
CHAPTER 05 METALIC WORKFLOW VS.
Specular Workflow
CHAPTER 06 NORMAL MAP
CHAPTER 07 AMBIENT OCCLUSION
CHAPTER 08 DETAIL INPUTS
CHAPTER 09 Emissive Materials
CHAPTER 10 TRANSPARENT MATERIAL
CHAPTER 11 DECAL (DECAL or PROJECTOR)
CHAPTER 12 PBR Physically Based Rendering
CHAPTER 13 Introduction to Pink Materials and Solutions
CHAPTER 14 RECORDER Main Functions and Utilization
PART 09 Post Processing
CHAPTER 01 What is post-processing?
CHAPTER 02 Precautions when using post-processing
CHAPTER 03 How to Use Post-Processing
CHAPTER 04 Types and Features of Post-Processing
PART 10 Terrain
CHAPTER 01 Features of Unity Terrain
CHAPTER 02 TERRAIN Editing Tool
CHAPTER 03 IMPORTANT CONSIDERATIONS WHEN USING TERRAIN
CHAPTER 04 Alternative methods for terrain generation other than the built-in TERRAIN system
CHAPTER 05 Major Differences Between Unity's Built-in Terrain System and Terrain Meshes Imported into Unity
GOODS SPECIFICS
- Date of issue: May 15, 2024
- Page count, weight, size: 376 pages | 948g | 188*257*17mm
- ISBN13: 9788960884489
- ISBN10: 8960884480
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