Maya To Unity3D
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Maya To Unity3D

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Slides from a presentation I gave on leveraging 3D content for multiple platforms, including mobile games (via Unity3D).

Slides from a presentation I gave on leveraging 3D content for multiple platforms, including mobile games (via Unity3D).

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Maya To Unity3D Maya To Unity3D Presentation Transcript

  • Maya to Unity3D
  • Welcome!
    • This section is on the Maya to Unity3D pipeline
    Goals:
    • Outline the critical steps involved
    • Optimize and leverage art for the metaverse and beyond!
    • Provide community and support
    • Download the FBX plug-in from Autodesk
    • Use ‘Y Up’ (the default in both Maya & Unity3D)
    • Work in meters:
    • Maya>Preferences>Settings
    • Working Units, Linear=meter
    To get started:
  • Working Units = meters Maya Preferences dialog
  • Test the Pipeline Early
    • Here is a handy tip to ensure scale is right, from the start:
    • Create a simple 1 x 1 x 1 cube in Maya
    • Export the cube and bring into Unity3D
    • You should have a 1 x 1 x 1 cube in Unity
    Add a Human Proxy
    • Create a simple cube in Maya to represent a human form
    • This is useful for making furniture, rooms and other content the right scale
    • A simple 1.8 meter cube is roughly equivalent to 6 feet
  • Modeling
    • Use polygons
    • Convert existing NURBS to polygons
    • To create smooth surfaces, use NURBS and convert to polygons
    • Modify > Convert > NURBS to Polygons
  • Materials and Lights
    • Add textures and materials as usual
    • UV map objects
    • Create UVs > Automatic Mapping
    • Render with mentalRay
    • Limit UV sets to 2
    • Lighting / Shading > Batch Bake (Options Box)
  • Automatic UV mapping
    • Red arrows show changes from defaults:
      • Shell stacking
      • Create new UV set
      • UV set name
    Polygon Automatic Mapping Options dialog
  • Lighting/Shading > Batch Bake
    • Arrows are changes from defaults:
      • Bake shadows
      • Keep original shading network
      • Use bake set override
      • Color mode
      • Prefix
      • Bake to one map
      • Override mesh UV set assignments
      • UV set name
    Mental Ray Baking Options dialog
  • Cleanup and Prepare for Export
    • These are generally considered “best practices”:
      • Save (prior to deleting history, etc.)
      • Modify > Center Pivot
      • Mesh > Combine (polygon menu set)
      • Modify > Freeze Transformations
      • Modify > Reset Transformations
      • Edit > Delete All by Type > History
      • File > Optimize Scene Size
      • Use meaningful names for materials and geometry
  • Export
      • Export using FBX, .ma, or .mb
      • If Unity3D is installed on a different machine, export .fbx
      • If Unity3D is installed on a machine with Maya, use .fbx, .ma, or .mb
      • Unity3D automatically triangulates geometry
      • (so no need to have the exporter do it too)
  • The FBX Exporter FBX Exporter 2006.11 for Maya dialog
  • Quads will automatically be converted to triangles by Unity3D
  • Quads will automatically be converted to triangles by Unity3D
  • In Unity3D
      • Drag and drop Maya files into the Unity3D project assets folder
      • (both object file and texture UV)
      • Drag new asset from the Project list into the Scene
      • If asset doesn’t show up, check the inspector:
        • - Set scale to 1,1,1 if needed
        • - Select asset in Hierarchy list and hit ‘F’ to frame it in Scene view
      • To add texture:
        • - Select asset in Hierarchy view
        • - In Inspector, hit “Select” on swatch for Main Color/Base (RGB)
        • - Select the texture UV created in Maya
  • Adjust Scale in Inspector as needed
  • Assign Texture created in Maya