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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).

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### Transcript of "Maya To Unity3D"

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