Maya To Unity3D
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Maya To Unity3D



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
      • 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