I’m taking an advanced diploma in 3D animation with maya etc starting next year continuing on from the certificate 2 experience I received last week.
This week I’m taking a short Unity programming course, with some books to continue self practicing at home. I find it easier using hands on experience with an instructor through short courses at the beginning with programs like this.
I’d like to specialize in game environments props, textures and so forth. I’d like to gradually build up some levels and import them to either UDK or Unity to compile a small playable level for showcasing as a portfolio to a future publisher I may work with. I may create some puzzles around the level, light programming really, nothing too advanced in the programming field. Just enough to show a character from 3rd/1st person perspective moving around the level to interact with these puzzles.
So I ask this: Which would be better for easier importing of Maya environments combined with light programming to produce what I described above?
Also, if I took the unity route, how could I set up the maya > unity workflow etc?
Following your description (show off 3D maya environments), just drop your .fbx or .ma file on the Project Tab, once in the project drop it to the Hierarchy.
Then setup your materials, lights etc.
Theirs no one single way to setup an Unity to Maya(or any other 3D package) workflow, they are many and you should see by yourself based on your project/assets/ needs. The one described below, is the simplest and standard one.
Enjoy Unity! ^^
Hope that is the definitive answer to that question. There are a few node based shaders popping up over on the showcase fourm. The problem is that each 3D app handles their internal materials differently for their renderer. You generally get a mesh and a material/shader from any 3D app you import from. Your texture and mesh should be in the Assets folder. Then just drop the texture png, tiff, whatever on the material in Unity.
However if Maya already has textures applied to the mesh and whatnot, Unity should be compatible with the import of the scene without conflict, allowing me not to have to deal with a separate material editor increasing work flow speeds?
Basically I want to create the whole scene within Maya then import to Unity, add a few javascript based (or quick c sharp) programming to create these “puzzle” mechanisms.
One app does the 3D, the other does the functioning building of the compiled .exe files.
Standard maya materials are ok. Same for 3ds max (and most any 3D package). Always use standard materials, they are supported through the FBX import/export plugin. I would rather suggest you to import sets of textured walls/floors/ceilings/etc, single objects (instead of a whole level), create prefabs out of it and do your level design inside Unity using the snap tools. You would take advantage of mesh instancing, material share, etc to speed up rendering. Also your loading will be faster.
Your idea of getting the whole level into Unity is not a bad idea but performance-wise is better to do the objects placement in unity. If you still need how to get started up with Unity, check it out this tutorial: http://unity3d.com/support/resources/tutorials/3d-platform-game
It shows you how to get started with Unity, learn the Editor workflow and see how a game is done ( and also how it looks) in Unity.
Cheers,
It would be nice if Unity supported instancing from May, Max etc. Since instancing is now a feature of the FBX format. I still find myself drawn to Ogre3D a lot because of it’s fantastic exporters that give you a lot of flexibility in this area.
Unity’s strength is still mostly in the easy coding and deployment, but not so much in asset creation. I would prefer to built 70% of a level in a native 3D app with instances and only have to use the Unity editor for the last 30% of setting up gameplay.
I’ve been using the tutorial Unity has provided in order to gain work flow fundamentals etc.
I do suppose I have no real need to use Unity as any other artist would just create a short animation running through their scenery or screenshots of their work.
Felt better though if I could create a basic 3D platformer with some movement interaction, now I’m trying to weigh out which would be better in a publisher’s eyes portfolio wise.
What do you mean? I didn’t get your point, sorry. ^^
Anyways, publishers loves realistic (and doable) projects, specially if they are funding your game.
They don’t care what tools you are using, they only care about the final end user product, the game itself.
If you are an Unreal Engine experienced developer i don’t see why you would use Unity? Unless there’s some special need (multiple platforms deployment, quick prototyping, short dev time, etc). Otherwise, stick with Unity, it will make your dreams come true faster. ^^
Cheers,
Not so much pitching a new game to a publisher to fund a whole new IP.
Rather portfolio use to be hired under their team to work on their current IPs.
I intend to go for a masters in 3D, work several years with a lower end company then switch to a gaming company that’ll accept me in a good 3D role. Hopefully with time I’ll get to lead 3d artist.