My Tuto Best of – Next-Gen Game Development with Unity3D

This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title shows how to work with the Unity Editor to setup a next-gen game environment using new tools and features found in Unity 3.0. Topics that are covered in-depth include realtime lighting, working with the powerful Beast Lightmapper included with Unity, general workflow, post processing effects, advanced materials and shaders, as well as performance optimization and publishing, and more. This is the most detailed and in-depth next-gen game development training series for Unity3D in the industry and benefits beginners with an easy and straightforward approach to learning some of the most advanced features and tools in Unity3D, however it also covers advanced techniques and professional features that advanced users and developers should take advantage of to make games render like AAA next-gen productions. This training product focuses on workflows and features with Unity Pro 3.0. Unity Pro is the professional version of Unity3D and includes hi-end professional tools and features that are NOT available with Unity Basic (the free version of Unity3D). Please note that if you are working with Unity Basic, you will not be able to use the advanced features and tools exclusive to a Unity Pro license, which are taught in this tutorial series. However, if you need to learn professional next-gen game development with Unity3D, this is the training product you have been looking for; there is simply nothing else like it out there when it comes to Unity3D professional training. This training product includes asset files, such as geometry and textures. Unity Pro 3.0 is required if you wish to accomplish results demonstrated by instructor.


This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title focuses on advanced techniques for game modeling while using a mixed pipeline between the Unity game engine, Autodesk 3dsMax, and ZBrush. Users are shown professional methods and workflows to create realtime low polygon models, as well as using subdivision surfaces to create high resolution models, design philosophies, and game development concepts. Being an important facet of today’s production pipeline, users are also taught how to take advantage of ZBrush to import low polygon objects and sculpt them into extremely high resolution models that can be used to bake normal maps and extract details that can be used within the Unity engine in realtime, thus increasing the quality and realism of games made with Unity. Artistic methods are shown to create high quality work, while technical points are covered in order to adhere to important technical limitations that game artists have to follow in order to produce high quality content that is performance friendly. Users are shown the entire process and production pipeline on how to design and create objects from scratch, create high resolution sculpts, and finally how to transfer details from millions of polygons onto a low resolution model. Data Asset Exchange is also covered, showing how to properly work with and transfer game assets between 3dsMax, ZBrush, and Unity as easily and efficiently as possible, a process than can usually be difficult and unpredictable. Students and aspiring game developers will be exposed to professional workflows and understand how to work in a mixed pipeline environment for game modeling. Advanced users and professionals will be able to learn time saving and efficient techniques for completing difficult modeling tasks as efficiently as possible and learn the advantages of integrating 3dsMax, ZBrush, and Unity into their studio’s production pipeline.