Unity 3D & Maya: Create & Submit Art to Unity Asset Store

A step-by-step guide to selling your character designs in the Unity Asset Store.
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827 students enrolled
Instructed by Alan Balodi Design / 3D & Animation
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  • Lectures 65
  • Length 11.5 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 2/2015 English

Course Description

This course is for any artist who is looking to thrive by sharing their doodles, sketches, characters & designs with one of the largest growing game development communities in the world. Get access to millions of paying developers and essentially your potential clients who need game assets from talented artists like yourself. Help others create the projects of their dreams by providing them with your best dream creations. Your imagination is the limit.

What You Will Learn:

  • How to take your doodles and sketches and turn them into Monthly Revenue
  • How to look at your art and be able to break it down into simple 3D shapes
  • Learn specific modeling techniques used for game development and design
  • Learn Step by Step process on how to build 3D geometry from your sketches
  • How to unwrap your 3D models and draw textures in Photoshop
  • How to bring your characters to life in the leading animation package
  • How to export your 3D animated model and set it up inside a game engine
  • How to take your creations and submit them for sale using required tools

I will show you a step by step process that I use to create and submit 3D assets to the Unity Asset Store. I spent the last 15 years learning all the necessary tools & techniques and will now teach you how you can do the same with this easy to follow online course.

As you go through the course I suggest breaking it down into 3 days, 3 sections at a time. The entire course is 10 hours and 20 min. long, and segmenting 3 sections per day will require about 3:30 hours. You are of course welcome to also just squeeze the whole thing in one weekend which will quickly send you on your own way to selling your own assets. We all learn differently so find your own comfortable speed ... and Lets Begin!

What are the requirements?

  • I will cover where to download your Free version of Maya and Unity 3D!
  • You will need Adobe Photoshop for texture painting.

What am I going to get from this course?

  • Make Money Using the Top Programs in the Video Game Industry!
  • Model, Animate and Submit Your Creations for Sale to Millions of Developers!
  • Build High Quality 3D Models For Your Own Projects.
  • Create Consistent Monthly Cash Flow from Your Work!
  • Learn How to Make Low Polygon Mobile Friendly 3D Models

What is the target audience?

  • This course is for anyone who loves character design and animation.
  • No prior knowledge of Maya or Unity 3D is needed.
  • Anyone who is looking to create assets for video game design and development.

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.

Curriculum

01:17

Course Strategy: As you go through the course I suggest breaking it down into 3 days, 3 sections at a time. The entire course is 10 hours and 20 min. long, and segmenting 3 sections per day will require about 3:30 hours. You are of course welcome to also just squeeze the whole thing in one weekend which will quickly send you on your own way to selling your own assets. We all learn differently so find your own comfortable speed ... and Lets Begin!

Section 1: Course Overview and Introduction
05:45

In our first lecture we took a look at the Unity Asset Store and went over the latest user stats for Unity3D ecosystem. Please Download Your Free Version of Unity 3D: http://unity3d.com/unity/download

03:54

In this lecture we talked about which program is best choice for modeling our toon character and why. Please Download Your Free 30 Day Trial: http://www.autodesk.com/products/maya/free-trial

Section 2: Getting Ready
04:32

We will take a closer look at the hand sketched toon character to figure out what is the best way to break it up into simple shapes for modeling.

07:21

Lets quickly go over the very basics in Maya, such as how to create and extrude basic shapes, move and rotate them. How to pick which viewport you want to work in as well as how to rotate your scene to get a different perspective.

Section 3: Modeling in Maya
04:22

We first setup our image plane drawing as a reference and then moved on to modeling an eyeball!

08:12

In this lesson we took our eyeball mesh and created top and bottom eyelids. We also learned how to use xRay setting while modeling on top of the reference image.

14:13

In this lesson we modeled the nose by using the basic torus shape and extruding the edge. We then learned how to insert more edge loops and hide one sided polygons.

15:03

In this lesson we learned how to duplicate and bridge two shapes together forming a head and an open mouth. We then continued to move our points around until they matched with the reference image in the side view.

17:47

Next, we attached our floppy nose to the head and did some minor clean up. We covered how to split points using the Chamfer tool, as well as how to merge points together.

17:47

In this lesson we modeled our character's tongue, as well as the top and bottom teeth.

10:24

We duplicated the eyeball mesh and turned it into character's body. We also learned how to use the Slice tool to create additional points. We ended by taking the basic cone shape and using it as our stinger.

12:14

We Continued with modeling the foot, then creating top and bottom leg cylinders.

19:39

We finished bridging the leg parts and learned how to use the mirror geometry tool to clone our leg to the other side.

11:13

Next, we organized our layers and started on modeling the cartoon hand based on a second image reference in the top viewport.

14:10

We finished modeling the hand and started on the arm.

13:59

In this lesson we finished setting up the arm. After that, we mirrored the arm to the other side.

10:33

We finished this section by modeling the wings, then cleaned up and organized our scene in the outliner.

MODELING SUMMARY
1 page
Section 4: Texturing and UV Mapping in Maya
04:59

We quickly covered what is UV mapping, UV Sets, and how UV's are created. We also learned how to change our background color in our viewports.

18:05

In this lesson we opened our character in Maya 2016 and unwrapped a few parts to get familiar with the new UI changes.

13:09

We began by unwrapping our eyeball, tongue, mouth and nose.

09:09

We continued unwrapping our nose, head, teeth, and the wing.

10:47

In this lesson we unwrapped the body by aligning the points in a straight line for easier painting and then moved on to the stinger.

09:27

In this lesson we UV projected our legs and arms, then cloned the shapes and UV's to the other side.

19:07

04:49

Made a few simple tweaks to make the character even better!

Section 5: Painting Texture in Photoshop
15:46

In this lesson we began painting our texture by opening it in Photoshop. We also learned how to properly setup UV guidelines and layers to make our workflow fast and efficient.

09:25

We continued to paint various parts of the character in Photoshop.

15:00

In this lesson we took our time and reworked the body UV's in order to paint perfect stripes in Photoshop.

13:41

We finished our painting in Photoshop by creating our wing design.We then covered an important technique for checking our final mesh for any imperfections.

TEXTURING SUMMARY
1 page
Section 6: Rigging in Maya
11:28

In this lesson we cleaned up our outliner and took a quick look at the rigging tools. We learned how to create new joints and then bind them to a mesh.

06:08

We learned the importance of Joint Orientation. Once you build and align all of your joints (before skin binding), make sure to freeze transformations (sets rotation values to 0) and apply "Orient Joint" tool under skeleton to fix any local axis issues. This will make sure we have perfect local joint rotations for when we begin to animate.

10:14

We began rigging the legs. We first created joints on one side and then mirrored them to the other side.

18:32

In this lesson we rigged our hands and arms, we also learned how to manually orient a joint’s local axes.

14:57

We rigged our eyeballs and eyelids next.

15:26

In this lesson we rigged our head.

14:22

In this lesson we created the body joints and linked all other joints to the center.

11:34

We learned how to create and setup symmetric joints for our wings.

11:09

We finished this section by cleaning up our outliner and testing the final rig.

RIGGING SUMMARY
1 page
Section 7: Animation in Maya
Quick Intro to Animation Tools in Maya
14:25
16:20

In this lesson we created a flying loop animation, by setting up our character set and then animating each body part.

08:55

Here we addressed an issue with our wings and added some final touches to the flying animation.

15:36

In this lesson we created our attack animation cycle.

15:59

We created an idle animation.

11:21

We took a quick look at how to render our character with Mental Ray, and then exported our model with all the animations for Unity 3D.

ANIMATION SUMMARY
1 page
Section 8: Unity 3D - Putting It All Together
14:23

We took a quick look at Unity 3D layout and imported our FBX file.

11:25

We setup lights and named our animations.

11:40

We learned how to setup the 360 degrees spin for our model while previewing the animations in game mode.

07:51

We added an ability to control our model via GUI buttons in Unity.

15:15

We tweaked our belly weights in Maya and fixed a couple small alignment issue as the final changes.

08:33

We learned how to create a normal map to add a little extra detail to our texture.

IMPORTING 3D MODEL SUMMARY
1 page
Section 9: Unity 3D - Asset Store Submission
17:31

In this lesson we took a quick look at the Submission Guidelines Page and then proceeded to download our Asset Store Screenshots Template and looked at the New Account Form.

13:39

We created 4 more screenshots and build a web version of our character.

13:50

We used the Asset Store Submission Guidelines to create a new package.

10:40

We finished this section by installing the required tools in Unity and finally submitting our package for sale in the Unity Asset Store!

Section 10: PROJECT FILES
1 page

Feel free to download and import our final model into Maya.

THANK YOU
1 page
Section 11: BONUS LESSONS
03:46

We used multicut tool instead of chamfer tool to connect our mesh pieces into one shape.

04:04

Quickly organize your tools by creating your own custom shelf.

Setting Up Humanoid Mecanim (Unity 5)
12:37

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Instructor Biography

Alan Balodi, CoFounder/Sr. Game Design Developer at Ultimate Arcade, Inc.

I am very passionate about sharing my knowledge with others as I continue to learn and grow on my own creative journey.

I am a 15 year video game/web development industry veteran, creating my own projects for Ultimate Arcade, Inc. and top clients around the world. My main expertise is: 2D design, art, & animation, as well as 3D design, art, modeling, & animation, & Online and Mobile game development.

I have Master Level Training in: Unity 3D, Autodesk Maya, Adobe Photoshop, Adobe Flash, Adobe Dreamweaver, zBrush, and Keyshot. My gift is learning, implementing and then teaching what I learn.

If doodling, sketching, modeling, animating, lighting, texturing and creating excites you, you will LOVE my courses. I have a very stylized cartoon art style, but once you learn the proper tools and techniques I teach, you will be able to use this knowledge in your own work and art style.

I can't wait to show you how you can make money and get paid for following your heart and doing what you love most while helping others.

Join me now and let's get started designing, building, & monetizing your creations!

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