Senior environmental artist Judd Roy reviews the pipeline path for creating a 3D model of any game asset: characters, weapons, props, vehicles, etc. It starts in 3ds Max: high-poly and low-poly modeling, UV unwrapping, and a bit of lightmapping. Within Substance Painter, you'll bake maps from the high-poly asset and texture paint it. The finished textures are imported from Painter into Epic Games' Unreal Engine 4. In Unreal, you'll import the mesh object, create physically based rendering materials, and position them within a proper folder structure.
- Collecting references
- High-poly modeling
- Low-poly modeling
- Applying a lightmap to a mesh
- Exporting models
- Setting up the Unreal project structure
- Baking parameters in Substance Painter
- Adding adjusted maps
- Painting in Substance Painter
- Exporting Painter files
- Applying textures in Unreal
Skill Level Advanced
- Hi, I'm Judd Roy and I'm a game environment artist and game art instructor. Welcome to my game asset creation course. Throughout this course I'll review my pipeline and process for creating an in game exploratory space rocket asset. I'll speak on reference images that will emmulate what you would possibly be tasked to design by your art director. I'll then go over the methods to create the hi poly model, low poly model, exporting the white box prop from 3DS Max to Unreal and checking it in for team use. I'll show you my methods for baking basic texturing in quick screen shots within substance planer.
Lastly, I'll bring the substance planer textures into Unreal to produce our simple, physically based rendering material. I'm excited to share my techniques with you and I hope that my methods will benefit your personal asset creation workflows in some way. Now let's get creating.