Join Judd Roy for an in-depth discussion in this video Add adjusted maps and start a new Paint file, part of Game Asset Texture Pipeline.
- [Voiceover] In this chapter, I will import the Adjustment Maps to our Baker File, check quality, and then, create a new Substance Painter File, that we will use to begin texturing. I create the new text file to cut down on the clutter of possible unused textures that were created for the Bake File. What I mean by this is after I've done multiple adjustments, sometimes the Texture Tag can become cluttered with extra textures. So first, let's bring them in and take a look. So, I'm gonna go over there to Textures, and then, I'm gonna scroll down to our folder, where I've adjusted these Maps via Photoshop.
So, I'm gonna go in to Adjusted. And as you can see, I have Rocket ADJ Ambient Occlusion, which means adjusted. So with each one of these, I wanna make sure I bring them into Substance Painter and plug them into the correct slots. So, I'm gonna bring this down, drag and drop into our textures here, and do that for each one of these. I'll minimize this, and then, I'll drag and drop the Adjusted Maps to the correct slots. I'm gonna drop him right here in Normal.
I will drop this Adjusted Ambient Occlusion into the Ambient Occlusion slot. Same with the curvature. So now looking, I've straightened up some of these lines, some of our waviness, and gotten rid of those black lines along the sharp edges. So now that we have all these Adjusted Maps, and I like the results, what I'm going to do next is create a new file, call that Rocket underscore SP. That will be our paint file. We'll bring in our Adjusted Maps, plus in the next video, I want to go over masking.
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