Join Judd Roy for an in-depth discussion in this video Apply textures with materials and smart materials, part of Game Asset Texture Pipeline.
- [Voiceover] So to begin,…I'm going to place these final layers…of my project into a finished folder and hide them.…This way I can start from scratch to…how I ended up at this point.…So, I'm going to create a new folder,…call it Finished, hit Enter and then…select all these layers underneath…while holding down shift.…Now I'll just drag and drop.…I'll all collapses, hide it,…and now we can start from the beginning.…Over here for the rocket glass,…I'll change it back to it's default…and hide the glass dirty material.…So, I'm going to select rocket glass,…come over here to the material,…and when you start your project,…it should say Main shader.…
What we need to do is change that to New Shader Instance.…I'm going to come down to view settings.…And change that shader to Metal Rough Alpha.…And also change the name to glass,…but I've already done that already,…so I'm not going to hit Enter,…and I'll just come back up here and select Glass.…Now, as you can see, we have a different material…here on the glass.…A see-through.…
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