Join Judd Roy for an in-depth discussion in this video Begin the high-poly modeling process, part of Game Asset Texture Pipeline.
- [Voiceover] Now we'll begin…the high poly modeling of our rocket.…With modeling props,…I generally like to create the prop…at scale or close to scale.…Sometimes props are quite small,…and it can be easier to create the prop at a larger scale,…and then scale down when complete.…So first thing we're going to do…is create a box that is close to human scale,…about 183 centimeters, which is about six feet tall.…So I'll go over here to Create, click on Box,…and drag a box out to be about 183 centimeters.…Come over here to the side, type in 183.…
I'll make him a little bit smaller on the width.…So that's about the size of a human.…Now that we have a good human scale ref,…we can eyeball how large we want this rocket to be.…So let's start by creating a cylinder,…and giving it a reasonable name.…I've already created one,…so I'm going to Unhide that…so that you can see what I've created.…I named it Footprint.…Now I'm gonna click on Hide.…So here we go.…Now we have a rocket that is in the same scene…with the human scale ref,…
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