Join Judd Roy for an in-depth discussion in this video Begin the low-poly modeling process, part of Game Asset Texture Pipeline.
- [Voiceover] In this movie I will review…the low-poly modeling process.…This is the mesh that will have all the…high-poly detail baked onto it.…We do this after the high-poly portion…so the game ready mesh matches…closely to our high-poly version.…It is easier to adjust the low-poly than it is…to create a low-poly mesh first and then…high-poly model within those bounds.…So we already have the high-poly objects created.…We also have a lot of elements of the…high-poly stacks not collapsed.…But you can see here,…it's like this object of the high-poly,…and the stack is not collapsed.…
And this is a good thing for later on when creating…the low-poly versions of the detailed elements.…Usually I will select the largest piece and make a copy,…then start deleting from the object stack.…However, this rocket is simply a cylinder,…so let's just create a 16-sided cylinder to start.…Like here, as you can see, it is a cylinder,…and it is also 16 sides as noted here.…Now scale this cylinder to just about the same…size as the high-poly rocket.…
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