Join Judd Roy for an in-depth discussion in this video Begin painting within Substance Painter, part of Game Asset Texture Pipeline.
- [Voiceover] Now that we've baked and gone over masking,…we're ready to begin texturing.…This part of the process I consider to be the most…fun and rewarding.…I can start to see benefits of some of the tedious steps…that were accomplished to get to this point.…I have added a Color Palette JPEG…to this video's Resource folder.…This color palette can be looked at…as part of the reference material…the concept team or the Art Director has approved…for the rocket's manufacturer, RAYMM Explorer Systems.…I'll leave this open so I can pick colors from it…at my convenience.…Let's go back to Substance Painter and get started.…The first bit of painting I typically start with…is adding more normal map detail.…
This can be seams, dents or other details.…To do this, I create a New Folder,…and I'm going to name that, Normal Accessories…and hit Enter.…Now what I'll do is add a New Layer.…And drag that into that folder.…Now we have a new layer that we can begin…painting normals onto.…Now, I'm gonna go over to Brushes,…pick, default hard.…
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