Join Judd Roy for an in-depth discussion in this video Course prerequisites, part of Game Asset Texture Pipeline.
- [Voiceover] Before watching this course, you should already have a basic working knowledge of 3ds Max, Unreal Engine, Photoshop and Substance Painter pertaining to game art creation. If you're not yet familiar with these tools, check out 3ds Max 2016 Essential Training with Aaron F. Ross, specifically, the modeling chapters. 3ds Max Unwrapping with Joel Bradley, and we have a multitude of great videos where you can brush up your Photoshop skills if needed. If you'd like to become more familiar with what algorithmics substances are, You can check out Up and Running with Substance Designer with Joel Bradley.
And our Unreal Engine: Architectural Visualization with Adam Crespi and our Unreal Essential Training by Craig Barr. Alright, let's begin.
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