Join Judd Roy for an in-depth discussion in this video Export for exploded baking in Substance Painter, part of Game Asset Texture Pipeline.
- [Voiceover] First thing we need to do is prepare…the high poly model for the export.…I need to attach and name the portions of…the high poly rocket the same as the low poly portions…that overlap those areas.…After naming each new element of the high poly,…I need to make sure that I adjust the pivot point…to match that of the low poly partner.…So, to show that, I'm gonna open up my low poly,…select this piece here, just called RocketFront_Low.…I'm gonna hide that.…Select the pieces underneath and make sure that…they are all connected and named RocketFront_High.…
They also need to have the same exact pivot point.…So, if I unhide that low poly piece,…we can see that they both have the exact same pivot point.…I'll make a copy so you can see what I mean.…Here's a copy of the high,…and here's a copy of the low.…Now, if I align them on top of each other,…they're in the exact same spot,…just as they are here.…I need to go ahead and do that throughout…the entire high poly model.…So, I'm gonna hide the low poly,…and as you can see, the glass, has glass_high,…
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