Join Judd Roy for an in-depth discussion in this video Final positioning within Unreal and check in the prop, part of Game Art: Asset Texture Pipeline.
- I'm going to move and scale this prop…to positions that I find pleasing.…To do so, I'm just going to hit the space bar…to toggle between the different gizmos.…First I'll scale him up a bit.…I'm only scaling him up…because I want him to be bigger for our portfolio shot.…He would not be this large in game.…I'm going to move him somewhere nice.…That looks alright.…What I'd like to do now for this screenshot…is up the meshes light map size.…Much like other textures, the higher the size,…the better the resolution.…Let's get rid of this guy here, first.…Delete.…
I'm going to double click him,…come over here,…click on the magnifying glass…so we can find it in the content broweser,…double click on the static mesh.…Now I want to scroll down…until we see light map resolution.…What I'll do is kick that up…to 512 for now.…Keep in mind that within a game…you want to keep it as small as possible,…where it looks as decent as possible.…For this screen shot though,…I'm going to bring it up a bit.…I'm going to hit enter,…and close.…Now I want to hit g for game mode.…
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