Join Judd Roy for an in-depth discussion in this video High-poly modeling techniques and tricks, part of Game Asset Texture Pipeline.
- [Voiceover] This is how you can create…a Double TurboSmooth script of your own.…Again, I'm showing you this so that you can create…scripts of your own that will possibly speed up…your own process.…So first thing I want to do is unfreeze all…just to hide all this stuff…because we don't need it to create a script.…Hide selection by right-clicking…and now I'm going to hit G for grid.…So what we're going to do is create our own script…for Double TurboSmooth.…So first let's make a box and we'll place it on the grid…and then we'll right-click, Convert to Editable Poly.…
In the last video, I showed you how to do…the Double TurboSmooth technique.…Here I'm going to show you how to do the script.…So to create the script, we're going to go up to Scripting…and you're going to make sure that you turn on…Macro Recorder.…Then we're going to go back up to Scripting again…and we're going to open the MAXScript Listener.…We'll drag him over here…and then we'll also go back to Scripting…and open MAXScript Editor and we'll drag him down here.…
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