Join Judd Roy for an in-depth discussion in this video Import maps and create Unreal materials, part of Game Art: Asset Texture Pipeline.
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- Okay, once again we'll open up the Epic Launcher and navigate to our Unreal level. So I'm going to go to the Library, click on Content Examples, double-click, and open the level. Okay, now we have the level open. Remember, Substance Painter was nice enough to open that folder. So let's pull him up now and open up our Props package. Now I'm going to go into Rocket, and now what I'm going to do is right-click, create another subfolder, and name that Textures.
I'll open that subfolder and now I'll just drag and drop all of these maps into that folder. I'll minimize this, maximize our level. Here we go. Unreal was smart enough to know which ones were normal maps and which ones were not. Also you can see by the names that by changing the export code, we now have Rocket_BaseColor, Rocket_Glass_BaseColor, things of that nature that make sense. So I'm going to go back to Rocket. Double-click on our rocket material.
What this does, this brings open the Material Editor for this material. I'm going to drag him over. Select this node here. I'm going to move the material over here, navigate again to our textures, and select Rocket_BaseColor. With that selected, I'll just drag and drop, select this parameter here and hit Delete. Drag him up, connect the texture to the base color, drag the normal in, as well as the rocket roughness and metallic map.
Right-clicking in the viewport, I'll pan and move these objects so I can see. I'm going to drag the normal map into the Normal slot. And I'll drag from here for our roughness into the Roughness slot. And remember, Substance Painter packed our metallic map into our blue channel of the roughness map. So I'll grab the blue channel and move him up to Metallic. I'll hit Save and close out. Now, I'll go back again to our materials.
Select the glass. Now we have him open. I'm going to zoom out by middle mouse rolling, move him over here, and delete this node. Also, I'm going to change the Blend Mode from Opaque to Translucent. Now, I'll go back to Textures and grab our Rocket_Glass_BaseColor, plug him into BaseColor as well as plug the alpha into Opacity. Grab Rocket_Glass_Normal, plug him into the Normal, and grab Rocket_Glass_RoughnessMetallic.
Plug him into Roughness as well as Metallic from the alpha channel. I'm going to hit Save, close this out, and go back to our Rocket folder. Now, we have two different materials here and our rocket static mesh. So I'm going to double-click the rocket static mesh, and as you can see, the materials have already been applied because they're in the correct folder and they've already been applied earlier when we exported the static mesh that was game-ready.
So, I'm going to hit Save, close, and now I can just drag and drop him into the scene. Let's move him up a little bit. Okay, now our rocket is in the scene. What I want to do next in the next video, is adjust this rocket, rotate him, get him looking well within the scene. While working at a game company, you typically want to hit Save All. What you would do is go back to your content, right-click on the package you adjusted, and save that.
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