Join Judd Roy for an in-depth discussion in this video Import static mesh into Unreal, part of Game Art: Asset Texture Pipeline.
- I will import our low poly rocket mesh into the Unreal level and create a package for my prop. Everything has a place and should be put into it's place. Naming conventions are a good thing. If you correctly name and place your assets then all members of your team will easily be able to navigate to where they believe your assets should be. First I'm going to create a new folder and name it Props. The reason I'm doing this because every game has it's own hierarchy within their engine. This makes it easy for the team to find the objects they're looking for. So I'm going to right click, create a new folder, and name that Props.
I'll go into that folder, create another sub folder, and we'll call that Rocket. Now I'm going to open that folder. This is the folder where I will place all the files for this project. Now you can either hit the import button here, and then navigate to your export folder for your 3ds Max project, or you can already have that folder open, and drag and drop your fpx into this gray area here. What I'm going to do is navigate to the exercise files where I've placed the static mesh.
I'm going to double click, and now I have this dialogue here. What we want to make sure is that we don't have auto generate collision on, because we created our own collision. If you haven't created collision, it's fine to leave that on. Now I'm going to look down, make sure all of our other options are set how I want them. We have import materials turned on here, which means our export from Max had that multi sub object material placed upon it that had the ink and the green material. And each one of these materials was named correctly with the underscore of m at the end, for material.
Now I'm going to hit Import All. So as you can see, it's brought in the static mesh and our two materials. Now if I drag and drop the static mesh into the scene, here, we can now see what he looks like inside of our scene. I'm going to select this logo of Unreal and hit delete, as well as select this text up here, and click delete. And I'll also select the text at the top. I'm going to right click, pan up, select, and hit delete. Come back down with the right click.
By hitting g, we can see what it looks like in game. Now that we see it in the level, I want to select it again, and delete it. At this point I would add this rocket package within whatever shared file program my company is using, such as Perforce. By checking in that package, coworkers can now sync from their own computers and access my new package, allowing them to place this work in progress prop, the rocket, wherever they may need it. Now what I'm going to do is go up here to File, and click Save All. Now that I have my project saved, as well as the Unreal package created, I can now move to the baking process within substance painter.
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