Join Judd Roy for an in-depth discussion in this video Methods of collecting references, part of Game Asset Texture Pipeline.
- [Voiceover] In this quick first movie,…I'll discuss my process for collecting and compiling…reference images for your project.…The reason this is important is because,…much like a writer who stares at a blank page,…it can become overwhelming to create something from nothing.…Reference images are a helpful visualization tool,…and they will enable you to jump-start…your creative process.…They'll also get you excited about…what you're going to create.…First, you want to decide upon what prop…you would like to create.…You can either surf some game industry sites,…like ArtStation, that I have pulled up here,…or you can surf concept sites, like Concept Art World.…
Once I've chosen my reference images,…I also like to collect other images for smaller parts…that make up the main object.…These images can be collected…from the same sites as mentioned…or through image searches on sites like Google or Pinterest.…For my project, I chose these images from a stock photo site…and placed them within the Exercise Files folder…
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