Join Judd Roy for an in-depth discussion in this video Prep the Unreal level for rocket prop, part of Game Asset Texture Pipeline.
- [Voiceover] Now it's time to find a premade…Unreal level to import my rocket into.…This way I'll have a project that already has packages,…and I can demonstrate how and where…to import our mesh files.…Also, these premade levels are already lit,…which will allow me to showcase the prop…for our possible portfolio picture.…So what you need to do is open Epic Games launcher.…As you can see, I already have mine opened here.…Go down to Learn.…Now that we're in Learn, we'll want to scroll down…and do Engine Feature Samples,…and click on Content Examples.…
Or you can pick any other map you'd like.…For this project I'm going to pick Content Examples.…At this stage it should give you the option to download.…I already have mine downloaded, so I'm gonna…move over to library, and as you can see in My Projects,…I have content examples here.…Once that means is, once you've downloaded your map,…it should be down here in your vault.…What you'll do next is click on Create Project.…This is where you can choose your project name and location.…
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