Join Judd Roy for an in-depth discussion in this video Review Substance Painter masking tools, part of Game Art: Asset Texture Pipeline.
- So, as you can see, we have the new file.…It's rocket_sp.…What I did was I went into max,…and these objects like the fins that are replicated…as well as these mini thrusters,…I rotated them around the mesh, selected all,…and then exported just like I did the other low poly assets.…You can see that I named it rocket_low.…So, when I created this new file,…the mesh I chose was rocket_low.…Now, I'd also like to go over masking with you.…We're mostly gonna use our ID map…while masking within this project,…but I'd also like to cover the other ways…that masking can be done.…
This is helpful because masks prevent…any type of bleed over of textures.…So, what I'm gonna go over first is the ID mask…using that technique to mask.…I'm going to create a fill layer,…and then I'm going to fill it with gold.…Now, using my ID map, I want to be able to pick…what is gold and what is not.…So, I'm gonna zoom in a little bit,…get close to the thrusters here,…and I'm gonna come back to the gold,…right click, add mask with color selection.…
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