Join Judd Roy for an in-depth discussion in this video Set up the 3ds Max project file, part of Game Art: Asset Texture Pipeline.
- [Voiceover] In this movie I will show you…how to set your 3ds Max file.…The reason for this is to…save navigation time in the future.…When constantly having to navigate to these files…it can slow you down, and at the end of the day…that time can add up to more than you may realize.…That saved time can now go towards…actual work time on creating your current project.…Open your copy of 3ds Max, go to the Max icon…at the top left and click on the Manage button…at the bottom of the list.…Click on the Set Project folder…and as you can see, I've already created…my own project.…
You yourself can make your own project…just by going to Make New Folder…and name it something along the lines of…the name of the proper project that you are creating.…When working on this project, Max will…automatically send you to this folder…whenever you want to import images,…export .fbx or .obj files…or anything along those lines.…Very helpful for quick navigation.…Now to follow up with our…previous movie on reference images.…Within Max, create a plane with the same measurement…
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