Join Judd Roy for an in-depth discussion in this video Set up baking parameters, part of Game Art: Asset Texture Pipeline.
- I'm all set and ready to begin baking.…I'm going to cover what settings within Substance Painter…are relevant to this project…and how other settings may work.…So first what I want to do is adjust my max frontal…and max rear distance.…I'm going to change it to 0.015.…These settings have worked for me in the past…and they worked for me on this project.…If these settings don't work for you, you can always adjust…later on after our first bake,…because that's what this process is for.…We're going to bake first, see how it looks.…If it doesn't look good, then we'll adjust our settings.…Now what I want to do is turn off Average Normals.…
The reason for this is because I mostly have…a cylindrical object.…I'm going to turn on Match.…Turn that to By Mesh Name.…So what that means is when we made all those low-poly pieces…and high-poly pieces, they have the same names…and the same pivot points but the suffixes of high and low,…that is telling Substance Painter which pieces…need to be partnered together and moved away from…
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