Join Judd Roy for an in-depth discussion in this video Set up your project in Substance Painter, part of Game Art: Asset Texture Pipeline.
- [Voiceover] Okay, so now we're in Substance Painter.…I will go over creating our Substance Painter bake project,…and importing our high and low poly FBXs.…I like to use Substance Painter for baking purposes…because of the auto-explode baking function.…And for its baking speed.…So, first what we're going to do,…I'm going to turn on Shelf just so I can see…the tools we'll be working with.…I'll go up here to File, New, and for template I'm gonna…make sure we're set to TBR and a rough.…For mesh, this is where we select our low-poly baker FBX.…
If it doesn't direct you to your max export folder,…make sure you navigate there yourself…and pick your rocket low baker.…Also in your normal map format…you want to set it to Direct X.…That's the format that Unreal uses.…I'm also going to change our document resolution to 4096.…Now we have our settings and I'm going to hit OK.…So, with our low-poly baker in the scene, we need…to bring in our high-poly mesh so that we can begin baking.…What I'm gonna do is go over here to texture settings…
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