- If you are a premium member of lynda.com, you have access to the exercise files used throughout this title. Unreal works in its own project structure. Every movie has it's own Unreal project you can load, by choosing File, and Open Project, and browsing for it. The main building was created in Autodesk Maya, and I've included the project for that building, as well as furniture in separate scenes. In this Maya project, all the objects in here are organized by Display Layers, where we can toggle on and off visibility as needed.
Some of the furniture was created in Autodesk 3ds Max, to show flexibility and workflow into Unreal between the two applications. The exercise files are laid out by chapter. Unreal projects begin with a U. For example, U01_02. 3ds Max projects begin with a D. This one, D01, is the starting furniture. Whereas M01 is the working Maya project for chapter one. In this project, M01, in the scenes folder is an exports folder.
And that's where I've put in the FBX exports of all the different building components. The native working Maya scenes are in this root scenes folder. In here, the exports are done largely by object, or groups of object, which go together. You'll be bringing most of these in at once, but occasionally single objects. The textures you're going to need are in the sourceimages folder of the Maya project. In here, we can see the TARGA images for different things, such as brick, carpet, ceiling tiles, reeded glass, and so forth.
And again, you'll be bringing these in all at once. The files are named for what they do. For example, CS is color and specular. N for normal. NR for normal and roughness, and so forth. Different materials need different properties to find, so I've used the color and the alpha channel in as many ways as possible to optimize the number of images coming in. In each Unreal project, you'll see the default Unreal project folders. Build, Config, Content, Intermediate, and Saved. As well as a uproject, named for that movie.
In this case, 02_01. When you open the project in Unreal, browse to the correct folder and click on that uproject file, and click Open. If you're a monthly member or annual member of lynda.com, you don't have access to the exercise files, but you can follow along from scratch with your own assets. Now let's get started doing design visualization in the Unreal Engine.
- Customizing a player controller
- Importing meshes
- Cloning and placing objects
- Creating sheens, metals, and glass materials
- Placing and adjusting lights
- Adding interactivity with colliders, triggers, and events
- Generating and sculpting terrain
- Placing trees
- Adding details
- Publishing the design