Join Scott Pagano for an in-depth discussion in this video Exercise files, part of Unreal: Content Pipeline.
- [Instructor] If you have access to the exercise files, you'll notice that there's a number of different downloads, 'cause we've just broken these up for easier downloading. What we're going to have you do is download them all, and then reassemble them as we have here. You're going to have an Exercise Files folder on your desktop, and then within that have our chapter one, two, three, and four folders. First off download 'em, put 'em back like this, and then we'll be good to go to match what we have in the course. Let's open these different folders, and you can see that we have folders within these. Then the way we have it is, for example, In MAYA in scenes, there'd be start and sometimes end states for these different chapters.
We're dealing with different software in different chapters, so you'll some sort of jumps between the numbers between some of these. Then let me go to the Exercise Files, for example, in chapter four I can go to UNREAL, and then you can see for certain chapters there'll also be whole Unreal projects that contain all the material for that particular chapter. So we're using a bunch of different tools, and some of the different applications have their own file structures that they would like to use, but we've tried to name everything based on this or the chapter in the video so it's really straightforward for you to know what we're using.
When you are opening some of these exercise files, and I would say specifically in Unreal, you may notice that the camera view you've got is different than what we have and works with many different kinds of 3D software. Often there is just the way camera state gets saved in the file is sometimes inconsistent. So no worries, just pivot to the right place, and you'll be good to go.
- Working with geometry
- Importing processed files into Unreal
- Using the Skeletal Mesh Editor
- Creating a material with textures
- Refining Substance material
- Assembling your scene in Unreal
- Working with cameras