Join Scott Pagano for an in-depth discussion in this video Next steps, part of Unreal: Content Pipeline.
- [Instructor] So we've taken a look…at how to get assets from all sorts…of different places into Unreal…and how to bring them in properly…and how to make sure things are clean…and are going to work efficiently in a real-time environment.…We've looked at Revit, 3D Studio Max,…Maya, Houdini, we brought in substance archives…for texturing and often in a real production environment…you're going to be dealing with assets…and sources from all these different places…that are in all these different states.…So it's really important to really understand…how to flow our content into Unreal…and I hope you've gotten a good overview…of how to get started with some of that stuff…and I suggest you keep on your Unreal adventure.…
There's a lot of courses in the library…dealing with specific topics in Unreal…lighting, texturing, materials.…There's some fantastic substance designer courses.…I've done one where we actually show you…how to build some substances…and then how to promote materials…and make archives so you can build custom things for Unreal…
- 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
Skill Level Intermediate
2. Textures and Materials
3. Geometry Settings
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