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.
Topics include:
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
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