Game Asset Production Pipeline for Unity
In this series of Unity tutorials, we'll create an asset step-by-step and explore the entire 3D game asset production pipeline for Unity. Software required: 3ds Max 2015, Zbrush 4R6, Substance Painter, Unity 4.6, Unity 5 beta.
What you'll learn
In this series of Unity tutorials, we'll create an asset step-by-step and explore the entire 3D game asset production pipeline for Unity. We'll start out by learning about some general set up tips for creating game assets in a content creation package like 3ds Max. After that, we'll jump into creating our high poly asset using 3ds Max and ZBrush. Then we'll learn how to quickly model and unwrap the UV's game resolution mesh in 3ds Max. After that, we'll learn how to properly bake out our essential maps needed for texturing in Substance Painter. Once in Substance Painter, we'll talk about some basic texturing tips and how Substance Painter can save us some time with its multi-channel painting capabilities. Finally, we'll finish this Unity training by learning how to create LODs and a custom collision mesh to take advantage of Unity's optimization features. Software required: 3ds Max 2015, Zbrush 4R6, Substance Painter, Unity 4.6, Unity 5 beta.
Table of contents
- General Set up Tips 3m
- Blocking in the High Poly Asset 14m
- High Poly Modeling Techniques in 3ds Max 9m
- Finalizing the High Poly Asset in ZBrush 13m
- Blocking in the Low Poly Mesh 11m
- Finishing the Low Poly Mesh 14m
- Beginning the UV Unwrapping Process 15m
- Finishing the UVs 14m
- Baking the Normal Map and Id Mask 9m
- Baking the Ambient Occlusion Map 3m
- Modifying the Id Mask 5m
- Setting up the Substance Painter Project 4m
- Blocking in the Textures of Our Game Asset 10m
- Finishing the Texture 16m
- Testing the Mesh and Textures in Unity 6m
- Creating Lod Meshes for Our Game Asset 15m
- Creating a Custom Collision Mesh 10m
- Setting up the Standard Material in Unity 5 3m