Game Asset Production Pipeline in Unreal Engine
In this series of tutorials, we will discuss the pipeline for creating a static mesh game asset for Unreal Engine 4. Software required: 3ds Max 2015, Unreal Engine 4.1.1, dDo, Photoshop CS4.
What you'll learn
In this series of tutorials, we will discuss the pipeline for creating a static mesh game asset for Unreal Engine 4. We'll start out by discussing some general setup tips before creating content for Unreal Engine 4. Then we'll jump into creating a game mesh based on a high-poly mesh that we provide. Here, we'll discuss how to quickly create a low-resolution mesh and how to retopologize it with enough detail to capture our high-resolution detail in a normal map. Then we'll learn how to UV our mesh and how to bake out the crucial maps for creating a high-quality game asset. After that, we'll learn how to quickly create textures using dDo, a powerful procedural texturing software. Then we'll start to wrap up the tutorial by finalizing our asset with materials, collisions, and LODs until we finally import the asset into Unreal Engine 4. Software required: 3ds Max 2015, Unreal Engine 4.1.1, dDo, Photoshop CS4.
Table of contents
- General Setup Tips 4m
- Creating the Game Mesh 9m
- Retopologizing the Blade 8m
- Finalizing the Blade 9m
- Setting up Smoothing Groups 8m
- Unwrapping the UVs 12m
- Baking the Normal and Ambient Occlusion Maps 11m
- Baking the Diffuse Mask 8m
- Texturing the Blade in dDo 8m
- Adding Dirt and Grime to the Blade 8m
- Texturing the Handle 9m
- Exporting Textures from dDo 3m
- Setting up Our Basic Material in 3ds Max 5m
- Creating LODs 6m
- Creating the Collision Model and Exporting the Asset 6m
- Importing the Static Mesh 6m
- Finalizing the Material 8m