2014
Digital Tutors
Joshua Kinney
02:10:00
English
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 set up tips you should take note of 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 LOD's until we finally import the asset into Unreal Engine 4.
01.Introduction and project overview 01:11
02.General setup tips 04:22
03.Creating the game mesh 09:29
04.Retopologizing the blade 08:21
05.Finalizing the blade 08:49
06.Setting up smoothing groups 08:07
07.Unwrapping the UVs 12:00
08.Baking the normal and ambient occlusion maps 10:52
09.Baking the diffuse mask 08:04
10.Texturing the blade in dDo 07:58
11.Adding dirt and grime to the blade 07:50
12.Texturing the handle 08:50
13.Exporting textures from dDo 02:57
14.Setting up our basic material in 3ds Max 04:33
15.Creating LOD's 05:31
16.Creating the collision model and exporting the asset 06:16
17.Importing the static mesh 06:03
18.Finalizing the material 08:25
http://www.digitaltutors.com/tutorial/1635-Game-Asset-Production-Pipeline-in-Unreal-Engine
Download File Size:1.2 GB