Digital Tutors - Game Asset Production Pipeline in Unreal Engine

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Added on August 6, 2014 by kks21199in Other > Tutorials
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Digital Tutors - Game Asset Production Pipeline in Unreal Engine (Size: 1.21 GB)
 project_files.zip577.71 MB
 07.Unwrapping the UVs.mp462.62 MB
 08.Baking the normal and ambient occlusion maps.mp455.08 MB
 03.Creating the game mesh.mp450.08 MB
 05.Finalizing the blade.mp448.58 MB
 18.Finalizing the material.mp447.49 MB
 12.Texturing the handle.mp445.93 MB
 11.Adding dirt and grime to the blade.mp442.81 MB
 10.Texturing the blade in dDo.mp442.26 MB
 09.Baking the diffuse mask.mp442.02 MB
 06.Setting up smoothing groups.mp441.65 MB
 04.Retopologizing the blade.mp440.27 MB
 17.Importing the static mesh.mp430.78 MB
 15.Creating LOD's.mp427.26 MB
 16.Creating the collision model and exporting the asset.mp425.48 MB
 14.Setting up our basic material in 3ds Max.mp423.62 MB
 02.General setup tips.mp417.67 MB
 13.Exporting textures from dDo.mp413.93 MB
 01.Introduction and project overview.mp46.29 MB


Description

Digital Tutors - 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. 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.

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Digital Tutors - Game Asset Production Pipeline in Unreal Engine