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Game Asset Production Pipeline in Unreal Engine
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Released May 26, 2014
Joshua Kinney

Pluralsight

Joshua Kinney
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.
Introduction and project overview
1

Introduction and project overview

 
01:11
General setup tips
2

General setup tips

 
04:22
Creating the game mesh
3

Creating the game mesh

 
09:29
Retopologizing the blade
4

Retopologizing the blade

 
08:21
Finalizing the blade
5

Finalizing the blade

 
08:49
Setting up smoothing groups
6

Setting up smoothing groups

 
08:07
Unwrapping the UVs
7

Unwrapping the UVs

 
12:00
Baking the normal and ambient occlusion maps
8

Baking the normal and ambient occlusion maps

 
10:52
Baking the diffuse mask
9

Baking the diffuse mask

 
08:04
Texturing the blade in dDo
10

Texturing the blade in dDo

 
07:58
Adding dirt and grime to the blade
11

Adding dirt and grime to the blade

 
07:50
Texturing the handle
12

Texturing the handle

 
08:50
Exporting textures from dDo
13

Exporting textures from dDo

 
02:57
Setting up our basic material in 3ds Max
14

Setting up our basic material in 3ds Max

 
04:33
Creating LOD's
15

Creating LOD's

 
05:31
Creating the collision model and exporting the asset
16

Creating the collision model and exporting the asset

 
06:16
Importing the static mesh
17

Importing the static mesh

 
06:03
Finalizing the material
18

Finalizing the material

 
08:25