3ds Max To Unreal Engine 4 Asset Creation Workflow

What will this cover?

From the get go we will jump straight to the point. In the last couple of years Unreal Engine has started creeping in the ArchViz scene. Nowadays though, it’s almost like the next industry standard. With the new standard, we have a new set of challenges we need to address. This post will try and cover the basics you will need to know in order to create assets for UE4.

I went ahead and divided this into five videos so it’s easier to follow.

Modeling The Low Polygon Model

When you are creating a model you can either start from a high poly model, or a low poly one. The main difference is that if you start from a high poly, you will need to do a retopology run. In this particular case since we didn’t have any sculpting, we start from scratch. This is by no means a bad thing. In the first video you will see how to logically divide the model. And then start modeling the base of the model.

After we go over the first video, in the second one we will still be doing the low poly model. The reason here for the two videos was because i didn’t want to have one extra long video. So go ahead and check out the second part of the video.

So if you watched these two videos now you should have a base on which to start.

Modeling The High Poly Model

In the second phase of the creation of the model we go over how to create the high poly model. The main plus that we have going for us is that we have a properly created low poly model. With that model we can create the high poly model with ease. Check how i did it in the video below.

UVW Unwrapping

Ok so if you followed along, you should have both the low poly and high poly models done. Next step would be to prepare the model for baking the textures. What this means though is that we will have to prepare the low poly model by UVW Unwrapping it. So in the next video we will see how to take the Low poly model and unwrap it with Unfold3D.

Preparing And Baking The Model with Substance Painter

In the last part of the process we will see how to prepare the model ready for baking. It is here where we will address the importance of normals.  After that we will do the actual baking inside Substance Painter. All in all an interesting topic to help finish up the whole process. So go ahead and check out the video below.

Conclusion

Provided you followed along with all the videos you should now have an idea about the workflow. You can see everything from the concept, down to the baking of the maps. The only thing missing here i guess would be to do the actual materials. But that’s a whole different topic for another day.

So in short that would be it for this topic. If you found this helpful, and you learned something new then share these videos so it can reach more people.

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