onsdag 25 januari 2017

Asset workflow

Here is my pipeline for creating most of the 3D assets in the game.

First i plan out what i want, for example here i want to create a couch so i blocked it out in my living room area to get a feel of size and placement. Next step i start to find references and do concepts (if necessary). With the references i block out the asset in Maya with primitives just to get the scale right and import the fbx to unreal engine to see that the model works and the propotions looks good. Then i further detail model it and then sculpt the high poly using Mudbox. I also use Mudbox to bake the details to normal and ambient occlusion 2048x2048px maps.
With the lowpoly model and normal maps i go further into substance painter where i first block out what material groups i will use, create mask groups for wood parts, leather parts and if there are some metal aswell. I then start to look at my references and use photoshop, substance designer and substance B2M as supplements for further materials and details.
With the textures done i import the asset and textures to unreal engine in the environment, then i look-develop it in a secondary scene with several HDRI and lighting situations.

When the asset is done i package it as final and optimize it some more and its finished!

Asset workflow

Asset example


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