Date post: | 15-Jul-2015 |
Category: |
Technology |
Upload: | meghan-connor |
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Pre-planning
● Drawn Block out● Reference gathering
– Concept Art
– Real Life Reference
– Professional Reference
– Tutorials
In engine Blockout
● Unreal 4 landscape tools– Sculpting the landscape and blocking out major
areas.
– Exporting landscapes
Tiling textures for assets and landscapes
● Creation– Zbrush
– Photoshop
● Setting up a landscape material In Unreal 4
Choosing the right method for creating the asset
● What would be the most efficient way of getting this done?
● What is the style I’m going for?● How important is the asset
– How close will the player get to it?
– Is it a focal point?
– Etc.
● Do I want to learn a new technique?– Does the project allow me enough time to mess
around?
High to Low Res Modeling
● High Res modeling– Model detail to be later baked down into the low
poly game resolution model
● Retopology – The process of making the low poly model.
● Baking down– Creating normal maps etc.
Physically Based Rendering
● Base Color
● Metallic
● Roughness
● http://www.marmoset.co/toolbag/learn
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
Importing and Implementing assets
● Importing– Material creation and set up
– Material tricks in Unreal 4
● Foliage models and set up– Unreal 4 Foliage painter
Helpful Links● Unity to Unreal
– https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/index.html?utm_source=uelauncher&utm_medium=software&utm_campaign=learntab
● Unreal 4 open world demo
– https://www.youtube.com/watch?v=clakekAHQx0&feature=youtu.be
● Blueprint
– https://forums.unrealengine.com/showthread.php?60150-Learning-Templates-Blueprint-Power
● PBR
– https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/