Can I please get help on game assests process?

Hello,

I’m getting Really good at modeling BUT every tutoial that I watch or see is 99% for making trailer or 3d rendering…Can I please get a list in order of how to setup a model to use in UE4? Like, I build a object…whats next? Im LOST at what it needs …I heard you need a light map or LOD UV,desturctive effects ect ect which even when I see it done makes NO since too me…But I DO want to make everything desturctive…And buildable…

Example: I modeled 50 diffrent sized Logs and 40 different sized wood plank shapes to use to build say A Logged Cabin I want a player OR AI to grab a log and build a cabin with the objects OR cut a tree down and get the logs then USE the house…(Not just look at it)…Then have the ablity to destroy it…

Sorry for my low IQ on this but I’m sure I can learn if I can see this in the right order … HERE is the tools I have…Please help me in steps based on what I have…

My parents helped me get C4D R16 and I know its disliked here but it’s the easiest one for me to use due to my hands(Im disabled). C4D uses more buttons then Hotkeys and there scaling is in your face which I like…Maya hides its scaling till after you build it which is annoying…ANYWAY LOL Then I got substance designer 4 and substance painter and substance bitmap2material and there preview ect…then I got sculptris, after effects,photoshop,Illustrator,speedtree,Marvelous designer 3, and Fuse 1.2 and APEX 1.3 for destuctive meshes…

thanks guys for any advice…

  1. uv map it
  2. create a lightmap

optional:

  1. create a collision

  2. create lods ?v=17pcyPVplEc

  3. import it

  4. setup a material

  5. assign the material to the mesh

Ok thanks Bro I’ll give it a try :slight_smile:

Hi ,

There are a lot of different workflows out there and usually you’ll find that everyone has a different one depending on what software they use and what objects that want to create.

If you’re creating low poly objects you may not need sculptris or any sculpting software at all.
You have a lot of different software available that may not apply to those who have developed a workflow without them.

Personally the software I use:
3Ds
Mudbox
Photoshop
PhysXLabs (standalone and plugin for for cloth and destruction)
xNormal (occaisionally)

Someone else may, like yourself, my have access to other things I do not. Personally I’d like to try Marvelous Designer as I’ve seen the vids on it and it looks like something cool, but I’ve not taken the time to do so, yet.

Just to give you an idea for workflow I would start with:

Decide on how I want my model to look. Do I need a high poly version for normal map baking to the low poly?
Do I want to use a tiling texture for my wood logs and planks or will everything have unique normals and textures?

These two questions can determine how you’ll proceed.

But for the basics:
-Build low poly mesh in modeling software
-(optional) if i want to do a high poly sculpt based on the low, export this and sculpt then reimport into modeling software
-Refine low poly based on high poly sculpt mesh or model in needed detail to low poly mesh
-UV Map layout for texture and lightmap (depending on the answer above about for type of layout for mesh will determine how you proceed here)
-(optional) if using High poly for normal map bake do so here since we’ve completed the UV layout.
-Photoshop for texturing
-Import into UE4 and material setup.
-go back and refine any areas of model or texture that need to be fixed.

This is my average workflow, but may change depending on objects being created because certain consideration will need to be taken into account depending on the model. Especially if you’re doing a destruction mesh.

I’m not sure that it’s that it’s disliked it’s just that it’s not a common software for most people so there is definitely a knowledge gap there when it comes to helping out. :\

You’ll find most are using , Maya, or Blender. The modeling concepts are the same though. The process of how to do them can be radically different. But we do try to help out! :slight_smile:

Helpful advice maybe but when I get something new the first thing I do is just play with it for a few months and start pushing buttons just to see what happens.

Need a log then the first thing is make a cylinder and get it into UE4. From there use the cylinder as the proxy and turn it into a log.

Also.

You don’t need to do anything in a logical order so don’t get distracted by what you heard that you need this or that and deal with it when you have to. No you do not need a light map until you need a light map.

Absolutely!

There really isn’t a logical order at all. People have there own workflows that work for them! It’s almost as subjective a question as “How many polygons should my model have?” The answer is always…Depends.

:slight_smile:

I’m sure others will chime in as well with their workflows and what you’ll see is that everyone has their own. Punch some buttons and make some cool things! That’s about the best you could do to get better with the engine and your modeling. Learn from your mistakes. I’ve learned from plenty of my own.

Yeah, everyone has their own process. 's descriptive method is more for beginning to end pipeline, though it doesnt always have to go that way. I know guys that like to spend a lot of time back and forth between the two tools just getting scale or textures right. Then they move onto lightmapping, etc.

That’s why I recommend every 3d artist (and 3d program users) to use a “scale mesh” -> e.g for my game I use a simple plane character so that everything will fit to that size. Then I just have to import the mesh once (saves me a lot of time :slight_smile: )

But as mentioned, everybody has his own “special” workflow ^^

Thanks guys, I HONESTLY take every advice/help I get… I have Learned tons in the 5 or 6 weeks? I been doing this…And I’ve had a few laugh at me when I tell them my goal but IF I can get a workflow going and understand what I’m doing, You guys are going to be AMAZED at my story/game… I don’t even care about making money, I care about getting my story built at a HIGH standard…The trouble I see in my future is MUSIC and sound effects…To have originial music cost 600,000 or more :confused: NOT counting sound effects…Hopefully kickstarter or something well help…

To give details, I’m going for VERY realistic Logs (Items). I’m pushing the limits of the engine…(I’ve crashed UE4 5 times already trying to build my maps to big LOL…) But I’m trying 2048 textures and high poly on most items…I know I cant have 100% high poly because no body will be able to run my game but I can already say that older pc’s wont run my game…

My game trailer is half done and I’ll post it when I’m done…Been easier to make movies then game objects LOL…

Maybe a trailer will get people interested in building a team with me LOL…If I solo this it’ll take 6 years :confused: I work 18 hours a day on this