Hello all, I am creating assets from scratch for the UE4 engine (4.13). Through reading and watching videos I have established the following workflow, please tell me things that are right and wrong in your opinion. I am seeking for a reliable and consistent workflow that I can standardize and push to my small team. Thank you community for your knowledge and opinions.
I am using Blender (2.77) to model up asset and create UV map.
Output all maps in .tif format (material ID, Normal, Global Normal, Ambient Occlusion, UV layout - all 2048 x 2048)
Export mesh to .FBX format
Open in Quixel suite NDO (2.2.2) and Photoshop (2015.5.1) import the mesh and the Normal, then build project. Edit project then save out Normal map.
Open in Quixel suite DDO (2.2.2) and Photoshop (2015.5.1) import the mesh and all textures, then build project. Assign all materials via 3DO and save out maps.
Open Unreal project, import mesh and maps. (generate collision upon import for simple objects, in Blender for more complicated ones.
Create new material using the maps and assign to asset. save.
This item is now in UE4 and and can be used for game, please let me know your thoughts of this workflow, thanks again community.