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1
Introduction to VAD Workflows in Unreal Engine
2
Blocking out the Model
3
High Res Modeling in ZBrush
4
Detailing the High Res Model
5
Creating a Tileable Map
6
Creating Your Low Res Model
7
Baking Maps & Texturing In Substance Painter
8
Final Assembly in Unreal
Description:
Explore the fourth installment of the Slay Workflow series, focusing on real-time asset creation for Unreal Engine. Learn the step-by-step process of developing assets, starting with model blocking in Maya, progressing to high-resolution sculpting in ZBrush, and creating a low-resolution version. Discover techniques for map and texture work in Substance Painter. Follow along by downloading the Slay project from the Unreal Engine Marketplace. Cover topics including VAD workflows, high-res modeling and detailing, tileable map creation, low-res model development, map baking, texturing, and final assembly in Unreal Engine. Perfect for those looking to enhance their skills in real-time asset creation for game development and interactive media.

Slay Workflow - Real-Time Asset Creation - Unreal Engine

Unreal Engine
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