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"How to Create Custom Game Environment Assets/Props for Unreal® Engine 4 in 6 Easy Hours..."

SOFTWARE: UE4, Maya LT/Maya, PS

SKILL LEVEL: Beginner to Advanced

DIGITAL DOWNLOAD: 37 videos (6+hrs) - 1.9GB

UE4: Custom Static Mesh Formula

"UE4: Custom Static Mesh Formula" is a Complete Step-by-Step Pipeline to Creating/Exporting/Importing Custom Static Meshes from Maya LT™/Maya® into Unreal® Engine 4 for Game Environments.

  • Step-by-step tutorial series
  • 37 Videos (6+ Hours)
  • Tutorials work in Maya LT™ and Maya®; principles are transferrable to other 3d software
  • Includes Project Files
  • Includes"UE4 Custom Static Mesh Checklist" PDF (17-pages)
  • 30-Day, Money Back Guarantee
  • Purchase securely with PayPal or with a Credit Card no PayPal account needed (See image for how to Checkout without PayPal)
  • Digital Download Only - Add to Cart, Check Out and Download

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Workflows: Game Assets and Props

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Includes:

  • 2 PDF Guide (215 pages)
  • 2 Workflow Video (80+ min)
  • "Project Files" (fbx, obj, textures, UE4 assets)

Complete Step-by-Step Pipeline to Creating/Exporting/Importing Custom Static Meshes from Maya LT™/Maya® into Unreal® Engine 4 for Game Environments.

No More Default Static Meshes or Static Meshes Created by Others

There will come a time where you no longer want to use default Static Meshes or Static Meshes created by someone else to construct your game environments. Instead, you'll want to begin create and use your own custom Static Meshes.

But as you probably already discovered, there is a large amount of work and knowledge required before creating your own custom Static Meshes.

Custom Static Mesh process involves multiple software and specific guidelines to follow for each step of the pipeline. You'll need to make sure your 3d modeling software is set up correctly for matching the scale and grid spacing to UE4. You'll need to model a low-poly and a high-poly mesh, UV for textures and for lightmaps, set hard/soft edges, bake Normal maps, bake Ambient Occlusion maps, create textures, materials, custom collisions, export/import using specific settings while problem-solving at every single step of the way.

The process itself is actually very straight forward once you've gone through it a couple of times. The problem is getting there. Learning what to do for each step of the pipeline is what takes so much time.

I finally created "UE4: Custom Static Mesh Formula" video tutorial series to help you learning and mastering this process.

What is a Static Mesh?

Static Mesh is a 3d model (game assets/game props) created in 3d modeling software (Maya LT/Maya, 3dsMax, Modo, Blender etc.), then exported and imported into Unreal Engine 4. These Static Meshes are either created by you or by someone else and it is what you'll use to construct game environments with.

Here are "The Corridor" Static Meshes used to construct the final environment:

"The Corridor" Custom Static Mesh Set

"The Corridor" Custom Static Mesh Set

Final "The Corridor" Environment

Final "The Corridor" Environment

BSP vs Static Meshes

"Why do I need to create and use Static Meshes when I have BSP? Couldn't I just use BSP brushes or convert BSP to Static Mesh instead of creating my own custom Static Meshes?"

This question comes up a lot and the answer is no.

It is not whether you should use one or the other but at which step of the pipeline should you use BSP brushes and at which Static Meshes.

BSP Brushes are simple geometry primitives that can be created inside Unreal Engine 4. You will find BSP Brushes option under "Geometry" tab:

BSP brushes under Geometry tab

BSP brushes should be used early in the level design and game environment process to block-in the layout and prototype gameplay mechanics.

During this early development stage you don't need to create or use Static Meshes. You must keep focused on scale, spatial relationships, layout, flow, scripting gameplay mechanics and play-testing your level. Since a lot of your design and layout will change, you need to maintain flexibility and BSP brushes allow for quick iteration and change.

As you begin to lock down level's layout and gameplay, begin to replace BSP brushes with Static Meshes. BSP becomes a template for placing Static Meshes.

Static Meshes are optimized for UE4 and are cheaper to render than BSP brushes. Static Meshes are easier to use, to duplicate and create full game environments with. Also, you will never be able to get the detail required using BSP brushes than you can with Static Meshes.

BSP brushes were never meant to be used as final geometry. Most, if not all BSP brushes should be replaced with Static Meshes prior to shipping/releasing your level.

BSP brush block-in of "The Corridor" environment

BSP brush block-in of "The Corridor" environment

Final "The Corridor" environment with 100% custom Static Meshes

Final "The Corridor" environment with 100% custom Static Meshes

It doesn't mean you can't have any BSP in your finished levels. It is completely acceptable to have BSP brushes as part of your final environment. I often advise to stick to 70/30, 80/20, 90/10 or 100% ratios of Static Mesh to BSP. And if you are going to use some BSP brushes in the final map, then keep them down to a minimum and simple for geometry like as walls, floors, ceiling, columns etc.

So if you are serious about creating game environments then you need to use custom Static Meshes. You can either use Static Meshes created by others (such as from UE4 Marketplace) or you can spend the time to learn the skill for how to create your own.

What You Will Learn From "UE4: Custom Static Mesh Formula":

Following is an overview of what you can expect to learn.

  • How to setup Project folders for UE4, Maya LT/Maya and Texturing; important to maintain organization between different software and keep files together
  • How to set up interface in Maya LT/Maya for Static Mesh work
  • How to set up UE4 for Static Mesh work
  • How to set up grid spacing in Maya LT/Maya to match UE4
  • How to set proper scale and proportion in Maya LT/Maya and UE4 so everything you create maintains 1:1 scale ratio
  • FBX export options to use from Maya LT/Maya so your Static Meshes work in UE4
  • FBX import options for Unreal Engine 4
  • Importance of pivot points and how they translate from Maya LT/Maya into Unreal Engine 4
  • 2 modeling methods explained: low-poly to high-poly and high-poly to low-poly
  • Creating low-poly and high-poly meshes
  • UVing your low-poly meshes
  • Initial UE4 material setup
  • How to set hard/soft edges on your Static Mesh, this is also known as Smoothing Groups
  • How to bake Normal Maps in Maya LT/Maya
  • How to export/import Normal Maps into UE4 and how to flip or invert your Green Channel for correct Normal Map display
  • What are Lightmaps
  • Lightmap overview and guidelines to follow
  • How to create Lightmaps in UE4
  • How to create custom Lightmaps in Maya LT/Maya
  • How to create collisions in Unreal Engine 4 Static Mesh Editor
  • How to create custom collisions in Maya LT/Maya
  • Setting up Photoshop texture file
  • How to get and use UV screenshot wireframe layout to help you texture in Photoshop
  • What is the difference between an Albedo and Diffuse texture
  • Manually create Albedo/Diffuse textures
  • How to create detail Normal Maps using NVIDIA Normal Map Filter in Photoshop
  • How to create detail Normal Maps using Quixel's NDO
  • How to combine baked Normal Maps with detail Normal Maps
  • How to manually create Roughness texture and roughness textures explained
  • How to test final Static Mesh inside your level in UE4

Setting up grid in Maya LT/Maya to match UE4

Setting up grid in Maya LT/Maya to match UE4

 

Creating low-poly mesh

Creating low-poly mesh

 

Creating high-poly version

Creating high-poly version

 

Assigning textures and creating material

Assigning textures and creating material

File Cabinet: Creating low-poly and high-poly

File Cabinet: Creating low-poly and high-poly

 

File Cabinet: Creating material instance

 

Doric Column: Creating high-poly mesh

Doric Column: Creating high-poly mesh

 

Doric Column: Final Static Meshes, ready for use

Doric Column: Final Static Meshes, ready for use

 

What you will learn from the "Workflows" (if addded):

  • How to set up your initial scene for correct scale and proportion
  • How preproduction/planning step is essential to every game prop and game asset you create
  • How to set up Unreal Engine 4 project and scene
  • How to set up Maya LT/Maya project and scene
  • How to download and use UE4 Mannequin for scale reference
  • How to use 2 modeling methods to create Static Meshes: low-poly to high-poly (file cabinet) and high-poly to low-poly (Doric column)
  • Creating low-poly meshes
  • Creating high-poly meshes and importance of supporting edge loops
  • FBX export options from Maya LT/Maya and FBX import options for Unreal Engine 4
  • How to create perfect quad sphere
  • How to use Bend deformer
  • How to UV low-poly meshes
  • Setting hard/soft edges on low-poly meshes prior to baking Normal Maps
  • How to bake Normal Maps in Maya LT/Maya
  • How to bake Ambient Occlusion maps in Maya LT/Maya
  • How to create custom collisions in Maya LT/Maya
  • How to generate detail Normal Maps
  • How to create surface detail Normal map in Quixel's NDO
  • How to correctly combine detail Normal Map with baked Normal Map
  • How to create and test Lightmaps
  • Setting up Photoshop texture file
  • How to use UV screenshot wireframe layout on top of your textures in Photoshop
  • Creating Albedo and Roughness texture with Quixel's DDO
  • How to create Masks for different parts of the model and control Roughness intensity for those parts
  • How to create Material Instance and change Base Color on your Static Mesh
  • How to create detail textures (diffuse and normal) for when the player gets very close to the Static Mesh so the texture maintains some detail
  • Creating custom collisions in Maya LT/Maya
  • Testing and finalizing your Static Mesh

Detailed Video-by-Video Breakdown:

Here is a list of all the videos included in this series.

Module 1: Foundational Principles for Custom Static Meshes

  • 01.00 Introduction to Module 1 - What You Will Learn (07:04)
  • 01.01 Setting Up Project Folders (07:47)
  • 01.02 Example Project Files (03:38)
  • 01.03 Setup UE4 and Maya LT/Maya for Static Meshes (06:08)
  • 01.04 Setting Up Grid in Maya LT/Maya for Unreal Engine 4 (07:32)
  • 01.05 Character Reference in Maya LT/Maya and UE4 (13:02)
  • 01.06 Exporting Static Meshes from Maya LT/Maya (09:09)
  • 01.07 Importing Static Meshes Into Unreal Engine 4 (09:02)
  • 01.08 Importance of Pivot Points (08:23)
  • 01.09 Creating Low-Poly and 2 Modeling Methods Explained (05:49)
  • 01.10 Creating High-Poly Mesh (05:38)
  • 01.11 Texture UVing and Initial UE4 Material Set Up (12:18)
  • 01.12 Hard and Soft Edges (Smoothing Groups) (10:31)
  • 01.13 Baking Normal Maps in Maya LT (12:31)
  • 01.14 Exporting/Importing Normal Maps (10:48)
  • 01.15 Lightmaps Overview (14:10)
  • 01.16 Creating Lightmaps (25:40)
  • 01.17 Collisions in UE4 (15:17)
  • 01.18 Collisions in Maya LT/Maya (27:44)
  • 01.19 Normal Map Rebake (11:48)
  • 01.20 Creating Albedo/Diffuse Texture (11:03)
  • 01.21 Creating Detail Normal Map Texture (12:17)
  • 01.22 Creating Roughness Texture (09:48)
  • 01.23 In Closing (00:46)

4 hours 18 minutes / 24 videos

Video 01.10 Creating High-Poly Mesh (05:38)

Video 01.10 Creating High-Poly Mesh (05:38)

Video 01.22 Creating Roughness Texture (09:48)

Video 01.22 Creating Roughness Texture (09:48)

Module 2: Custom Static Mesh Workflow Process

  • 02.00 Introduction to Module 2 - What You Will Learn (02:12)
  • 02.01 Planning/Preproduction Process (03:05)
  • 02.02 Creating Low-Poly Column (09:12)
  • 02.03 Creating High-Poly Column (05:49)
  • 02.04 UVing Low Poly Column for Texturing and Material Setup (06:57)
  • 02.05 Setting Hard/Soft Edges and Baking Normal Maps (11:46)
  • 02.06 Creating Lightmaps (06:00)
  • 02.07 Creating Collision (05:38)
  • 02.08 Texturing: Creating Albedo/Diffuse Map (15:27)
  • 02.09 Texturing: Creating Detail Normal Map with Photoshop Normal Map Filter (18:11)
  • 02.10 Texturing: Creating Detail Normal Map with NDO (09:47)
  • 02.11 Texturing: Creating a Roughness Map (12:10)
  • 02.12 In Closing (00:41)

1 hours 46 minutes / 13 videos

Video 02.09 Creating Detail Normal Map (18:11)

Video 02.09 Creating Detail Normal Map (18:11)

Should You Get “UE4: Custom Static Mesh Formula”?

Who is this tutorial series for? Should you get "UE4: Custom Static Mesh Formula"?

"UE4: Custom Static Mesh Formula" is right for you if:

  • It IS for you if you want to learn how to create your own custom Static Meshes with Maya LT or Maya for Unreal Engine 4
  • It IS for you if you want the entire system explained methodically in a step-by-step process and all the problems you may encounter along the way and how to fix them (specifically for hard-surface assets)
  • It IS for you if you no longer want to use Static Meshes that others created but want to begin creating and using your own
  • It IS for you if you want the entire pipeline from idea to completed Static Mesh, ready to be used in-game

"UE4: Custom Static Mesh Formula" is probably not for you if:

  • It is NOT for you if have already been exporting/importing custom models from your 3d modeling software into Unreal Engine 4
  • It is NOT for you if you don't have modeling software and never used Unreal Engine 4 before; get started with modeling "3D Game Environment Foundation" and get started with UE4, "UE4 Fundamentals"
  • It is NOT for you if you are looking to export/import organic assets such as foliage or animations (advanced concept such as custom tangents/normals are not covered in this series)
  • It is NOT for you if you are looking for specific steps using 3d modeling software such as 3dsMax, Modo, Blender etc. (Maya LT/Maya is used in this series) but principles are transferable to other 3d software

Remember, you have 30-day money back guarantee; no questions asked. I've been running World of Level Design.com since 2008. I'm not going anywhere. So if you don't like the premium tutorial series then I don't want your money. Full refund, just let me know what you didn't like about it and what could have made it better.


"UE4: Custom Static Mesh Formula: The Complete Step-by-Step Pipeline to Create, Export, Import Custom Static Meshes for Game Environments"

SOFTWARE: UE4, Maya LT/Maya, PS

SKILL LEVEL: Beginner to Advanced

DIGITAL DOWNLOAD: 37 videos (6+hrs) - 1.9GB

3D Game Environment Modeling Foundation with Maya LT/Maya

Complete Step-by-Step Pipeline to Exporting/Importing Custom Static Meshes from Maya LT™/Maya® into Unreal® Engine 4 for Game Environments.

  • Step-by-step tutorial series
  • 37 Videos (6+ Hours)
  • Tutorials work in Maya LT™ and Maya®; principles are transferrable to other 3d software
  • 30-Day, Money Back Guarantee
  • Check out securely with PayPal or with a Credit Card no PayPal account needed (See image for how to check out without PayPal)
  • Digital Download Only - Add to Cart, Check Out and Download

Add to Cart

All orders are processed on a secure server.

Upgrade

Workflows: Game Assets and Props

Add "Workflows: Game Assets and Props" for Only +$15:

Add to Cart

All orders are processed on a secure server.

Includes:

  • 2 PDF Guide (215 pages)
  • 2 Workflow Video (80+ min)
  • "Project Files" (fbx, obj, textures, UE4 assets)

Instant Digital Download

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All files are zipped. After you download, Right Click on each zipped file and choose Extract All or Unzip.

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I know you will find "UE4: Custom Static Mesh Formula" extremely helpful with learning Maya LT/Maya.

But, if for any reason you don't like it, I am offering 30 days, 100% money-back guarantee.

I've been running World of Level Design.com since October 2008. I'm not going anywhere. So if you don't like this premium tutorial series then I don't want your money. Full refund.

Just let me know why you didn't like the product and how I could have made it better.

PS.

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When I release a product, I make sure that you get your money's worth and walk away learning more than what you paid for.

Frequently Asked Questions

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To follow the tutorial series you will need Unreal Engine 4, Autodesk Maya LT or Maya and Photoshop. You can visit this page here for free Maya LT/Maya 30 day trial and subscription options.

Although Maya LT is used in this tutorial series, principles and steps are transferable to other 3d software.

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This is a downloadable ebook/video product. You will NOT receive a physical package shipped to you in the mail. The entire package will be immediately available for you to download and get started right away after ordering. You will receive access to bonuses on the Download page as well.

"UE4: Custom Static Mesh Formula" series is compressed/zipped and ready to download.

In addition all Bonuses (if any) are zipped and are separate downloads as well. This will make the download process simpler.

After you download, Right Click on each zipped file and choose Extract All or Unzip.

How do I re-download the tutorials?

Yes. If you encounter any issues during your download and need your links to be renewed and re-download again, email me using the email you purchased the product with and I will re-activate all the downloads.

How do I open the Project Files?

Project files include .fbx, .obj files which can be opened with most 3d software, including Maya LT/Maya.

.mlt file format can only be opened with Maya LT 2017.

UE4 assets can be opened in Unreal Engine 4.

But, all project files are optional and are not required to follow along with each video. If you watch the videos and follow each tutorial, you will end up creating all files yourself.

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