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"Workflows Tutorial Series to Creating Game Environment Assets/Props from Beginning to End"

SOFTWARE: UE4, Maya LT, PS, Quixel

SKILL LEVEL: Beginner to Advanced

DIGITAL DOWNLOAD: 2 videos (80+min) - 952MB

Workflows: Game Assets and Props

"Workflows: Game Assets and Props" Tutorial Series to Creating Variety of Game Environment Assets/Props with Maya LT™/Maya®, Mudbox®, Unreal® Engine 4, Quixel, Photoshop® from Beginning to Completion

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

Workflows are one of the best ways to see how a game prop, game asset or full game environment was created in one video from beginning to end.

Workflows become especially important once you want to reach the next level of your game environment art creation. This is when you've learned how to use modeling software, you've done some texturing and you are comfortable using Unreal Engine 4. Now instead of looking for individual techniques, you need to absorb entire process pipeline.

Workflow tutorials allow you to see the larger picture.

Each workflow tutorial starts with the most important step to any game environment prop/asset creation - preproduction and planning. It is where you figure out what you want to create and how it is going to look. You collect photo references to develop and support your vision.

Planning: photo reference and sketch

Planning: photo reference and sketch

Next you have to setup project folder structure for each part of the pipeline - for modeling, texturing and game engine. Everything should be kept in one place to maintain organization. 3D modeling application must be set up to make the gird match the game engine. So everything you create and export has 1:1 scale ratio.

1:1 scale ratio between Maya LT/Maya and UE4

1:1 scale ratio between Maya LT/Maya and UE4

Interface, settings and scenes must be setup in modeling software and game engine to make the working space streamlined for game environment prop/asset creation.

Establishing a proper size for each prop is essential. Inserting a character reference scale into your scene that has the same dimensions as playable character in-game will help you to maintain correct size and build everything to correct proportions. Otherwise everything you model will not look "right". The scale will be off and the player will notice.

At this point you are now ready to begin creating the game asset.

First is modeling. There are 2 types of modeling methods you will most often use.

Create low-poly first then high-poly second:

Low-poly to high-poly

Low-poly to high-poly

Create high-poly first then low-poly second:

High-poly to low-poly

High-poly to low-poly

Low-poly is created in your modeling software. High-poly is created in either your modeling or sculpting software such as Mudbox or Zbrush.

The only reason you need to create a high-poly is to bake normal maps from high-poly to low-poly to simulate the high-resolution detail on your models through a normal map, without adding additional polygon count to your low-poly.

Low-poly without Normal Map (left) and with a Normal Map (right)

Low-poly without Normal Map (left) and with a Normal Map (right)

Sometimes you can even create geometry by converting heightmap or diffuse images to Normal Maps to be used on flat planes. Normal Map generating software that can do this are Quixel, Substance, Knald, Awesome Bump, NVIDIA Photoshop Filter and many others.

Surface detail Normal Map converted from a texture

Surface detail Normal Map converted from a texture

You must then UV low-poly mesh for texturing prior to baking Normal Maps. You usually don't need to UV your high-poly unless you are painting textures inside sculpting software.

UVing low-poly mesh

UVing low-poly mesh

You should also set your model's hard/soft edges (also known as Smoothing Groups). These will define which edges on your model will appear hard and which will appear soft.

Setting hard/soft edges

Setting hard/soft edges

Baking Normal Maps is done inside modeling, sculpting or external software such as xNormals, Substance Baker. For UE4, you will often have to invert your Normal Map so it is displayed correctly inside the engine.

Baking Normal Maps

Baking Normal Maps

After baking Normal Maps, you should also bake Ambient Occlusion texture. They will help to make your game assets/props look a lot better. Unreal Engine 4 has its own Material input to use for Ambient Occlusion.

Without/with Ambient Occlusion

Without/with Ambient Occlusion

Baked Normal Map is good start but you also need surface detail normal map. For this it is faster to convert a diffuse texture to a Normal Map then overlay it on top of your baked Normal. There is a specific way to correctly do this inside Photoshop so the Normal Map values maintain their 0-1 normalized ratios; otherwise you can get some artifacts inside the game engine.

Each prop has to be exported using specific settings. For UE4, exporting as FBX with the following options usually does the job.

With/without surface detail Normal Map

With/without surface detail Normal Map

FBX Export Settings from Maya LT/Maya

FBX Export Settings from Maya LT/Maya

Creating an Albedo texture can be done using different software such as manually in Photoshop or with Quixel DDO or Substance. Albedo texture is formerly known as Diffuse in pre-PBR (Physically Based Rendering) days. Albedo maps are properly calibrated for PBR game engines (UE4, CryEngine, Unity).

Roughness and Metallic maps are very important part of the texture creation process. Roughness controls how shiny or how rough the surface is and or much light will reflect back into the environment. Metallic controls if the object is metallic or non-metallic.

Static Mesh with Albedo, Normal and Roughness textures

Static Mesh with Albedo, Normal and Roughness textures

Roughness and Metallic adjustments

Roughness and Metallic adjustments

Texture masks are used to hide or show different parts of the material such as which parts are metallic and which are non-metallic.

Texture masks are also used as part of texture creation to control visibility of dirt, grime or stains.

You also have to create Lightmaps. They allow for correct lighting/shadow to be displayed on your Static Meshes.

Most of your meshes should have "Mobility" set to "Static" in UE4.

These Static Mesh types are the cheapest to render. You could set your meshes to "Movable" which will make them dynamic and not use Lightmaps. This means they will be more expensive to render and you should use "Movable" type on case-by-case basis.

Mobility setting

Mobility setting

For lightmaps you will need to create a 2nd UV channel that UE4 will use as the Lightmap channel. You can create Lightmaps in UE4 or use modeling software to create 2nd UV channel and properly unwrap that channel for Lightmaps (which will be your best option).

Generate Lightmap UVs in UE4 option

Generate Lightmap UVs in UE4 option

There are a few more additional options you need to be aware of to make Lightmaps work such as enabling "Lightmap Coordinate Index" option to 1.

Collisions are another part of the game asset you have to create. Otherwise the in-game character can walk right through your props and projectiles will not collide with it.

Just like with Lightmaps, you can create collisions inside UE4 or using modeling software. You will have way more control if you create custom collision in 3d modeling application. For s simple meshes, I suggest to use UE4 "Static Mesh Editor".

These are just some of the steps along the way you will encounter and have to deal with. The way you approach each part of the pipeline will vary on the model. Sometimes you'll start with high-poly, other times with low-poly. Sometimes you'll create your Albedo texture first and other times you'll create it after you Static Mesh is complete.

The more different types of workflows you watch, the better idea you'll have how to tackle the next game asset/prop from initial idea to completion.

It is important to point out that many parts of the "Workflow" videos are sped up due to time. Parts of modeling, baking and texture creation take a long time to complete and speeding these sections is essential to keeping the tutorials watchable and learnable. I do talk throughout the entire process and explain what I am doing on screen so you don't miss anything.

What You Will Learn From the "Workflows" Tutorials:

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

  • 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

Creating high-poly version (Doric Column)

 

Baking Ambient Occlusion maps (File Cabinet)

 

Creating Collisions (Doric Column)

 

Creating Material Instance (File Cabinet)

Workflow Breakdown - What is Included:

Here is a list of all the content included in each workflow.

"Doric Column" Workflow Includes:

  • PDF Guide (144 pages): Creating Game Asset Doric Column with MayaLT-Quixel-UE4
  • Workflow Video (47-min): Creating Game Asset Doric Column with UE4-MayaLT-Quixel
  • Includes "Project Files" (fbx, obj, textures, UE4 assets)

Doric Column Workflow Video and PDF Guide

"File Cabinet" Workflow Includes:

  • PDF Guide (74 pages): Creating Low-Poly Prop File Cabinet with MayaLT-UE4
  • Workflow Video (36-min): Creating Low-Poly Prop File Cabinet with MayaLT-UE4
  • Includes "Project Files" (fbx, obj, textures, UE4 assets)

File Cabinet Workflow Video and PDF Guide

Should You Get "Workflows: Game Assets and Props"?

Who is this tutorial series for? Should you get " Workflows: Game Assets and Props" series?

"Workflows: Game Assets and Props" is right for you if:

  • It IS for you if you want to see the entire workflow from beginning to completion for a specific prop/asset
  • It IS for you if you want to see different approaches and software being used to creating variety of game environment assets/props

"Workflows: Game Assets and Props" is probably not for you if:

  • It is NOT for you if you need more of methodical and a step-by-step approach for what to do in each part of the process (see this tutorial for more info "UE4: Custom Static Mesh Formula")
  • It is NOT for you if you have never modeled, exported, imported Static Meshes; these "Workflows" assume you are familiar with modeling, texturing and UE4

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.


"Workflows Tutorial Series to Creating Variety of Game Environment Art Assets and Props from Beginning to Completion"

SOFTWARE: UE4, Maya LT, PS, Quixel

SKILL LEVEL: Beginner to Advanced

DIGITAL DOWNLOAD: 2 videos (80+min) - 952MB

3D Game Environment Modeling Foundation with Maya LT/Maya

"Workflows: Game Assets and Props" Tutorial Series to Creating Variety of Game Environment Assets/Props with Maya LT™/Maya®, Mudbox®, Unreal® Engine 4, Quixel, Photoshop® from Beginning to Completion

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

Add to Cart

All orders are processed on a secure server.

Instant Digital Download

This is a downloadable video/ebook 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. This program is NOT available in stores, so you can only access it through this website.

"Workflows: Game Assets and Props" series is compressed/zipped and ready to download. After purchase you will see multiple separate downloads; I made it simpler to download them one at a time instead of one large download.

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

No Risk, 30 Day - 100% Money Back Guarantee

Satisfaction Guaranteed

I know you will find "Workflows: Game Assets and Props" 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.

If you have spent some time visiting World of Level Design website, read and watched video tutorials then you know that each video and each tutorial I create is focused on giving you a lot of value and information in each one.

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

What software do I need for this product?

I used Maya LT (Maya can also be used), Photoshop, Quixel, Unreal Engine 4. Different software is used in each workflow video. For example in "File Cabinet Workflow", Quixel isn't used.

Although different software was used, you can still follow the workflows as each video is about the pipeline and the completion of each prop/asset rather than using specific software techniques.

How do I get my copy of the product?

Click 'Add to Cart' and go through the purchasing process. Once you are done, you will receive an email with a download link to the product.

Do you have a physical copy such as a data-DVD for sale?

Not yet, but I am still thinking about possibly having that set up.

Do you have streaming version of these videos and all premium tutorials?

Not yet, but I am looking into having that set up as well.

Is this a one-time payment or subscription?

This is a one-time payment. You pay once and you download the product to keep. No recurring payments or subscriptions.

How do I download the product?

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.

"Workflows: Game Assets and Props" series is compressed/zipped and ready to download. After purchase you will see multiple separate downloads for each "Workflow". I made it simpler to download them one at a time instead of one large download.

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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Your transaction is secure. The website uses Paypal for transaction and E-Junkie for download delivery. E-junkie is certified by PayPal and Google Checkout. E-junkie is secured by GeoTrust.

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