0% found this document useful (0 votes)
151 views2 pages

The Blender Bros Game Asset Cheat Sheet

The document provides a cheat sheet for creating game assets with Blender and importing them into Unreal Engine. It outlines the process of modeling high and low poly assets, unwrapping UVs, triangulating meshes, baking normals/curvature/ambient occlusion maps, texturing in Substance Painter or Quixel Mixer, and importing the low poly mesh and baked maps into Unreal Engine to create a material.

Uploaded by

Tommaso De Vito
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
151 views2 pages

The Blender Bros Game Asset Cheat Sheet

The document provides a cheat sheet for creating game assets with Blender and importing them into Unreal Engine. It outlines the process of modeling high and low poly assets, unwrapping UVs, triangulating meshes, baking normals/curvature/ambient occlusion maps, texturing in Substance Painter or Quixel Mixer, and importing the low poly mesh and baked maps into Unreal Engine to create a material.

Uploaded by

Tommaso De Vito
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

The Blender Bros Game Asset Cheat Sheet

• Modeling – high poly


o Start by modeling the high-poly mesh (details and all)
o Blockout -> mid detail -> fine detail
o Make sure your bevels contain and EVEN number of segments (i.e. odd
number of edges on mesh)
• Optimization – create low poly from high poly
o Create a copy of high poly
o Create low poly out of high poly by removing small details and non-
essential Booleans (these details can be baked into a normal map)
o Change bevel segment count to 1 on the low poly
• Unwrapping
o Mark seams on sharp edges. You can use Select -> Select Sharp Edges,
which is set to 30° by default and is usually enough. Click here for a video
discussing this.
o Use mirrors to overlap UVs wherever possible. Watch this video for
additional info.
o Pack islands after unwrapping (preferably using UVPackMaster2 Pro)
• Triangulate – low poly
o Split up ngons into smaller polygons if necessary
o Absolutely NO overlapping geometry – must be fixed before export!
o Once triangulated, apply mirror modifiers, and join mesh together (DO
NOT unwrap again!)
• Triangulate – high poly
o Triangulate holes on high poly (watch this video)
o Star connect around corners for a more optimal shading result (watch this
video)
• Export as .fbx
o File -> Export -> .fbx
o Enable “Selected objects”
o Use _low and _high naming conventions

https://www.blenderbros.com/
• Bake
o We bake using Marmoset Toolbag
o Check for mesh rendering issues (collapsed geometry) – this needs to be
fixed back in Blender (i.e. fix any artifacts or overlapping geometry)
o Paint out Skews/Offsets (Marmoset only)
o Bake 16x samples, 4096x4096, Normal, Curvature, and Ambient Occlusion
(AO)
• Texturing
o Substance Painter or Quixel Mixer
o Export maps (8 bit png is fine)
• Unreal Engine
o Import low poly .fbx file
o Import maps baked in previous step
▪ Normal
▪ Curvature
▪ Metallic
▪ AO
▪ Roughness
o Connect channels in material editor
▪ Normal -> Normal
▪ Curvature -> Curvature
▪ Metallic -> Metallic (Blue Channel – blue is cold, metals are cold)
▪ AO -> Ambient Occlusion (Green channel)
▪ Roughness -> Roughness (Red channel, red-roughness)
o To adjust roughness, add a Scalar Parameter and Multiply node
▪ Connect Scalar Parameter to A channel, Roughness to B channel of
the Multiply node
▪ Connect Multiply node to roughness input
▪ Change Scalar parameter value to something other than 1 to affect
how glossy/rough texture is
o Here’s a basic video on Unreal Engine

https://www.blenderbros.com/

You might also like