
Discover the end-to-end asset workflow, from finding assets and creating a request brief to gathering reference, naming conventions, and pipeline steps in unreal engine.
Set up a standardized project structure with consistent folder naming (exports, images, textures, saves, lods) using a batch file, and gather references with Miro and PureRef for production.
Prepare a single-material blockout container for Unreal, export from 3ds Max or Blender, and import with Nanite, collision, merged meshes; apply a gray template material and organize assets.
Create the final container for 3d assets in game production workflows, completing part 3 of the series and aligning assets with studio pipelines.
Add weighted normals to improve smoothing and bake quality while enhancing the low-poly bar model. Learn symmetry, center dot, thickness estimation, boolean welding, and beveling to finalize a production-ready asset.
Apply symmetry and weight normals to fix smoothing, optimize edges, and prepare for baking and uv unwrapping, while adding center pivots, bevels, and bolts for a complete container model.
Turn the final container into a high poly mesh by baking the body in ZBrush, welding and adding supporting loops and turbo smooth, while preserving UV space.
Turn the final container into a high-poly asset for game and production pipelines, focusing on detail, topology, and optimization.
Watch the final low poly timelapse to see streamlined workflows for creating game-ready 3D assets in professional production studios.
Prepare a game asset for baking by optimizing UVs with RISM UV, using automatic packing, applying the exploding technique to separate low and high poly, and exporting for texturing.
Create convincing container textures by blending hand painting with edge-damage generators, grime, and grunge on galvanized and painted metal, refining seams, color variation, and roughness.
Learn to process feedback effectively to iteratively improve 3d assets for game and production studios, aligning design decisions with team input and project requirements.
Finalize a game asset in Unreal Engine by exporting three textures: base color with alpha-normal map and an ORME map, then apply a material to a Nanite asset.
Creating 3D Assets for Production Studios
This tutorial course is all about how the actual production process works when working for game and production studios. Meaning that we will not just cover how to create a 3D asset but we will also go over on how assets are created in actual studios.
3DS MAX, SUBSTANCE, ZBRUSH AND UNREAL ENGINE 5
This course will cover a large number of topics, but the biggest topics are as followed:
Showcasing what request briefs are and how to use them.
Showcasing Jira. Which is a common site used to track content during production.
Showcasing how to use sites like Confluence, Miro and Notion
Discussing Quality vs Speed
Gathering references and creating a blockout asset
Showcasing the entire creation process of an asset from high to low poly modeling, unwrapping, baking and texturing
Showcasing how feedback is usually given in studios
Setting up assets in Unreal Engine 5
And we will also include multiple bonus chapters on how to create various different assets using different techniques.
The general takeaway of this course is that at the end, you will have in-depth knowledge on what to expect when you start working for an actual game or production studio. Not just how to create assets but also what kind of internal tools and workflows to expect
19+ HOURS!
This course contains over 19+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks. For the actual asset modeling we will be using 3ds Max for the real-time chapters however we have also included a timelapse on how to create the asset in blender. Next to this we use RizomUV for the UV unwrapping, marmoset for baking and previewing and substance painter for the texturing
SKILL LEVEL
This tutorial is intended for beginner to intermediate artists. Please note that the focus of this course is not on the basics of asset modeling so those chapters might be a bit hard to follow for beginners– However, everything in this tutorial will be explained in detail.
TOOLS USED
Unreal Engine 5
3DS Max (you are able to use other modeling software)
RizomUV
Marmoset Toolbag 4
Substance Painter
Zbrush
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOR
Emiel Sleegers is a lead environment artist and owner of FastTrack Studio. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals