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Fusion 360 to Unreal Engine - pipeline
Rating: 4.7 out of 5(22 ratings)
109 students

Fusion 360 to Unreal Engine - pipeline

Learn the skills to get you a Job!
Created byKendale Jones
Last updated 1/2021
English
English [Auto],

What you'll learn

  • How to use Fusion 360 for Game Design
  • how to bake maps
  • How to texture 3d Models
  • How to use Unreal Engine to create an Environment
  • How to light a Game Environment
  • how to make Game Ready assets
  • Game Art pipe-line

Course content

3 sections41 lectures5h 43m total length
  • 1_Reference Image1:07

    Load the reference image from resource files, insert from my computer in the front view, place a plane, and uniformly scale by 80 to load the reference into the scene.

  • 2_Sketch to Body (pt1)10:29

    Sketch 11 body outlines in Fusion 360 for Unreal Engine, using millimeter units and a preset blueprint; build doors, frames, and dividers with rectangles, then copy, align, and press pull.

  • 3_Sketch to Body (pt2)8:18

    Model a front-facing body in Fusion 360 by sketching on a plane, extruding, and refining with trim, circles including diameter circle and two-point circle, plus move/rotate operations and body splitting.

  • 4_Detailing (pt1)13:06

    detail the floor panel by creating symmetric sketches from the center line, using two-point rectangles and mirror operations in Fusion 360, preparing for Substance Painter and Unreal Engine.

  • 5_Detailing (pt2)7:46

    Learn how to add detailed window wall panels in Fusion 360 through sketches, offsets, and cut operations, building depth with extrusions and pipes for Unreal Engine workflows.

  • Detailing (pt3)11:23

    Detailing in Fusion 360 builds wall panels for the Unreal Engine pipeline, guiding sketching, piping, offsets, pattern on path, and combine operations to finalize modular components.

  • 7_Detailing (pt4)6:51

    Detail a doorframe in Fusion 360 by sketching with a two point rectangle, creating and patterning pipes, and applying cuts to form through features in the Unreal Engine pipeline.

  • 8_Detailing (pt5)7:54

    Finish detailing the keypad and door in Fusion 360 by applying two-point rectangles, fillets, and patterns, then refine with mirror and pull adjustments.

  • 9_Detailing (pt6)9:49

    Apply sketch offsets, mirroring, and boolean operations to create a divider and trims in Fusion 360, using negative pull values and patterning to form multiple slots and panels.

  • 10_Fusion 360 Export Settings5:48

    Export eleven Fusion 360 bodies to a mesh, convert to LBJ, and apply naming conventions while preparing for Blendr optimization.

Requirements

  • Access to Fusion 360 (free for students)
  • Access to Substance Painter (Free for Students)
  • Access to Blender (Free for Everyone)
  • Access to Unreal Engine 4 (Free for Everyone)

Description

Before working at Gaming Studios like Arkane, Rooster Teeth, and even Interning at Day Break, I was a college student with the hunger for knowledge that would land me a job in the Industry, so I focused on learning multiple programs to develop a more efficient workflow so that I would stand out by not only my Art but speed as well. So in this course I share and teach you how to quickly create a high poly model from concept in Fusion 360,  then convert the CAD geo into a usable mesh for retopology inside of Blender, UV Unwrapping so we can Bake/texture the Low poly inside of Substance Painter, and Finally import those 3D Models into Unreal Engine 4 to build a modular Sci-fi Corridor. This course is for those that want to gain a new skill that can potentially get them a job, and at the very least make them knowledgeable in the pipe-line of video game Development!

The last and most important reason I created this course is because I'm sick of seeing students graduate with a degrees in Game Art and cant find a job, because either they are missing a step in the pipe-line because the school wasn't teaching them an up-to-date workflow, and because  I see a lot of courses promising results but to later find out the courses have been time-lapsed on the important steps!

All programs I use in this course are Free to use for Students, and hobbyist



Who this course is for:

  • Beginner to Advanced
  • All levels
  • No prior-knowledge needed