3D Asset Creation for Studios – Complete Workflow from Brief to Unreal Engine 5
FastTrackTutorials, Premium 3D Art Education
Regardez ce cours et des milliers d'autres
Regardez ce cours et des milliers d'autres
Leçons de ce cours
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1.
Introduction Trailer
2:21
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2.
01 Finding Our Asset And Creating Request Briefs
22:13
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3.
02 Jira And Naming Conventions
21:20
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4.
03 Showcasing Bonus Programs Like Miro Notion Confluence
11:52
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5.
04 Setting Up Our Project And Reference
14:10
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6.
05 Discussing Quality Vs Speed
27:42
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7.
06 Creating Our Blockout Part1
29:41
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8.
07 Creating Our Blockout Part2
6:58
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9.
08 Creating Our Final Container Part1
25:04
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10.
09 Creating Our Final Container Part2
33:42
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11.
10 Creating Our Final Container Part3
32:32
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12.
11 Creating Our Final Container Part4
19:25
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13.
12 Creating Our Final Container Part5
9:14
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14.
13 Creating Our Final Container Part6
21:33
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15.
14 Creating Our Final Container Part7
30:13
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16.
15 Creating Our Final Container Part8
26:55
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17.
16 Creating Our Final Container Part9 Timelapse
19:19
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18.
17 Creating Our Final Container Part9
19:21
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19.
18 Creating Our Final Container Part10
46:19
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20.
19 Turning Our Final Container Into High Poly Part1
15:04
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21.
20 Turning Our Final Container Into High Poly Part2 Timelapse
3:12
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22.
21 Turning Our Final Container Into High Poly Part3
38:53
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23.
22 Turning Our Final Container Into High Poly Part4
16:57
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24.
23 Turning Our Final Container Into High Poly Part5
15:43
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25.
24 Preparing Our Final Low Poly Timelapse
8:42
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26.
25 Creating Our Uv's Part1
7:49
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27.
26 Creating Our Uv's Part2 Timelapse
19:55
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28.
27 Preparing Our Asset For Baking
10:54
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29.
28 Baking Our Asset
37:54
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30.
29 Creating Our Container Textures Part1
27:44
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31.
30 Creating Our Container Textures Part2
29:36
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32.
31 Creating Our Container Textures Part3
25:09
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33.
32 Creating Our Container Textures Part4
25:32
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34.
33 Creating Our Container Textures Part5
21:22
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35.
34 Explaining How Feedback Works
6:27
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36.
35 Processing Feedback
39:23
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37.
36 Finalizing Our Asset In Unreal Engine
12:46
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À propos de ce cours
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
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.
Rencontrez votre enseignant·e
At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.
Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.
Voir le profil completProjet de cours pratique
The focus of this course is to teach how 3D assets are created in real production studio environments using Unreal Engine 5, 3ds Max, ZBrush, Substance Painter, and more.
Each chapter will provide valuable knowledge and hands-on experience. If you want to understand not just how to create 3D assets, but also how actual game and production studios handle asset creation, workflows, feedback, and tools, we highly recommend completing the entire course.
Our course will guide you step-by-step on how to create assets based on real production briefs, manage them using tools like Jira, and implement them in-engine. By the end of this class, your ultimate goal is to gain both technical asset creation skills and a solid understanding of studio pipelines.
We recommend as a goal to reach is to create a complete production-ready asset and integrate it into Unreal Engine 5 while following real-world workflows and tools used by studios.
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