Finalising the Asset
This doc goes over any notes on finalizing the asset before export...
There isn't much to do to the Trim sheet asset in order to use it in engine as it is very rare to need to change the texture.
That said, with the Trim sheet made you can continue to make assets using the same material, so having a collection of commonly used asset trim sheets is a great way to build out an experience or create optimised assets for people to use in their own experiences.
Moving On
So far, we've looked at the most performant approaches to Asset Creation, but each has limitations in results be it limited design (Palette and Gradient Texturing, Trim Sheets) to less performance in large numbers (Tileable Textures).
Sometimes you just need assets that look their best.
As much as Unreal can now use nearly unlimited polygons in an experience, it is still very expensive and large in filesize so this is usually only possible in high end devices such as Gaming Desktop or PCs.
Rigging and animating assets like these can be quite difficult, so you may want to reduce the polycount purely to make the animation easier and/or the speed of development faster. Blender will start to slow down if you have assets in the millions of polygons, let alone an entire scene.
If you are creating very stylized or traditionally artistic assets, then you could use Handpainting as an approach. This is exactly what it sounds like, where you hand paint the texture on the 3D asset. For this you can look at Hand Painted Assets tutorials.
If hand painting isn't what you are after, and you want to make things like non-organic assets like cars, spaceships, guns, props etc. You should go to tutorials. After that you will need to look at however to get those high polygon assets more manageable.
If you want to make organic models, such as characters, monsters, animals etc. You should go to tutorials as this will cover how to create assets with sculpting tools like Blender or ZBrush. After that you will need to look at however to get those high polygon assets more manageable.
Last updated