Asset pipeline from scratch:
- New project
- New level
- Basic scene in the level
- Import objects
- Create materials for objects
- Create lighting
- Create a box.
- Change the xy and z sizes to 100, 50, 100. Note that 100 is about 3feet compared to the unreal character.
- Go to the positions attribute for the box and make Zero in x, y and z. This is because Unreal doesn't care about the pivot point on the box, it only knows about the distance from the box to the world xyz 0,0,0
- Make sure the box is selected then go to Maya's File/Export Selected.
- Open up the Advanced options and change the FBX format to 2014/2015.
- Type in a name and export the box to a folder.
- Launch Unreal.
- Click on the File/New Level. Choose to make an Empty Level (we don't want the lighting from the other options).
- At the top left of the interface you should see the two main tabs: Modes and Content Browser - click the Modes tab.
- In the Modes, there is a Listing for Basic, click this to open up the Basic Geometry panel.
- Click on the Box and drag it into the scene. This box is called a brush, its a really basic type of geometry. We can use the box brush as a floor.
- When the box is selected, you should be able to see the Details panel showing the properties of the box. Change the size to 5000 in x, 5000 in y, and leave the z at 200.
Importing the Object
- At the top left of Unreal, click the Content Browser button.
- At the top of the Content Browser there is an import button, click so that we can import the box. An import window should open up.
- Find the folder where you saved the fbx box. Click it and import it.
Note: The box mesh should come in with a material connected to it. Its probably called 'Lambert1' the default name for the material in Maya. You can check to see if this material is applied to the box already, if you double click the box it will open up in the Static Mesh Editor. Look on the right hand side of this window to see 'Element 0' the sphere next to this name is the material.
If the material on the box is Lambert1 find it in the content browser and double click it to open it.
If it didn't come in with the box, you can right click in the Browser folder and create a material. Then when you open the Static Mesh editor to look at the box you can drag the material onto the Element0.
- Use the import feature to import the texture, almost exactly like importing the object, cept its a texture.
- Open the material and drag the texture into it. Drag the white pin on the texture onto the Basic Color pin on the Material panel.
- Close the material and save it, it should update itself on the box.
Your scene might look like it has lighting in already, but thats just a view option. At the top of the viewport click the dropdown and change it from Unlit to Lit. Unlit is when everything is lit up.
- From the Lighting area at the left, under modes, choose Directional Light and drag it in to the scene. Rotate the light to change its direction. Moving it doesn't change anything with the directional light.
- Change the Intensity and maybe the color. Reduce it.
- Drag in a spotlight and change the intensity and color.