UE4 and Blender Workflow

I have been learning texturing for several weeks but I do not understand how to make my textures in Blender. In Cycles render we can make our procedural textures but it is showed in renderer mod. I wonder how to export the texture showed in renderer mod? Also I still do not understand why we should bake textures and what texture baking is. Also I do not get why to use specular, ambient occlusion maps etc. I even do not know how to generate them. Have I use to Crazy Bump for generating maps or is Blender enough? In a nutshell, I want to learn the whole game asset creation proccess in blender and want to learn the process Blender to UE4. I know this is not a specific question at all but I cannot find a good video series for that. There are some good tutorials on digitaltutors but most of them covers Maya,Max,Zbrush. The important thing is how to apply these textures in game engine. Please guys help me. If you know any good tutorial series please tell me.

King regards.

This type of question, sounds more gear towards game design in general. For myself, I firmly believe that game design, is a beast in itself. With you being a newbie, I would tackle the topics that you are asking one by one, starting with the “why should you…” Based from your questions, it sounds to me that you do know what a texture is and how to make one. However, texturing has many stages, one of them, being the biggest one, is UV mapping and knowing how to use your texture space well, while also keeping the UV’s organized. The next stage is figuring out the easiest way of getting high quality textures but with minimal resolution without loosing quality. Meaning, you would not want to have a tiling texture, such as brick, to be something over 512x512, because you can layout your UV’s of your mesh in such a way so that the texture can properly repeat itself without causing seams. However, sometimes repeating you textures can cause nasty repetitiveness, even when your texture is seamless. In theory, there are many ways of getting around this. One of them is by using texture baking. Technically, there are 2 main reasons that I can think of why you would use texture baking. Firstly, to understand this better, you should understand what the limitations are of the game engine and electronic device you want your audience to play your game on. This includes thinking about texture formats/types, texture resolution, memory (or RAM), and polycount in visual play area. Over doing any of these can drop the FPS to a craw. For example, Blender’s game engine cannot handle PBR shaders. Therefore you would need to fake it by baking different texture maps, such as an ao map for cheap shadowing and specular maps for different sorts of metals. However, there other types of maps that you may want to bake out as well. Also, if I understand from what others are saying about PBR, the latest release of Blender does not have PBR shaders builtin, Therefore, users of Blender are making there own PBR shaders, using Cycles. However, it is not like Substance Designer and you will need to bake these shaders into there respective texture map.

Secondly, texture baking can also be used for high detailed models, such as for sculpting. This is because most game engines cannot handle highpoly counts needed to sculpt details into your mesh. In a nutshell, this type of baking would include your highpoly model on top of your lowpoly model and bake it out as a normal map.

Overall, as another suggestion, I rarely use Google, or other forms of search engines. This is because it is easier to find it as a video on Youtube, and besides, other search engines will push marketers websites who pay lo0ts of money to be first hit in line, which usually are membership video tutorials, such as DigitalTutors which is now called Pluralsight. Everytime I try searching on Google, it is either Linda.com or Pluralsight, offering only the intro of the couse and then offers the rest of the course for members only, which cost a rediculess amount for a yearly subscription. That does not make any sense when most tutorials I have found I can get it for free on Youtube.

https://www.youtube.com/watch?v=sB09T--_ZvU Is a good video explaining baking textures with cycles.

https://www.youtube.com/watch?v=rzXNZkEoTAk does a pretty good job of explaining the purpose for all the different image maps like normal, displacement, etc

(The short answer for your question though is they all add extra levels of realism to your render whether it is adding bump, gloss or shadows to your render. None of them are required, but they all greatly enhance your end render in different ways)

There are ways to create some of those maps in blender, I have seen tons of tutorials for creating normal maps from high poly models, If you have crazybump it does the job easier in my opinion, but that’s just me,I’m pretty far from an expert with blender.

I hope those links help you have a little better understanding. Its a lot to take in, I personally have a little notepad I keep near my computer that I jot down hotkeys I want to remember and other facts I want to keep straight while I am still learning it. I know a lot of people don’t like hand writing notes,but its nice to refer to at a quick glance, and the act of writing it down helps commit the info to memory.

Guys thank you very much for your help. I learned many things in few days by watching these two videos:

This guy is simply freaking awasome. I love these videos.