Asset creation has become vastly different in Unreal Engine 5 (UE5) when compared to the last-generation workflows we've previously used. In this tutorial, I'll give you a rundown on how we can upgrade a high-quality asset using Blender and 3ds Max for extra touches and polishing, before bringing it into the new and improved UE5.
We'll be using an asset of a pair of boxing gloves I created two years ago for last-gen technology and upscaling the resolution of both the textures and geometry for UE5 and next-gen hardware. Our aim is essentially to have the Unreal Engine 5 version of our asset matching the fidelity of the original high-poly sculpt inengine with the textures applied.
By the end of the tutorial, you should have a strong grasp of UE5, along with an awareness of the differences from its predecessor and how the industry has shifted to new hardware. You'll also develop an understanding of the up-to-date workflows involved, and get an introduction to the brand new Nanite and Lumen systems.
The original downloadable files we're using are available for both 3ds Max and Blender, while I've also supplied the Substance Painter file for the asset, which we'll cover when talking about exporting textures and setting