Luke Schloemer set out to create a UE4 asset pack out of the many props I've scanned (with my approval, of course). I'm very excited about this because I want to find ways to make my scans even more accessible to you.
Yes, they are for sale! But even beyond that Luke has undertaken to share his process with all of us (see below).
Step-by-step Breakdown from Scan to Game Engine
By Luke Schloemer
1. Retopologize Mesh in Topogun
2. Unwrap Mesh in Max
3. Project Textures Using xNormal
of any baking issues.
After the textures were all baked I would load both meshes into Marmoset with textures hooked up so I could compare the newly baked textures with the original 3D scanned versions. If any issues were present in the projections I would paint them out in photoshop or adjust the baking options to get the result I want. Once both meshes were virtually identical in Marmoset, I would move on.
4. Create Level of Detail Meshes in 3dsMax
then checked the “preserve UV's” option inside in the editable poly modifier. This way I could reduce the tri-count of the model while keeping minimum UV distortion.
5. Import Everything Into Unreal 4
6. Create Master Material
7. Create Material Instance
8. Create Roughness/Metallic Maps in Photoshop
9. Lighting & Final Tweaks
10. Final Result
Luke Schloemer is a freelance 3D Environment Artist with a passion for all things Unreal. To learn more and see more of his work you can view his website here http://www.LTS3D.com