Unreal Engine 5: Complete Beginner's Course (2023) | Pixel Helmet | Skillshare
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Unreal Engine 5: Complete Beginner's Course (2023)

teacher avatar Pixel Helmet, Game Developer & Publisher

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      1.01 Introduction

      1:19

    • 2.

      1.02 Downloading Unreal Engine 5

      1:47

    • 3.

      1.03 Creating the Project

      1:54

    • 4.

      2.01 Viewport & Navigation

      13:50

    • 5.

      2.02 The Toolbar

      7:25

    • 6.

      2.03 The Details Panel

      3:13

    • 7.

      2.04 The World Outliner

      2:48

    • 8.

      2.05 The Content Browser

      4:34

    • 9.

      3.01 Creating a New Level

      2:10

    • 10.

      3.02 Post Process Volume

      4:17

    • 11.

      3.03 Camera Exposure

      2:04

    • 12.

      4.01 Introduction to Quixel Megascans

      1:48

    • 13.

      4.02 Quixel Bridge Overview

      4:58

    • 14.

      4.03 Finding Our Assets

      8:09

    • 15.

      4.04 Quality vs. Performance

      2:51

    • 16.

      4.05 Introduction to Nanite Geometry

      2:36

    • 17.

      4.06 Importing Assets

      4:14

    • 18.

      5.01 What is a Texture?

      4:39

    • 19.

      5.02 Texture Properties

      2:41

    • 20.

      5.03 What is a Material?

      1:42

    • 21.

      5.04 The Material Graph

      6:04

    • 22.

      5.05 Material Instances

      7:11

    • 23.

      5.06 Adjusting the Texture Size

      10:57

    • 24.

      6.01 Importing the Ground Mesh

      3:20

    • 25.

      6.02 Adding the Sidewalks

      3:07

    • 26.

      6.03 Creating a Blend Material

      7:17

    • 27.

      6.04 Blend Material Properties

      1:57

    • 28.

      6.05 Mesh Painting Tool

      7:23

    • 29.

      6.06 Adjusting the Ground Tiling

      6:13

    • 30.

      6.07 Adjusting the Ground Textures

      10:22

    • 31.

      6.08 Painting the Ground

      7:21

    • 32.

      6.09 Street Lines Decals

      12:56

    • 33.

      6.10 Adding the Barricades

      6:46

    • 34.

      6.11 Adding the Props

      3:14

    • 35.

      6.12 Creating the Landscape

      8:25

    • 36.

      6.13 Preparing the Foliage

      5:52

    • 37.

      6.14 Adding Foliage

      10:46

    • 38.

      6.15 Adding Rocks

      2:36

    • 39.

      6.16 Adding Puddles

      3:41

    • 40.

      6.17 Adding Blood Decals

      6:24

    • 41.

      6.18 Finalizing the Environment

      1:54

    • 42.

      7.01 Light Types

      2:46

    • 43.

      7.02 Adding the Lights

      4:00

    • 44.

      7.03 Adding the Sky

      2:24

    • 45.

      7.04 Adding the Fog

      0:49

    • 46.

      7.05 Lightmass Importance Volume

      1:43

    • 47.

      7.06 Introduction to Lumen

      4:30

    • 48.

      7.07 Adjusting the Lighting

      9:25

    • 49.

      7.08 Enabling God Rays

      1:40

    • 50.

      7.09 Adjusting the Post Process Volume

      6:54

    • 51.

      7.10 Static vs. Stationary vs. Movable

      8:03

    • 52.

      8.01 Foliage Optimization

      9:40

    • 53.

      8.02 Level of Detail

      9:04

    • 54.

      8.03 Texture Size

      4:00

    • 55.

      8.04 Optimization Viewmodes

      5:10

    • 56.

      8.05 Lightmap Density

      9:11

    • 57.

      8.06 Fixing the Wrapping UVs

      8:00

    • 58.

      8.07 Limiting the FPS Usage

      1:47

    • 59.

      9.01 Importing Sound Assets

      1:06

    • 60.

      9.02 Creating Sound Cues

      3:12

    • 61.

      9.03 Adding Sound to the Environment

      2:54

    • 62.

      10.01 Adding a Camera

      3:09

    • 63.

      10.02 Adjusting the Camera Settings

      3:14

    • 64.

      10.03 Taking a Screenshot

      2:16

    • 65.

      10.04 Making the Camera Work on Play

      3:14

    • 66.

      11.01 What are Blueprints?

      3:48

    • 67.

      11.02 Blueprint Class Types

      3:20

    • 68.

      11.03 Creating our First Blueprints

      2:18

    • 69.

      11.04 Setting the Default Game Mode

      2:43

    • 70.

      11.05 Blueprint Class Overview

      5:10

    • 71.

      11.06 Setting up the Ball

      4:14

    • 72.

      11.07 Input Mapping Context

      3:24

    • 73.

      11.08 Blueprint Flow

      3:09

    • 74.

      11.09 Events, Functions & Variables

      7:24

    • 75.

      11.10 First Steps in Blueprint Graph

      3:21

    • 76.

      11.11 Ball Movement

      13:09

    • 77.

      11.12 Adding Collision to Objects

      5:47

    • 78.

      11.13 What now?

      1:40

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About This Class

Learn the fundamentals of Unreal Engine 5 the fun way by designing a realistic game-ready environment. Unreal Engine is one of the most popular engines in AAA-studios from games to architecture, product design, and filmmaking.

By the end of this course, you will have learned the fundamentals of Unreal Engine 5 by creating your own realistic environment from start to finish with easy follow along videos. You will be able to use the same workflow and techniques to create your own projects.

You will get comfortable navigating the Engine and apply key concepts to your future projects whether you are game developer, programmer, artist, or designer. You don’t need any prior experience. You will see how easy it is to get started and how fast you can create your own games.

With years of experience within game development and teaching, I will show you the best practice of Unreal Engine 5. It is not enough for games to look good, but they also has to perform. You will use different optimization tools to achieve game-ready performance.

Join our supportive community

Game development can be frustrating from time to time. You might miss an unchecked box somewhere, which leaves you out in the woods for hours. Or you might need moral support and ideas from aspiring developers like you. We are here for you whenever you need it. Join our Discord community, website and social media listed in the profile description.

I wish you the best,

Moustafa Nafei

Meet Your Teacher

Teacher Profile Image

Pixel Helmet

Game Developer & Publisher

Teacher

Pixel Helmet is a video game developer and publisher based in Denmark. We have recently released our first game Farmtale on the Steam platform.

We decided to get on Skillshare to create high-quality courses and share our knowledge with the game development community. Learning can be tedious at times and we aim to create a fun learning experience.

We offer to create courses within Modeling, Texturing, Unreal Engine, Blueprints, C++, Game Design, and much more. If you need any help during a course, please let us know through Skillshare or connect with us on Discord, Twitter, or LinkedIn.

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Transcripts

1. 1.01 Introduction: In this course, we're going to learn how to use Unreal Engine five by designing a realistic game ready environment from scratch using Quicksort mega scans, this course will cover how to use and navigate around in Unreal Engine five, how to set up your first project? How to use quicksort omega scans to create realistic, game ready environments, but textures and materials are and how to work with them in Unreal Engine five out to design a level using all the tools in Unreal Engine five, how to do lighting the correct way out to optimize your environment so it's ready to be used in games. How to add audio to your environment, how to create cinematic presentation of your environment for your portfolio. And finally, we are going to learn how to use the programming language called blueprints within Unreal Engine five. At the end of this course, you'll be able to confidently create your own game ready environment and Unreal Engine five to implement in your current or future in projects, I designed this course for anyone who is interested in creating games in Unreal Engine five, using the best and up-to-date practices that will live up to the current game industry standards. I hope you'll join me in this course. And remember that I'm always here to support you throughout the course, and I hope to see you soon. 2. 1.02 Downloading Unreal Engine 5: The download Unreal Engine five, you have to go to Epic games.com. So write that in your Internet browser. And to the top right there is a blue button called download. So click on that Download button and it will install the Epic Games launcher. Now, click on it and installed the launcher. And I've already installed the launcher, so I'll be back with you whenever you have installed it. Once you have installed the Epic Games launcher, go ahead and run it and you'll see this login page. So you will go ahead and login with whatever account you have. But for me, I have an Epic Games account. If you want to create one, you can sign up here. It's for free. So I'm going to sign in with my Epic Games account. And once you have signed into Epic Games account to go ahead and click on the Unreal Engine tab. And inside of here, you will probably start in the new section. You will need to go ahead and click on the Library tab up here. Now, here you can install Unreal Engine five. So you can see here it says Engine versions. And down here you can see my previous projects, this will be empty for you if you haven't done anything here. And down here, you can see all the Marketplace items I have bought or downloaded up here to install it. Unreal Engine, you can click on the plus here. And when you click on the Plus button, you see this gray box and clicking on the number up here, you can select what version of Unreal Engine you want to install. So for me, I have already installed Unreal Engine 5.2. If you have a later version that is okay, go ahead and install the newest version that you have. You can still follow along with this course. But go ahead and click on the Plus, select the version you want to install. And then just go ahead and click and uninstall and install the engine. 3. 1.03 Creating the Project: To create a new project, let's go ahead and launch the engine. Now when you launch the engine, this window will appear so you can see your recent projects that you have created before. And this, of course, will be empty if you haven't worked with Unreal Engine before. So what you want to do is we want to go down here in the Games tab because we're creating a game, you can see, you can also create videos and Architecture, Automotive and so on, Unreal Engine. So it's not only games, but for us. Let's go over to the Games tab. And here you can select between different templates. So e.g. if you want to create a first-person shooter, you can create this first-person template and this third person template for third person games and so on. So you can see you have different templates you can create as a starting point in the engine. However, what I like to do is I like to create everything from scratch because I want to teach you everything and how you can build a project from nothing. This is why I like to start with a blank project. And all of these templates that you can see here, you can actually create them yourself from a blank project if you know what you're doing. So since I like to teach you everything and I want you to know everything, I want to start from a blank project. And over here we have to select the programming language. Doesn't matter right now, just select Blueprint and the target platform is desktop there quality preset is set to maximum. And as for the startup content, it just gives you some starting content, e.g. sound effects, visual effects, and so on. For now, I'm just going to take it off so we don't have anything here. And down here you have to select where you want to save the project. If you click on this folder and then you have to give it a name, e.g. I'm just going to call mine beginner. And let's go ahead and create the project. Okay, here we are inside of the project. And before we do anything, let's move on to the next lesson. 4. 2.01 Viewport & Navigation: Alright, so before we start with the fun parts in the engine, let's take a look at how Unreal Engine is built up so we can understand what we're doing inside of here. And to begin with, let's take a look at the viewport and how we can navigate around inside of it. What you see here in the middle, this window here, this is called the viewport. And the viewport is where you see your game visually. So right now, you can see in my level, I have this landscape. And to look around, you can hold your right mouse button. And holding your right mouse button and moving your mouse, you can see, you can look around inside of that landscape while you are holding your right mouse button, you can click on W to move forward. So you can see now moving forward. Now if you want to move faster, you can click on this camera icon up here, increase the speed. And now when I hold, right-click on my mouse and click on W on my keyboard. I can move around faster inside of this landscape. You can hold, again, the right mouse button click on S to move backward. Like on D to move to the right and click on a to move to the left. So this is the main, the main way I navigate around the inside of the viewport. I just hold the right mouse button and then click on W, D, S and a. What you can do also is you can hold the right mouse button and click on cue to move down, and click on e to move up. And you can also hold the right mouse button and the left mouse button at the same time. And you can move around just like this. Usually I never use all of this. I just hold the right mouse button again and just click on W. He SNA and I just navigate around the viewport just like this. But it's always nice to know how you can move around. Sometimes on my laptop, what I usually do is I hold the left-click and holding the left-click and moving the mouse, you can move like this. Sometimes I do that on my laptop when I don't have a mouse, but usually I never use it. And this is actually it for the navigation. So the last thing you can, of course, use your mouse wheel to zoom in and zoom out. You can see I can move it anywhere, chiming in with my mouse wheel. And I can also zoom out as well. Alright, so here inside of the viewport, right now we have a landscape. This is the starting level. This is what it will show you in Unreal Engine five. And up here we have some different buttons. So if we click up here, you can e.g. show your frames per second and see how fast your game is running. Right now in Unreal Engine, 120 FPS is the maximum, so you can't get above that unless you package the game and release it. So showing their face, you can click it again to remove the FPS. And very, very important, we have something called Game View and immersive mode. So game view, if you click on it, it actually removes all the icons. You can see here, I have this pivot point right now. And this is because I've selected the move tool. So if I have, let me actually go close here so you can see these icons and I can click up here and click on the game view. It removes all the icons. The game view is simply removes all the icons so I can visualize my game without any icons. And the shortcut for the game view, you can see it here. It's G. So if you click on G, you can show the icons. If you click on G Again, it can hide the icons. And again, the reason for this is sometimes you actually want to see your game without any icons to see what it truly looks like. And this is why it's so nice to press G to remove the icon, see the level as G again, to show them again if you want to continue your work. So down here we have the immersive mode, and this is simply making this window full screen. So clicking on this here, you can see now my screen is full screen, and if I click on G, Now it is in the game view. And now I can see what my level truly looks like in full screen without any icons. And if I want to show the icons again, remember click on G, click on F 11 to remove the immersive mode, because here the shortcut for immersive mode is of 11. So FL1 to enter the immersive mode, and F11 again to get out of the immersive mode, the last important button here, if you want to take a screenshot and show your friend what you have been doing. You can click on this one high resolution screenshot and you can just point your view at something e.g. I want to show my friend this part here. And I can click on capture. And it will take a screenshot of this, which you can send to your friend. Next we have the different view modes. So right now we are in the perspective view. If you click on it, you can see you have orthographic views, so you can view the game from the top view. If I click on the top view, this is what it looks like. And if I zoom out with my mouse wheel, now I have zoomed out. This is actually the landscape from the top view. Doesn't look of much because this is just a landscape without any items, so it looks a bit flat. So what I usually use these views for is if I want to place something very specific inside of the level, e.g. if I go to the perspective mode, let's say I wanted to place an item specifically here and I want it to be precise. So the way I do this is I go to the top view. I place it here, whatever I want. Right now it's difficult to see what this landscape, because everything looks the same. And if I go to the right view, e.g. you can see this is the landscape from the right view. You can see you can use this to place items precisely somewhere in the level. Else. I usually don't use this only when I need to place something precisely. Alright, let's go back to the perspective view. And here we have different view modes as well. We have the Lit mode. Right now we can see the game with lighting. We can also see the game without lighting if you click on the unlit mode here. And this is what it looks like without any lighting. If you click on it again, you can see it with wireframes. So the triangles of the 3D models, and we can also switch to detail lighting. We can switch to lighting only and so on. So you have different view modes that you can use. Later on, we will be using lumen, which is the new lighting system and Unreal Engine. We will also be using optimization view modes to see what the game looks like and how we can optimize the game. But for now, let's go back to the Lit mode. And here this button, you can show and hide different things, e.g. you can show the collision and the level. You can click on it again to hide it. You can show the navigation. We don't really have navigation right now, but you can show and hide things inside of your level if you wish to. Over here to the right, you have very, very important tools that you'll be using all the time. So the first one is the select tool, and this one allows you to select the items inside of your level, e.g. just as a test, let's click on this button here. Let's click on shapes and then select this cube. So we're just going to use this as an example. And now you can see I can select this cube, but this select tool, I can also select my landscape parts here, select this cube again. And what I can do is also switch to this one, which is the Move tool. Now when you click on the Move tool, you can see if it points appear. And these pivot points allow you to move the object. So if I just decrease my camera speed, it's a little bit too fast right now, if you click on one of the pivot points, you can move it in that respective direction, e.g. the green one here. You can see if you click and drag, you can move it this direction. If you click and drag on the blue one, you can move in that direction. And if you click and drag on the red one, you can move in this direction. If you want to move it in two different directions, you can just hold it. And inside of this square here, where these two, now you can move it in these two directions. You can also hold it on the ball here in the middle. If you can see this white ball in the middle, you can hold it here and you can move it in all directions at once. And you can see here the pivot point has different colors. So you can see this pivot point is green, this one is blue, and this one is red. So what does it mean, the green, blue and red. This is the x, y, and z axis. You can also see it here to the right, the red one, if you hover the mouse over it, this is the location. This is the X. So if you hover the mouse over the red, it says x. The green one is the y, and the blue one is the z. So this is the z-axis, this is the y-axis, and this is the x-axis. Alright, so now we know how to move an object around inside of the level. The next tool is the rotation tool. So if you click on it, you can now rotate the item in different axes. So rotating it around the y-axis. Remember the y-axis is the green one. The x-axis is the red one. You can rotate it round. The z-axis is the blue one. And you can rotate it around as well like this. And the last thing here we have is the scale tool. Clicking on the scale tool, you can scale it in different directions. So if you click on the box, here, here and here, you can scale it in these three directions. If you want to scale the item uniformly, you can click on this white box in the middle and scale it up, and it will scale in all directions at the same time. Now, very important to know these tools have shortcuts. So if you click on Queue, you have the Select tool. If you click on w, Usually I never use this Select tool. Maybe you need it sometime for your own project. But however, three ones will be sufficient, so it's good to know that click and q you have the Select tool, but clicking on the W, you select the move tool. And clicking on e, you select the rotation tool and clicking on are, you select the scale tool. So it's always nice to know click on W, you can select the move tool. You can move the object around inside of the level. You can then click on E to rotate the item just like this. And then you can click on R if you want to scale it down, e.g. clicking on E to rotate it again. Just like that, clicking on W to move it around. You can see it's a lot faster to work like this. It will take a lot of time if you just have to click up here all the time, rotate it and then click up here again to scale it. Click up here again. You can see it's very tiring and it takes some time. So click on W, E, R on your keyboard. This is a lot faster to work with. Over here to the right, we have the snapping tools. If you click on W to select the Move tool and move it around, you can see it's not moving smoothly. It's like snapping to a grid and this is what's happening. You have this enabled here. If you click on the icon and disable it, you can now move around. You can see now it moves very smoothly. And if I enable it again, if I click on it, I can move it around and it snaps to a grid. I can also increase the snapping by clicking up here. You can decrease the snapping or increase it just like that. E.g. I. Can move around now you can see it snaps a lot more. And I can click on it again on this icon to disable it, and I can move it smoothly. So this is very useful if you want to place items at a specific distance between each other, e.g. I want to place this item here. And then a trick, you can copy this by holding Alt on your keyboard. And then dragging. Holding Alt and dragging will allow to copy it. And you can see now I can place this item here, e.g. I. Can again hold Alt, drag it, and I can place it here. Then I can see they are placed at a, at the same distance between each other. And this is how the snapping is very useful if you want to design your level like this, the same thing goes for the rotation. If I click on E and I click on one of the items, if I wrote it around, you can see it rotates every ten degrees. And I can decrease and increase this snapping. And I can also disable it by clicking on the icon. And now I can rotate it smoothly, and the same goes for the scaling. So if I click on R to select the scale tool, I can scale it, it snaps. I can disable the scaling snapping and I can scale it freely now. I can also decrease and increase the snapping for the scale. And the last thing here, just like before we decreased and increase the cameras speed. So if you want to work with something very, very close, you can see it moves very slowly. Now, this is useful for if you have a small object you want to edit details on just like this e.g. and you're working here. And now when you have this landscape and you want to move over there, it will take forever with this speed. You increase it to something very, very quick. And you can move over here and you can then decrease the camera speed. Again. I'm just going to go back and put it on one, which is the default. Now, if you want to, if you're lost in your level, you want to get back to an item. You can always click and click on it here, or you can click on it here. We will talk about the outliner later, but clicking on an item, clicking on F on your keyboard will take you to that item. Alright, so this was it for the viewport and navigation. Please just try to play around inside of here. You can try to get the feel for it and it will get easier with time. And you can also click on these objects. You can move them around. Remember that WE are keys tried to scale them around, play with this snapping, and just play around so it gets easier for you. And let's move on to the next lesson. 5. 2.02 The Toolbar: Alright, now it's time to take a look at the toolbar. The toolbar is up here and there are a lot of buttons. But just remember in Unreal Engine, you don't have to learn every single thing. You just have to learn the most necessary thing to begin with and everything will come slowly. So up here in the toolbar, we have the File button. Like in every software, we can create a new level. We can save our progress and we can also start a new project. This is the most important thing inside of here, and then inside of edit. The most important thing is the editor preferences. Inside of the editor preferences, you can change things about this editor, e.g. you can see in the viewport, if I click on something, this orange selection line will appear. You can also change the color of this line so you can make it pink or whatever and you can see changes. So I'm just going to click on cancel so you can change things about this editor. Honestly, I've never used this. I've never had the need to change anything inside of here. So you can just take a look if you need to. So going back to the edit, there is the Project Settings and this one we'll be using throughout the project. You can see inside of here there is a lot of buttons that you can click on and it contains a lot of information. However, again, you don't need to learn this right now. It's not necessary. There are only a few things we need to know, e.g. maps and modes. You can change the default map in Unreal Engine when you open up the engine and in the movies, e.g. you can add a movie when you open up your game. So when you're releasing it, and you can see there are a lot of things you can click around just to discover what it contains. However, again, all of this is not necessary. So let's go ahead and close it down. Next we have the window. And the window, it's nice to know that you can open multiple windows, e.g. here in the Details panel, I can click on this second one. I can open a second Details panel. You can see I have a details panel over here. We're going to talk about it later, but now I have a second Details panel. And this is useful for if you have multiple monitors. So I can take this and push it over to my second monitor and I can work here. And also what I use mostly is the viewport. So I opened a second viewport and it opened here on my second screen. You can see I have it here as fullscreen and I put it on my second monitor. So while I work in my game, I can hear when I work on my game on my main monitor, my second monitor, I can watch my game here with full screen like this. Okay, so very, very handy to know that you can open multiple windows over here next year in tools, we don't really have something to important, so let's skip it. And the builder as well, the only thing is built all levels which builds the lighting. And we will be doing that later in the course and deselect and the actor, we don't really have anything important. And in the help you can always view the documentation and get some support or report a bug and so on. Right down here we have this save button and this saves the current level you are in right now. Over here we have different selection modes. Now we are in the selection mode. You can also change to landscape mode and you can create landscapes inside of here. But we are going to do this later, so don't worry about it. We're going to use the landscape tool, we're going to use the foliage tool, and we're also going to use the mesh Paint Tool. So these are the different tools that we can select between. But for now, let's go back to the selection mode over here. Very important, there is a button where you can add elements to a level. So before we added this cube here through this button and then shapes and cubes, and you can add different shapes to your level. Later on we will be adding lining as well. You can see you can add lights to your level and also add cinematic stuff. So cameras and actors. And in the visual effects you can add something like a volumetric Cloud. You can add fog, who can add a sky atmosphere and so on. We will be working with a lot of them later on in this course. But as practice, again, just go ahead and add whatever you want. Just go ahead and add a cylinder. Go ahead and add a point light and see what it does. It doesn't really hurt to just look around and try to add things and see what happens. Over here we have the Blueprint editor and this is the level blueprint. The blueprint is the programming language inside of Unreal Engine. But for now, let's not worry about it. Over here we have cinematics and then we can play here. You can click on Play. This simply place the level. Right now you can see nothing is going on, so we don't really have much going on in the level. I'm going to click on Escape on my keyboard to quit the play mode. Clicking on these three dots, you can change different settings, e.g. instead of playing it inside of the view-port, sometimes I like to play it in the new editor, so it opens a new window and it opened on my second monitor, just like that. And every time you click on Play now it will open a new window. And if you want to change it back, you can always click here and down here we have multiplayer settings. We're not really worried about multiplayer right now. And in the advanced settings, you can always change the width and height of the window that opens up. If you need to, center it to the viewport when you open it up and so on. Then in this platforms button, you can package the game and release it to e.g. steam. So e.g. here in Windows, I'm on Windows right now and I can package the game. And then when you package it, it makes like an EXE file which you can upload to steam and people can try it out. And as the final thing and the toolbar, there's this Settings button, very important here is the engine scalability settings. Right now, my engine is showing epic graphics. This doesn't really affect the game at the end. This only is nice. Or when you have a fast or a slow computer. So if you have a slow computer, you're going probably with the low settings here you can see the lightest changed and so on. And your computer becomes less likely. If your computer is slow, it can't really run this epic settings, but for me, I have a fast computer, so I'm going to run this epic settings. And I've not really had the need to run cinematic, but you can, of course, click around and see what happens when you click here. And cinematic is very, very heavy. I'm going to change it back to epic, though it's very nice to know sometimes you're lighting is off compared to me, just like this. And this might be this engine scalability settings. You have To a bit higher for the lighting to be looking really nice. And the same thing with the material quality and the preview rendering level. And as the last thing, if you wish to know this, you can hide this viewport UI if you wish to. So if I click on it, you can see all the buttons here and the UI and the viewport disappear. And sometimes I do this. What I want to take a screenshot like this, or I want to make a small movie where I move my camera without having all of the UI. So clicking again on f 11 to minimize it here. And then clicking up here. And I'm going to show my eye again. 6. 2.03 The Details Panel: A details panel contains details about items inside of your level. So five, e.g. select this cylinder here. You can see in the Details panel over here to the right, it displays details about this cylinder. So it displays the Static Mesh, which is just the 3D model. It displays the material which colors this 3D model. And then I can see some settings about the physics for this, the cylinder, the collision, the lighting settings and so on. So I can see different details about this item I have selected. I can also see the location, rotation and the scale of this item. And this changes every time you select a different thing inside of your level, e.g. I'm going to select this cube here. And now you can see, now it displays this Static Mesh for the cube. And I have more items inside of my level here in the middle. I can't really see them, but I'm going to click on them here in the outliner, which we will talk about later. But e.g. if I select this directional light, which is over here, again, remember you can click F on the viewport. It will take you there are medically. So the directional light is the sunlight. And when I click on the sunlight here, the directional light, it displays the intensity of the light, the source angle, the temperature. You can see e.g. if I reduce the temperature, it becomes warmer here. And if I increase the value, it becomes colder. I can change different values. With this directional light that I've selected, I can increase the intensity, so it's very intense. It can also decrease the intensity. So it's very dark as well. So very cool. Everything you select inside of your level has a detailed, you can change about it. E.g. I. Can change the location for this volumetric clouds that I have selected, I can change the location, e.g. remember, when you select the move tool, you can move this icon around and I can decrease my snapping. And you can move around. You can also move it around by clicking and holding here. So this is the x, clicking and holding and moving your mouse and clicking holding, moving your mouse, you can see you can also change the values over here in the Details panel. And usually what I do here is if I want to write a specific value, so let's say I wanted to specifically place it at 100 and dx, I can click on it and I can write 100 and my keyboard. And I can click on Enter. And now it's precisely 100 value in the x-axis. So usually I write numbers here if I want an item to be specifically at a specific location, e.g. I. Want it to be in the center of the world. I can write 00.0, and it is now specifically here in the middle of the world. And that is basically it, very, very important. The details panel is something we will be working with every single lesson. So just clicking on things we can change different values within these items that we have selected. But for now, let's move on to the next lesson. 7. 2.04 The World Outliner: Hello and welcome back. So now let's talk about the outliner. Over here to the right we have this outliner, or it's also called the World Outliner. When you select things in your level, you can also see that it's selected inside of the outliner. Know e.g. if I click on this icon, I can see that it is the skylight that I have selected. The outliner simply displays every single thing you have inside of your level. So all of this that you can see here is something I have inside of my level. You can either select items by clicking on them in the viewport. And you can see I have selected this cube. Click on the, let me just go over here. If I click on the second cube here, you can see I've selected the second cube. I can also just select them by clicking on them in the outliner, you can see they are getting selected in the viewport when I click on them here. And what I usually use this for is if I have a couple of items inside of my level and there is something I can't find, e.g. let's see. I can't find my sunlight, whereas it was the icon. And this is very handy. You can go to the outliner. The sunlight is called the directional light. You can click on it and you can see it has selected it, It's over there. I can click on F If I want to, and it will take me there. Oh, very nice to know. Everything. Single thing you add to the viewport or add to your level will appear here in the outliner. And you can also select the different items by clicking on them here. You can also hide and show them. So e.g. let's, let me go back to the cubes. You can click on this eye to hide them so you don't see them in your level. They are still there. You can click on the I to show them again. So sometimes you need to hide and show different things just to see if there's something behind them, e.g. you are designing and you can also enable them. Again, I last thing what you can do is e.g. you can hold Shift and click here, and you can select these cubes. You can click on this folder icon and it will create a folder and put them inside of this folder. E.g. I. Can click on F2 on my keyboard and call them cubes. Now I have a folder called cubes here, and this is how you stay organized inside of here. If you want to add a thing into it, you can click and drag this item into the folder and it will be added here as well. So it's always nice to stay organized as well. As the last thing you can also search for items, e.g. I want to find my find something called light. I can see I have a point light inside of my level. This is something I added a previously in the previous lesson. I can also search for cube e.g. and I can see all of these three cubes. And you can click on this X to remove the search word. 8. 2.05 The Content Browser: Down here we have the Content Browser. So right now, it's probably not looking like this for you. I will right-click this and click on Close. And this is probably what it looks like for you if you haven't worked with the engine before. So down here you can see a button called consent draw. If you click on this content, draw a button, this window will appear. And usually what I do is I click on Dunkin layout because you can see if I click on something in the viewport, this window will disappear and I have to click down here again to make it appear. And if I again continue to work in the viewport, it will disappear. I think it's a little bit annoying, so I'm going to click on it and click on duck in layout. And it's going to stay up all the time even though I'm working in the viewport. So the content browser, also called the concert draw. This is the same thing. It's simply contains all of the files for your game. So if you have audio, if you have UI, if you have icons, if you have 3D models, if you have textures, all of the files you have for your game will stay down here in the Content Browser. In the Content Browser, you have two sections. Here are all of the files that you can see and you can also view them here as larger icons. So e.g. I. Can right-click here and select New Folder. And I can e.g. call it icons. Let's say I wanted to import some icons. And now I have this folder. If I click on the Content, you can see this is the same folder, icons folder. So clicking on these icons folder, I can right-click it now. And I can set the color e.g. to a new color. And I can choose a color and then hit Okay. And this is very cool because now you can stay organized. And if you want to remove the color, you can always right-click setColor, select layer color. So inside of this Icons folder, what you can do, e.g. here in this section you can right-click. And now you can see you can add a lot of elements. You can add a blueprint glass, which is the programming language in Unreal Engine five. And you can add a new level, a new material. You can add something that has to do with animation. You can add something with foliage, e.g. grass, and so on. If you're working with a 2D game, you can add a sprite, a tile map, a tile set, and so on. So you can see there are a lot of elements that you can add to your game. And just like before, you don't have to learn every single thing. When I started out, I probably only knew 15% or 20 per cent of all of these components. So very important to know that just focus on the most important things right now. And during your time in the engine, you will learn all of this slowly. Okay, So e.g. let's create a new material. Clicking on this material here. Now we created this material. What you can do over here in the settings tab here, you can click on the Settings and e.g. for the thumbnail size, right now I have a fork, a monitor. So these icons are usually large for me and the medium size. So I can change them to small size. And now you can see the icons are smaller. You can also just hold Control on the keyboard and scroll with the mouse wheel to zoom in and zoom out. And that will also increase and decrease the size for the icons. You can also change the view for them, e.g. if you want to list view instead, or if you want the column view instead. But usually I just stay in the tiles view. I think it looks nice. And up here you can search for items e.g. I'm now searching in the Icons folder because I have selected the Icons folder. Let's say you have a lot of files here. It's really nice that you can search for something you're looking for. E.g. I'm looking for all of the materials. I can write material. And now we can see it highlights the search warrant that I'm searching here, and it will show you the results. Now if I click on the X here to remove the search word, if I click on the Content folder, you can actually search the whole content folder. Imagine if I had a lot of folders here. And let's say I wanted a material, so I write material. And it shows me the file here that I just created. So very nice to search for things up here if you have a lot of files, and that was it for the content browser. So we will be working all the time down here when we import the files and also when we create new files. But for now, let's click on here. Let's click Delete on my keyboard and hit Delete here, delete everything, and let's move on to the next lesson. 9. 3.01 Creating a New Level: In Unreal Engine five, there are two ways to create a new level. You can either go down here and select one of the folders and right-click and select level here, and it will create a new level. The difference between this and the second method is you do it this way. It will always create an empty level. So if I double-click it here, and now it asks me if I want to save this, this map here, I'm just going to select Save. Now you can see this is my new level. It is dark because it's empty. Here in the outliner you can see it doesn't contain anything and it doesn't contain lighting either. This is why it's so dark. So this is the first way that you can do it. The second way is clicking on File and selecting new level. When you do it this way, it will give you the option of creating an empty level, just like what we did here. So we didn't get to this option when we right-click down here. And the second option is to create a basic level with an open world, empty level or create an open world like the one we started in width. So e.g. let's just select this basic one and Create. And then let's go ahead and hit this save button because we want to save this current level. And now you have to save it somewhere. I'm going to right-click and make a new folder here. And let's call this one maps. And inside of this maps folder, I'm going to call this one. I usually give my files prefixes. So if it's a map, I call it map to begin with. And let's call this one street. We're going to make the street level. And let's go ahead and click on Save. And now you can see it has saved my street map inside of here. These are the two ways that you can create a level if you do it this way over here, you have the option to select which one you want to make. And if you do it down here, if you right-click and select level, it always creates an empty level. So I'm going to go ahead and delete this new world that I made before. And I'm also going to right-click this folder other and clear the colors so it doesn't have any color. And now we are here inside of our new level. 10. 3.02 Post Process Volume: Let's go ahead and add a post-process volume inside of our level. What a post-process volume is, you can imagine it just like in Photoshop. In Photoshop you add an image to the program and then you change the colors of it. You can change the hue, the saturation, brightness, and just the overall look of the image that you can change in Photoshop. The same thing here applies for a post-process volume. So post-process volume changes the look, the image for your game. So you can change the color of the game. You can change how bright it is, what it looks like. So it really changes the look of the game, just like what you do with images in Photoshop. So what you can add a post-process volume is you can click up here and quickly add to project button. And then you can either add it through the visual effects. And here you can see the post-process volume or you can add it through the volumes as well. You can find it here and you can find it down here in the post-process volume. So clicking on the post-process volume, you can see it over here. Remember if you don't see the icons like this, you can click on G on the keyboard. Remember g was the shortcut for the game view. Down here, click on G, shows you and heights you the icons. Here you can see we added now the post-process volume and it comes like a box like this. So what you can do here, e.g. here in the Details panel you can see you can change settings such as the bloom and the exposure and so on, e.g. the bloom, if you click on the arrow and you click on the intensity, and let's just set it to something very high. E.g. five. You can see nothing happened in the level. If I set it to zero. If I set it to five, nothing really happens. However, if I move my camera into this box, you can see now it changes the look, this is the bloom. If I set it to ten, e.g. something very high. And if I go back here outside of this box, you can see it is not applied anymore. This is because if you go down here in the settings, there's something called infinite extent. And if you take this, it will apply to the level whether you are inside of the bugs, are outside of the box. It doesn't matter if you have ticked this. It will apply to the whole level. So what is, it's useful for like this? Inside of this box, you have a dungeon, e.g. you are making an RPG game and you have a dungeon, and you only want this dungeon to be dark and have no light, e.g. and you want to change the look of the dungeon. So what you can do is you can take the Scale Tool, click on R, and you can scale it to however large this dungeon is or area is that you want to change the look for. When the player enters the dungeon. It will change the look. If the player gets outside of the dungeon, it will change the look back to normal. If you want to just have the same look for your whole game, you can click on this infinite extent and it will apply it to the whole game as well. So I'm just going to re-scale it down. What you can do is you can go up here. In this scale, you can click on this small arrow and it will reset it to the default. Doesn't really matter how large it is when you have selected this infinity extent. But I just like it to have it to default. And you can also click on this small arrow for the intensity here. And it will reset that bloom intensity. And I'm going to uncheck this again. You can see you have a lot of things that you can change. You can change the temperature, e.g. if you increase the value, it will become warmer. If you decrease the value, it will become colder. It can also give it a tint, like a purplish tint like this. You can change the saturation e.g. and make a desaturated like this, make it saturated. And you can see you have a lot of things that you can change about the shadows, the colors, and the ambient occlusion and so on. So a lot of settings that you can change, just like in Photoshop when you are changing an image. I'm just going to reset those two default. Just like in Photoshop when you are changing the look of the image, you can do this using a post-process volume inside of Unreal Engine five. 11. 3.03 Camera Exposure: Alright, so before we continue, what I usually do is when I create a new level, I add a post-process volume. And the reason I do this is I want to change the exposure settings. Because you can see here, if I go down and let us just take this infinite extent, have it enabled so it affects the whole level. And you can see if I click on my directional light, this is the sunlight. And if I set the intensity to something like, let's say something like ten or 15 or 20. You can see it adjusts the lighting. If I set it to one very low, you can see it's dark, but it lights it up automatically. We don't really want to do this. This is nice for cinematics, but it's not really nice for a game. We want to have the lighting to stay the same. So if I increase it to something like 15, it shouldn't automatically adjusted like this. And this is why we need to disable the camera exposure or actually just set it to a constant. So this intensity, I'm going to set it to six, just like before. And for this post-process volume, I can click on it and then go down to exposure and then select the minimum and maximum exposure and set them both to one. So 1.1, so the exposure will always be one, and now it doesn't change it when we changed the lighting. And this is what wants to do because in games, when we are lining the game, we don't want it to automatically changed the lighting for us. Now if I hit the directional light now and I set the intensity to 15, you can see it doesn't automatically change it. And if I set it to one, something very low, and it doesn't automatically change it. Now it stays one. Even if I'm close to the ground, I'm away from the ground, it doesn't matter. It's not going to automatically adjust my lighting. And this is how we want it to be. So I'm going to change it back to six just like before. And now that we have fixed the camera exposure, we can go ahead and click on File and Save All. And let's move on to the next lesson. 12. 4.01 Introduction to Quixel Megascans: In this course we are going to use quicksort omega scans to design our level. And if you haven't heard about it before, Quicksilver omega scans is a large library containing realistic textures and surfaces and foliage and so on that we can use to design the environment. So how they make these surfaces is they go around to locations and they actually take images of real life locations, e.g. this damaged concrete floor is from real life. They're taking it with high definition cameras and they're going to apply it here to surfaces that we can use in the game. So this is how we can create hyper-realistic games, and this is how they create realistic games right now in 2023. And you can see the library is very large. It currently has 17,700 assets and it will increase daily. You can see here they're constantly adding new services, new 3D models and new decals, really plants and so on. So you can click around and you can check it out. And all of these assets are for free. You don't have to pay for anything. And this is because they have partnered up with Unreal Engine, with Epic Games. And now you can use all of this for free inside of Unreal Engine. This is a really, really nice you can see you have so many surfaces that you can choose between e.g. if you want something with soil and then you can select e.g. you and wants something with mud. And now you can see all of these surfaces that you can use for your game. So just go ahead and click around here and explore. And again, it just like I said before, everything is for free. And when you are ready, let's go over to the next lesson where I will explain all of this UI for you. 13. 4.02 Quixel Bridge Overview: Alright, welcome back. We are back here in the engine and inside of the engine without going too quick. So omega scans over here, we can actually access it inside of Unreal Engine. You can right-click anywhere here, and you can see this button here called add weeks old contents. So clicking on Add quick slow content, it will open this one called the Quicksilver bridge. And what you need to do here first is you need to sign in. So clicking up here, I've already signed in. So you can click on sign-in and then sign in with your epic Games account or another account that you already have. And once you have signed in right now, I don't know why if I maximize it, the UI will become very, very laggy and I can't really scroll down right now. So I'm going to minimize it just like this. And then I'm going to scroll up again. And now we can see right now we are in home. And what you can do inside of quicksort bridge is you can select the asset you want to use, e.g. the first thing is we have 3D assets. And this out of three 3D assets, you can see different assets, e.g. for a street, crops, industrial and so on. Or you can select 3D plants. And this is really going to save your time because if you're an artist, you know how difficult it is to make 3D plants. So all of these are from real life and they will look really nice when you add it to your game. E.g. if you want grass, you can select that lawn. And you can select what type of grass you want, e.g. if you want this one or this one and so on. Really, really nice. You can try to click around and see what we have inside of here we have surfaces which are textures that we can apply to e.g. a. Ground. And then down here we have collections. So if you click on collections, they have made some collections, e.g. if you want to make an urban street, if you want to make ice and snow environments, if you click on it, e.g. the ice and snow on, they have gathered all of the assets for the ice and snow, which you can use for your game. Down here we have the metal humans and let's just give it for now. But this is a new feature that has, that has been released not too long ago. And down here you can see your favorites. So what you can do is if you like an asset, e.g. let's go back to 3D plots. Let's go to climber. And let's say, I liked this one. I really liked it. And you can click on this small heart and it will save it to your favorites. And when you do this, if I go over to my favorites, now, it is saved over here. If I go down, this is the one. This is the plot. If you want to remove it, you can always click on the heart again, up here on the top. You can also search for assets. So if I go back to Home here, e.g. let's say I wanted something with mud. I'm going to create e.g. a. Actually, let's, let's say I want to create a jungle. Though. Let's search for jungle. And now it will show you all the assets that has the jungle tag on them. E.g. if I go to 3D plants, and here you can see all of the jungle plants, e.g. I. Want a garden plants. And let's select the flower grass. And e.g. I. Can select this or this, or my jungle. So really nice. You can search for things up here, e.g. I want something to do with mud. I can search for mud. And right now there is nothing because I'm inside of the 3D plants flower less. If I just click on the X up here, it will appear. And let's say I just want surfaces. I don't want 3D models and all of that. So I'm going to go up here and search for surface like that. So now it's only going to show me the mud surfaces. And here you can see all of the mud surfaces that I can use my game. But you can also do is you can click up here on this button, and you can also change it up here for the types. You can change it into a surface, you can change it, and what size you want, e.g. this is very useful for 3D models if you don't want, let's say you're searching for rocks and you want very small rocks. You can search the size here. You can filter your searches up here. So over here to the right, you can preview whatever you have selected. You can also set it to favorite, just like what you did over here. And you can also select at what quality you want to download this asset, e.g. low quality, medium and high. And over here, it tells you if you have downloaded it or not, e.g. if I select the low-quality, it asks me to download this asset and whenever I've downloaded it, so you can see if I click on the medium, I have already downloaded this. It now tells me that it's downloaded and I can add this to my project. And whenever I click this button, it will add it to my. So it's very, very easy to use. So this was it for the quick cell bridge. We are going to use it to add our assets. And let's move on to the next lesson where we find our assets for the game. 14. 4.03 Finding Our Assets: Let's now go ahead and find our assets that we need to use to design the street level. So first what I usually do is I find my surfaces. So going to surface, and the surface is the texture we want to apply to the ground. So here we have asphalt. So clicking on it here. And I want something I think something between fine and rough because we're going to mix them together. So let's go over to find. And over here, you can scroll down, you can click on them and see what they look like. And you can scroll down and see what you like. What I'm going to use is this one. I've already set it to favorite and it's called Correct asphalt. So I'm going to use this and I'm also going to use this one down here, fine asphalt. So I'm going to mix them together in the engine so they have a bit of a variation so it doesn't look the same. So this one find asphalt, this one correct as well. Again, you are welcome to choose any of these surfaces as you want. You don't have to follow 100%. Just go ahead and be creative. Have fun with it. While you are learning. Go ahead and select another one if you wish to. But for me, I'm going to use this one right? Asphalt and find asphalt. And I also want to use another one that has mud on it so I can add to the street. So you can also go back to surfaces and then you can select e.g. ground over here or moss or rock. You can choose whatever you want to do. So selecting ground, e.g. and you can select forest ground or anything else and just maybe finding a mud surface. You can also again, just up here, if you just search for mud and you search for surface, you find all the surfaces and you can scroll down here and find whatever you want to use. Again, I've already chosen mine. I've scrolled down. And in the favorites, I've saved this one called Muddy asphalt. You can also search for muddy asphalt and you will find this one as well. Alright, so this is what I usually do. I select three surfaces so I have the finest fault, the correct asphalt and the muddy asphalt. So we are going to mix those together to have some variation with the environment. Next, we need 3D assets for the environment. So going back to home selecting 3D assets. And down here we have something called streets. So clicking on it. And here I want to add barriers. So clicking on barriers. And here in the barriers you can select that barrier that you want to add. So I'm going to add this one metal barricade. And I'm also going to use this one old concrete barrier. This concrete barrier. So I'm going to use those two. I'm going to go back here to my street and I'm going to go to perhaps I have selected this one is slow stop sign. You can again click on the favorite if you want to use it and you can download it later. But for now we're just choosing the assets. I'm going to go down and we have to select the sidewalk. So click on the sidewalk. And I have selected this one modular concrete median, even though I'm not using those in the course, but maybe you need them in your, so I'm just going to select this here. And then again, I'm going to go back to the streets and going down. And I'm also going to add a street cone or traffic cone. So selecting one of them, I have selected this one. I'm going to set it to favorite because I haven't done it yet. Setting it to favorite. I'm going to add this cone as well. And let's go down here and we don't really want to add more here. So I'm going to go back to streets, maybe going back to, perhaps just taking a look at what we have in prompts. And I'm also going to add this fire hydrant. So I'm going to add it to my sidewalk, going ahead and setting it to favorite as well. Again, you are free to choose whatever you like inside of here. Alright, so the final 3D models I want to add as well. I also want to add rocks. So if I go back to 3D prompts are three assets. And I go down here and maybe I select nature. And instead of nature, we have rocks clicking on that here. We can select what type of rock. I'm just going to select a granites. So selecting this and I'm going to add these to the forest ROC and the small finite rock. I'm going to set those two favorite, again, choose whatever you like inside of here. And now that I have all of my 3D models, what I like to do is I like to go back and I like to select decals. So now we have selected 3D assets. We have also selected our surfaces. We are going to select the 3D planned in a bit, but let's first select decals. What decals is, they are just images that you can add to the environment to break it down and have some interesting story inside of your environment. E.g. I want to add blood because I want to create some sort of a mysterious horror streets. And now down here you can see all the type of blood. It's graphic contents, so you have to click on it first. I'm going to add some blood. Again, choose whatever blood you want. I just selected this by random and this one as well. So I have two blood here, and I also selected two more. So this one here, I have selected as well. And the last one is this hand smear. I'm going to add to the environment. Again, just click on them, see which ones you like. And then if I go back to decals, so click on decals again. I am going to go down and then selecting this one called streets. Clicking on it, I want to add painted lines to my streets so it's not a blank. So clicking on painted lines. And then you can go down and take a look. Again, choose whatever you want to add to the street. But for me, I just want to add some lines. I'm going to go down. And I have favorited this because I want to edit the right road line. I'm also going to add this one. Again. I'm choosing two different ones because I don't want my lines to look the same. Very, very important in game development. You don't want to copy paste the same thing else, the player will see that you just copy pasted the same thing. I'm going to add these two for variation. And if you go down, I also chose a third one. And it is this one, the painted lines. I'm going to add them to the side of the environment, to the side of the street. So I have these three painted lines. And the final thing now that we have our decals, now if I go back, by the way, you can actually let me add graffiti as well. I believe I have done this. So if I take a look at the decals again, and if I take look down here, graffiti, if I click on it and I scroll down, I actually added one. I don't know if I have favorited it. So if I go down here, I have something. This one, Yeah, he's watching this graffiti here. I want you to add it to my street as well. So go ahead and set it to favorites. Again, choose whatever you like here. And now if I go back to home and I select 3D plants because I want to add some foliage to my street. So 3D plants, and if I go down, I want to add grass, e.g. and selecting wild. And if I go down, I have selected this one, wild grass. I'm going to add to my environment. Again, select it, whatever you like that fits with your environment here. That was it for all of the assets. So now we have 3D assets. We have three plans. We have surfaces, we have decals, and imperfections are used for making, as the name says, imperfections to your environment. But we're not really going to use this right now. And if you click on the favorites, you can see all of the assets that you have set as favorite. Again, my UI is very laggy when I maximize the screen, I don't know why. Let me know if this happens for you as well. It's really weird. But you can see here now, we have all of these assets that we are going to use for the environment. So let's move ahead to the next lesson and talk about the quality versus the performance. 15. 4.04 Quality vs. Performance: When we work with game development, we have to think about performance all the time. So we can just go crazy with the quality because else we will have low frames per second. I want to click on the different items you can see here. You can choose the quality you want to download them in. If you click on it, you can see the low quality, medium quality, high-quality, and night. For the low quality, usually the texture is 2000 by 2000 pixels. So two k textures and the medium quality is for k textures, quality is eight K textures. And then we have non-ideal, which we will talk about in the next lesson. But when you click on any model here, it's really tempting to click here and just select the high-quality and go ahead and download it and adding it to your game. And of course, your game will look crispy and it will look really nice and high-quality and professional. However, your frames per second will be really low. And when someone tries out your game, it will be very laggy. So it's not always nice to just go with the highest quality, selecting it, e.g. here with the road line. It's not really nice to just select the highest quality, downloading it, adding it to your game, yes, the game will look better than everyone else's game. However, it's really going to run poorly and it's going to lag a lot. So what you want to do is you want to select the quality that still makes your game looks really nice. However, you are still thinking about the performance and it runs well. So usually what we do is we can start with the medium quality. And the medium quality is a fork, a texture which is more than enough for our game. Again, a fork, a texture for an asset like this is really, really high. Usually you need it in under one K textures. So for k texture, for this is really high. Good thing about Unreal Engine, even though you import it as a fork, a texture, you can actually reduce the size of it later inside of the engine. So when you were making a cinematic, it's always nice to have it in such a high resolution. However, if you're making it a game optimized environment, it's really nice to set the quality down, but still making it look nice. But again, thinking about the FPS as well, so don't get too tempted to just select the highest quality. We are going with a medium quality, which is still very high for this and we are going to reduce the quality. However, I'm going to show you in the engine how you can reduce the quality and memory it's using. But still keeping their really nice, crispy look to the game and still looking realistic. 16. 4.05 Introduction to Nanite Geometry: So in our real engine five, there is a new feature called non-ideal for 3D models, and it did not exist before. So clicking on one of the 3D models so you can see you can choose the quality. And the last one is called Night is really, really nice because it has an efficient way to render triangles. It before when you select e.g. high-quality and you add that to the game. It stays at the same triangles as you have created the model e.g. here in the engine. If I click on the Live Mode here and change it to wireframe, you can see my ground here, if I selected, contains these triangles. And these triangles just stay the same wherever I am in the screen. If I'm close, if I'm far away, it has the same amount of triangles in the game. And if you're an artist, you know that the more triangles you have in the game than more memory it's going to use. And the more it's going to like if you have a lot of triangles for one model, it's going to lag a lot because you have to reduce them and make it more efficient. So this is how some people make their game slag. They add too many triangles to a 3D model, which is not necessary. They could have made the same 3D model with less triangles and still look the same. However, if you add too many triangles, you will lag inside of the game. Here for another night. It's so clever that if you get close to it, it adds more triangles to show you the details. So it's really high detail. And when you go away from a non-IT model, it will reduce the amount of triangles because you don't really need to see it in that high detail anymore. Because you are far away from the model anyway, you don't need all of the small details that you can't see anyway, nano is very, very clever. It changes the amount of triangles you have for the 3D model, and you will see that as well when we add those to our level, though it's doing that logic, something called a cluster calling. So it's creating clusters. And if you walk away again from a model, it reduces the amount of triangles and it will also save your performance. So non-IT is really groundbreaking and this is what we are going to use for this course. And you can see here, this is only done for 3D models. So if I click on this line here, which is just an image, again, this is a decals. Decals are just images. If you click on it, you can see we don't really have no night because now that is for 3D models, not for images. 17. 4.06 Importing Assets: Alright, let's go ahead and import the assets who are games. So clicking on the first one, the first drug, I'm going to go ahead and select it here and select the night quality. And go ahead and click on Download to start downloading the model. Can see I've already downloaded everything. This is what this checkmark means. It's going to take some time to download if you have slow internet, because nano is really heavy to download, but it's really nicely optimized in the game. If for some reason you have a very, very slow internet or computer, just go ahead and download the low quality or medium quality as you wish. But we are going to use nano site for this course. So going to select night, go ahead and download everything and for the other 3D models as well, download them as night. So clicking on every single modal, click on Download and S4, this wild grass here. Go ahead and click on the medium quality and select Download. And for this graffiti here, for this decal, select all decals here, each one, and select them to set them to a medium quality and go ahead and select Download. Now, medium quality is probably still too high quality for this because we're not really needing this much quality. I think low will be sufficient. However, we are going to optimize it inside of the engine, so don't worry about it too much here, but go ahead and download the medium quality and do the same thing for these road lines. For this modular concrete. Again, click on here, select Nana might go ahead and click on Download. Or the surfaces, select the medium quality and go ahead and select download or this fire hydrant. Again, this is a non-IT models. So click on that night going ahead and selecting Download. But this cone as well, so night download and this barrier as well. And the surfaces again select the medium quality. And these blood stains select medium quality. And for this dashed painted line here, select medium quality as well and hit Download. When you have selected or downloaded everything, click on it. Let's go ahead and click on the finite, because this is what we downloaded. I'm going to go ahead and click on this Add button. So clicking on it, it's really heavy to download this and add this. But when it's added, you can see it down here. It automatically created folders for you. You can see how easy it is to add pixel content just with a single button. You can add the, the 3D model. And you can see this is the 3D model. If I double-click on it, you can see how high-quality it is. This is this 3D model that we have added to the game. And this is night as well. So let me go ahead and close it down, like on the next model. And I'm going to click on Add, wicking on the stop sign. I'm going to click on add as well. I've also added this stop sign, the mental barricades here. And going ahead and clicking on the grass, remember selected the medium quality here. And selecting the medium quality and go ahead and click on the ad. And as you can see here with foliage, very easy when you click on Add, if Chris this folder for you will, with all of the foliage assets. Alright. Almost added everything. So going down here again, clicking on the bloodstain, and I'm just adding everything, clicking on it here, selecting medium quality that I have downloaded. And then clicking on Add. And then going to the next one, going down, selecting next bus, stain, it going down here, clicking on Add, and just keep, keep adding all of the assets to your game. And the last one here is this smear clicking on medium quality, leaking on Add and it will be added. So now I have all the assets. I can go ahead and close down the bridge. I can click on File and Save all to save all of the edit assets. And now you can see them here. So now I have download all of these three models that you can see here. It takes some time to download if you click around here. And we have the decals, which are just the images, the blood that we can add to the environment. We have the grass, the foliage here. And lastly, we have the surfaces which we can mix together and add to the street as well. 18. 5.01 What is a Texture?: Okay, so now that we have imported all of our items before we continue, let's take a look what Quicksilver omega scans has imported for us. So the first thing here, the circle one here is called the material, and we will talk about in the next lessons. The next thing is the 3D model, and this is called a static mesh. We can also hold the mouse over it. And you can see at the top besides the name, it says static mesh. And for this one, if you hold the mouse over it, it says material instance. Now over here we're going to talk about textures. So this is a texture, this is a texture, and this is a texture as well. So what textures are usually when you model something in a 3D software, let's open this one, e.g. when the Modeller is modelling this model here, it's going to look gray initially. So here I just removed the material up here and you can see it looks great with the checker pattern. This is actually what it looks like when the Modeller is modelling the model inside of the 3D software. And when the Modeller is finished, they put it inside of a coloring software. And when they color it, it becomes all of these colors, e.g. a. Better example is this barrier here you can see we have this red line and the gray areas down here. Initially it looks like this. When they put it inside of a coloring software, it looks like this. And when you export it from a coloring software, it becomes, or it gives you all of these textures. The first one here is called the albedo, or also called the base color. And the base color is simply just the color of the 3D model. So the red line here, as you can see on this concrete barrier, if I drag it into the world. And you can see it here. This red line is this red line here, and all of the other details. So this is just the color of the model. The next one is the normal map. And the normal map texture is just going to define details on this model here. So you can see if I click on this material instance, you don't have to follow right now, I just want to show you the normal map. And if I just minimize this a little bit, and here, the normal map strength, I can set it to zero. And you can see there are small bumps that disappear, e.g. down here, I set it to one. You can see they appear if I put it to five, e.g. very harsh. You can see it a lot more. If I put it to zero, it looks more flat. So the normal map is just going to push out this detail that we need for the model. Sometimes you might notice when you open a texture, this will become blurry. And that is okay, it is because the texture pool or the texture memory is way too high. You can see if I hold the mouse over this texture, it's using 287 mb, so it's using way too much memory, texture memory. And you can also see the dimensions at the bottom, almost 8,192. So it's an eight K texture. And we don't really need that. We're going to adjust those a bit later on. But for now, it's okay if it opens up and it looks a little bit weird. But the normal map is a map that pushes out all the details on the model. So if you only apply that base color, it will look flat if you don't apply a normal map. And the last one here is the roughness. And the roughness just defines how wet or glowy this model will be. So e.g. if it is raining, you want to adjust the roughness. If I open up this material instance again, and I have a roughness slider, just to show you over here it says maximum roughness. And I can set this one to zero. And you can see it becomes shiny. And usually this is done whenever it's raining in the environment. So we have some glowy effect. Usually it's not set to zero, utilize it to 0.4, e.g. you can see the difference 1-0, 0.4. So there is a difference. It looks more wet when it's raining. And it gives it that nice effect. So this is a roughness. This is the texture here, so I'm going to set it back to one. And for the normal strength, I'm going to set it back to one as well. And yeah, let's save everything. And these are the textures. So every single model that we have inside of here, you can see if you click around, we have the base color, we have the normal map, and we have the roughness, texture as well. 19. 5.02 Texture Properties: Let's now talk about the textile properties. So if we go ahead and open up the base color or the Albedo texture here, you can see you have things that you can adjust inside of here. These adjustments are very important sometimes when you want to fit a models together in an environment. Because sometimes when you put models together, they don't look like they are from the same environment. Maybe you need to adjust the brightness of them, the color of them, and so on. So it's very nice to have these adjustments. So when you open up the albedo or base color and texture inside of here, you have these adjustments. Let's say this barrier was too bright for my environment, then you would go inside of here you can see we have a brightness slider or a number, and we can write e.g. two, and it takes some time to adjust and you can see it is a lot brighter now, if I write 0.5 and it takes some time to adjust and you can see it's less bright. And it depends on what you're trying to do with the environment. You can play with these sliders. E.g. if I click on this small arrow to go back to normal, I can change the color of it. So in the hue, e.g. I. Can write 50. So the hue goes 0-360. So 02,300.60 is the same as zero, so it's 359 would be the other way. So e.g. if I write 200 and the hue, and this is normal in e.g. a. Software like Photoshop, you would know what a hue is. You can change the color. You can see now it has a different color. And I can write e.g. 300 and it will have a different color as well. Okay, so let me click back on this arrow here. And you also have the saturation. You can write zero to D, saturate it and maybe you want to write 0.5. You can see these lines disappeared because now it's saturated. If R is 0.5, you can see it like this as well. We have these sliders very important that you can work with. Sometimes e.g. down here in the decals when we add blood. So if you just drag one of the decals into the world, can see this is blood. And you can double-click the albedo or base color, and then you can adjust the brightness. Maybe you think this blood is too light. I want it to be darker. And you can write 0.5 e.g. here you can see it's a lot darker now. And if you write one again, you can see the difference. Also the brightness curve, the same thing. If you write 1.5, you can see it's a lot darker now or 0.5 and it's a lot lighter. So we can play around with these here. Very important to use when you are designing the environment. 20. 5.03 What is a Material?: Okay, so, so far we have talked about the textures and also the model here. Right now, let's talk about the material. So the material is what puts all of these textures together. And then this material is applied to the model. So you don't directly apply textures to models. You actually put them inside of a material before you apply them to that model. So e.g. if you click on this barrier, you can see down here in the Details panel it has a material slot. And this material slot contains this material. Now you can click on this icon to find this material in the Content Browser. So clicking on it, you can see it takes you to this material. And this is actually a material instance. If you hover the mouse over it, it says material instance. What is the difference? And let's talk about it in the next lessons. But for now let's focus on just the material. Let's right-click here. And you can see you can create a material. So clicking on it. And I just call it whatever it's called right now, I just want to showcase what it is. So you can see that this is the material. And if I open it up, we get this material graph or we can add some inputs. And when we are finished, we can drag this material and plug it into this model. So right now I have this barrier selected, this one here. I can click and drag it into the material slot and then I can apply it on top of this model. So right now this material is empty. We don't really have anything. This is why it looks so weird. Let's actually go ahead in the next lesson and talk about this material graph. 21. 5.04 The Material Graph: Let us double-click this new material that we have created. And you can see it takes us to a material graph. And this is where we plug in all of our colors and textures and so on to make it look nice. So let's right-click here and the material graph. And you can see all of these nodes that you can add to the graph, e.g. if you're working with a landscape, you can click here and you can see these are the landscape notes, e.g. you can just click on one to see what it looks like. And it creates a node for you. And these nodes can then be plugged in to these inputs. Okay? So this is how you work inside of here. It takes a whole other course to just work with materials. Some people do this full time as a full-time job in big companies. So they only work inside of here without working on anything else. So you can see it's very huge. If you click on each of them, you have a lot of notes that you can work with. You can create rain, you can create water, and you can create a lot of cool materials inside of here, also working with landscapes and 3D models as well. Okay, but for now, let's not focus on all of these complex things. Inside of the material graph. What you can do, e.g. you can click and drag on this texture and drop it inside of here. And this will create this texture sample of this albedo or base color of texture. Now what we can do is we can click and drag and plug it into the base color. So the RBG is red, green, and blue channels, and they make up this texture. So plugging it in, clicking on Save. And if I minimize it, you can see it gained the color before it was black. Now it has this base color. And remember, we did take and drag this material on top of the model. Remember to select it first. I'll click and drag it on top of here. It will be applied. So if I open it, I'll begin. You can see I can now plug in a normal map if I wish to, and I have one. So I can click and drag and plug it into here. And then plug this normal map here, and it will give it that won't be detailed. And if I save here, you can now see my model looks nice. If you e.g. wanted to change the color of it or you want to change the saturation of it. You have notes like this as well. E.g. if you write three or hold three on your keyboard and click here, left-click, it creates this constant. Can also right-click and search for constants. And you can see you can create a constant in two vector and constant three vector, e.g. this is a constant three vector. And with this one, we can actually change the color of this texture here. So the way we can do this is the way you put two things together inside of a material graph, you use a multiply. So if you right-click and write multiply, you can see this multiply node. You can also do this by holding M on your keyboard and left clicking. It will create a multiply node automatically. So you put these two things together with the multiply. So dragging this to the a and dragging this to the b. Now they are put together and you drag this into the base color. Now we can actually work with colors here. So if you, you can see right now it's black. So this one's going to be colored black. The white color is 111. Just like this, you can also click and change the values down here if you wish to. 111 is white, which means just the base color here. So if I save again, it's going to go back. Okay? So the way we can do this is you can click here and you can change the color if you wish to two, e.g. something like this, very green, I click Okay, and then hit Save. And you can see now we have changed the color of the model. Now if you want to desaturate it, e.g. you can right-click and write E saturation and select this one again to put two things together, use a multiply. However, you have this plug-in here, so you can just click and drag it here. And the fraction means the amount you want to be saturated with. If I just click and drag this away a little bit. So the amount we want to desaturate it with, again, if you right-click and write a constant, right now we don't really need a constant three vector. This was just for changing the color. However, the fraction is just one number, so a constant will be sufficient. You can also hold one on the keyboard and click here, left-click and it will create a constant. You can see these are used all the time. This is why you have shortcuts for them. And if you just plug it in, right? E.g. I want to do the saturated by 11 means 100%. Remember to click and drag this into here, so it applies. And I can see it is the saturated. If I save, you can see this will become great. Now it's desaturated. And if I change the color back to 111, so it's normal and I save it still desaturated. And if I write 0.5, so it's only half the saturated. You can see it is going back to a bit more color than before. Okay? So this was it for the immaterial graph. This is very, very simple stuff I just wanted to introduce to you. But as you can see, if I click on one of the materials, so if I go down to one of the random materials that has been created with the mega scans. If I double-click on it, you can see this is the material from mega scan, so it's a bit more complex than the simple thing here. But you don't really want to worry about all of this. This is just wake. So doing their, their material and they are working great. So don't worry about this for now. I just wanted to introduce to you what a material is. And let's jump over to the next lesson where we will talk about the material instances. 22. 5.05 Material Instances: Hello and welcome back. Let's now talk about the immaterial instance. So, so far we have been working with the material, a normal material. So you can see here it's a bit annoying every time I have to do this, if you click on this icon here to go back to the material we created, you can see it's a bit annoying to go back inside of this material to change something, e.g. the tint. And you can see it doesn't change automatically. So if I change it to something here, e.g. orangey, and if I hit Okay, it doesn't change automatically. I have to hit Save before it changes and it takes effect. So this is a bit slow and annoying. So we have material instances, they make your workflow a lot faster. If I go back and set this to 111 and let me close this now and just click on save. Yes, I want to save this. If I right-click my material and up here you can see I can create a material instance. And usually I give them the prefix of MI for our material instance. And you can see this is also done with Quicksort. They do this as well. Let's call it new material. If I double-click now on this material instance, you can see it doesn't open the material graph. If I open the novel material, it opened the graph. If I open that material instance, it opens view here. I only have some settings here. I can't really do much inside of here. So how can we use this material instance to do anything here? So what you can do is let's actually, instead of applying the main material, we usually apply the material instance. So taking this material instance we created, I'm going to apply it on top of the model. Let's now open up the material graph. And the thing we want to work with e.g. we want to change the tint of the model. What I can do, I can right-click and then convert this to a parameter. If I converted this to a parameter and I call it, give it a name, e.g. model Tinder or just tints. Just fine. Let us save. Now when you open up the material instance, if I open it up, you can see I got a new login here. I can work with the tint now. So I can do this. I can take it and I can now just play around with it. And you can see it updates instantly. So this is the nice thing about material instances. And yeah, it's a bit ugly with this blurb, but we are going to fix this in the next lesson. So don't worry about it for now. But what we're going to do is you can see here the tint, I can now change it instantly. And this is why it's so nice to work with material instances compared to a normal material. Okay, so let's go back here. E.g. I. Also want to have a node here or a plug-in for the saturation. So let's right-click this amount of desaturation. Let's convert this to a parameter. And let me just call it the saturation. And let me put the default value to one or equal to zero. So it's not saturated at G saturated at all. And if I go back to my material instance and I look at it here, and I click on this saturation that just appeared. I can now increase and decrease the value. And it gives my updates like it gives it automatically. So I can instantly see is happening. So I don't have to save anything to see what's going on. This is really nice to work with, and this is how you create material instances. You can also do this with these textures samples. So you can right-click and you can convert this to a parameter. Let's call this one base color. And it can also right-click this normal map, converts to parameter and call this one normal map. And the nice thing about this is now let's Save, it's going to take some time to save it. Let me take another model, e.g. I want to have this barricade here. So if I take this here beside it now, now let's go back to my material that I created here. And I'm going to apply the material instance for this one here on top of this. And I'm going to take and drag and plug-in my material instance here. So now I can see it's a bit messed up because I'm using the wrong textures. But what I can do now is I can open up my material instance. And now you can see we converted these to, to a parameter as well. So I can click on this for the base color. For this barricade. I can plug in this here, this texture, and this normal map as well. And I can also go over to my metal barricade. For the muscle barricade, what I can do is I can actually go back to the concrete. I need to create a new material instance. So I'm going to double-click or right-click this material instance. And then I'm going to duplicate it. I'm going to call it material instance, e.g. metal barricade. I'm going to drag this on top of here. Now I'm going to double-click this metal barricade, go to the metal barricade folder, and then I'm going to drag the correct textures for its ok. So now I can see it is correct now because I have now plugged in this metal barricade on top of here, and I have plugged in the other one on top of here. Now the cool thing about it, you can see I only have one material, this is the main material or both of them. And then I have the material instance which derives from this material here, the parent material. I have these material instances. And for the barricade, e.g. I. Don't want to desaturate it. I want it to look normal. And for this other one, I want to desaturate it. So I want to write it, right one, e.g. you can see I can change values easily and it is really fast to work with. This is why we create material instances. As for optimization, it's not really doing much, but it's just going to save you a lot of time when you have a lot of models and you can change things quickly like this. You can also see it's done with the Quicksort omega scan. So if I click on their material instance, I click on their material instance and I open it up. You can see down here it says parent material. And if I click on it here, if I click on the icon down here to take it to you here to the Bunsen browser. This is the main material. If I open it up, you can see this is what it looks like. And if I double-click this as a function, you can see what it looks like as well. So this is the parent material that makes up this material instance. Alright, so now that we have talked about all of this, Let's go ahead and delete this, these materials that we created because we don't really need them. And I'm going to delete these maps from the level. Well, this decals click on G to view the icon, and click on the icon and delete it. Let's go ahead and save everything, and let's fix the textures so they don't become blurry. 23. 5.06 Adjusting the Texture Size: Okay, So sometimes you can see when I pull out that this model here and level, sometimes it becomes blurry when I'm working with these textures. And this is because you are using the texture pool memory. So in Unreal Engine, you can't just take this these textures and use them in eight K resolution, like your whole level consisting of eight K resolution textures. Yes, it will look very nice. However, you have a memory pool for the textures. Your game will lag and no one wants to play your game because it's so laggy. So not only does your game need to look good, it also has to perform. And this is why it's sometimes becomes a bit blurry when you change some settings. I don't know. It just happens randomly. Sometimes. If I change it back here, sometimes it gets blurry. And this is because you're using up the texture memory pool and you have to reduce these textures. Now, this is usually done in the game optimization section. We also have that in the course. However, I need to do this now or else we will see all of these blurry textures all the time while we are designing the level. And that will be a bit annoying. So let's start with this barricade here. Let's actually delete this here. Let's start with the first 3D asset. Let's take out this 3D assets into the level. And this is what it looks like also viewed from the other parts. This because of the sunlight, it looks better. Now what you can do is you can open up the first texture. And Fortnight, as you can see, it is an eight K resolution texture, and it is using 43 mb. Unfortunate three megabyte is a lot for one texture. Remember you also have the normal map. It's using up 87 mb and it's using 43 megabyte here as well. They just, this model is using so much memory, about 160 megabyte or something like that. Now click on the first one. What you want to do is here in the LOD bias, you want to change this so you're still keep the detail what you are reducing the texture size. So if you write five, e.g. something very high, you can see it takes some time to load, but when it loads, you can see it changes details inside of this modal here. Another one, very clear to see it here. If I take this other barricade here and I open up the base color and write five or four, e.g. for you can see it becomes blurry. It's not like before the detail is lost. And if I write zero, you can see the detail is back. Now what you want to change it to is something that still keeps the detail, but you are reducing the texture size and we don't use so much memory and the game will become optimized so far, right, one, e.g. and you can see here, it's now a fork, a texture. It is important as an eight K texture, but right now in the game, it is a fork, a texture. You can see there is no difference. If I write a zero again, a frog one, there's not really a noticeable difference. So why, why do you have it as an eight K texture in your game? It doesn't make any sense. So let's make it into two. Now. If we change it to two, it will become into a two k texture. So you keep getting the half of that number. So if you write zero, now, if you're right too, there's still no difference. So took a texture is fine. If I write three now, this is now a one k texture. And if I write for, it is now 500 pixels. And now we can see it's very blurry. So this is not the way to go. I think with this one, since it's a large model, I want to go with two. So a two k texture. Usually it's still very high for a game. Usually in games we use one K textures or most models and just a few ones we're using to create textures. And this is because the model is large, so it's maybe nicer to use a two k texture. So now we can see we reduced this resource size to 2000 before it was 43,000 you, so you can see how much resource it's using. But changing it to two here, making it into a two k texture. You have to do this as well for the normal maps. So changing it into two, making it into a 2k a texture, and doing it as well for the roughness texture, just like that. So now you can see instead of using 160 megabyte, we are using two plus five plus two. So we have reduced it under ten almost or maybe it's ten right now. You can see how much we have reduced it and it still looks nice. It's not because it looks awful. And we have to do this for every single model. So now we did it for this one. I'm going to do it for another one and then you have to do it for all of your models. So you have to do it for all of the static meshes here. Again, just like before e.g. this one here, drag it out and take a look at it. Open up the texture here. And the LOD bias, e.g. a. Ride three. This will change it into a one k texture, I believe, one k. And you can write zero again to see what it looks like before. And then changing it back to three, and there's really no difference. So what I want to do is I want to test if I change it to four, so 500 pixels instead and see what it looks like and it still looks really nice. I think maybe for this one, since it's a smaller model, I want to go with a four LOD bias. So if I write zero and I write four again, just to make sure I think it's looking nice. I'm going with four, so 500 pixels instead of a wonky texture. And you can see it's still looking nice. Now it's using 100 kb. It's very low before it was using 43,000 kb. So you can see how much we are optimizing this. Remember, you have to do this as well for the normal map and the roughness so far in the LOD bias. So writing for here and opening up the roughness as well, and writing for here as well. And if I close it down now and I save everything, It's sometimes it takes some time to save because these are very huge models. They are eight K textures, so we need to wait for it a little bit to save. Alright, so now it has finished saving, and as you can see, it still looks really nice. Now it's game optimized. So don't just go with eight K textures and use up all of the memories and the models will become blurry because you are using too much resources on the textures. As you can see, we reduced it to 100, almost 200 kb. So really, really nice. Now you have to do this for all of your models. Just switch between the LOD biases and see what looks nice and what doesn't. And you have to do this as well for the plants. So the plants, as you can see, you also have textures here. But you can do again without one of the plants into the level. Take a look at it closely. G, to remove the icons and remove all of these markings. And just change again these textures to see what it looks like. The bloodstains, the same thing, but the detail, the decals here in the level, then open up the textures again, change up the LOD biases. And I'll be back with you and show you what I have done when I'm finished with all of this. Right now I am finished. I've placed all the models and I have reduced the texture sizes for them. And as you can see, they're still looking the same, but now they are a lot of game optimized. So if I click on e.g. one of the 3D models, the fire hydrant. You can see I reduce this LOD bias to a one k texture. And the fire hydrant is still looking detailed and nice. So this is what I want you to do. Go in every single model here, e.g. for the stone, one K texture is usually what we use normally for games. However, if you can see that something can be reduced to a half k texture to that e.g. for this stop sign here, if I click on the icon here to go to it, I open up the albedo. You can see I have reduced it to a half k because you can see it's still looking nice. We don't really need a 16k a texture. So whenever you can reduce it to half K, go ahead and do that. And it is usually low or small models. Usually with large models, you need maybe a two k textures. So for this one, if I click on it, I click on this icon, go to it in the Content Browser. And if I open up the albedo, you can see this one is a to K texture because if I make it into one case or if I write three here, you can see it becomes blurry and it's actually not looking good. So I will make it into a two k texture for this one. So usually for larger models, you'll make to create textures. But as a standard, you go with a one k texture. And if it's looking bad, try to K. If it's still looking good with a half k, go ahead and go with the half k. So go ahead and click on all of them, also the blood and so on. So everything, just put them here in the level and then go ahead and change up all of these. So far. I have done a 16k a texture as well. We can always increase it when we are painting the ground right now, we can't see it. If you want to see it, you can always click and drag this asphalt to this ground and you can see what it looks like. This is naturally what it looks like because you can see the cracks are way too large if you double-click it. And in the material instance, you can click on the tiling here, apply it, and open it up for the tiling, e.g. 1010 here and the x and y. And you can see now it looks a bit more normal. So it was a bit too large for this ground, which can see what it looks like when I made it into a one k texture. It still looks nice. I go back to a, to k1k, half a K, maybe it becomes a little bit blurry now in half k. So I'm going back to point k. They'll try to, try to reduce the texture sizes for everything. And for the tiling. I'm just going back to 11. We will change this later. I'm going to apply it again or remove it here. And let's go ahead. You can, if you want to remove it from the ground here, click on the ground and click on this small arrow and it will reset it to default. And once you have reduced everything, save your game. And let's move on to the next lesson. 24. 6.01 Importing the Ground Mesh: Alright, now that we're done with all of the basics, let's go ahead and delete all of this and start eating environment. To delete all of this very quickly instead of clicking on every single thing here, let's go over to the outliner. Select the, you can also delete the floor here we are going to replace it. So clicking from the floor hold Shift and then click on the last one to select everything here. As you can see, however, just make sure you're not deleting things. You don't want to delete e.g. the post-process volume. We can hold Control and click it to remove it from the selection. Just make sure it's the things you want to delete and then go ahead and hit Delete. And now we have deleted everything except for the lighting and the post-process volume. And I'm going to drag this one into the lighting folder just so I don't delete it by mistake. We are going to replace all of this later because we have a section in the course where we do the lighting. So this is just temporary so we can actually see the level because if we don't have anything here, everything will be dark. You can see if I delete everything, the level is dark and we can't really work. So clicking on Control Z to get it back. Okay, so now we are ready to import the street. So before I do this, let me go over to the content folder. I'm going to right-click and then make a new folder. You can call it assets or 3D models or whatever you want. Inside of here, I have given you cost materials under this video on this website. So if you take a look and go ahead and download it, I have given you cost materials and inside of here you have something called SM street. And SM street. Sm stands for static mesh. This is the short for static mesh in Unreal Engine. And this is just the street 3D model that I have made for you. So click and drag it into here. Just make sure some people get confused on sometimes why they can't drag it into the Content Browser. Just make sure this is not a zip file. So if you get it as a zip file, when I give it to you, make sure to extract it to your desktop or whatever, any place. Just make sure to extract it from the zip file and then drag this into the Content Browser and the folder here right now I'm in the assets folder. And this FBX import option will appear. And we don't really want to change anything here except for this one. It will create a material automatically. However, we are going to apply a material to it so we don't want to create one. So I'm going to hit do not create a material. And also we don't really have textures for it right now. So I'm also going to uncheck import textures and everything else is fine. So just go ahead and click on Import are important. All that is fine. And now we can see we have this SM street. You can click and drag it into the level and you can set the location to 000. That's what I like to do. So it's in the center of the viewport or of the level rather. And this is the streets. So this is the 3D model that I have made for you in the 3D modelling software. And this will be the beginning of our levels. So now that we have the street place, let's go ahead and place the sidewalks in the next lesson. 25. 6.02 Adding the Sidewalks: Alright, so to continue the street, let's go ahead and place the sidewalks. So here in the mega Scans folder, if I go to three assets and in the modular concrete median kits, here we have the sidewalk. So you can click and drag this sidewalk into the level. And here it really helps if you have this snapping enabled. Remember this is the movement Snapping. So when you drag you snap here, I'm going to increase it to something like 100 or 500. Let's try 100 for now. This is just to make sure it snaps together. So I'm going to drag the sidewalk anywhere here, maybe the start of this here, e.g. you can hold Alt on your keyboard. While holding Alt, you can click and drag and this will copy this model for you. And you can see it's not really snapping together. There is a small distance, so maybe we need to change it to 50 instead. And then we can now snap them together, just like that. Now, the sidewalks are snapped together. And we have to do this a couple of times. Now you have two sidewalks, you have this one and you have the second model, which is this one. And you can see they are a bit different and usually we add different models to break the repetitive pattern in games. So we don't like to copy paste the same thing because it just doesn't look too good. I'm going to copy this or take this second model here and place it and continue the sidewalk. So just go ahead and just make it a bit different. E.g. this one. Now you can hold Alt, click and drag and copy this over here. You can maybe take this again, hold Alt, click and drag. And here we go. Now, if you want to copy it really quick, you can always just select everything. You can select everything by clicking on one and then holding control and then clicking on the other ones. And you can always hold Alt and copy paste it to the second one. And if you want it to look a bit different, you can hold e or click E and rotate it 180 degrees. And you can place it just like before. Maybe I want to delete this one. I want to delete this one. And you can, I'll copy this one here, hold Alt, copy it here, and maybe copy this one here. Okay, so it looks a bit different that unlike the models to look the same, look copy pasted, this is looking now a lot better if you wish. You can always use this as well. I'm not going to use them for my environment, but you can always use them here, e.g. if you wish to, however, maybe I'll use them, maybe not, but for now, I will just not use them and see what happens later on when we are designing the level. And yeah, that was it for the sidewalks, even though we a bit of a space here, it doesn't really matter. We are going to work with the landscape later on. So we have this landscape tool, so it will fill this whole area. So don't worry about this small space for now. So this was it for placing the sidewalks. So let's move on to the next lesson. 26. 6.03 Creating a Blend Material: Let's now talk about the blend material. So what a blend material is, we can put different surfaces together to break the repetitive pattern. So e.g. you can see here, I imported the surfaces, define asphalt. Asphalt and the correct asphalt. E.g. if I click and drag this material for the finance felt on top of this street, you can see this is what it looks like, and obviously, it looks like the tiling is not correct. This needs to be a lot smaller because right now it looks like low resolution. But imagine if it just looked like this. And this just looks especially here for the correct one. If I click and drag this correct one. And let me actually just reduce the size if I double-click on this material instance, like on the tiling and e.g. let's write, I believe it was 12, 34 this street. And I can show you why later on. But you can see here, it looks very repetitive. I can see this line repeating over and over and over again. And it just doesn't look good. This is why you blend multiple materials together, e.g. this muddy asphalt as well. If I click and drag it on top of here, and again double-click on it. Set the tiling to something like 12, 30. And if I zoom in, you can see this part here repeats with this part, this part, this part. And you can see it's repeating again and again, these boxes here. And it doesn't look good. So this is why we create, lend materials. So to create a blend material, Let's right-click and open up this little bridge here. So opening up Quicksilver bridge and inside of Quicksilver bridge, just go ahead and click on any surface here. So going to surfaces and just clicking on one of them by random e.g. this one, you have this button here before you download any of these surfaces. So just select a random one and click on this button down here. This will create a blend material for you. It will mix multiple surfaces together so you can have some variation. So this streets that we have, we are going to paint it with the final assault rectus felt and body asphalt to make it look different. So to create a blend of material, you have to select your three surfaces inside of the engine to easily do this. You can see they are in separate folders, so it's a bit difficult to select all of them. You can see every surface starts with MI, which is the material instance. If I go to the surfaces folder and I search for MI for material instance, you can see now I can see all of the three surfaces at once and it will be a lot easier to select them here. So very, very important when you create a blend material. The first material you select will be your base material that will be filled on top of the street. So I want to have this fine asphalt as my main base material. And the second one on top of it will be the correct one. So I'm going to hold control and click on the second one. And while I'm holding Control, I'm going to click on the third one. So this will be the top layer, this will be the mud on top of the streets. Again, select the first one which will be your base layer, that will fill the whole thing as a base. And then hold Control. Select the second one, the third one. The third one will be the last top layer. And then clicking here on this button, and then clicking on Create Material blend, you can of course just change the name for the material if you wish to. E.g. you can call it BIM for blend material and we can call it a street. And it can also choose where you want to save it, but I'm just going to save it here. It's fine. And then clicking on Create blend material. So right now every time you do it, it actually gives you this error saying current material lending setup doesn't support more than three material instances. And this is, I found out after researching a bit because this is actually the first time I'm doing this inside of version 5.2 of Unreal Engine. It's working in 5.1. So I don't know why this is bugging, but after researching, I've found that this is a buck right now in 5.2. Because you can see I have selected three here. And if I don't select anything and I click on it, you can see it says select two or more material instances to perform this operation. And if I select two e.g. this and this one, and try to do it. And it says it doesn't support more than three, which doesn't really make sense because I have only selected two. This is working in Unreal Engine 5.1, but for some reasons bugging 5.2, that is okay. We can do it manually quickly. So if you just select one of them, e.g. the fine asphalt as my base layer. I'm going to just select one of them. Click on this button again and create material blend again, give it a name if you wish to mind, is called PM street. And create a blend material. And you can see here it creates this folder for you, the blend materials. So we can now go ahead and close this down for now. So inside of this blend material, remember to click on the X for the search words so we can actually see what's inside of here. And let's double-click and open the blend material. So what the blend material is, blends multiple surfaces together and as you can see here in the blend material, we have a base layer, then we have a middle layer, and then we have a top layer. So before we talk about the properties here, Let's actually fix this issue that we had here in the base layer, we have this fine asphalt. That is correct. For the middle layer, we want the correct asphalt. So clicking on the correct asphalt, I'm going to minimize this a little bit here. And for the correct as well, this is the albedo or base color. We can click and drag it into here. And for the normal map, we can drag it down here. And for this last one, we can click and drag it here in the middle, just like this. Okay, so now this is fixed. Let's go to the model layer. This is the final one, this is the top layer. So before we can click and drag them on top of here, we have to apply them just like ease up here. We have to click on the top layer, the middle one. And if I just maximize it a little bit so you can actually see the names of them. It's easier. So this is the Albedo map and we can click and drag. This is the Albedo map. We can drag that into the slots. And for the ARD map, it's this one. So click and drag it into here. And the last one is the normal map. Click and drag it into here. So now it is correct. This is what it was supposed to do when we click the button, but for some reason it's bugging right now in 5.2. But they'll probably fix it because remember, this version of Unreal Engine is actually in preview and it's not fully, fully released. So you can see here it says preview one. So they're probably going to fix it quickly. But you can do this once they have fixed it, right? So now let's save everything. And now we have this blend material which it has created for us. So before we paint this material on top of our street, let's actually go ahead and talk about the properties that it has. 27. 6.04 Blend Material Properties: Alright, so here we are inside of the blend material. And remember the blend material is simply a material instance which we have been taking a look at previously. And this material instance, the blend material, has all of these properties which we can work with. So first up here we have some adjustment layers that we can work with. We have a puddle layer where we can actually paint a puddles and water on the ground, which is very cool. Then we have the tiling and the tiling is very cold, we will be using it because you can see if we don't tile the texture, it is very, very large and blurry and it doesn't really make sense right now. This is why we have to tile it. And you also have other controls, e.g. if you apply this adjustment layer, if you click on it for the base layer, you can see you have more controls that you can work with, e.g. the roughness, this is how it looks. So if I take this blend material and click and drag and apply it on top of the street. Now we have the blend material applied. You can either do it like this or it can click and drag, select the street first, and then click and drag this material here in the Details panel. So this is the same thing that you're doing. So e.g. here for the roughness for the base layer ticket here and write zero. Now it's very smooth. So if you go close to the street, you can see it looks like it's it has been raining. And if I set it back to one, it looks rough. Again, the roughness you control depending on usually if it's a rainy weather, you write something like 0.4 e.g. or 0.5. So you can see it's a bit wet from the rain and it gives it that cool effect. And let's put it back to one here to have all of these properties and we will be working with those during the design of the environment. So for now, let's disable this one. Let's close it down. Let's save everything, and let's move on to the mesh painting tool. 28. 6.05 Mesh Painting Tool: In order to paint on this street here, we need to use the mesh painting tool. So remember we made this blend material consisting of three different materials and in order to paint the other, the middle layer and the top layer, we have to use the mesh painting tool, clicking up here, and then selecting mesh paints. And now instead of the mesh bench, you have to click on paint. And here you can see we have different channels. So first up here we have the size. So how large do you want the brush to be? You can see if you increase the size, increase the brush size as well. And right now when I move my mouse, you can see it. It's very weird. It's actually not the painting on the street itself. So I have to go back to the selection mode, click on the street itself. So click on the mesh and then go back to the mesh pin tool. And you can see, if you go back to paint, again, you can see now it's painting on the ground. So remember to select the mesh you want to paint on. Now it's painting on the street and you can see if I increase the size here, it increases the size of the brush. I can also increase and decrease this strength in which it paints on the ground and the falloff as well. You can increase and decrease it. And you can see this inner circle, There's an inner circle creating this fall off. Okay, so in order to paint the middle layer and the top layer, make sure you have this black color on the paint color. You can switch between them by clicking here or clicking on swap up here. Just make sure the black one here is in the front. And this will make your paint. If you click on swap and you have this white one you want to be able to paint. So just make sure you have this black one here. And I'm going to decrease the size a little bit and increase the strength to one so you can see it. And now I'm going to remove those channels. So the red channel, very important here. The red channel is the middle layer. So if I open my street, my middle layer is this correct asphalt. So if I am going to paint now, you can see I'm Mel painting the cracked asphalt. And if I disable this and enable the green layer, and maybe you have guessed it already. The green layer is the top layer, which is the muddy asphalt. So I'm going to take this green layer, which is the top layer. And now I can paint, and this is the muddy asphalt that I'm painting currently. Now you might wonder what is the blue layer? We only have the base layer, then we have the middle layer, which is the red layer. And then we have the green channel, which is the top layer, which is the mud. So what is the blue one? The blue one is actually puddles and water. So right now you can see nothing happens when I paint. This is because in the blend material, you have to go to the top and enable this one, use huddle layer. And now you can paint. You can see I've already painted here and it appeared when I enabled it. If I hold Shift and I paint it, deletes it. So if you hold Shift and you have the respective channel selected, e.g. the green channel is the mod one. And if I, you can see if I tried to hold Shift and erase this, I can't. But since I only have the image selected, I can hold Shift and erase the mud layer. And if I want to erase this one, I have to select the red as well. You can have multiple channel selected, hold Shift and delete it here, or you can always click on Remove here as well. That works as well. If you want to fill one layer, you can e.g. select this one the correct asphalt, and then select Fill and it will fill it on the whole thing. You can always click Remove again to remove it from the mesh. So clicking on the blue and this is creating puddles. And you can see a very cool looking puddles right now. It's looking very cheap and bad because this underneath layer here is not tiling correctly. We have to fix that in a later lesson. But you can see how cool this puddle is. Very easy to make and it will look better. Wants this, the street actually looks good. Let's hold shift and let's paint here to delete the puddle layer. You can try to play with the size. You can try to play with this string. So if I reduce the strength and I take the red channel, which is the correct asphalt, I can also take the falloff down a little bit and you can try to paint and see what happens. Maybe take the strength even further down. You can see now it takes a lot more effort to paint. And sometimes this is good because subtle painting changes is a lot better than very harsh ones. This look more realistic. Yeah, and that was it for the pen tool. So very, very easy to use. You'll switch between those channels, make sure you have the black bar selected here. And then you can increase and decrease the size, the strength, and the fall off as well. And you can paint, there's something you don't like. You can always select the channels, these e.g. hold, Shift and paint to erase them here. Remember it can also increase the strength to erase a lot faster though in order to paint on a mesh. If you just paint something e.g. this correct asphalt, you can see now I'm painting. In order to paint on it, it needs to have vertices. So if you have a custom model without any vertices, and I can show you what vertices are if you have not modeled before. If you don't have vertices in your, in your model, it will not be able to paint. And let me actually show you, here is 3ds Max. This is where I modeled this street here you can see this is the street I modeled. Now if you click on it and then I right-click, convert it to an editable poly. And I select this one which is the vertex view. You can see all of these dots that I can see is our vertices. And this is actually what you're painting on inside of Unreal Engine here. So if I did not have any vertices, you would not be able to paint anything, e.g. as a test, I can show you here if I create a new plane, so selecting Display and creating a new ground. Let's say I go to the details here and I decrease the length segments and the width segments. And I just put default material on it. Actually, this Street doesn't have any vertices only here in the corners. So if I add some segments to it, e.g. five segments and five segments. This way, I right-click, convert it into an editable poly, and I select the vertex view. Now we can see this one has a lot less vertices then this plane here. So when I paint on this ground, it's going to look very low resolution. This is because when I paint on the ground here, e.g. it's not going to show anything. It's only going to paint when I paint on top of a vertex. Here, as you can see on my grounds, if I have this paint selected, you can see these small dots that I can see are actually my vertices. So if you don't have any vertices, you will not be able to paint anything with this mesh painting tool. Now very, very important to note. Just make sure if you have a custom model, makes sure to add some vertices if you want to paint on top of it. And with that said, let's go ahead and hold Shift and I'm going to erase everything now that we know how to use the mesh painting tool, Let's go back to the selection mode and let's move on to the next lesson to fix this tiling, because right now it doesn't look good at all. 29. 6.06 Adjusting the Ground Tiling: Okay, so now let's just this ground tiling because right now it doesn't look good. So in order to adjust the tiling, you can open up the blend of material. I can actually just remove the puddle layer for now and remove the adjustment layer for now. We're going to work with those later on. So down here, you can see for the base layer, you have something called tiling. And we're telling is you can title this material so it doesn't look so low resolution. So e.g. if I write ten by ten, you can see it looks a lot better now. And if I go close, let's say I'm a character standing on the street. And if I look down on the ground, it looks a lot better. However, you can see, if you are, if you have a good eye for art, you can see it's still stretching here. It's not really looking good at all. It's still looks low resolution and I can show you how to find the correct tiling for this. So e.g. I. Know what the tiling is right now because I designed the streets. So here in my 3D software, if I click on the street I designed, you can see that the length is 30 m and the width is 12 m. So if I go back here and I write 12 and dx, because that is the width and the height, 30. You can see if I am a character now standing on the street and I looked down, the street is actually looking correct. So this is 12th by 30. And I know this because I designed the street and I made it 12 in the width and 30 and the length. And that is why it is 30.12 here. However, let's say you didn't know. Let's say you've got a custom model and a custom street and you have no idea what it is. So the best way to do this is if you go up here and you create a new shape, you create a plane here. You create the standard plane that Unreal Engine gives. You. Can see it creates it down here. So in the location you can always write zeros, zeros, zero. To bring it up here. I can just move it up slightly. Now, this is the standard plain edit is one by 11 by one. It's going to show you the correct tiling. Now if I just write one by one here, this is what it was before. And I take this here and I apply it to the plane. So now you can see what it looks like. This is actually what it needs to look like correctly. So you can use this as a reference and then you can make the tiling on your own street the correct one. So let's say you didn't know that it was 30 by 12. So what you can do here is you can double-click, right-click here, and you can duplicate this. And this one again, apply it to the street down here. This is our main material. And you can apply this one on the plane up here. So now they are using different materials. And the reason I do this now because I want to adjust my tiling on the ground beneath it without adjusting my reference. Which I can do here is go to my main material now. And I can go down to the base layer tiling. And now I can say e.g. 1010. Now you can see I'm not adjusting this. When I'm adjusting the tiling down here, I'm not adjusting the tiling up here because this one is the other blend material. I'm actually not affecting it. So the best way to do this is you can take a look at the reference. You can even remove the snapping and bring down the reference right above your own streets. Then what you need to do is you need to tell your own street like this reference. So take a look at this reference and tile it as good as you can. E.g. you can write ten by ten and maybe you can take a look at it. You can see here, this here is very stretching the y. Maybe you can adjust the y so it needs to be a lot higher and maybe something like 1020. And I can see it gets a lot closer, but you can see if I reduce the camera speeds so I don't move this fast. You can see this one's still looks low resolution, so you still need to tile it a lot more. So maybe in the y you can say 25 and it looks a lot better, but still, this is how you do it. You keep tiling and tiling until you are very satisfied with both. The reference is looking compared to your own street. If I write 12 by 30, which is the correct one, you can now see they look similar together. And sometimes if it is hard to see, you can compare similar patterns here on this mesh. So e.g. you can take a look at very, very small detail. So e.g. these stones here on the asphalt can try to compare them to the Stones over here and see if they are similar sizes. So very good to look at the patterns as well and see if they actually fit together. So e.g. this part, does it fit with this part? And if it's too large to small, you can adjust the layer as well. But that's how you do it. This is how you take a reference. Just use the plain from Unreal Engine and compare it with the model you are working on. When you are satisfied, you can delete this plane here. And you can also delete this other copied when material because we don't need it anymore. Remember that you also need to tell the other layers. So this was the base layer, and now you go to the middle layer. Now these are all the same, so 12 by 30 and the top layer as well, toilet by 12, 30. And let's save everything. And now if we go back and select the mesh painting tool, paint, and we select e.g. the red channel. And let's actually go back to Select, select this street, go back to paint. And now I'm going to increase the camera speed because now it's very slow and decrease the size. Now if I paint here, you can see it looks a lot better if I go close to it. Now it looks like the correct size, as well as the multi-part. If I paint, now, I go close to it. It looks a lot more correct than before. Now, let's delete everything. I'm going to click Remove here. I'm going to go back to the selection mode, save everything, and now we're ready to move on to the next lesson. 30. 6.07 Adjusting the Ground Textures: Before we can paint on the ground, we have to adjust the colors for the surfaces so you can see if I go back to the mesh pains, I select my street and I go to paint. And let's e.g. paint this layer first, the cracked asphalt. And let's also paint the other one, the mud here. And you can see these two surfaces. You can clearly see that this surface is not the same as the street and it doesn't look good when we paint the correct surface on top of the base surface. So the goal here is to make this correct surface look like the same as the base surface. So we can blend them together and it looks like one surface, one streets. And also I want to adjust the brightness and so on for the smart because I think it is too bright for this environment. So we have to adjust this first, I had to do this. Let's go back to the selection mode. Let's now open up the blend material that we have made. And inside of here, up here you see we have adjustments that we can take. So we have the medullary adjustment layer just met and top layer adjustment for the base layer. I am satisfied, so I'm not going to change anything. I wanted to change this middle layer to fit the base layer. I'm going to click here on the middle layer adjustments and enable it here to the right. And do the same thing for the top adjustments as well. And you can see when I enable the adjustments, these options down here at Pier, which was not there before it, and see if I disable it, they disappear. And if I enable it, they appear and now I have more control over the color. So down here in the middle layer, Let's start with the correct asphalt here and adjust this. So over here what we want to do is we want to take the controls and the tint for the albedo. Remember the albedo also means the base color texture. So if I click on the small arrows, you can see we have numbers so we can play with e.g. such the saturation of the surface, the brightness, the contrast, and also the colors. So the red color or green color, the blue color and also the Alpha. So the way to do this, you can see when I play with the controls, I can reduce and increase the saturation. I can play with the brightness and so on. And we have to make it fit the base layer. And we can actually do this very easy if I just write one as default like before. The easy way to do this is if we click on the link mode up here, then we go to buffer visualization and click on base color. And the reason we do this is now we have eliminated all the lighting and all the other elements. And right now we're viewing the true base color. So this is what it looks like. So if we can make this base color of the correct asphalt look the same as the base layer here and the base color visualization. Then when we go back to the live mode, it will also be the same. So this is a very easy way to do it. Going to buffer visualization like on base color and try to adjust them so they fit together here. Alright, so to start with, the first thing I can see is that the crack, the asphalt is way brighter than the base layer. So over here, the brightness, we have to reduce the brightness. So if I click and drag, you can either write a number e.g. 0.5. You can see it becomes darker, so it is a higher value than 0.5. The way I do this, I don't write numbers. I just click and drag and adjust the slider like this. And when I'm, when I'm satisfied, I stopped. So if I just slide it like this, try as best as possible to have the same brightness as the base layer. So maybe it's something like 0.63 like this. I am satisfied with that. And what I can also see is there is a bit of redness inside of this correct asphalt. So down here at the red color, you can increase or decrease the red color as well. So I'm going to go back to default as one. And then I'm going to reduce it slightly. Not much, just slightly to see what it looks like. Something like this, e.g. 0.93, okay, and you can see it already looks nice. So before if I uncheck those, this is what it looked like. And if I take them again, this is what it looks like now. Now, let's go back to the, let's go back to the live mode here, and let's go to the Mesh pen tool. I'm going to paint this correct. The asphalt just slightly on the ground to see what it looks like when I painted suddenly, I'm going to reduce the strength. I'm going to reduce the size as well. Then actually, not this one. I have to paint the red channel. I'm just going to delete this by holding Shift and painting, selecting the red channel painting that cracked asphalt just slightly to see what it looks like when it blends in with the other surface. You can see already looks nice, almost looks the same. However, you can see if I look in this angle on the lighting, I can see the difference between those two. If you remember from the previous lessons, the way it's affecting the light. The lighting like this is because of the roughness. So if I open up the blend material again and I scroll down, you can see we have this one, middle layer roughness maximum. If you increase and decrease it, you can see it helps on the environment. So this is the roughness. Remember I said the roughness is our wet. It looks so if you decrease the roughness a lot, it looks like it has rained on this spot. So we have to adjust it slightly so it fits the environment. So it was one by default. I'm going to reduce this slider slightly up and down, just adjusting it until I think it fits. I think something like 0.85 is fine. Just like that. And you can see it looks a lot better now. So this is what it looked like before. And if you check it, this is what it looks like now. So now it fits a lot with the environment. You can also see it looks like a part of the base layer. So if I zoom in, you can see now they fit nicely these two layers. And we can paint them on the street and give it that variation. So very, very nice. Okay, so now this is finished. Let's go over and adjust the mud layer. So let's save everything for us. Crash all of a sudden. And let's go over to the top layer now. So for the top layer, again, remember to enable the adjustment layers up here. Let's go down and the top layer here. And let's enable the albedo controls and albedo tint. And for this one initially again, it is very bright. I'm not going to fully work inside of the buffer visualization because I don't want it to look 100% like the base layer. I just want them to be a bit darker than what it is right now. So I'm actually going to eyeball it here in the lead mode right now. And I'm going to reduce the brightness. And I just want darker mod, I don't want it to be that bright. Maybe it's something this and you can see it's very red. So I'm also going to reduce the red color here so it fits a lot better. Now maybe it's something like 0.776, just like this. And again, I'm going to play around with the brightness and maybe 0.0, 0.25. I want dark mud like this. And again, you can see it looks a bit weird under lighting, just like before. Remember this is the roughness and before I actually work with the roughness, let me try to make it fit better. So now that we have eyeballed it to make it look like this, Let's go over to the buffer visualization and base color again, just to make it fit a bit more. And I think there is slightly blue color. You can see the base layer has more blue. This has more green in it. So to make it fit better, I think I'll increase the blue slightly. You can see when I increase the blue, it fits a bit more with this, this street here. So not too much else, it will look too blue. So I think if I decrease it, maybe 1.1. So very, very slightly. If you write one, if you write 1.1 to see very, very slight difference, almost not noticeable, but it's still noticeable and it helps you giving that effect to fit the environment better. So let's go back to the live mode and let's go ahead and adjust the roughness here. So if I click on the roughness, top layer, roughness max and I reduce the roughness until I'm happy. So it can reduce, reduce and increase it, and see what it looks like compared to the environment. And I think something like 0.8 is fine for this one. You can see this is what it looks like. Again, I like to go back to the mesh paint. I like to paint it very subtle to see what it truly looks like because this is not how we want to paint it later. What we want to pin it is very, very subtly. So if I again, use very subtle strength and size, and I select the green channel for the mode. And I just paint slightly to see what it looks like. Something like this. Okay? So this is what it looks like and just zooming in to see what it looks like. I think it fits really well with the ground. So this is what it looks like now, but you can see how easy it is to make two surfaces fit together. So now we have this mod, which we can apply to the street and we also have this correct asphalt. And the only thing we did was just enable these adjustment layers up here and go down to the albedo controls albedo tint. Just play around with the brightness and the colors to make them fit together. So very, very easy stuff. And then play around with the roughness. Look different in the lighting like this. And you can see when we added the roughness, this was before the roughness, and this is when we added the roughness. It fits the environment a lot more than before. But now that we have adjusted them, Let's close everything. Let's go back to the selection mode, save everything, and now we are ready to paint the ground. 31. 6.08 Painting the Ground: Let's now go ahead and paint the ground. So let's go back to the mesh paints. And I'll click on this Remove icon to remove everything that I have currently. And now we are ready to paint. So going to the brush tool, how I usually do it again, remember to have the black color and the paint color else you can't paint. The first thing I want to do is just focus on this middle layer and I want to draw cracks here. And the way I do this, I usually start with a low size here. I don't go too large because you can see if you paint too large, it looks. You can see the pattern that repeats every time. I usually just paint with a very, very low brush here. And also, I usually use a low strength. So you can see when you click and hold your paint, it takes some time for it to paint. If you have the strength to high, you can see a pattern way too much and it doesn't look realistic. So usually I go with about 0.12 some, somewhere like this. You can see you have to click many times your paint and click many times to paint. But you can see it's a lot more realistic looking than this one over here. And what you can do, you can also play with the falloff. So you can decrease the fall off and fall off just gives it that fading effect here on the edges you can see when I paint it, adds them suddenly. You can play with that as well. I think I'll go with something like 0.4 and the falloff. And you can always increase and decrease the strength if you think it's painting way too fast like this, you can decrease the strength and see what it looks like. So this is how you paint usually. So I'm going to remove everything. I'm going to reduce the brush size, the sizes like this. And I'm just going to suddenly paint the cracks just like this. And sometimes if you paint away too much, you can hold shift on again, hold Shift and paint to remove them again suddenly. And now you can see you can suddenly remove the paint you have done, but sometimes very cool effect. You paint something, then you hold Shift, and then you click while holding Shift, and you erase what you have painted. And sometimes it gives that nice effect, which you can use, e.g. this small effect here. So again, paints, hold, Shift, erase. If there's something you don't like, keep painting like this and just try to apply this layer to the whole ground. So I'm going to fast-forward this video. I'm just going to paint this whole round here with this correct Asphalt. Okay, so now I have spent about 15 to 30 min painting the detail. And you can see here if I full-screen it, you can see I have painted subtle, subtle detail on the ground. Nothing too crazy. So pinching it with the low insensitive brush, just like this. And if I think something looks similar, again, I erase it and paint again. So just keep painting. Take your time with this. The more time you spend, the better the result will look. And you can see it's very, very suddenly painted. Sometimes what else to do? I just take an overall look on my street by doing this like e.g. I think this angle. And I take a look at the whole street like this. And if something is looking weird, I hold Shift, I paint slightly with a low, low intensity here to erase. And not so fast. I don't want to erase all of my detail. Erasing very slowly. Hold Shift, just click on weird detail that you can see along the road. And now I think this is looking good. So you can see very subtle Greg breaks up the repetitive pattern that we had with the base layer. So now we have to do this with the model as well. So switching over to the green channel now, I'm going to increase the strength against the zero-point wealth, something like this. And 0.12 here as well. Actually, this one might be a bit lower, but let's just try to paint. What I want to do is I want to paint this model on the side of the sidewalk here. So maybe this is way too, way too much. So reducing the size of the brush to 0.08. And then I'm going to paint along this sidewalk, and I'm also going to do it over here as well. Alright, so now I've painted on both of the sides. So what you can do now is sometimes you can, again hold Shift and erase slightly some of the detail just to give it a bit of a variation. So not everything is painted. And sometimes you can even paint further out. So e.g. you can paint like, let's say over here, we can paint a bit further out if you wish to compare to the other parts and just breaks that repetitive pattern, you can see we have just some slight difference on this part compared to the other parts. And again, if you think something is painted too much, you can hold, Shift and erase just slightly to give it just that slight effect. The more unique you make it, the better the result will look. So just go ahead and keep painting. You can even paint further out. Maybe sometimes you want to paint all the way over here and just hold Shift tried to erase. Sometimes what you can do is reduce the strength so it erases slowly. And you can try to make a very cool detail with this. So you, wherever you want you can see this very slight detail also looks cool on the road. It breaks it slightly. So just keep painting here on the sides and hold Shift to erase. What I also want to do is I want to paint on the sides over here because we are going to have a landscape later on and the whole landscape is mud. Now to blend it in with the landscape, I'm actually going to fully draw the mud over here without any racist over here. I'm actually going to extend it to something like over here. Again, we can change it up a bit because we are going to add barriers, but something like this here. So we have some mud on the streets. And again, use the erase tool, pen tool, just give it some variation. So it's not a straight line. And you have to do this for the other side as well. Just go ahead and paint the mud, something like this. And again, remember to keep painting, keep racing to give it a bit of a variation. So I'll pause here and I'll keep painting the mud, and I'll show you the final result, right? So now I have finished painting the image. So as you can see here, I've painted here, and I also use a slightly larger brush. I think it looks better when I was painting. So you can see here these edges look like this. I think they look cool. And you can paint like a variation alongside this sidewalks. So whatever you want, just make it slightly looking random, just like that. And now we have the cracks built-in. We have the base layer and we have the mud painted on the ground as well. Now we are ready to give the street more detail. We can add the lines to make it look better. So let's go back to the selection mode, save everything, and let's move on to the next lesson. 32. 6.09 Street Lines Decals: Now let's go ahead and add the street lines. So for the straight lines, remember we added those as decals. So let's go to the mega Scans folder and go to decals. And down here we have the painted line dense and we have the road line here and these two road lines. So if we just drag them out, actually not this one, it's this one he calls are just images. So if you click and drag them into the world, they can be added to the world. So again, decals are just images you can drag into the world and you can have some detail inside of the world. In this case, we are having some detail for our streets. So let me just go ahead and delete those for now. What I want to do is I want to enable my snapping to maybe something like 100. And clicking on this icon to enable the snapping. And I'm going to drag one of the large lines here, the road line, dragging it out here. And as you can see, this one is very large. This is not the correct size. And what I have done for you in the course materials, I've actually included this guy for you, SM dummy, so a static mesh dummy character that you can use to reference. So e.g. in the assets, I can drag this here, click and drag it, put it inside of here. And don't create materials and do not import textures. Let's just go ahead and click on Import All. Now we can click and drag this dummy character into the world. And as you can see, the painted line is way too large compared to a human like this. And by the way, you can see that this decals is adding the detail on top of the character and we don't want that. So if you click on the character, you can always search here in the Details panel. If you just search for cow, can see this one called receives decals, you can put it off. And now the character does not have these Tikal details on them. Alright, so click on G, so I can see this decal icon here in the decal size. Let me just click on the X here so I can remove the search word. So down here in the decals size, we can reduce the size. So click and drag to reduce the size of the decals. And right now you can see nothing's happening. I'm going to click on Control Z. And this is because I have to click on this lock icon. Because if you don't click on the lock icon, you have to adjust every single one of them by themselves. And we don't want that. What I want to do is I want to click on the lock so it scales uniformly. So when I click and drag on this x, it's going to scale uniformly together with it so you can see all of the values changes as well. So what I want you to do is I want, just wanted to reference it to the character and see how large the character is compared to this line. And I think something like 40 is good. If you're at 14 dx, if you are using the same one here, I think 40, I'm just comparing it to his foot compared to this one. I think something like 40 is fine. So what you can do here is you can do the same with the other one. You can drag it out. I think it's this one. This is the other one. And for this one, try to write 40 and see what it looks like compared to this one. And they look fine. Okay, So now they look the same. So now I'm going to drag this one here and drag it out. Just maybe two or three. Right now I have the snapping to 100s, so I'm just seeing if I should drag it three times out or two times to see what the street looks like. And I think two times was a lot better because something like this here. So what I want you to do is I want to hold Alt again and click and drag while holding all so you can copy paste it. And sometimes I don't want the same line. So I'm going to do is I'm going to hold Alt and copy paste this one. Maybe paste it again. Hold Alt, copy the other one. I just keep copy pasting. And I just want you to make it a bit of a variation so the player can see the same line. So we have two different lines here that we are adding. And over here, the last one I'm going to hold Alt and drag, and I can see it's on top of them. That is. Okay, but I don't think it looks so good. So what I'm going to do is I'm going to push all of them one step back. So the easy way you can do this, you can either click hold control and click on each of them to select them. However, remember in the outliner you can click on the first one here. And you can hold Shift and click on the last one. And it also liked all of the lines. You can then click and drag and move them back. Just one step, maybe two steps. You can see what it looks like. I think one step is sufficient and this is what it looks like. Now we have the street lines added to the ground. And if you wish, let me see if I'm going to add this one as well. So we have the other one as well here. And again, a reference to the player. Go ahead and reduce the size. However, for this one, I can't reduce it uniformly. It's, you can see it's stretching. It doesn't look good. But I'm going to do is remove this lock and try to remember to change it here in the y and just change it slightly so you can see what it looks like compared to the character. Maybe something like this. Again, I'm just comparing it to the foot. So the x is 128 there. Why is, let's say 24. And these z-axis is, let's say 138, 138 for this one here. So if you are using the same, these are the value. And if I drag them out, you can see this is what it looks like now. What you can do with this, you can add it to the side if you wish. I'm going use the snapping slide. Actually remove the snapping for now, just so I can place it correctly here. And let's try to I want to drag it just slightly beside the sidewalk, maybe something like this here. And what you can do, again, you can enable the snapping and you can hold Alt and drag and then see what it looks like. However, for snap, you can see there is a lot of a lot of space. So what I'm going to do for this one, I'm actually going to disable the snapping. And I'm going to try to eyeball the distance, the distance between them. And when I'm satisfied, I'm going to hold control here. So like the second one, hold Alt, just copy pasted and just deep copy pasting it to the whole streets. Just eyeball the size is between lines, right? So now as you can see, I have placed the lines here beside the sidewalk all the way to here. And instead of just doing the same over here, let's copy paste them. So let's copy these ones here. So like them through the outliner and then hold Alt and just drag them over here. I'll just try to eyeball how far the distance you made it here between those tried to make it the same with this one. So clicking on G to see the icons, try to drag it. Sometimes when I drag, while I'm dragging, I press G. So I removed the icons and I can see a lot better. What I'm doing, this is how you add the detail. And now what we need to do is maybe we need to change the color for this sidelines because they don't fit with the mud that is beneath them. And remember what I told you before. You can open up the base color texture here. And inside of here, if you scroll down, you have these adjustment layers. And remember what you can do if an increase and decrease the brightness and see what's happening. You can see it already looks better like this. So try to reduce play with this, play with the hue and see what happens with the colors, right? To play with the alpha and see what happens if you're at zero, you're right one, maybe this 110, this one, you can play around with the VG curve as well. If you increase it, you can see what's happening. So just try to play around with these sliders, right? So I took 5 min to play around with the values, and this is what I came up with. So now I can try to show you how I did this. I tried to reduce the brightness up and down because I think it was too bright. So e.g. this one, the brightness script. It was one. I think this is way too bright compared to what is underneath it. And this one was one as well. So this is what it looked like initially. So what I wrote is 0.7 at first. And then I tried to increase the brightness curve. So the more you increase it, you can see if I write 1.1 and 0.21, 0.3, it keeps looking a lot better. Now you can see it integrates more. You can see all of this. Much detail becomes integrated into the detail. So if I write one and I write to, you can see the difference. The mud becomes a part of the lines, so it looks a lot better. So I wrote two here and the partners curve and 0.650, 0.6 was a bit too dark for me, like this. It's a bit too dark. And 0.7, you can go with this as well. It's fine. And so I think 0.65 up here looked a lot better. 0.6 was a bit too dark. And also here for the RGB curve, it is one by default and you can see it's still slightly bright. So what I did was just increased the RPG curve. And you can see, the more you increase it, the more it looks like the modest indented into the decals. However, if you increase it way too much, you can see that it becomes too dark. So 1.25 was fine for me. You can see the mod is like inside of the decals. And as for the hue, this is a very, very slight detail. If you write zero, It's getting more yellowish. E.g. if you write, you can try 100. It gets green, 202, 50 because it changes colors and the hue goes 0-3 five-ninths from, so it's like 360 degrees colors that can try to keep changing it. See what happens, see what color it changes too. But usually at zero, right now it's this color. And if you go towards 350, So you go backwards from 359 and you go backwards, you're adding a red color to it. So 355 compared to zero, I just gave it a slightly red color to it so it fits a lot better in the environment. So this is what it looks like now if I close it and let me go ahead and save everything before if something crashes, just in case and this is what it looks like. So if I full-screen it, unless percent ionic character standing on the ground, and I take a look down here at the ground, it looks a lot better compared to before where it was way too bright and it's more believable now. So what you can do, I'll actually let's do that as well for these lines, I think they are too bright as well for the environment, maybe we can make them look a bit better. So clicking on the road line here, one of them, and opening up this first base color for one of the lines. I'm just going to try to adjust it to see what line it is. So if I write zero for this one and this one that we are adjusting right now. So I'm going to write one again. So same thing, just like before. I just want it to be a part of the environment. So I'll try to make the brightness curve as two, just like before. And to make it look better or take more effect, you have to reduce the brightness as well. So 0.9, 0.87. You can see already that it looks more a part of the environment compared to this line here. And just as you can see here, that the environment we're creating, we are adding much to the street. It looks like this street has been abandoned for some time. So it will be weird to have freshly made lines. This one already looks a lot better. I'll, I'll try to increase their RPG curve just like before we can see if we increase it to 1.5, it becomes more a part of the environment. But I think maybe one point to just a slight difference. And you can already see if I full-screen it and take a look at it. That looks a lot better than this fully painted line. And we're trying to tell a story with the street, were trying to tell that this street has been abandoned for some time. Let's actually do this as well for the other one. So let's go back to the other one and let me go down, try to apply the same settings. Hopefully they work. So 0.7 here and two points is zero for the brightness curve and for the RBG curve, 1.2 as well. Now they look the same. Let's save everything, and let's take an overall look at the street. So I full-screen it and remember it. Press G to remove all of the icons and you can compare them to the characters. So this is what it looks like now. We have these mud lines. We also have the lines in the middle of the street. And I think it fits a lot better with the environment this way. 33. 6.10 Adding the Barricades: Let's now add the barricades for the streets. So let's go to the three assets and then mega Scans folder, and let's find the concrete barriers so you can click and drag it into the world. And remember this is the barrier that we imported previously. Before I do this, let me actually delete it and let me enable the snapping just so I can see where it snaps. And if I let go, it snaps like this and I don't think it looks good. So I'm actually going to remove this snapping. I'm going to move it upwards. It says slightly above the ground and it's not inside of the sidewalk, just something like this. And then I'm going to click and drag and just snap to maybe this part of the sidewalk. So it's at the end of it. I'm also going to push it inward, so it's on top of the sidewalk. Maybe it's something like this here. Okay, So now what you can do is if you want, you can enable the snapping or can hold Alt. I can drag and drop it. And this is what it looks like. And so as I want you to do is just place this barrier all the way on this sidewalk and the sidewalk as well. And to make a bit more of a variation, go to the old concrete barrier as well, and click and drag it and it can place this one as well. Remember to push it upwards just like before, and then move it besides the other sidewalk and try to place them together. You can even chain, you don't need the snapping like here. You can even change the positions of them. You don't have to be precise with them. Naturally, like in real life, they are not precise either. You can try to place them by hand, just like this. And try to make a bit of a variation and place the barriers on this side and this side on the sidewalk as well. Okay. So I have placed the last one on this first sidewalk and I can see there's a bit of a space. So instead of placing another one, I'm going to select all of them. So hold Control, click on all of them. And I'm going to push it this way, just slightly this here and maybe something like this. And if there's still a bit more space, what you can do is you can always try to push them away from each other, something like this, and try to make more space. It tried to tried to use up all the space that you have here on this sidewalk. So just try your best. Put them together. They don't have to be perfect and sizes. And this is where the first one looks like. So I'm now going ahead and putting it on the other side. Again, you can copy paste if you want to, but I think I'll add them manually. And also another trick what you can do, you can see this one is different from this one. And the way I did this is you can click and drag and copy it again. And what you can do is if you think they look the same, you can rotate them, click on E on the keyboard for the rotate tool. And then you can rotate them 180 degrees. And then you have this other side of them and it looks a bit different, so you don't have the same scratches on each of them. I've done this as well. For this one you can see this one. This one, they don't look the same. And this is because they are rotated. So you can rotate them as well to give them a bit of a variation as you can see here as well. Okay, so now I have added the barriers here on the other side. So now you can see I've added them on this side and this side as well. So what you can do for a bit of a variation and a bit more interesting. E.g. you can take one of the barriers here, this one e.g. and rotate it slightly, maybe something like this. And then you can also move it forward and try to replace it like this. I'm going to remove the snapping for the rotation tool. I'm going to take it back a little bit and try to place it as best as you can hear. This is just giving the environment a bit more variation compared to before. And it looks at bit more interesting. So maybe something like this. So not all of the barriers look identical. Some of them also have a slight rotation. You can do this for other ones. I think I'll keep it like this. However, if you wish to, you can try to do it with the other ones. Just slides. Just a slight rotation will help giving this environment a bit more life. Alright, so this was it for these barriers. Now we have another barricade that we need to add the metal barricades. So clicking on the metal barricade. And I'll add the metal barricade over here on this side. So taking this metal barricade and adding it to the ground, again, rotate it. I'm going to sit with the snapping on for this one. I'm going to rotate it 90 degrees so it's facing towards us. And tried to place this metal barricade here at the end of the street. And the story for the street is, we're trying to block the streets so people can't go either way. And we're going later on to fill it with the landscape mode here. So try to again copy paste this barricade to place it as best as you can inside of this environment, which you can do sometimes again, you can click on the barricade. And instead of having it the same rotation like this, you can break it up by rotating it slightly this way, e.g. or you can even move this one forward. You can move this one slightly backwards, which you can also do. You can rotate it down. So if I wrote it back, you can rotate it down. So it's nice to decrease this way. And you can move it up and it is falling down. E.g. someone has knocked it down or something like this and you can rotate it to something like this, e.g. and place it in the level. So try to these barricades on this side of the street and also this side of the street as well. Right now I'm finished placing the barricades. As you can see here, this is what I've done with this side. I'm trying to rotate it slightly it each way and try to move it forward and backwards so they don't line up together perfectly. And it gives us really look. And this is the other side. I rotated this slightly so it's leaning towards the sidewalk. So we can always just zooming, try to take a look at how it's placed. And also for these ones moving, it's slightly forward and backwards so they don't look fully lined up and it looks a bit better. This is what I have right now. These are the barricades on the sides and these are the barricades on the street. And it will look a lot better later on when we add foliage because we are going to add grass here on top of them. So they look a lot more integrated and a lot better. And this was it for now. Now we have added the barricades, and let's move on to the next lesson where we can add the props. 34. 6.11 Adding the Props: Now we are the final step before we can add the landscape and the foliage. So now we are going to add the prompts. For the prompts, what we have uploaded here are imported from mega scans. We have imported the stop sign here, this traffic sign. And we also important the traffic cones, and we imported the fire hydrant. So let's start with the fire hydrant. Again. Just drag it out into the environment and just place it anywhere in the road where you are in the sidewalk where you see fit? I'm going to place mine over here on the sidewalk. And again, you can rotate it as you wish. Whatever, you feel like, something like this is fine and adjust it as best as you can. Maybe something like this here in the middle of this sidewalk tile. So something like this. I think I am satisfied. And when you have placed this one, go ahead and place the traffic cones are the stop sign. I'm going to place the stop sign first and it doesn't really matter where you place it. That's up to you. All the environment assets that you have. Just try to be as creative as you can. For me, I'm just going to place it here. And you can see it's receiving decals from these painted lines. So again, click on the model. If you don't want it to receive decals, click on it, search for e kel over here in the Details panel, and untick the receive decals so it doesn't receive the decals. Now, you can rotate it. I'm going to put it here on the sidewalks so it's like it has fallen and here it is on the sidewalk and I'm going to rotate it. I'm just making sure that it hits the sidewalk and it doesn't look weird. So something like this. It looks nice. Okay. So I have this stop sign that is falling here. And what you can do can also, if you want tilted a little bit, I think this is fine here. I'm just going to move it closer here, something like this. The last thing is, I have traffic cones. Again. Click and drag the traffic cones and place them around in your environment. And what you can do actually, I'm going to place them over here. I think. I'm going to place one here, and I'm also going to place one here as well. What you can do for this one, you can also rotate it. So it's laying on the ground. Again. Push it upwards so it's above the ground here, the foot of it, and then rotate it so it hits the ground on the other side. Just like this. Then you can rotate it around, see what you like. What I've done. I have placed two cones here that's laying down. And this is on this side and the other side, I have placed too as well, and these are standing. So I have two here that looks normal, and I have two here that's falling down. And that was it for the prop. So I don't have more props for my environment. And if you have more prompts, just go ahead and place them around in your level, try to make the level as believable as possible. And we are going to add some decals later on, some blood on top of these cones, and we're going to give it more life later on. We also have this forest rock, which we will add later. But let's not worry about this for now. Let's move on to the next lesson and create the landscape. 35. 6.12 Creating the Landscape: In order to fill out this empty space here around the streets. Right now you can see the street is floating and nothing is around it. So in order to fill it, we need to create a landscape. And in order to do that, you have to click up here and select landscape. And then over here, this is the landscape creators. So you have to fill in this information. Now it asks you what material do you want to fill this landscape with? So we need to find one of the surfaces. And what I want to use is this third here, because I want to transition from the landscape to this street. So I'm going to fill it with this dirt that we have made here. So go ahead and find it here in the surfaces, this muddy asphalt. And I'm going to click and drag and plug it into the material here. And then as for the location right now, this road here is at 000. I'm actually going to put this at zero. Now if you do this, it's going to overlap with this treat and it's going to be inside of this street and I don't want to do that. So what you can do is maybe write something like minus one or minus two. And it's a bit beneath the streets. So I'm going to try to write minus five. I can always bring it slightly upwards if it's too much down, because this one you can change when you have created that the landscape. As for the section size, this is how, how large these sections are. And you can change them and make them smaller if you wish to. Now it's going to use more resources if you make more of these squares. However, when you sculpt the landscape, when you have created it and sculpted use called the hills, e.g. it's going to be more high resolution. If there's quotes are very large like this, then you're sculpting will be in low resolution. So what I'd like to do for this one, I'm not really going to sculpt anything, but I usually go with 15 by 15 as the beginning. And we're not really going to create anything here in the landscape. I just want to fill this scene so it looks like a full landscape. So what you can do is down here, you have now the quads and these are the sections per quad. And now you can increase the number of components depending on how large you want your environment to be. I don't want my environment to be too large. Maybe I want it to be 12 by 12, something like this. And maybe this is even too large so we can make it like 11 or ten. Let's make it ten by ten, just like that. And down here it tells you the overall resolution and also how many components you are creating here. So let's go ahead and click on Create. This will create the landscape. And as you can see, it filled it with the material that we apply to it. And now you have this brush that you can see here. And now you can also sculpted the landscape. You can see here you have selected the sculpt by default and you have the tool strength. This is almost like the mesh point we have been working with. So we have the tool strength, the brush size, and also the falloff. And e.g. if you click and drag, you can see, you can sculpt the landscape and make something look cool. I'm going to click on Control Z because I'm not really interested in sculpting the landscape right now, but you can play with this if you want for your environment to sculpt it, you can sculpt it, you can erase, you can even smooth notes. E.g. if you sculpt something, you can click on smooth and you can click on it and smooth out the sculpture. You can see now it's very smooth. And we're going to click on Control Z again to go back, you can make a ramp if you want to. You can also use flattened e.g. if you have sculpted something and you'll regret what you did, you can click on flattened and click on here, e.g. click and drag, hold and drag here. You can see now it flattens the sculpt you have made any console, make ramps, erosions, hydro noise, and so on. But for now, I'm not really interested in sculpting. So I'm going to go back to the selection mode here and clicking on this landscape, Let's remove this search word. And over here, again, you can increase and decrease the z value. I told you before, the z-value controls how far up and down the environment is. So right now you can see this is what it looks like and I think it's too far down. So maybe if we write minus one, so it's right above this street here and it looks like now it's part of the streets. But as you can see, it's using the default settings for this material. So we have to make this mod look the same as the blend materials. So what we can do is we can go back to the blend material. We can open it up. Then we can take a look at the top layer, which is the mud layer and see what we did here. And then go back to the muddy asphalt and open up that material. Because now you have to make these adjustments in here so it applies. They'll go ahead and enable the albedo tint and control. And I'm just going to copy the settings. So over here in my blend material, I can hold Shift and then right-click here. Or you can also just right-click without holding Shift and click on Copy, but this is the shortcut for it. Hold Shift and right-click to copy. And then you can go over to the muddy asphalt surface and it can hold Shift and left-click to paste. This was the albedo controls. I'm also going to copy the tint. Hey, them on the tint over here. And I'm also going to go back and take my maximum roughness, go into the muddy asphalt, taking a look at the maximum roughness and pasting the value here as well. So now I'm going to take a look at the environment. And now you can see it's blending with the environment. It's still has a bit of an erosion. So what we can do is we can click on it and try to write zero. You can see what happens if you write zero. This happens and it doesn't really look good. Maybe we can write -0.1 and now it's beneath and it's looking a lot better now. It doesn't have that, but look to it. So now we have the environment and the street put together. And what we can do now to make the scene look even better, just take this barrier here and copy it. So hold Alt, click and drag to copy it, and then drag it down to the streets like this. And what you can do is you can rotate it as you wish. I'm actually going to enable the snapping up here so I can rotate it 90 degrees and then you can drag it and place it on top of the environment. So you can place it here, e.g. if you wish, and you can have that nice transition so people will not notice that you are now transitioning from the street to the environment. I'm going to put this over here and it doesn't really have to be straight again, just try to be as creative as you can. I'm going to disable the rotation snapping and just rotate it slightly like this. Move it forward. And maybe you want to put another barrier over here. So the small one, I'm going to hold Alt, copy it here and let me push it down to the streets. And again, you can click and drag or just rotate it here. Click and drag and push it forward. And maybe something like this. So it doesn't really have to be perfect. You can do something that looks interesting like this here. Okay, So now I added the barriers at the end of the street. So this is what it looks like on this part. And I also added this one on top of the sidewalk. So I just rotated a bit and place it on top of it. And I added this part as well to the end of the street or the sidewalk. So I think it looks a lot better. I'm actually going to do the same so you can see it. I'm clicking on the modular concretes, putting on the snapping and then dragging this one over here. And let's rotate it. Actually let me put on the snapping for the rotation, rotated 180 degrees and then move it into the sidewalk like this. You can hold Alt and copy and paste it here. You can also use this one if you wish to, but I'm just going to use this one here. Now, this is the other sidewalk. I rotated it down, I put it down on the ground. And this one is in this position. So now we have both sides. We have this one and we also have this one as well. It's going to look a lot better once we add the foliage. So we're going to add grass all over this place here, all around it. And we're also going to add rocks, the other parts of the sidewalk. But for now, this is what the environment looks like and now we have filled the empty space. So remember to save all of your progress and let's move on to the next lesson. 36. 6.13 Preparing the Foliage: We are now ready to work with the foliage. So we have grass that we have imported from mega scans. So if you take a look at the mega Scans folder and 3D plants and the wild grass. So this is the grass I imported. You can also import other foliage for your own project if you wish to. It's the same process as I am going to go through now. And for the grass, if we just click and drag one of these grass foliage or grass models out here to the streets. And we then take a look at it. I'm going to press G to hide all of these lines here so I can see it clearly. If I go close, you can see how nice it looks. So this is the grass that we're going to add. It is really high definition. However, you can see if I move away, the grass changes. So you can see if I move close, I'm away. It changes and it doesn't look good. It looks low resolution right now you can see it here. This is called level of detail and level of detail what it's supposed to do. So right now when you're close, you can see it in high detail. When you are further away, you can see it and lower detail. And when you are more far away, you can see it in even a lower detail. What level of detail means? It means that the player doesn't need to render all of these details if the player is far away because you can't see all of these details anyway. So this is what the engine is doing. It's trying to reduce the detail so your game can perform better. And it does that if you're moving far away, it reduces the details on the grass because you don't need to see every single detail. However, the problem right now is it's doing it way too close. This is not supposed to happen this close because the player should not be able to see this change. It should happen maybe to grasp that is this far away where the player can not see it anyway, like standing here and cannot see it anyway. So right now this is not supposed to happen. It is happening way too close and the players is not supposed to see these changes. Let's actually fix this so we can, so we can make it work and look better for our environments. Right now we have a smaller environment, so I don't really need these changes. So what you can do is you can click on the grass and you can look down here in the Details panel. And you'll see this one LOD, which means level of detail, which we have been talking about. Here for the screen size, you can write zero and you will remove the level of detail here. So if you are close to it and you are this far away, you can see it doesn't change and we can keep the detail. You can, of course not set it to zero if you still wish to have this effect but further away in your environment, let's say you are this far away and then you want it to take effect. And you can reduce it to a lower number which is not zero. So right now I just want zero because I just have this small environment then I need to edit in and I don't want the LOD to take effect. So running zero, we'll fix this problem and doing that for all of them actually. So e.g. open the next one and go down to a low d and in the screen size zero. So you have to do this for all of them and I'm going to do it right now. Alright, so now I have made all of the screen sizes to zero for all of the models, and I am currently saving the project. So you can see the last one. I have also made it the screen size of zero. But now whenever you place grasp on the environment to click G to remove all of this and you look at it far away, close, it looks the same and this is what we want. The next thing for the grass is it looks way too green. So if I take this cross here and I move it to the side, walk e.g. let's say we moved here. I'm going to remove the snapping. Let's say it's over here. I think it looks way too green compared to the environment we're trying to make. So what I want you to do is also change the color. And remember again, the same process as what we've been doing in this course. Now we're trying to repeat ourselves because you've almost learned everything that you need to know. It's very, very simple. Again, just go into the material for this, this grass here. And inside of here you have the color overlay. So clicking on the color overlay so you can change the color and let's minimize it. And e.g. this is the red, green, and blue for the right e.g. you can reduce it and you can see what's happening. If I reduce the green and you can see what's happening, you can change the color of it here. So I'm going to write 0.50, 0.5. This was the standard. I'm just going to increase the redness and then decrease the green. So e.g. let's, let's first decrease the green. I don't want it to be this green. I'm going to reduce it and just reducing its slightly. Take a look at it like this. And I'll reduce it a bit further down. Maybe it's something like 0.37, something like this. And maybe increasing the red slightly, not much. Maybe, maybe something like 0.55. And you can take a look at it. This is what it looks like now. So before it looked like this. And now it looks like this. So it looks more like dead grass or the grass is about to die. And I think it fits our environment better. We can always change the colors more if we later on figure out that maybe we need less red or more green and so on. Always change it later on. But for now, this looks good. And remember this is a material for all of the grass. So when you change it here, it will apply to all of them. So when you drag them out to the environment, you can see that it has applied the color to all of your grass. So this was it for the foliage. Let's go ahead and delete everything, and let's save it all. And let's move on to the next lesson. 37. 6.14 Adding Foliage: Now, time to paint the foliage. Up here you have another tool. You have the foliage tool. And this is used to paint the foliage because as you can see, it takes a long time. If you have to click and drag every single foliage into the level like this, it will take forever for you to make all of it. So let's delete this and we have something called the foliage tool, which will add it automatically. And let's click up here and the folded tool. And as you can see now we are on the foliage tool, so we have the Select, de-select. You have the lasso, which is also some sort of a selection tool. And then you have a single or you can put a single foliage here. You also have the paint, which is the main tool. Here we will paint the foliage. And as you can see in the paint, we have the brush size. So how large do you want to paint with? And you have the paint density. So how much foliage do you want to paint within this brush size? And also the erase density. Okay, so right now you can see we don't have any foliage. So let's go to here and the foliage. You have a foliage folder. So don't click on it and edit this foliage elements, Static Mesh voltages. They'll click on the first one, hold Shift, and click on the last one to select everything and click and drag them into the foliage tool. Though sometimes it adds it automatically when you import from Mecca scans. But if it doesn't, you can just click and drag them into here and down here, the number it tells you how much of this grass you have painted in the environment right now I don't have anything. Everything is zero because we haven't painted anything inside of our environment. So to paint, you have to tick them. So you have to take whichever you want to paint. And now you can see this brush appears when you have selected at least one. And if you just click and paint, you can now see that you are painting this grass and it is very easy to paint. And here it tells you how much of this grass you have painted into the environment. So let me click Control Z to remove it, and click on the first one, hold Shift, click on the last one, and then I'm going to take all of them so I can actually paint all of them here. So the next thing I can see when I can paint, The grass is standing still. And in order to make it look better, click on, let's actually go back here, like on the material instance. And then down here at the material. And since you have enabled grass wind, clicking on it, it will make the wind move actually, let me go back to the selection mode so I can remove this brush so you can see and then enabling the grass wind. And now you can see the grass is moving. It's moving way too fast right now. So I'm going to take the intensity and right, maybe 0.1 right now. And it can even pull it further down, 0.05 and you can even put it further down. So 0.02 or 011,010.020, 0.03, I think is a good number, so let's keep it as 0.034. Now, this is how you enable win, so you can play with these settings as well. Let's close it down for now. Let me go back to the foliage tool. And if you hold Shift and paint, just like the mesh painting tool here, you delete. So if you hold Shift and paint, you will delete those assets. Alright, and now we are ready to paint. So again, the pain density you can see if you increase it and paint to paint a lot in this brush you have selected. And if you reduce the intensity, you can see you're not painting as many elements as before. Try to adjust this for your liking and also adjust the brush size as well. So what I want to do is I want to add right now to begin with, rest here along this sidewalk. So the brush doesn't need to be this large. So maybe something like 30. So very, very small, something like this. And just try to paint here. Very, very important to know performance-wise. It's not really good to paint too much foliage because foliage is very heavy on the engine. And that's why you see sometimes games don't have much foliage because it's really heavy. So painting something like this is really not recommended because again, foliage is very heavy and it will reduce your FPS. So try to make it look good, but don't overdo it. I'm just going to paint here slowly, something like this. And if you think sometimes, if it paints way too many foliage elements in one spot, you can always reduce the pain density. And if you paint something like here on top of the sidewalk and it looks bad, you can hold Shift and click here and it will remove it. So removing those small details, so try to paint. And then if you make a mistake here, just hold Shift, click on it here and just try to remove. Sometimes if you paint something and you don't think it looks good, again, hold Shift. Just click, remove some of them and just keep painting. So just keep painting, deleting, painting, deleting until you are satisfied with the environment. So I'm going to paint like this here, all the way here along this street. Another very cool trick that you can do is if you click on all of them, actually just one of them for now, let's click on one of them. If I click on this icon, this icon does, is it gives you options for this instance that you have selected. And what I like to do here, sometimes the most used options inside of here is the z value. So let's say you're painting a tree and the tree is way too high on your environment, then you can actually reduce this value. So the minimum can be e.g. minus ten and the maximum minus ten. So now when I paint something, it's actually beneath the ground. So if I take a look at z0, it's beneath the ground down here because I set it to minus ten so it moved the foliage. So this is very nice if some of your foliage is above the ground. However, in this case, this is not our problem. So I'm going to click on this again. And the other one, very cool. I use it all the time is the scale. So instead of having everything the same scale, you can increase the max scale. So e.g. if I increase it to five, you can see when I paint, some of them are very large, some of them are very small. And they are, they vary in sizes. Very, very cool to know. So here what I usually do is maybe I put it to three or 2.5. So I paint to see what it looks like here using three. And I think it's still a bit too large, so maybe 2.5 as the maximum. So this is what you can do. You can increase the scale so it gives it a bit of a variation. So not all of them is the same size. Alright, so these are the settings I'm going to go with. I'm going to paint along this sidewalk, and I'm also going to paint just between here, over here, between these barricades. So it gives it that nice effect. And again, sometimes if you think it looks bad, you can always hold Shift and delete them and just repaint the grass. Alright, so now I have painted here along the sidewalk and I actually use the scale of two. Sometimes some of the grass was too large at 2.5. So as you can see here, I have painted alongside this this sidewalk and the street here. And I've also painted on the mud that we created over here. And I've placed grasp between the barriers, so it gives it that nice effect. Now, if you want to add single detail, you can also go to this one, single. And then e.g. let's say let's say I was missing something here and I wanted something here. So I can click here. And you can see it adds that single detail. I'm also going to take the pen tool and simply just take a look at the sidewalk and see if I have made a mistake or not. And if I have just hold shift and paint just along the sidewalk here. So you remove all of the grass that you painted on the sidewalk, and we don't want that and also going to do it on the other side. So hold Shift, paint along the sidewalk to remove all the excess grass and say some grass are here, they are too large. They are going through the sidewalk. I'm just going to let them be for this course. But if you want to, you can remove this one because it's not really a realistic. And also be careful sometimes you can actually paint on top of this, e.g. this looks weird as well, so I'm going to hold Shift and remove this one as well. And just try to take a look at your environment, see what, what it looks like. If something looks very weird, try to remove it and repaint other detail. Alright, so now I'm satisfied with my environment. So what you can do now is you can draw the grass around this environment as well. Again, I'm going to create a small environment, so I don't want to draw this whole thing. I'm just going to increase the brush size up here and try to play with the density. I'm going to increase the density slightly. So maybe something like 12. Let's just see what it looks like. But what I want you to do is I want you to paint this area around the sidewalk. So when we are viewing the game, we are. This one is not empty out here. It also has some details. So when you were making e.g. cinematic screenshots, we're also having a tail out here so it's not fully empty. So I'm going to actually to increase my density slightly again. Just increase its density and see what it looks like. See if you're satisfied and try to paint the details around your environment. Should go down full-screen it. Take a look at what it looks like out there. I'm going to paint some detail out there. And I'm also going to paint detail for the grass around here as well, right? So now I have finished painting the environment. So as you can see, I painted the grass on the edges. So I painted it all around the environment just like this. And I'm not doing the whole landscape because I'm just doing a small scene, as you can see here for this course. So you can learn these different tools right now if we fullscreen and if we want to take screenshots, e.g. the environment is not empty outside. We also have some grass so it doesn't look bad because before it was really, really empty. So this is how I did it, just painting around and sometimes using the single tool to paint single foliage. If I think something is missing, then you can remove foliage from places where it doesn't fit. So that was it for the foliage. And let's save everything and move on to the next lesson. 38. 6.15 Adding Rocks: Let's go ahead and add rocks to the environment. So in Vegas cancer we uploaded or imported the forest struck and we imported these small granites. So taking a look at the forest struck first, you can click and drag it into the environment. And this is what it looks like. The other one is this one small granites. You can click and drag it. And this is what it looks like as well. So what this one again, just like before, we're just repeating the same process. Click and drag it and place it in the environment where you see fit. E.g. I. Can click and drag it into here where it blocks the sidewalk, something like this. And if you want, you can also take the larger granites are not finite. The forests drug. You can place it here as well. Maybe placed them together if you wish. Though what you can do is place this one over here, something like this, and rotate it as you like. And then you can take this one and lay sit beside it. I tried to make your own environment, try to make it as interesting as possible. So I'm just going to place these rocks around in the environment. Okay, so now I have added a couple of rocks around the environment. So you can see I've placed them here around the environment to give it some sort of a variation. And sometimes you can place one and you can even use the scale tool to scale it down and just give it a bit of a variation and just place it like this. So scaling it down also breaks the repetitiveness. Just place them around. And then I'm going to go to the foliage tool because I'm going to hold Shift and delete some of the details. So I'm going to reduce the brush and I'm just going to reduce the grass which is beneath the disrupt because right now it doesn't really make any sense. You can see this grass here coming out of the rock. I'm going to hold, Shift and delete. And actually I'm deleting way too much here. And you can see, I can't delete this grass. The rock is in the way I'm trying. So what you can do is remove this Static Mesh option. So you're not under static mesh. And now I can hold Shift and Delete. Removing that Static Mesh option helps you. And I'm just going beneath the rock and removing the grass because it doesn't really make sense that the crisis beneath it, it makes sense if it's like this, but not if it goes through the rock, doesn't make any sense. So just try to remove it as best as you can. So now I'm satisfied with my results. So now let's go back to the selection mode. And this is what we have so far. So let's go ahead and save the progress and let's move on. 39. 6.16 Adding Puddles: Alright, so if you wish to add puddles to the environment, you can do that as well. I'm not going to do it for my environment, however, I want to show you the option so you can actually see that you can do it. So if I go back to my blend material and let me go back click on the Blend material for the street. And down here you have this option called use a layer. And what this does is you can puddles, water puddles on your environment. So enabling it. And then if I go to the Mesh paint tool and I go to paint, and I select the blue channel. This is the puddles. Remember to have the black color as the paint color. And now you have to select the street. So I'm going to go back to the Select mode, select the street, and go back to paint mode. Now, if I paint, you can see I'm painting puddles on my street. You can do this as well and it looks really, really nice. So e.g. just like before, if I reduce the strength to something like this, I would use the brush size as well, reducing it maybe further down. I tried to pinch really suddenly you can see you can create really cool looking puddles on your environments. And what you can do with this as well. Now that you have enabled the pot layer, you can go down at the bottom of your blend material. And these puddle layer options appear when you enable the puddle. So very, very cool. You can, you can try to play around with all of this. E.g. let me just paint a lot more puddles so we can try to play with these values. E.g. you can play with the liquid height of zero. And it just gives it that height here in the puddle if you paint running in one. You can also see the opacity. So far I zero, I write one. It gets really opaque and you can't see through it. You can see very cool the sun. It also looks like a, like a puddle here. So it's really, really cool. You could try to slight instead of writing numbers, what I like to do is just click and drag and see the values, what they do. So e.g. you can just click and drag on all of them. The roughness as well. You can see what it looks like. Really, really weird looking. We can try to play with the roughness as well. And I play with the liquid fall off. So you can see what the fall off here. The falloff is, this here, the edge. So you can try to play with that as well. Down here, what you can do is you can actually give it waves as well. So if you click it and you increase e.g. the wave speed and strength. The wave speed, you can increase it and maybe not too much away of strength, you can increase it as well. So you can also give the puddles here waves as well. So you can try to play around with these values and see what they do. Just play with them. See what you like, what you don't like. And for my environment again, I'm not going to do anything with puddles. However, you can do that if you wish for your own environment. And again, you can change the color up here so you can see when you change colors, you can change the color for the puddle as well. So really cool to play around with this. And again, I'm going to delete this. I'm not going to do any puddles for my environment. So what I'm going to do is just hold it. I'll just increase the size of the brush, increase the strength as well. Hold Shift and paint to remove this from my environment. And then I'm going to go back to the selection tool to move everything out. Let's move on to the next lesson. 40. 6.17 Adding Blood Decals: Before we finish up the environment, Let's add some blood decals. So if you go over to the decals folder, I imported it from mega scans. So if you maximize it here and you can see the bloodstains here, there are three blood stains that I have imported. I've also imported this one, the hand smear. Again, it's just like the other decals that we have been adding. So it's the same process. You can try to do it yourself without watching this video. And if you want to watch this video, let's continue. So you can drag this decals again just like before into the level. And I'm going to use this character to resize this as a reference. So again, over here to the right and the decals size, let's drag it down and resize it. And as you can see, it's not resizing uniformly. So I'm going to click on Control Z and clicking on this log first and then resizing it. So it's resizes uniformly. Going to take a look at this character and trying to resize it, maybe something like this here. And just try to place it randomly in the environment. E.g. I. Can place it near these cones just too. They tell a story with it. So let's just place it anywhere here. Now for this rock here, I have removed the decals, so I actually want it to receive decals. So clicking on it and then searching for the kel and I'm going to take it again here, receives decals over. You can see I removed it. The reason was it was overlapping here, so I'm just going to drag the rock away from these lines, so it's here. Then I'm going to click on G, click on the icon for the blood and just move the blood around until you are satisfied. And maybe something like this here. Okay. So when you're satisfied, you can take another bloodstain here and drag it into the environment. Again, resize it as you want. So resign, resizing it down and then just placing it here in the environment and just drive, I'm going to drag the other one here into the environment, again, resize it, and then place it wherever you want. I'm just going to drag this one and place it besides the other one. But as you can see, this, this plot here, it looks a bit different from this one. They have different colors. So what you can do is you can open up the blood for this one here, this one that we clicked on. And then you can go down here and the color overlay, and then you can adjust the colors. So e.g. for this one, I'm going to reduce the red. So just like this. So it looks like a bit darker, just like this blood here. But you can do it instead of only doing it inside of here. The other option you have, remember you have a texture here, that base color. And here you had the brightness adjustments that just like what we did before with the straight lines. So over here for the brightness e.g. you can decrease the brightness. So 0.7. And I'm actually going to do it this way. So I'm going to remove it from this color overlay. And I'm going to go back here. And for the brightness, I'm just going to make it the less bright. So you can see now they fit together. I'm just going to play with the values until I'm satisfied. And I think something like this. So I wrote 1.15 for the brightness curve and 0.6 for the other one. You can do this as well for this one. So I'm going to go into that folder as well. I believe it was this one just to make sure I'm going to drag it out. Yes, it's this one. So we can again, I'm just going to do it inside of the Albedo texture. So I'm opening it up again, down here, tries to adjust it until they look similar. And for this one I just set it to 0.7 and 1.1, click and drag them around. So just try to place them randomly and just trying to tell a story with your environment. So e.g. you can even bracket here on the sidewalk. And just half of it is on the sidewalk and half of it is on the street or something like this until you are satisfied. And you can even take the rotation tool and rotate it around. I'm going to disable the rotation snapping and just rotating it around slightly so it's not fully straight. And maybe something like this. So I'm going to place some blood around the whole level and it's just the same process. Try to place them, rotate them around if you wish to, and just play around with it. You can even place them on here so I can just show you lei, how to do this as well. So e.g. if you want to place it, let me take another one. This one, e.g. you want to place it on your assets that are not the ground. What you can do again, click on G to C, This decal. And you can see it looks stretched if you want to put it here. And this is because you can see when I put the decal up, it disappears. And if I push it down, it appears. So this box down here at the bottom needs to be on the asset you're trying to edit too. So I'm going to drag it here and I have to click on E and rotate this box. And I'm actually going to enable the snapping so it rotates 90 degrees, just like this. And now you can see it stretches on the ground, but it looks correct on this asset. And that is correct. So we're going to drag it here and I'm going to reduce the size of it so it fits this, this asset, move it into this asset so it has contact with it. And then I'm going to move it slightly down and maybe rotate this decal, something like this. This is how you add decals to assets as well. Just remember to rotate them and have this box to be in contact with the asset you're trying to edit too. Okay. So I finished up adding the blood decals to the ground so you can see I just put the blood around the environment. So on the street here or a sidewalk. And I put two together as you can see here. And then I put some here beside the cones and on the rock and as well on the sidewalks. So you can just try to add small details, tell a story with the environment. And e.g. I. Added some here on the cone as well. And I also added it to the middle of the streets. Do this part of the street as well. And lastly, on this part as well. So it tried to add, add them as you want for your environment. And when you are finished, Let's move on to the next lesson where we finalize the environment. 41. 6.18 Finalizing the Environment: We are ready to finalize the environment. And for this one, I have a graffiti that I imported that I also want to add to the ground. And I'm going to delete this character now. I don't need him anymore. So I'm going to hit Delete on my keyboard. And then I'm going to drag this graffiti into the level. I'm going to rotate it and something like this. And I'm going to size it down a bit. I still want it to be slightly large. So you can imagine if someone has painted this or spray this on the ground. So it's slightly larger than normal, maybe something like this here. I'm going to drag it down right above the line here, something like this here. Next, I also want to change the color of it. So I'm going to go to the material, material instance. And inside of here, Let's go to the Color Overlay. And what I want to do is reduce the green colors so it becomes more orangey, or maybe it's something like 0.4. So you can see the difference if you remove this and you add this, it was just a slight difference. You can also raise your 0.3 if you wish to. But there's 0.4 is fine for me. I'm going to save this and close it down. And that was it for the environment. So just try to assets you want. And also, if you want to add more assets to the environment, you can always right-click and go to add quicksort content. And of course inside of here, you can try to find a more 3D models and more 3D prompts. And you can just follow the same principle that we have been doing. And yeah, so this was it for the environment. Again, if you need any help, I'm happy to help you out in my Discord server. Or you can visit the pixel helmet.com and I will help you out as well. So try to finalize your environment as you wish. And let's move on to the next section of the course. 42. 7.01 Light Types: Welcome to this section here we are going to work with the lighting because right now, even though our environment looks great, the lighting looks bad, which also makes the environment look bad. So we need to work with the lighting and make it look a lot better. But now we have the sliding elements edit and we will actually delete all of them so we can make our own from scratch. And you can learn how to light from zero. And in Unreal Engine, to add a light, you can click on this button up here. And remember this is how we edit our post-process, the volume here. But for the lining, you can go to lights and then you can see the different types of lights. The first one we have the directional light, which is very important. This is the sunlight, so the direction light is the sunlight in Unreal Engine. Then we have the point light and the point line two, you can think of it as a light bulb. If I can click on it here, and I click on G to see the icon. You can see it's a light bulb. If you e.g. have a street light, you can add this light bulb to it. And mostly this is used for interior lighting. So if you have an indoor environment and you have a lamp, you can add this to the line. So let's go ahead and delete it again, and I'll go back to the lives. Then we have a spotlight. And as the name says, the spotlight and we usually make those to focus unimportant detail. Or if you have a spotlight in your game, of course, then we'll have a red light and direct light, as you can see here. If I can click on G and move it upwards, it's a light that lights in this direction. So if I rotate it to the ground so you can actually see the light. So the whole square here is a light, lighting downwards. And you can imagine if you have been to a football stadium, they have those slides on the football field. So this is the type of light and I'm going to delete it again. And then the last one we have is the skylight, which is the light from the sky. Apart from these slides, we also have something in the visual effects that we will be using. We have the sky atmosphere, which will simulate the sky and also the light from it. And then we have the exponential height fog, which we will add to the environment as well. And lastly, for the lighting, we also remember added the post-process volume. This is usually done in the end when we are finished lighting, then we can change our image or our game, what it looks like, e.g. we wanted to look colder or warmer or slightly brighter. We can do that as well in the post-process volume. These are the lights. You can find them on the lights. These are the ones in visual effects. The most used ones are the sky, atmosphere and the fog. And then at the end we use the post-process volume to change the image slightly and give it the field we want with the game. 43. 7.02 Adding the Lights: Okay, so let's go ahead and add the lighting. And what I'm going to do first is here in the outliner, I'm going to click on the direction light hold shift, and click on the Volumetric Clouds to select all of them here. I'm actually going to hold control and click on the post-process volume to de-select it because I don't want to delete it. This is the one we made. And remember, the only thing we did with this one is changed the exposure so it doesn't change the lighting for us. So let's delete everything else. I'm going to hit Delete on my keyboard. And now as you can see, my environment is dark and the only way I can see it now, if I go to the unlit mode and I can see the environment, okay, so now we don't have any lighting. If I go back to the live mode, now we're going to add them one by one. And if you haven't added the post-process volume, remember we did it by clicking up here visual effects and post-process volume. You can also find it in volumes and clicking on post-process volume. And the only thing we did is if we go down here, we clicked the infinite extent so the changes are applied to the whole level. And then we went up here and set the exposure to 1.1. This is the only thing we did with this post-process volume. Now to add lighting, again, Let's click up here, go to lights, and let's add the directional light. Again. This is the sunlight. As you can see. Now the whole thing is bright. Okay, cool. So right now in this lesson, I don't want to adjust anything. We're going to do it later. But for now we're just going to add the slides and then we can adjust them together because I don't like adjusting lights one-by-one because every time you add a light, it changes the scene and you can't really predict what it's going to look like. So I'd like to add everything first and then adjust them afterwards. Let us click up here again. Let's go to lights, and this time we're going to add a skylight. So this is the light from the sky. And what that skylight does specifically is it takes the light from the sky and add sit here. And the skylights is also used to make these shadows slider. If you have shadows in your environment that are very dark, e.g. these shadows, you can make them lighter using the skylights so the direction light is used as the sunlight of the skylight takes the light from the sky and it makes everything look more realistic. And it also makes these shadows lighter, so it's not this dark. We're going to adjust this later. So let's click up here and go to lights. Right now we don't really have a street lamp or interior design or anything. So we're not going to use a point light, and we're not going to use the spotlight and direct light either. They don't really fit to our environment. However, what we're going to do is we're going to go to the visual effects. And here we're going to add a sky atmosphere. Again. This is, this is taking light from the atmosphere up here, e.g. this redness here. And it's going to apply to the environment and it's going to look a lot better. But for now, we don't really have a sky. This is from this guy atmosphere, as you can see if I apply it, this is from this guy atmosphere. And it's looking like this because we don't really have a sky up here with clouds and so on. And we're going to add this in the later lesson. But for now, this is the sky atmosphere and that was it for now. So let's take this guy and a skylight and sky atmosphere. I'm going to click here and scroll up and add them to the lighting folder. So now we have those together and I'm also going to drag the directional light into here. So they are together and a lot easier to work with if you want. You can also put everything else together. So I'm going to hold Shift, select them all. Click on the folder icon. And you can just call this one environment, e.g. environment. And then you can see it's a lot better to work with, so it's not that messy. So now you can work with the lights easier. Okay. So that was this for the light. It was the direction lights for the sunlight, the sky atmosphere, and the skylight for now. So let's go over to the next lesson and add this guy. 44. 7.03 Adding the Sky: Okay, so in order to add the sky, we don't really have on Unreal Engine that looks good. So what I want you to do is open up the Epic Games launcher. And inside of here, Let's go to the marketplace. And in the marketplace you can find things that are for free and things that cost money, things that are really nice to use. So you can try to find and see what people are doing and releasing. And they are actually released some really nice stuff sometimes, so you can use that for your games as well. But for now, we're going to go up here in the city products and I'm going to search for sky. And there's one called good sky. So if you scroll down here, you can see this one good sky, and it's for free. So you can also click the free tag up here, and it will appear this one, the goods guy. Click on it and then click to download. I already downloaded it. So this is why it's saying Add to Project, but for you it will say download if you haven't downloaded it yet. Now, if you have downloaded now, click on Add to Project. And as you can see, it shows you the projects that you can add them to. However, my project is called beginner, and I can't see it here. And this is because if I go back here, if I click on don't add, it says it's with maximum. The version is 5.1 of Unreal Engine. Remember right now I'm using Unreal Engine 5.2. So right now it's not compatible. However, we can actually still add it and it works 100 per cent. So clicking on Add to Project, then click on Show All Projects. And now I can see my beginner project. And if you click on it, it says it's not compatible. So now you have to select the closest version, and I'm going to select 5.1. And then I can click Add to Project. And it will add it just like in 5.1 and we don't have any bugs and everything is working. So if I go back to my project and inside of here you can see it made a new folder called goods guy. This is the sky that we added. If I click on the blueprint folder, and now if I click and drag this into my level and I drop it, now you can see we have a sky that we can adjust. And in the Details panel we have a lot of settings that we can work with as well. But again, I don't want to adjust anything for now. We're just adding stuff. So we're going to adjust these settings later. So let's move on to the next lesson and add the fog. 45. 7.04 Adding the Fog: Alright, so before we start adjusting the lights, Let's go ahead and add the fog because the focus is going to change the look of the scene as well. So clicking up here and go to visual effects and add this one called exponential height Fog. Now you can see nothing happened and this is because the fog is nuts in a high density. So e.g. in the **** density you can write five. And you can see now it's very foggy, e.g. you can write two or one. Now you can see it added a lot of fog to the environment. I'm going to click on this arrow for now. I don't want to adjust it right now. We can adjust it later, but now we also have fog in the game, which we can play with with all of these settings. So go ahead and save the project, and let's move on to the next one. 46. 7.05 Lightmass Importance Volume: In order to tell Unreal Engine where to focus on the lighting, you have to tell it through a light mass importance volume. Because yes, you can live the whole environment, however, you don't really need the lighting that is outside of here. We just need the lighting that is inside of our level. And imagine if you make a game level, you have to define where your game level is because it doesn't really matter with the lighting that's outside of here, you will never use it anyway. So this is also for optimization. You have to tell the engine where you need the lighting to be focused on. Let's click up here and go to volumes. And then let's click on this one called light mass importance volume. And it's going to tell the engine were to focus on the lighting. So let's move it down into level just right above the ground, like this here in the middle somewhere. And what you need to do is you need to increase the size. So now we need to encapsulate the area that needs to be focused on with the lighting. So e.g. it doesn't really need to be specific, e.g. something like this. And then in the y, I'm going to accept selected like this. And in the zed value, I'm just going to increase a slightly. You can see it's very low to our environments. I'm just going to increase it slightly. I'm also going to move it upwards because we don't really need to focus too much below the ground. So now you can see I have encapsulated my environment that I need the lighting to focus on. Again, it doesn't really need to be very specific and this is good enough. So now we have told it through a life mask importance volume or to focus on. And we can click and drag this into the lighting folder as well. Let's save everything and let's move on. 47. 7.06 Introduction to Lumen: In Unreal Engine five, we have a new learning system that is called lumen. And simply what luminaires, it gives you a lot more accurate in lighting and it makes everything look better because it's more accurate. And it tries to gather the letting information that is around your environment. And it reflects it on top of your 3D assets that you have placed in the ground. Now to showcase it, you can click on this post-process volume and you can go down. And you can see here in the global illumination and reflection, lumen is on by default here in Unreal Engine 5.2 and also if 5.1 as well. So clicking on these, this one, e.g. and we can change it to screen space. You can see the difference clearly here. We can see if I put it to lumen, it gets a lot lighter because this is taking the lighting from the environment, e.g. from the ground, from these barricades. And it's reflecting it on top of these 3D assets. So you can see a lumen is a lot better to use because it gives more detail. You can also see this barrier here is giving some reflections on top of this grass. If I click on None here and see the different actually screen space is better to use. Then I switched the lumen. You can see the difference clearly. Now, this is why aluminum is so groundbreaking right now. It gives a lot more accurate detail and it makes your scenes look a lot better and more realistic than before. We can also showcase it a lot better by creating a material. So if I just create a random material, now, you don't have to follow along. I just wanted to show you. So if I right-click down here and I create a material, and now this material, if I open it up and inside of here, Let's right-click. And I'm going to make a constant three vector. Now we made this before. Remember you can also make it by holding three on the keyboard and the left clicking. Then you'll make a constant three vector. And then you can connect it to the base color because I just wanted to give it a basic color. So clicking on it, and I'm going to give it, you can see if I write 111, it becomes a white color like this. Now if I save this material and I go up here and go to Shapes and sphere. And this sphere I'm going to pull up to my level. So it's inside of my level here. Now I'm going to take my new material and i'm, I'm clicking first on this sphere. I'm going upwards. I'm taking this new material, dragging it into this material slot. So it's now using my material. And what I want to do here is I want to give it a very strong light so you can see that it's reflecting the lighting. Now what I want to do is I want to give it a very strong color so you can actually see that it reflects. So instead of the base color, I'm actually going to disconnect it. And I'm going to hook it up into the emissive color, which is giving that glowy effect. I'm going instead of 111, I'm going to give it a very strong colors. So maybe ten in the red or even 20 in the red. And now you can see it has a very strong color, e.g. I. Counsel, right, ten in the green, and it has this color. Now, if I save this, it should apply to this sphere. And now you can see this bright color appeared. Now what I want to show you is with lumen, you can see that it takes the environment and it reflects it on top of the three assets. And this is why it makes your game look a lot better, because it's so realistic, it takes whatever is inside of your environment and it actually reflects it on top of the assets and makes everything look better. Now if I go to the post-process volume and I take off lumens, so I use green space. You can see it's not really that radius, It's reflects, but it's not really accurate. And if I click on their post-process volume again and switch it to lumen. Now you can see how realistic it is. So this is why we use lumen. It, it gives you a lot more detail, however, it is also more expensive to use. So if you have a slow computer, it's going to be very slow. However, for this course we are going to use lumen and I will show you later on how we can optimize our game to run a lot better. But for now, let's answer it again. This is on by default, so we don't really have to ticket right now. And let's click on this material and let's delete this materials as well. I just wanted to show you what lumen is in the next lesson. Let's go ahead and adjust our lighting for our environment. 48. 7.07 Adjusting the Lighting: Now that we have added all of the lights to the level, let's go ahead and adjust them and make the lighting look good. So the first thing I usually start with is this guy. So I'm going to drag it into this folder first. And as for this guy, the time of the day, I usually select 12 and that will make it daytime. You can also select something like 16 or 18. And you can see the sun is going down. And I'm just going with 12 for this one. And there are other settings that you can play with, e.g. the style of the clouds and so on. But I'm just going to stay with the default. I think it's fine for now. However, again, it can just click and try all of these settings out. But I'm happy with this guy here. So let's continue with this. Next thing is the directional light. So now that we have set this guy, I'll go to the directional light, which is the sunlight. And as for the sunlight, this is the intensity of it. So we can write one to see what happens. You can write 234. And something like three is about like the sun going down or it's almost dark. So this is way too dark compared to the environment we are in or the sky we have here. So I'm going to scale it up again. It was ten by default. However, for this one, I am going to set it to seven. So let's try seven instead. So I'm going with seven here. And down here we have something called indirect lighting intensity and volumetric scattering intensity. For the indirect lighting intensity, you can try to scale it up and see what happens. So if I scale it up, you can see it lights all of these dark areas. So if I set it to one, if I set it to six, you can see the difference. So what happens is ultimately it's bouncing the light and it's sliding all of these assets. So if you reduce it and increase it, you can see the difference. So I like to have this not, not as one by default, but I like to increase it so it actually bounces the light and it removes all of these dark areas and it makes the environment look better for the indirect light I'm going to set it to for now, for the volumetric scattering intensity right now if I set it up, nothing is happening. And this is because we need to adjust exponential height fox. So I'm actually going to drag this into the lighting photo folder as well. For the exponential height fog, I'm going to go down here and select volumetric fog. And the reason I'm doing this is because later on we are going to make God race. And what God race are here from the sun. If I can find the sun up here, when the light hits down, there will be some light shafts. So light's falling from the sky to the ground and it looks like God race. We're going to create God race. And in order to do this, we need volumetric fog. And as for the scattering distribution, if you hold the mouse over it and read the last sentence, it says, in order to have visible volumetric fog light shafts from the side, there, fusion will need to be closer to zero. So let's actually just write zero here. And as for the cutoff distance, you can see this is the sky, this is the fog over here. And if I increase and reduce the fog height fall off, you can see what's happening. However, I don't think I want this in my environment. So what you can do to remove this, if you want to remove it, you can just write one here in the fog cutoff distance. So if I just write one, it will remove this over there and I'm just going to click on this arrow to make it default because we don't need anyway. Okay, so that was it for the fog. So now if I go back to my directional light and now when I increase and decrease their volumetric scattering density, you can see the difference if R is zero and if I wrote for, you can see the difference and also bounces the light over here. Okay, so now that we have the fog here finished, and for the directional light, we are finished as well. Later on we are going to change the colors, but we are going to do it inside of the post-process volume, so don't worry about it. Okay, So as for the lighting, I'm going to set this slide to movable. And I'm going to tell you later why I'm doing this. Just making sure it's movable right now over here. And clicking on the skylight, I'm going to set it to movable as well. And then S for the skylight, you have to go down here. And since we changed this guy and everything, we usually price here recapture. And just to make sure that it's taking the correct light from the sky and from the environment. Because sometimes when you change things, it doesn't auto update. Sometimes it does, sometimes it doesn't. So you have to click on recapture just to make sure. Now, for the skylight, very, very simple. The skylight is used to make shadows lighter. So you can see here, if I go up and change the intensity to, to, all of these shadows are getting lighter. If I write five, you can see now they're getting very light. So what you're using the skylight for is just making the shadows lighter. So sometimes if you e.g. write 0.5, you can see the shadows are very dark. And let's say you're making a first-person shooter, and it's very important to have lighting, so you don't want dark areas. And this is where you increase the intensity scale of the skylight to make the shadows brighter because you don't want them to be too dark. So you can see now I can see beneath here. And if I wrote 0.5, because see now it's very dark. Okay, so by default it's one. I'm actually going to increase it slightly, so maybe 1.5 instead of one. And you can see it has this slight difference, but it looks a lot better than before. Now for the exponential high fog, you can increase and decrease the value depending on what environment you're going with. You can see here if I increase and decrease it and the maximum I can increase it to is 0.05. However, this is just a slider. You can write a number if you want to. I can write 0.7. If I want to increase it a lot. I can write 0.3. If I slide, you can see here you can only go up to 0.05, but don't let it fully or you can go to a lot higher than that. Okay. So I wanted to stay with 0.02 as the default. And I think it's, it's very good. There's a lot of fog and you can press on the eye here to hide it and see it so you can see the difference. And I think there's a lot of work, so I'm not going to go any higher with this one. Alright, so we're almost finished. So what I usually do when I'm almost finished, I click on build and build all levels. And this will just build to the lighting inside of the level and make sure that everything looks good. So sometimes the lighting doesn't look like that. Bill to the lighting. So the meshes that are standing still are building the lighting profile and so on. So you have to build the lighting. And it will take some time right now because we haven't optimized our level two became ready yet. So usually it takes a bit of time, but let it just go here and I'll be back with you right now. I have finished building and I get some errors while I'm building. But that is okay right now we are going to fix all of this in the optimization section. Let me just close it for now and this is what my lighting looks like now. However, there is one thing I don't like currently and it's the shadows, how they are falling, like the sun is directly down. I want to make it a bit more interesting. What I'm going to do is I'm going to go up and let's actually minimize the Environment folder. And let's click on the directional light. Over here. I'm going to rotate the sun so it gives more interesting shadows. I'm going to click E on the keyboard to select the rotation tool. I'm going to remove the snapping because I want to move it freely. And let's rotate it this way, e.g. so you can see when you rotate the sun, you get a bit more of a interesting environment instead of just having the shadows directly down. So I'm going to rotate it, rotate it to something like this, and maybe rotate it a bit further this way. Just slightly. Something like this. Okay. Try to adjust it for your liking. And when you are happy, just go to the skylight again. And I'm going to click on recapture just to make sure everything is good. And that was it for the lighting. So you can see how easy it is weekly we can make lighting from scratch and how we can make it good. So the only thing we did was to adjust the sky first. So setting the time of the day and that will adjust the lighting up here. And then over in the skylight, remember to press on recapture in order to recapture this environment. And then over in the exponential height fog, we made it into a volumetric fog because later on we are going to make a god rays and we need to have volumetric fog turned on or else it will not work. And then changing the cutoff distance, remember that we'll change it over there. If you're at zero, you'll get them back. However, again, you can just adjust it here if you wish to. And maybe you wish to have this fog for your environment, that's up to you. But for me, I'm going to remove it and set the cutoff distance to one, and then we adjusted the directional light, and this is the whole environment. So remember again for the directional light and the skylight set them to movable. And we're going to talk about these mobility options later on. But go ahead and click on File, click on Save All. And let's move on to the next lesson and make God's grace. 49. 7.08 Enabling God Rays: It is very simple to enable the god race. So to enable them, go ahead and click on the direction light. And inside of here, you can go down and enable the light shaft bloom. And when you do this, if you go down here, the lighting is falling. You can see here if I if I disable it and enable it, you can see the difference. And if you go between those barricades, e.g. I'm going to reduce the camera speed and I'm going to reduce it further. Now, you can see here if I move, you can see the god rays falling down in order, like if it's not working for you, remember to click on the exponential height fog and enabling the volumetric fog. Now for the bloom scale, you can increase it and see what happens now. They are very, very visible and maybe we're not going with that much of a bloom. So lets me reduce it. And what I'm going to go with something very, very subtle. I don't want to overdo it. Maybe it's something like 0.1. So you can see when I'm moving around here, I can still see the light shaft bloom here. If I move between those, you can see it very clearly. And I just want this subtle effect. I don't want to overdo it. I think this very subtle effect when you move through the environment looks good. And that is how simple it is to make God raise. So you can see it looks if I increase the camera speed, you can see it looks normal up here. However, if you go down to where the sun is actually falling down and hitting, you can see it here. So now we have the god raised enabled. And let's move on to the next lesson. 50. 7.09 Adjusting the Post Process Volume: Let's now adjust the post-process volume. So let's click on it. And inside of here, Let's start from the beginning. So we have the mobile depth of field. Let's give it for now. And we have this one called Bloom. If you click it and you set the intensity to zero, you can see what happens. There is a slight difference. If you set it to very high, something like five. You can see bloom gifts, that dreamy effect. I don't want it to be that high. I am, however, going to add some bloom to my environment. Just remember if you're making this for a game, loom also takes performance. So try to balance your game, see if you can really afford to go with Bloom and if you can't, just let it be zero here, however, for this environment, I am going to increase it slightly. So something like something like 0.80, 0.8, you can switch 0-0, 0.8. Just be careful you don't disable it, because when you disable it, you actually still have bloomed turned on, because the default value is 0.6. And if you have turned it off, you can see nothing happens. And this is because it stays on 0.6, even though you turn it off. If you really want to turn it off, click on it and set it to zero. For this environment again, I'm going to go with 0.8. And for the exposure, remember we set the exposure so that's taken care of. So I'm going to go down to the image effects and I'm going to change the vignette. Or the vignette is, is this dark border around your image or your environment to make it look more cinematic. For games, usually I'll put it to zero. So if I'm making a serious game, you can see you put it to zero and you remove it from the screen. And this is what it looks like in full-screen. Okay, so right now I'm just making a cinematic shot. So I'm actually going to increase it. So you can see when I increase the vignette, you get this dark border around your edges and it looks more cinematic. So I'm going to make it something like 0.4, so not overdoing it. So you can see the difference if I write 0.0, 0.4. So it looks a bit more cinematic than before. Now let's go down here. And in the color grading, you can change the color of the game and how it feels. So clicking on the temperature, I want to change it slightly. Clicking on the temperature here, you can see when I reduce it, it gets more cold. When I increase the temperature, it gets harder here in the environment. And what I want to do is click here to go back to default. I want to decrease it slightly because I think it's too warm. Just decreasing it's slightly until I have a bit of a color effect. And I'm just going to write 6,200 here. So we can see the difference if I take it off and take it on. So very, very slight difference, but it gets a bit colder than before, and I'm also going to add a tint to it. So clicking on Tinder and you can see when you increase it, you have this reddish tint. For the tenth. I just want a very slight tint, not very strong, just a small effect. 0.02 would be fine for me. And you can take it and uncheck it and you can see the difference. I'm not sure if you can see it on your screen when I'm recording, but it's a very, very slight difference and it's tinting it slightly red. Now, down here in the global, you have more options so you can increase the saturation, e.g. so you can take it and increase the saturation. And now I can see your game is very saturated. So if I write one, this is the default. And I just want to increase it slightly. You don't have to do this for your game. It's just for this scene. I'm doing it. So maybe 1.05, very, very slightly. You can see if I uncheck it and tickets, the difference, actually, maybe 1.1 can be a better option as well. So the saturation is very, very slight. However, it does make it more saturated, and sometimes I think it makes it less boring when it's a bit more saturated. However, don't overdo it because it also hurts the eyes. If, if it is too saturated, I'm actually going to decrease at 1.08. And then you can increase the gamma and the gain, e.g. usually, I increase the gain to make the game a bit brighter if it's way too dark. So click on the gain. You can see if you increase the gain, the overall level and image gets brighter. However, I'm going to set it to one. I don't need anything here. And you can do this for the shadows as well, e.g. if you want to increase the gain to remove the shadows so you can increase the gains. And now you can see the shadows are lighter, but it also looks more flat so you have to be careful with these settings. I'm going to disable it for now. I don't need this. Now we are finished with the post-process volume. However, I'm just going to change my scene slightly. I'm just going to take this blood hold Control and drag and just to move it over here. So I'm going to place some blood on top of this graffiti, something like this here. Now I'm also going to copy this blood and move it over top of this graffiti, so it looks a lot better, something like this here. And then I'm going to change this color slightly. So click on my graffiti decals and then going up, going up here and clicking on this small icon. So it takes me to it in the Content Browser, I'm going to open up the material instance. And inside of this material instance, remember we changed the color of the green, we reduced it to 0.4. I'm going to reduce it to 0.35, just slightly more orange or this graffiti. And now for the blood you can see here if I go down and look this way, you can see the blood shines like this. I'm not sure if it does that in real life as well. However, I don't like that it shines this much. And remember when it shines, it means we have to play with the roughness for the blood. So if I go over to the blood, let me click on the decals and then let me click on this icon to take me to it. And then open up the material instance, go down and find the roughness. Let's see if we can find this one, the roughness intensity. And let's set it to something like a two instead. And you can see if I write one and our O2, you can see it gets more rough. And if I look at this angle and I write one or two, you can see now we can see it more clearly. However, I'm going to add a bit more. I think 2.5 might be a good number. So it's slightly shiny, however, not too much. And I'm going to do this for the other ones. So opening this one up, they're going to the roughness intensity, putting it to 2.5 and doing it as well for this one, roughness insensitive to 0.5. And I'm also going to do it for the hand smear and setting the roughness and intensity to 2.5. Now if I minimize them, you can see the difference. Now they don't shine too much. They shine slightly in the sun. But I can see them more clearly like this. And I can still see them more clearly from up here. 51. 7.10 Static vs. Stationary vs. Movable: Okay, so for the lighting, we have the mobility options. So if you go up and find one of the lights, e.g. the direction light. You can click on it. And here in mobility you can see something called static, stationary and movable. Now what is the difference? Now, if you can hold the mouse over it, It's very explanatory. It says aesthetic light can't be changed in game. And what that means is if you are in game and you have a day and night system. So we have a system where the sun rises and the light moves in the game dynamically. This cannot be if you use a static light. So you can see the static lights says it's fully baked, so it's prebaked, you can't change it in game. It stays like what it is right now. So if I set this to static right now, and in the game it will look like this. You can't change it during the game. But the good thing about the static light is it is not expensive as the movable lights. So performance-wise, static lights are way, way better than movable lights compared to compare them performance. So this is very good for performance. However, remember, you can't move the shadows. A stationary light will only have its shadowing and bounce lighting from static geometry baked by light mass. All other lighting will be dynamic. It can be, it can change color and intensity in game. So what that means is if we choose stationary, it's going to bake all of these shadows so that you can see here. However, if you have a character running around, so e.g. if we go back to the three assets and I drag this dummy into the level. Now, if I set the directional light to static, remember these are fully baked lighting. This means if this character is walking around in the level, is shadow will not follow. His shadow will still be here because this is a baked lighting, though we have baked the shadow and we can't bake a new shadow during gameplay. So during gameplay if you have moving objects, it's not good to put it on static because you can't have moving shadows. However, if you put it to stationary, it's going to bake all of these sliding for this environment, this environment assets that are standing still. However, it's also going to consider the objects that are moving. So this shadow will be correct when the character is moving around, the shadow will follow correctly if you are choosing stationary. So you can see here in the stationary down at the bullet points it says it can't move. So again, if you want a day and night system in your game, you can't choose stationary because the light itself here, the sun, if I can find it here, the sun itself will not move during the game. It will stay the same. However, it will bake lighting for moving objects so they can move around and you can see the shadow following. So this is the difference between the static and the stationary. And you can see here it says Allows partially big lining and the dynamic shadows from movable objects, they will be visible as well. So you can have dynamic shadows. This is what it means if you have a movable object running around, this is a dynamic shadow. No dynamic shadows are not possible if you choose static. However they are possible if you choose stationary. Again, you can't move the lighting itself in the game if you want the night system. Now, the last one here we have is the movable light. And movable lights can be moved and changed in gain. So again, if you want a date night system, you can use a movable lights because then you can change the light itself. During gameplay says it's totally dynamic and the whole scene dynamic shadows, and it's the slowest rendering. This means that this costs a lot on the performance compared to the stationary and the static. However, this is necessary if you needed the night system, you can't do it with static and stationary lights. But if you don't need this learning to move during the game, Let's go ahead and set it to stationary. And if your environment doesn't contain moving objects like a character running around, just go ahead and put it to static. However, the good thing about the movable light earlier when we did the lighting, I told you to put it on movable is when you have a movable light while you are lining the environment and you click up here and do the building, you only have to build once. Once you have built once here for the movable lights, don't have to build them again when you change the lighting. Because how it works in Unreal Engine is if you change lighting around e.g. the intensity scale and you change all of these settings and they are not movable. You have to click up here and build the lining so it builds the correct shadows every single time you change one of those settings. However, when you do the lighting, I like to set it to movable and I just go up here and build once. And I don't have to do this again to see my results. Now when I'm finished lighting and I don't really need it to be movable, I can change it back. So right now, I don't need a day and night system for the directional lights aren't going to put it on stationary instead. The same thing for the skylight, put it to stationary instead. And you can see when you put it to movable and stationary it, the light changes. This is because it needs to build the lighting, as I told you before. But again, the stationary is a lot more efficient performance-wise. So I don't really need a day and night system. I don't want the light to move in game, so I'll put it stationary. Later on, we will have a character moving around. So we need it to be stationary and not static. So again, directional light, stationary, skylights stationary. And then I'm going to click on the sky atmosphere and put it to stationary as well. I'm going to click on the exponential height fog and put it to stationary again. And just checking the other options here for the sky. You can't really put it. So that was it. Everything is stationary. Let's go ahead and, and click on Build. And let's build all the levels and wait for it to be finished. Okay, so now it has finished building the lighting. And again, these errors we will fix in the optimization section. So let's close them down for an hour after building the lighting. This is what it looks like. Now I think the shadows are way too bright, so I'm actually going to reduce my skylight again. I'm actually going to reduce it. So if you write one, you can see the shadows are more clear and the environment looks a lot better. I'm actually going to increase it to maybe something like 1.2. So before it was 1.5 and reducing it to 1.2. This is what it looks like. So just a slight difference, but it makes my environment look a lot better. And now we are finished with the lighting. So this is what it looks like. Again, if there is some settings that you need to change this, change them, e.g. for the directional light, if you want the light to be more intense or if you want the shadows to be brighter, you can change the skylight. And if you want this guy to be something else, you can go ahead and go to the goods sky that we added to the level and change the timing and the clouds and so on. But I think this is fine for the lighting, so this is what it looks like and this is the whole level. So you can try to go around and the level and see what everything looks like. I like how bright the shadows are, and I like how the lighting is falling as well from the Sun. So I think this looks better. And now that we are satisfied, Let's move on to the next section. 52. 8.01 Foliage Optimization: Hello and welcome to this optimization section. So now that we have designed our environment, remember we are still making a game. So we need to optimize it so it runs like a game. It doesn't lag for the player. So right now as you can see, if I click up here and I click on show FPS, you can see right now the FES is 90. And if I zoom out to view the whole scene, you can see my FPS is around 40, 45 to 50, and that is very low FPS. And if you don't know FPS, frames per seconds, so that's how many frames per second you're running. And we preferably want it to be over 100, 150, right now it's 50, so it's very low. And if I go down into my environment like this, you can see it's still around 60, 70, so it's still very low. So we need to increase the frames per second. However, just remember that this is not totally true, so this is not the best representation of the frames per second because when you open other things on your computer, this can be affected. So right now I have my OBS, which is my recording software to record this course. I have that open and I'm recording. That will also reduce my FPS. So if I closed my recording software, this would maybe be FPS more than what it is right now. And you can see if I open something else, e.g. I. Go to this concrete barrier and I open it up. You can see my FPS is lower. If I close it, my fears is 90. And if I open this up, you can see my SPSS 65. So this is not the best representation of what the frames per second will truly be in your game. When you want to see the true FPS, you have to click up here and the windows and then package your game. And it will package the game and make an EXE file that people can play, e.g. your friends. And when that EXE file is made and you open the game from there, then that will be the true FPS. But for now this is the FPS inside of the engine. And it also changes if you change the scalability settings. So if you go to the engine scalability settings and change it to e.g. medium, let's say like this. You can see it's a lot higher than before. And if I change it to something like Epic, the FPS will be lower. So again, just remember this is an okay representation, but it's not the best because every time you open a new window, it will reduce and you don't get the real frames per second. You have to package the game and try it from there. But right now, let's try to fix this. Let's try to make it higher than what it is right now. And the first thing that we can do is optimize the foliage because you can see if I zoom out and I take a look here, my frames per second is about 45. And if I on the foliage, so if I can find it here and the environment, this one instance foliage actor, if I click on the eye, you can see my FPS is around 115,100.2120 is the maximum FBS and Unreal Engine here. And inside of the engine, you have to package, again, package the game to see what it is. Truly because when you package the game, you can get up to 500 FPS. Fps. However, inside of the engine it is locked to maximum 120. So you can see, I can't get more than 120 even though I'm looking at very close objects. But we can still fix this. Again, This is lower than what it is right now because I'm recording this course, I have my coding software open. If I didn't have it open, it would be 120 for sure. Okay. So let's turn on the foliage and you can see how heavy the voltages if I turn it off, It's 120. If I didn't have my recording software open, and if I open it up, you can see how low it is. So now let's go ahead and fix that. The first thing we need to do is we need to open the foliage. So if I just go down here, so I don't like, and I go down here and I find the foliage here in 3D, plants. Grass and open up the first grass. Now for the foliage right? Now, it's not night. You can see if I go up here and the lips and I click on wireframe, you can see this, these are the non-IT models. And if I get closer, they get more detail. If I get further away, you can see it reduces the amount of triangles. This is why nanometers so good. When you go away from an object, it knows that you don't need as much detail. So it reduces the amount of triangles, which will give you less detail, but also better performance for your game. This is y and then I just so great. However, the foliage right now is not an NIH. So if you're far away, it doesn't matter, it's still keeping the amount of triangles. And if you're close, it's still keeps the amount of triangles. We need to make it an NIH, so it reduces the amount of triangles. We are moving far away. And this is because we don't need as much detail when you're far away because we can't see the model up-close Anyway, so we don't need every single small detail. So let's go ahead and click on the first foliage and click on Enable. And then I'd support and then preserve area. Now in order for it to work. Now let's close it and click on Save. In order for it to work, we have to do something else. But for now, let's do it for all of them. Now you can click on every single one, e.g. click on the next one and click on Enable, nano support and preserve area. But it will take a long time if you have a lot of foliage. So let's select all of them. Let's right-click and then go to asset action. And here there's something called bulk edit via Property Matrix. And click on that one. You can edit it all of these settings all at once for all of them. So here in the nano its settings, I can click here and I can say enable here and preserve area is enabled as well. And I can close it down. So now it's actually enabled for all of them. So you can see if I click on one of them here, it's enabled. So these settings that you can see here, they can be edited all at once if you just select them right-click, I said action and bulk edit via Property Matrix. So a very cool detail that you need to know so you can save time. Okay, now that we have enabled nights where you can go ahead and click on Save first, okay, now that everything is saved, Let's go to Edit and open up the project settings. Now instead of the project settings, in order for an NIH to work correctly, we have to go down here, down to platforms and select Windows. And here you have to enable SF6. So if you don't have this enabled, you have to enable this one. And when you enable it, it asks you to restart the project. So you have to restart the project if this is not enabled for you. Now and this is enabled, Let's go up here in the project settings. So in engine, you can find this one called rendering. And instead of rendering, Let's go down and just make sure that you have virtual shadow maps enabled, nutshell maps, but the virtual shadow maps that you have this one enabled. And then also make sure that you have generate mesh distance field. You have this enabled as well. This will make your game run a lot faster. And then when you have this selected click up here and select global tracing instead of detailed tracing. Tracing is good for cinematics are very can see here for global tracing, you can see it says, when using software ray tracing, lumen will trace against the Global Distance fields, which is the one you just enabled here. And it has the fastest tracing. So this will save your performance as well. So let's change it to global tracing, tracing instead. And let's close this down. So this was it for the settings. Let's close them down again. Go ahead and save everything. And let's go up here to the foliage and select all of these folders inside of the foliage tool. Select all of them. Down here. You can change them to movable because when you build the, the levels earlier, we got an error with these, with these voltages. What's that era? Just go ahead and make them movable like this. And that will fix the error. And let's go ahead and save everything. And now that it's saved, let's now go out here. And you can see before it was 45 FPS, but now you can see I am getting 95 FPS. However, again, remember I am recording with my recording software, so this is a lot lower than what it will be. So if I close my recording software, this will be at least 105 or 110 FPS. And also remember that I'm running on the epic scalability. So if I put it too high, e.g. you can also see I get a lot higher FPS. So if I didn't have my recording software, this will be 120 FPS for sure. So you can see this effect FPS as well. However, again, to view the true FPS, you have to click up here and package the game to see what really, how it really plays in wanting it is making that EXE file. But as you can see, we made it a lot better before. It was 45 FPS, so we increased it by 50 FPS, just by these small changes to all of these voltages are finite right now. And that was it for the foliage optimization. So let's move on to the next lesson. 53. 8.02 Level of Detail: Unreal Engine. We have something called level of detail. And what level of detail is, is when you move away from an object. So from this barrier, e.g. if I move away, that detail on that mesh will be lower because the player is far away. So you don't need to render all of these small details. And when I walked close to that object, it shows me every single small detail. So this is what's called a level of detail. When you move away, it removes a lot of the details so the game can perform better because the player doesn't need to view the small details anyway, because you can't see them, you are far away. And if I go to up here and click on Wireframe, this is actually what's happening. When I move close, you can see the triangles increase, and when I move away it decreases. So this is actually level of detail that you can see here. The level of detail for these assets are decreasing as I move further away because I don't really need to see all of this detail. And you can see they're getting larger and larger and triangles. So it reduces triangles. So my game can run better and my frames per second can be higher. On my, I move closer. It increases the triangles because I am now very close and I can see all of the detail. Level of detail is already enabled like this automatically in nano, right? It is not automatically enabled for non nanobots meshes. So you can see here, all of this is not nice, so we don't really have anything to test it on. So I opened up my bridge here and I'm just going to download this rusty metal barrel. I'm not going to download it as night. I'm just going to download it normally as none, none, none IP model. I'm going to hit download and then I'm going to add this to my projects. So once this has been done, I'm going to go into the mega Scans folder and going to three assets. And here is the rusty metal barrel that I have added. So again, I added it as a non-finite models. So I'm going to close it down here. I'm going to place it into my level. Now, for this variable here, it is none night and it has a low d is you can see if I click on one of the models, I click on this icon to view it in the Content Browser. And if I open it up, you can see over here to the right in the LOD settings, if I click on Advanced and then I'd models only have one level of detail model. And if I open up this normal one, so if I click here, click on this icon and open it up, I click on Advanced. You can see it has multiple level of detail models. So when these 3D models are made inside of the 3D modeling software, without non-IT usually the modeler has to make multiple models in order to make this level of details. So what the modeller does is they make it in high detail and then they muddle it in lower detail and lower detail. And this is what it is. These are multiple models of the same item here, but lower and lower resolution. And this is just doing the same thing as the night. When I move further away, it's going to, if I go back to the wireframe, you can see if I move further away, if you can see it here at the triangle slower. So if I move here, you can see the triangles get lower just like the night. However, for the non-nested models, it's not going to do it automatically like this. You can see they automatically remove. But for these, you have to set it to a specific distance. So you see at a specific distance, they reduce to that second model. And at a specific distance, the reduced to that third model. You can see the LOD level of detail you set how far away the player will be and then you reduce the detail for that model. For this, you can see inside of this model viewer up here, you can see right now I am viewing LOD zero, so the highest detail, and you can see that if you click on the wireframe, this is the highest detail model. And if I move further away, now you can see I am now viewing a low D1. And if you go to the wireframe, you can see that is correct. It's actually reducing. So you can see here, if you move further and further and closer, you can see it reduces to LOD one. So now it's using this one, a low D1. And you can also view them manually. If you go back, you can view them manually by clicking here. This alert is zero. Elodie one, LOD two. You can see how less detail the tears. And then Hello D3, which is the lowest detail. You can see. It's very, very low detail compared to a load is zero, which is the highest resolution. Again, this is done because you can save performance when the player is far away. There is no reason to see this high detail model. You can use the low detail models and the player will not even notice, and this will save your performance for your game. Now, if you aren't using non nights models, I can show you how you can set up these LOD distances. So if I go back to alert the auto for now, you can see when I've moved further away, it switches a low D. However, sometimes in Unreal Engine, it makes it way too close. So when I move away and I'm still close to the model. I still want it to view it in the high detail because the player can still see the changes. So for a load is, it's not good that the player can see the change in the model when they are still close. So right now you can see here I can see this line because it changes to a low D2, which is very low detail. But the player is still too close. I don't want it to change this close. I can see the bad quality model from here. So what I want to do is I still want to, I want to change it to a low D21. I'm maybe over here so I can't see it here. So what I need to do is I need to go down in these settings and you will find this one called auto compute LOD distances. I'm going to disable it because then I can change this screen sizes because right now I can't. So I'm going to remove this. And now we can see that I have the option to change the screen size. Screen size, you can see it, it helped here. So e.g. let's say I wanted to change the model to a low D1, one arm over here. Actually, let's say over here, right now the screen size is around 0.08. So what I need to do is I need to go to a low D1. And right now you can see the LOD is 0.2. So I'm going to change it to 0.08. And then let's say for LOD two, if I switch to load into, let's say I want it to change to a load D2 one, I'm here. So zero points, zero. Let's say 0.030, 0.0, 3.4, LOD the last one is over here. Maybe when I'm standing here, like the players standing here as 0.02. So I'm going to go to a low D3 to 0.02. And now they are all correct. So now if I go back to LOD auto and let's move close to the model again. Now it's using my own screen sizes. So if I move further away, you can see it's not changing like before. I have to go to 0.08. In order for it to change to a low D1, I have to go further away to 0.03 in order for it to switch to as alluded to. This is a lot better because now I can't see the changes as the player. And it's tricking my eyes because I still think I'm looking at the high quality model, but I'm not, I'm looking at the alluded to right now. So this is how you work with LOD is for your models. And this can save a lot of performance for your game because you don't need to view the high level model when you are this far away because you can't see the detail anyway. So just remember if you have none, none I've models, go ahead and every single model and try to set these screen sizes. Hello days. Now, if you have a custom model, sometimes Unreal Engine does a great job to create a low-risk automatically. And you can do it down here. Right now you can see I have four as the number of alleles. However, I can still make more e.g. let's say I wanted to six Elodie use instead of four. Then you can click on Apply Changes. And now you can see up here I have more options. Now I have six LEDs instead of four. So LOD, five is the lowest one. You can see it's very, very low detail, but Unreal Engine created it for you automatically. This one you can maybe use if you are this far away because you can't see the changes anyway, this will be very good. So here you can see Unreal Engine can actually create a load this for you automatically. If you have 3D models, you've created yourself, you can use that as well. But for now, let's just delete this barrel. I just wanted to show you what LOD square and let's delete this one. I'm also going to delete this folder here. But as you can see, non-IT is very clever. It's doing this automatically when you move further away from the model and when you move close to the model as well. 54. 8.03 Texture Size: Let's now take a look at the texture sizes for the model. So let's go to the first one, e.g. this barrier. And we already did this in the previous lesson because we had to do it else the models will look blurry. But you have to go in every single model that you have. And let's open up the first texture inside of here. Remember, we set the low T bias. So when we imported the texture, it was an eight K resolution. When it was an eight K resolution, you can see here the resource size was 43,000 kb. And when we changed it to an LOD bias of two, reduced the maximum in-game resolution for this model to two k texture. And we reduced it to a around 3,000 kb in the resource size. For games, you don't really need to bump it up to eight K textures because you're going to like for sure and the game will not be great. Players will not play the game if your game is lagging to need to fix these resolutions. And remember the way we did it is now let's, let me actually close it and open a better model so that you can see it better. So e.g. for this old concrete barrier, I think it's more visible. So if I open up the texture and this one again, we reduce it. Hello de-bias of two. And let's say I reduced it way too much. So let's say I reduce it to an LED bias of five. And when you take a look at this model, you can see it is very blurry and it looks horrible. Though the way we did this is we started from LOD bias of zero, which is the main texture at eight K. And then we wrote one. Then when you write one, you have this resolution. Then it becomes for k. And you can see when I write zero, this is eight K. And when I write one, this is for k. There is really no difference. So what's the reason for you using this? And it doesn't really make sense. So we have to have it to save resources. Again. I'm going to have it again to see if I can save even more resources. And it still looks the same. And if I try to have it again to make it into a one k texture. So let's write three. And now you can see it's actually becomes blurry on my screen, so that doesn't look too good. So I'm going to redo or reduce. So I'm going to make it higher back to two here and here, I am going to use an LOD bias of two. So this is what you needed to do with every single model. Just tried to increasing, increase their low de-bias until it becomes blurry and you don't like the change, then just keep that LOD bias where you actually liked the change. Here you can see we saved a lot of resources. We reduced it from an eight K texture to a 2k a texture. And it still looks good in our game. So you have to do this for every single one. And also remember, this was the Albedo texture, the base color. So you have to do it for the normal map as well, change their low de-bias to that as well. So when you change it on the colored one, you have to do it like set it to the same number for the same model. So on the LOD bias is to, for my Albedo texture. It is also true for my normal texture, and it is also two for my mask texture. Just make it the same for the same model, don't make it different. And going back e.g. to this rock here, opening up here, you can see my LOD bias is three and it is a one k texture. So I have to make it one k here as well for this one, and also for this one as well. Just go around in every single model if you haven't done that in the earlier lesson, and reduce the resolution for every single model, but still keeping that great look for every single one. But you can see I reduced all of them and they still look good in my game. And this is what you have to do else, your frames per second will be very low, and the game would like. 55. 8.04 Optimization Viewmodes: In Unreal Engine, we have some optimization view most that we can take a look on. First, I'm going to disable this FPS. I don't need it anymore. So the next thing we want to do is click here on the live view mode and then go down here in the optimization view modes. And the first one is called light complexity. So clicking on it, you can see this view here. And if you don't see it, if everything is black, remembers to click on Build and then build all levels to make it correct. So here in the light complexity, you can see how complex your lighting is inside of your scene. You can see a scale down here from black and blue, going all the way to purple and white. So down here, this is good lighting. This is low, this is high performance lighting. You're not using as much resources. However, if you're up here in the red, purple, and white, then you are using too many resources on the lighting and the lining will also make your game leg and run slowly. So as you can see here, the whole scene inside of here is down here. So the game or the scene that we have here is very optimized, so we don't have any problems with the lighting. However, you can see here just to showcase it for you, you can click up here, go to lights and e.g. I. Can add a light bulb. And this is the light bulb and this is the area it in capsules. And I can also reduce the radius here. And you can see this is the light is affecting the scene. Now you can see it gets more complex as I add more light. And if I copy it, if I hold Alt and drag to copy this slide, you can see when they are not overlapping, it's not too complex, however, if flights overlap, so now we can see we have many lights in one area. We have the sunlight, we have the light bulb, and we also have the other light bulb. Now you can see it gets in the red area. This is okay. However, I still prefer to reduce this amount of redness in my game. And you can see if I copy it again, it gets peripheral. If I copy it again, now it becomes white. And if your whole game looks like this, this color, this is a problem. This was going to like your game. So you want to stay, want to try to stay in that orange area and maybe that red area is okay if it is just a small scene that you have or small area in your game that has this. However, if your whole game is red, purple, and white, then this is a problem. I'm going to delete these spotlights again. But for this scene, it looks like this right now, so it's very, very optimized, so we don't have a problem with the light. Now, the next one is called the light map density, and we will talk about it in the later lessons. So let's keep this one for now and I go into my stationary light overlap. I remember our skylight is stationary and our direction light is stationary as well. So we are in the green area. You can see this scale goes from green to white. So we are in the very, very low resource section, so we are actually very optimized here as well. So we don't have a problem with the stationary light overlap as well. Going to the shader complexity here, we don't have a problem as well. And usually in the shader, we use that if you have water in your game or if you have like a wind effect, usually visual effects that you have in your game, they use a lot of resources and this is a good to see here in the shader complexity. However, you can see here the ground is the only thing that's using performance. However, it's still using a low performance. So I wouldn't really be worried about this. So you can see everything is looking good, still, still in the good area of this gradient. So let's go ahead and go to the next one. Instead of going to the, I never use this shader complexity and quads, Let's just view the quads alone. So clicking here in the quotes alone, you can also see we are down here in the lower end of the scale. So what the courts are is these triangles here that you model in the modelling software. So if you increase it, you can see this, this 3D model as a lot of triangles. And if I move further away, it becomes more green here. And if I move further, further away, you can see there is a limit, it stays here. However, if you have a model that has a lot of triangles, it will be here in the white. So also, when your Modeller is doing the 3D models, just make sure you don't have too many triangles that will like your game as well. So this is performing good. We only have this character and this character is actually we're not using it. I'm going to hit Delete on my keyboard to only have this year and everything is looking great. So you can see our scene is really optimized. The lighting is fine, the stationary light overlap is fine, the shader complexity is fine as well, and the overdraw is fine as well. So it's very important to check these optimization view mode when you are doing your game just to make sure you don't have to complex lighting and you also don't overdraw on the squads these triangles so that you see here in your game. And let's actually move on to the next lesson, where we will talk a bit more about this light map density view. 56. 8.05 Lightmap Density: In this lesson, let's take a look at the light map densities. So if you click up here and you go to optimization view modes and you click on Light mapping density. You can see here for an NIH models, we don't really use light map density because it's calculating it automatically. However, for models that are not right, e.g. this ground that we imported from the beginning, this, remember this is a custom 3D model that I made as the street. This one, as you can see, if I de-select it, so I don't see this pink color. So if I just select something else, you can see this light map density is looking blue. And what the light map density is, it defines how good the shadows look when they hit this model. So you can see how good these shadows look when they hit the 3D model. E.g. I. Can go to Assets up here and we can import this dummy to our level. Remember this dummy here is not finite as well. So if I go to Lit mode and I go to the light map density here, you can also see if I select something else, you can see it also has a life mapped density. It is not black like the non-IT models. This is because this mesh here is not finite. So the light map density is simply tells you how good the shadows look here when they hit that 3D model. So when they hit the ground here that I have, I have to increase my light map resolution if I want the shadows to look better. So if I have, if I go back here, if this is too low resolution, if the light map resolution here is way too low, the shadows are not going to look good. So how do we do this? We can click on this ground, e.g. click on this icon to find it here and it's actually down here. And let's open it up. And if I just select something else, so I don't see this pink color, so I can actually see the color of the light map density. So the light map density again goes from blue, which is very low resolution, and then it goes up to white, which is very high resolution. So let's hear in the street, if I just search up here for light map, you can see here that I can see the light map resolution. And you can see when I change it to numbers, nothing is really happening. And this is because I have to change this light map coordinate index to zero first. And then I have to remove this generate light map UVs. And then I have to close it down and click on yes. Now you can see my random value that I applied is working right now. So if I open it up again and I search for light map, now over here it was 64 by default, and it was like this. Now, this is usually increased and decreased by increasing and decreasing it by half. So if I want to decrease it, I want to decrease it by writing 32 because this is the half of 64. And you can see now it becomes more blue because now it's lower resolution. And let's say you want it to lower it even more than you would sit here, right? 16 because this is divided by two. So keep dividing by two if you want to lower it and keep multiplying by two if you want to increase it. So a very cool thing here in Unreal Engine, instead of writing the number 16, I can actually write, divide it by two and it will automatically calculated. So if I hit Enter on my keyboard, it will automatically calculate 216. So now you can see this has very low resolution, and if your models look like this in the light map density, this is way too low resolution. And let's say I wanted to make it very high just to showcase it for you. Now you can see it's very, very red and this is not what you want to go with. This is very bad. So let's lower it. Let's go back to 64. Just like before. The goal here is we want to make it look almost the green. And this is a perfect area. So again, multiplied by two to increase it. Now, it looks like this. And maybe this is low resolution, maybe it's good, but let's actually increase it to see what it looks like even in a better resolution. So this is what it looks like now with a resolution of 256. And let's actually multiply it by two again to see what it looks like now it becomes green. Now this green is not bad. It's actually good. However, what I like to do for games, I like to, again, if I just divide it by two, I like to stay in this area. So I like to stay in the blue area where it's about to get green. And if you look at the shadows, they actually look good in game. So I usually stay with this. The bad thing about going way too high is, again, it's going to use a lot more resources and it's going to make it slower to play your game. So I usually try to stay in this area to make the game more optimized. So now that you are happy without light map resolution, I'm going to copy, paste this here. And the minimum life map resolution, just like this. And then close it down and hit Yes, and it will save it to the model. So again, this is a good area. I want to stay in the blue area, but not too blue, not like this. This is way too low resolution. I like to stay here. What we're about to get green again for the light map resolution, it will make your shadows on the ground look more high resolution and it will make your game look better. Now let's try to adjust it here for this dummy. Let's go. Even though we don't really need this dummy, but I just wanted to showcase it for you because all of the other models are finite and we can't really use them. So let's go back to my density. Now for this money, again, open it up, click here for this dummy, and open it up. Now let me select something else so I can actually see the color of it and search for light map resolution. Now for this slide, map resolution, again, remember to set the light map or in index to zero and set this one to off so you can actually see it, close it down and let us save everything. And now let's open it up again and search for light map. Now you can see it is around the red area, orange area. So what we can do is I want to decrease it. So if my model looks like this, I am going to decrease it. So let's, let me write 32. This is the half of 64. Now this is what it looks like. Now if we make it half again so far I'd 16. This is what it looks like. Now. This might be okay. So I would test my game to see if this is looking good in the shadows. So if I hit Lit mode and if I e.g. have some items that are casting shadows on my character, and if they look fine, I would stay here at 16. However, if the shadows are actually looking bad, I'd go into light MEP resolution and maybe increase it to 32. Again, remember, green is not bad. It's not because green is bad. I just like to stay low, as low as possible as I can to make my game perform even better. So e.g. or writing 32 is fine as well. However, running 64, this is way too much. You shouldn't be in this area. So e.g. 32 would be the maximum I would go with for this model. And this is what it looks like. So when you have a lot of models and they are not night, you have to click on every single model and adjust their light map densities to make your game more optimized and perform better. And also when you have very low light map resolution, you have to increase them in order for the shadows to look more high-quality. Now you can see we optimize the ground. We can also optimize this landscape if you wish to. However, I'm not really using this landscape for much. I just need my street ground because this is the most important ground. The other one, we're not really seeing too much. But if you want to increase it, you can click on the landscape. And you can scroll down here. And you can see this one called Static lighting resolution. Now if I go to my, again, my life, my density, and click on something else so I can see it here. Actually, I can't do that. Let me click on the landscape and let me adjust the static light resolution, e.g. right through here. And you can see it got into a bear resolution. If you noticed, if I write one, this is what it looks like prior. Three, if I write six, this is what it looks like now. So if I click on something else, you can see it becomes more green. If I write ten, e.g. this is one, what it looks like, still looking the same as before. If I write 12. Now this is what it's looking like. So you can see this also gets better if you increase the static light. However, for me, again, this we'll use a lot more performance because now the shadows are going to look better on the whole level here. But I'm actually going back to one because I don't really need my landscape. I am just focusing on this street. This is my main detail, my main environment. So I'm just going with the static resolution of one for the landscape. So when you are done adjusting the light map density, so light map resolutions for your model. Let's move on to the next one. 57. 8.06 Fixing the Wrapping UVs: Right now, if I go to build and build all levels, I get an error that we need to remove first. So you can see here when I finished building my level, I get this error. It says that this model, e.g. it has a wrapping UV. And what you need to do here is click on it. It takes you to the model. So you can see here, if I click on it, it takes me to that model and it's this concrete barrier. And I'm going to open up this concrete barrier. And then I'm going to search for light map. And then you can see these options here. What do we need to do is change this light map coordinate index to one in order to remove this bug. And you can see here, when I write one here, sometimes it works, sometimes it doesn't. As you can see right now, it doesn't work. I write one, it takes me back to zero. And this is because you have to take this one generates light map UV. And then again, you can't change it yet. You have to close down this model. Then click on Yes here, so it saves it to all the, all the changes. And then I open it up again and I search for light map. And then I can write one here. And I can close it down now and save everything. And now that you have made this change, now when you build, again, it will remove that book. And now when I click on Build again and try to build my level, now we have to do it for all of the other models that has the wrapping UV bug. But now let's see if the concrete barrier also gets that bug now. And we can see here and now it has been removed. So this is how you fix it. You have to click on this small grenade first. Now for this next one, click on it, open it up, search for a live map. Set this one to true, and then close it and save. And then again, open it up, search for a light map, right one in the light MAP card at index. I have to do the same thing you can see I also have the fire hydrant, the same bug here. So opening it up for this enabled the generated light, my PVs, and then close it down and then open it up again when it has saved here, the open it up again, search for light map and then set the light map for the next one. And let's close it down. Let's close this down as well. And let's save everything first. And then let's go ahead and click on built and built all levels, all the wrapping UVs errors are gone now, but as you can see, I had new errors. It says that the instance foliage actor, it's a large actor that receives a pretty shallow and will cause an extreme performance hit unless dynamic cast shadow set to false. So this one actually let's go back and this is just the foliage that we have added. And let's go to foliage tool. And inside of here, select them all. So click on the first one, hold Shift, click on the last one to select all of them. And let's go down here. Remember we set it to movable. So this is why it's saying this era. So let's try to set it to static and then go ahead and click on Build and build our level. However, now it's going to take a lot of time because for static shadows it has to bake all of the shadows that are inside of the level. Not like the movable. Though. It's going to take some time. Maybe for me, it will take maybe five to 10 min, so I'll skip ahead until this is finished. Okay, so now it has finished building the level. And now as I can see, it says that the total light map size is too large for these actors. And it also says that this has wrapping UVs. So you can see here all of those. I'm actually going to, it's actually only showing it for this variation of them. Now, I'll try it just for this one to change it here as we did before clicking on it. And then searching for light map and generating the light map UV closer Down Save. And now I've built the level again, and now the wrapping UVs are gone. However, these are still there. So let's try to reduce the total light map size and see if that fixes the issue. So let me open up the first one. Actually, we can do it for all of them. Just select the first one, hold, Shift, click on the last one, right-click, and go to our selections and then bulk edit via Property Matrix. We can edit them all at once. And inside of here, click on this Static Mesh and you can see the light map resolution settings here. So let's try to reduce them to something like 16 and see if that helps. So let me just close it down. Let me go ahead and click on Build or levels. And now that I built again, you can see the error is fixed, but I get a new error saying that the instance meshes don't yet support unique Static lighting for each LOD. And the LOD OnePlus, maybe incorrect. Almost all the light map UVs are the same for all LOD, right? So I fix this issue and I'll let you know what I did. I tried some things and just to see what fixes that issue. The first thing I did is just click on the first one, hold Shift, click on the last one to select them. All. Right-click. Go to us at actions and bulk edit via Property Matrix. And inside of here for the LOD settings, you have this one called LOD group. So right now for you it says none. But I want you to change it to foliage. And just like that, so just write foliage. And when you have done this, then go over to the Static Mesh. And in this Static Mesh, it, it was changed back to 64 for me for some reason, even though we set it to 16 over, let's just try to set it to eight years. So I'm going to write eight with a static mesh here. And I also realize we don't have an option for the minimum light map resolution. We need that as well. When you write eight here, close it down, then you have to edit it for every single one. So click on it here, search for light map. And then you see this minimum light map resolution. You don't have an option for that in the property matrix, so you have to change it here. And actually I'm maybe I wrote nine by mistake. So let me write it here. So the minimum has to be eight and the light resolution has to be eight as well. So when you close it down, go ahead and click on Yes to save it for this LOD and open up the next one, search for light map, write eight as well. So just do it for all of them. Just make sure it says here on the minimum lighting map resolution as well as the light map resolution. And then go ahead and click on File and Save All. And that should fix the issue. So now when it has saved, I'm going to build here. So now it has saved. Let me click on Build and then build all levels. And now I'm going to wait for it to build and I'll skip ahead. And now when it, when it is building, you'll notice that now it is a lot faster than before. It doesn't take too much time like before. And this is because we set the light map resolution 64-8, which is a big change. And that will make this one run a lot faster than before. You can see, before it, it made 1% every second or 2 s. And now it is a lot faster, right? So now it has finished building and it's encoding the textures. And as you can see, we don't have any errors anymore. And the shadows are there. They're looking fine and everything is looking good, just like before. And I can open up the frames per second just to take a look. And you can see we have high FPS. And because we applied night before, he can see, even though up here and doing all of them, I have 100 FPS and remember I have my recording software open, so this will be a lot higher if I close it down. And you can also see the FPS is good here. This one for me would be 120 If I didn't have my recording software open right now. Okay, so everything is looking good. I'm going to disable the FPS. And let's move on to the next lesson. 58. 8.07 Limiting the FPS Usage: The final thing we're going to talk about here is how to limit your FPS usage. Because when I, when I released my game farm sale on Steam, it used way too much resources even though it was optimized. However, it's still a burned your graphics card because there was no limit to the FPS. So if you had a really good graphics card, the game would run at 800 FPS and your GPU would use all of the resources. So remember to always limit the FPS because it will use a lot of performance when you release it on e.g. steam. So just talking from experience, it was a really bad experience to release a game without limiting the FPS because I didn't know at the time. So clicking on the project settings. And over here you can search for smooth. And if you search for smooth, you can see this one, smooth frame rate. So having this on will save your life and writing as the maximum frames per second. E.g. if you're making a first-person shooter, maybe your maximum FPS could be 200 or 150, or something like that. However, if you're making like an RTS game or building game, maybe you're 60 FPS would be sufficient. So e.g. for this one, I will just write 150, 50 FPS. And for the minimum, I'm just writing 30 FPS. Okay, So now there's, this will save your life when you release your game. Because even though people have a really high end graphic card, they are not going to burn their graphics card because you have limited the amount of the FPS one-year released again. So now that this is on, let's save everything and let's move on to the next section. 59. 9.01 Importing Sound Assets: Now that we have finished designing the environment, Let's go ahead and add some sound effects to it just to make it a bit more interesting. So here and the course materials I've given you this sound effect, which is just an ambiance sound of some birds. And for this one to import it, Let's go ahead and make a new folder. Let's right-click the constant folder and make a new folder. I'm going to call this one audio. So if you have sound effects or music, you can add it to here. I'm going to go back to my course materials. And again, I'm going to click and drag this into my content browser. And then I'm going to import it. Now. It's going to import like this. However, in order to use it, you can't use it like this. You have to make a sound cue, but you can play it if you want to. Right now, it's very loud, so I don't want to press this button. But this is how you import audio. Very, very simple. And it has to be an audio WAV file. So you can see here, the file itself needs to be Dutch WAV. This is the file format that Unreal Engine accepts. 60. 9.02 Creating Sound Cues: Let's now create a sound cue so we can use the sound effect inside of our level. Now you can right-click this sound and then you can go to create queue up here at the top. When you click this, it creates this sound cue. And usually I give them the prefix of SC for sound cue and giving them the name they have birds, ambiance, something like this. Okay, So let's open it up. And inside of here, this is the sound cue graph. Instead of here you have your sound effect, which is this one. And it's just going inside of this output, which you can see you have some details, you can change for it. The most important one up here is the volume for it right now it's very loud. So you can reduce the volume here, up here in the volume multiplier, e.g. you can write 0.4 instead, and then you can play it. You can play it either down here or you can plate up here as well. Now can see it's lower. However, I still wanted to make it a bit lower. So maybe 0.2, maybe something like this. I just wanted something very silent just in the background, some birds being there. Now, inside of this sound cue, you can right-click. And you can see on your right-click you have all of these notes that you can use in order to manipulate the sound. So you have e.g. the most, most used one is this one looping. So if you have a sound that is not looping, you can use this one. Now. We have this one here, the sound effect, and this is actually a looping sound effects. Someone made it in a sound software and they made it looping. So it's possible to loop this. Now instead of using this one, you can actually click the sound itself and then hit this one looping. So now this sound effect will loop forever and you'll hear these birds forever. So the sound doesn't stop all of a sudden inside of our game. Now, you can also right-click, and usually I use this a lot called the modulator. And this is used for sound effects. So you have a sound effect, e.g. if you have a weapon that shoots a bullet, let's say this was a weapon shooting a bullet. You can connect it to here. And then you can connect it to the output. And the modulator plays the sound differently every time you play it. E.g. let's say it's a bullet, you're shooting bullets. Every bullet sound will sound different. E.g. you can make this 10.9. This is the pitch minimum and 1.1 as the pitch maximum. This is what I usually use. And every time you play a sound effect, it will sound different because it's changing the pitch every time you play the sound. So right now, you can actually hear it under sounds as well. If I played fast, can hear every time I click on Play, it sounds different than before. So this is what a modulator is used for and you have a lot of other notes that you can play with, however, not really too important right now. So now let's go ahead and save our ambience. And let's close it down. And let's go ahead in the next lesson and add this sound cue to our level. 61. 9.03 Adding Sound to the Environment: There are two ways in order to play this sound inside of our level. The first and easiest way is just to take the sound cue and drag it into the level and drop it inside of here. If I click on G to see my icon. So you can see now I have this icon and this is the sound cue that we have added. And down here you can see details about the sound cue that you can change, as well as this volume if you want to increase it and reduce it. So sometimes a bug that you need to notice is sometimes if you have a lot of sounds in your level that you're adding like this, e.g. let's say you have four different sounds. Sometimes when you play the game, I heard that a lot when I'm creating games. Then you, some of the sounds will be muted, e.g. this sound and this sound will play. However, your other two sounds will be silent and you won't hear them. This is an issue here in the Project Settings. So if you go to the Project Settings and you just search up here for audio. Here you can see maximum concurrent streams. And this is how many sound effects here that can be played at once. You have to increase this number in order for it to not bug e.g. you can increase it to six concurrent streams, and then you can have six sounds playing at one at once, and it will play correctly. So just remember to increase this. If you experienced box with sounds like this out here. But for now, we just have one sound that we want in our level. And now we can see if I click on play, e.g. here, if I click these three buttons and lay in selected viewport. Now you can see I can hear my sound when I play the game and if I hit Escape. Now, this is the first, the first method you can add sound to your game. The second one is through Blueprint and we are going to go through a blueprint section. But for now, just to show you the very, very basic thing, clicking up here and then clicking on Open level blueprints. And inside of here, I'm not going to explain too much in detail because we have a section for it. But if you can right-click here and this graph, you can actually pan around. And if you click and drag from this execution pen, and you can say lay sound to D, and then you can go ahead and select your sound cue. Then go ahead and click on compile. And now let's close it down and I can see I don't have it in my level. I only have it here in my level blueprints. And if I click on Play, you can also hear the sound effect. So these are the two ways that you can add sound effects to your game. But for now, let's just delete it from here. I'm actually just going to do it here through the very basic way. And we are going to learn blueprints later on in another section. So now that we have the sound working, let's go ahead in the next section and take a look at the presentation for this level. 62. 10.01 Adding a Camera: Now that we're finished with the scene, let's go ahead and take a look at how we can present it. So first let's take a look at how we can add a camera, because right now we're just in this flying camera. However, we need to add a camera if we want to present it. Now there are two ways to add a camera. You can either click up here and you can go to all classes. And you can see this one called a camera actor. However, I am going to present my scene so I want to cinematic camera actor. You can see, I can see this one, sign camera actor, which is the cinematic one. I can also see it up here in the cinematic, and I can add a sign camera actor. Now, this is the first way to do it. The second way to do it is just to click up here and then go to Create camera here. And then you can see you can either create a camera actor or assign camera xa. So what I usually do is I tried to find an angle that looks good. E.g. let's say this looks nice. And I click up here and go to Create camera here and sign camera XR because I want to cinematic shot for my scene. So clicking over here, now you can see it creates this cinematic camera. And I can see this view because I have selected my camera. So if I click on something else and I click back on it, you can see I can view this camera. Now in order to view it through this camera, you can right-click the camera and go to pilots. So when you pilot it, now you are inside of this camera. So now when you're moving, you're actually moving the camera. Now, if you don't want to move the camera anymore, you can click on this eject button and this will stop piloting. So clicking on that button will go outside of the camera and leave it wherever it is here. Now a very cool trick. If you like a shot and you're afraid of moving the camera, let's say you have used some time too. This placed here and you don't want to move the camera anymore. And you can see sometimes accidents happen. You move it by mistake. In order to lock it in this position, you can right-click this camera here, or you can right-click it in the outliner as well. That's up to you. And then you can go to transform and then luck actors movements. And this way, when you try to move this, if you click on the camera, you can see you try to move it. It gives you that, that icon that you can't really move this camera right now. And this is because you have locked the movement. You can go over here again and right-click it and go to transform and then click on Lock again to unlock it. And now you can see you can move it freely again. So very good to look assets if you don't want to move them anymore. And you can do this with everything. So we can also do it with these barriers. Let's say you're finished the level, you don't want to move anything. You can click on it. You can right-click go to transform and lock the actor movement, and then you will not be able to move this rock anymore, though very, very handy thing to know. But for now, let's work with this camera. Let's go to the next section and adjust the camera settings. 63. 10.02 Adjusting the Camera Settings: Alright, now let's take a look at the camera settings. So if you click on the camera and over here in the Details panel, the first thing is you can see what type of camera it is. I'm actually going to switch it to DSLR. And if you don't know anything about cameras, that is fine. The SLR is just this basic camera. You can buy e.g. a. Nikon or Canon in real life. So clicking on it. And then I'm going to choose the type of lens and the type of lens. This 185 prime millimeter is a very good one for making the background blurring. So you can see it's very blurry right now. And if I just right-click here and I pilots my camera, by the way, if you have two screens, what I usually do myself, I, I open up here in the window to viewport and open a second view port like this. And then I go here and I right-click this camera and I piloted here in this viewport. And now you can see I can work in this viewport and I can see what it looks like. So if I move it here in this viewport, you can see what it looks like through the camera. So very neat way to do it as well. And I put this in my second monitor and I can view it here on my second monitor and I can work like that. But for now, let's not do it. Let's just do it here on my main screen since I'm recording this for you. Now you can see I can blur the background if I do it like this. E.g. let's say I wanted this character in the foreground and I wanted everything else blurred in the background. And the way to do this is here in the focus settings. So clicking on this arrow, then you can click on this Draw Debug focus plane. This one will help you where you are focusing. So if I decrease this number, the manual focus, so click and drag to decrease it. And until it becomes this purple color. So I can see my DBA plane. You can see this is the plane that we're seeing. This is what we applied here. And this plane helps me to see where I am focusing. Right now. I can move this plane here, so it stops here on this character. This means the camera is now focusing on this character. Now if I remove my Debug Play and you can see if I make it full screen. It is now focusing on my character. If I click on G to remove all of these icons, it is now focusing on my character and all of my background is blurred. So what you can do here is try to find a really cool, really cool shot, e.g. something here, e.g. this grass or these cones or whatever. And then what you need to do is go over here and open this, debug it plain, try to focus wherever you want. E.g. I. Want to focus on this is cones and this blood on the ground. And then I remove this debug plane. And you can see if I full-screen it, click on G to remove everything. This is what it looks like. And let's say you are happy with this. Now, let's take a look at the next lesson, how you can take a screenshot and e.g. send it to your friends or put it on your portfolio. 64. 10.03 Taking a Screenshot: Let's say you place this camera and you really want it to take a screenshot of this shot here. And you want it to send it to your friends or put it in your portfolio. So very, very easy way to take a screenshot. You can just click up here. And then you can go down here to high resolution screenshot. And now you can just click Capture and it will take a picture of this screen without all of these buttons up here. Now just to make sure here that you have written 1.1 just means the size of your current screen resolution. So right now I have a four K website. Just move my camera by mistake. I'll just move it back here. Now, this camera that I have right now is in for K resolution. So right now, if I have written one here, it is now in for K resolution. If I arrived e.g. two here. Now it will be in eight K resolution. If I click on capture, just be careful if you make it way too high, e.g. like three or four, it will crush the engine. And you can also see the, they are trying to tell you that don't try to make it too high, you will crash the engine. So usually what I do, I just use it on one, maximum two if I really need to, however, I just stick to one. Most of the time. You can just click on capture now. And when you click on capture, it takes a screenshot. And you can also see it here. If you click on this link, you can see it opened inside of this link here. If I maximize it inside of my project folder and inside of the saved folder, it has a screenshots folder. And inside of here you can see this screenshot that I took. And it opened here on my second monitor. And this is what it looks like. So really, really cool screenshot that I can use e.g. for my portfolio, every you can see this cone is flying, so don't use something like this for your portfolio. This will be embarrassing. I would just go here and just rotate it slightly just so it doesn't float here. Okay, So this is the easy way to do it. And that is, it's very, very easy to take screenshots here in the engine. And let's go over to the next lesson. 65. 10.04 Making the Camera Work on Play: Alright, so right now when we click on play here, you can see we're just starting here in our basic camera where we are right now. And when I click on play, I actually want to start over here because then I can hear the sound effects. Let's imagine you want to record with the sound effect. And I'm actually going to reduce this ambiance slightly so it can hearing me more clearly here in the course. So if I click on Play, I want to hear the sound effects when I, when I tried to record it and they don't play unless I actually click on play here. And when I click on play, I want it to start on my camera because I have this really cool shot that I want to show people. And in order to click on play and start from this camera, they're very, very easy way to do it is click up here and go to Open level blueprints. And inside of here, again, I am going to go through a section with blueprints. So for now, this is very basic. So with this event that we have right now, begin play, this just means what happens if I begin playing the game. And you can drag from this execution pen and let go. And then you can search for sets, view targets. And right now you can see we don't really see anything useful. So if you click on this and remove the context sensitive, you can see this function called set view target with blend. So we can set our camera as the target. We want to see through this one. I'm just going to move it down for now, just to move it out of the way. And if you hold the mouse over this, it says, this is a player controller object reference. And if you drag from this and you say layer controller, now, I don't want to get it from the player state. This is multiplayer. So this is a bit more difficult. So let's go up here and you find this one here for the player. You find this one get player controller. We get the players layer controller. Now this one is asking for the camera. What do you want your new view to be? I want it to be the camera. As the easier way to do it is just to click on this camera and you can rename it if you want to. You can click up here and you can just rename it. If you click on F2, e.g. I. Can call it main camera or whatever you want. And then over here, while you have selected this, you can right-click here. And if you just click on context sensitive again, you can see it up here. Create a reference to main camera. And this is because I have selected, if I click here and I can take this and plug it into here. Now it is going to work. So if I compile and if I click on Play now, you can see it now starts through my camera and I can also hear the sound effects from it. So this is the way to do it. This is how it works. Very, very easy. You can even click on FL1 to make it full screen. And let's say you have OBS open, you want to record it for YouTube to showcase it to someone like 10 s or whatever. And this is how you make the cameras start on plate. 66. 11.01 What are Blueprints?: Now that we're finished with the environment, we are ready to begin blueprints. So what are blueprints? Blueprints is the programming language inside of Unreal Engine. You can either use C plus plus or use blueprints. And the good thing about blueprints is that it is a visual programming language and I want to showcase it to you here. If I minimize this, this is my other project. I'm actually working on this on my free time just for fun and hopefully it'll be a game later on. But as you can see, I have coded this and you can go to the store. You can buy different things from the store. You have the featured items, you have the frames that you can switch between and you can even purchase one. You can see here, all of this is done with blueprints. And if you go to the inventory, e.g. you can choose one of these things and it displays down here and you can equip it, then it can go back and we have a saving system as well, so it saves your choices. And it can also click play and play the game and so on. So all of this is done with blueprints. And with blueprints, you can do any game you wish for whatever game you're thinking of right now. If you're thinking on Fortnite, Counter-Strike empires, survivors or anything else, you can do it with blueprints. Blueprints is very, very powerful and it's just like every other programming language. And I can actually show you what it looks like. So if I just enter one of the blueprints, this is what it looks like. So it might look overwhelming because I have a lot of things going on. And actually I've been working on this for about five months. So obviously this would look a bit overwhelming. But for blueprints, you can see it is a visual programming language. It is not texts like you're used to in C plus plus or C Sharp or anything else. It is just some boxes that you put together and they become a code which then works as a game. So a visual scripting language, again, is blueprints are very, very powerful and you can make anything with blueprints. Now, it is very easy to use. Now I want to teach you the very basic steps. Obviously in this course we're not going to go in depth with all of this. We're just going to get started. So get familiar and please check out my other courses on pixel helmet.com. I make a lot of new courses as well as in-depth blueprint courses and multiplayer courses as well. So also a lot of people are asking, should I learn C plus plus or should I learn blueprints? And if you don't know any programming language yet, and if you don't know C Plus Plus yet, I would say go ahead and learn blueprints. Again. Trust me, you can make any game you want with blueprints. So any game you'll find on Steam, you can make it 100% with blueprint if you know what you're doing. So it is very powerful. The only thing that it likes in blueprints is if you want to make a Battle Royale, which is, I would say as an Indie developer, you would never want to make a belt or yell because it takes so much time and resources. But if you want to make a battle royale where you have 100 players in one map, then C Plus Plus is a lot faster than blueprints. However, if you're not planning on that, if you have ten players, let's say 20 players on one map, then blueprint is just as good as Plus, Plus. There's no difference. Later on, if you note C plus plus in the future, you can actually combine blueprints with C plus plus. This is what's so good year in Unreal Engine, you can actually combine these two languages together and make the game like that. Okay, so now we know what blueprints are. It's a visual programming language and let's close all of this down and let's get into our own project and learn how to get started. 67. 11.02 Blueprint Class Types: In order to make a blueprint, you can right-click and then you can go to Blueprint class. And inside of here, you have different classes that you can make. That first blueprint class is, you can see here it's called an actor. An actor is an object that can be placed or respond in the world. So just an actor, e.g. if you have this barrier, this barricade here, if you have like a table or glosses on the table and so on. Just an actor, just an object that can be placed in spawned in the world. So this is the simplest Blueprint class. The next one we have is a pawn and upon is an actor that can be possessed. This means that you can control the, this blueprint class and receive input from a controller. So you can actually, if you want to move an object, e.g. a. Ball rolling around, you can actually make upon in order for it to roll around so you can control it. If you make an actor, again, this is just an object that can be placed in the world. This cannot be moved by the player. If you want something that you can move with your keyboard, W, D, S and a e.g. you have to make upon else you can't move it. Then you have a character and a character is a type of pond. So you can see there is a relationship between these two. Character is a type of **** that includes the ability to walk around. So you can think of it if you have a character with arms and legs, that is this character here you need to make. However, if your character is a ball just rolling around without arms and legs, you have to make a point for that. So whenever you have a character with arms and legs, you can just go ahead and make a character because it has the ability to walk around and you will get some movement options here with this blueprint class. Then we have a player controller. And a player controller is an actor that is responsible for controlling upon used by the player. This is actually not like a PlayStation controller or an Xbox controller. You can think of it as the brain of the character. Inside of here I usually code my user interface so the player can see the UI as well as spawning things inside of it. So spawning e.g. if the player is bonds like a weapon that you drop by pressing the button, e.g. and then first-person shooter, it drops the weapon on the ground. Then this is done inside of the player controller. So you can think of the player controller as the brain of the character, and we will work with that later on as well. The Game Mode is, you can see here it defines the game being played, its rules, scoring, and other facets of the game type. This is self-explanatory Again, mode. Here you use usually define the game rules, e.g. in a first-person shooter, how many can be in one team? How much does one round steak, e.g. 50 s or milliseconds and so on. And for these two, Let's not focus about this for now. It's a bit more complicated. Usually e.g. extra component, we can use it to make inventories and so on. But let's not focus with those. Let's take a look at those up here first. And now that you know the different, the different Blueprint Classes, let's close this down and let's move on to the next lesson. 68. 11.03 Creating our First Blueprints: Alright, let's now create our first blueprints. First, let's go ahead and make a new folder. So down here in the Content Browser, let's right-click on the content folder. And let's make a new folder called blueprints. Again, it's very nice to stay organized. And usually I also give them colors if it's a very serious projects. So you can right-click e.g. here, setColor. And we can set this one to a blue color, e.g. just like that. And you can adjust the color, whatever you want, just like this, e.g. you can click Okay, and you can see it's a bit, It's looking a bit more organized. So clicking on this blueprint here, Blueprints folder, you can again right-click and go to Blueprint class. So what we want to make usually for game, you start by making a game mode. This will define the rules. So creating the game mode. And usually I give them G-M as a prefix for Game Mode. And I call it the name of the game. So let's say our game is called beginners, so I call it dm beginner. Then I right-click again, go to Blueprint class, and let's make a player control as well. So in a game you'll always have a game mode and apply controller. So let's go ahead and create that. For this one, I'm going to call it PC or player controller. And again, call it the name of the game. So beginner, and this is just me, this is what I usually do. You can also call it e.g. BP for blueprint and call it player controller. That is up to you what you want to do. But usually I just call him this and the game, the game name here. Then as the final thing, Let's right-click again and let's go to Blueprint class. And for this environment, I just want to make a ball rolling around. And I just want to introduce you to blueprint without getting very, very complicated. So let's go ahead instead of creating a character, again, remember a character is as the ability to walk around. What do we don't really need that? We have a ball rolling around, so we just make a pond because upon and be possessed, which means can be controlled by the player. Let's make a pawn and let's call this one VP for blueprint. And let me just call it salt. So BP ball here. Okay, So these are the first blueprints that we made. And without doing anything else, Let's move on to the next lesson. 69. 11.04 Setting the Default Game Mode: In order for us to use our game mode, the player controller and the ball here for our game, we have to set them as the default game mode first. And the way you do this first, let's go into this game mode. So double-click on this game mode, and it opens here on my second monitor. So here to the right of your game mode, you can see you have something called layer control, our class. And instead of using this default black controller that comes with Unreal Engine, let's click here and change it to the player controller we just made. And the same thing with the Default Pawn here. Instead of using the default one by Unreal Engine, let's click here. Let's use the D people as our default ON clause. Okay, So you have to click on compile. And what this means is, it means it tried to find, find some errors in my code. Obviously we haven't really written any code. So it's going to say checkmark, you are ready to go. I didn't find any errors. This is just to find your us, just in case you code and there are some errors on neural engine will tell you that you have to fix these errors. But right now we clicked it. We have no errors. Let's close it down. And the second thing we need to do is go to Edit and then project settings. And inside of here you have something called maps and modes. In here you have to change the default came out instead of using Unreal Engine default Game Mode. Let's click here and use our own game mode. And you can see here, our own game mode has BP bowl now and the PC beginner as the default player controller because we just set it down here in the Game Mode. Here as extra information if you want to. Maybe you noticed every time you start this engine, you spawn in that default map. In order to change this, you can go here and the editor Startup Map and change this to your own map Street, as well as the game Default Map. So the players, when they start playing your game, they spawn in that street map as well. Let's close it down. And as the last thing here, since we made this map, before we made these changes in the project settings, we have to go to World settings tab here. If you don't see this tab, you can click on Window and then you can click on world settings to view it. Inside of here, Let's go to the game mode override and click here and change it to our own game mode. And if you click on this arrow, just makes sure that the BP ball is the default Pong class. And apply controller is PC beginner. Okay, everything looks fine. Now this is our default Game Mode and player controller and **** that we can use for the game. 70. 11.05 Blueprint Class Overview: We continue. Let's take a look at the blueprint class, what it looks like inside of this blueprints. So let's open up this B people to take a look. Here. This is the blueprint class that we are in right now. In the middle, you can see the viewport and inside of here, this is where you can see what the blueprint class looks like. Without following, I can just quickly add something inside of here. Can see when I add a sphere, this is actually just like adding a sphere out here. If you click on that button and then shapes and then sphere, you can see we have a sphere and the game. However, inside of this Blueprint Class, very, very cool. The items you add inside of here, you can add code to them. You can't do that if you just do it this way. You can't add code to this ball here you have to use a blueprint class. Inside of here we added a sphere, and you can see that inside of here, and you can see it in the viewport. And the cool thing is you can navigate inside of the viewport just like you navigate inside of here. So nothing new about this. And you can, these buttons are also familiar to you. You can click on it, you can move it around, you can rotate it and so on, whatever you wish to. But you can see here in the viewport, we can see the components, as you can see here, we can see the components that we add to this blueprint. So e.g. what people can do with this is we can add e.g. a cube and we can take the scale tool. We can do like this. I can again go up here and add another cube, e.g. make it this way here and something like this, whatever, something interesting. And let's say I am building a weapon sharp for an RPG game, you can actually build the shop inside of here and then you can use it, e.g. you can see if I click and drag this into the level. Now I have this blueprint class here in my level and I can code something to it, e.g. if the player walks close to it and presses the EE button on the keyboard, they enter the shop, so something like that. So this is the viewport and you can see what the blueprint class it looks like. I'm just going to delete all of these components for now. So up here it is the components and you can click on add. And you can see all of these components that you can add to this blueprint class. You can add shapes, you can add audio, you can add a particle effects, you can add cameras and so on. But we will be working with that later on. Down here you can see your code. You can see the events, you can see functions. This will be talking about later on. And you can see macros, the variables, and something called Event Dispatcher, which is a bit more complex. So down here you can see find results. So sometimes when you code, you have a lot of code and sometimes you want to write something that you don't remember, but you can e.g. remember that you've made something with coins. And you can click here, click Enter, and it tries to search for that code you wrote. So this is very cool. You can find code if you forgot what you did. And this icon here, it finds it in all blueprints. So you can see it opens this. And instead of just only finding it inside of this blueprint class, it's going to search for coins in all of your created Blueprint Classes. And it will find the results here. Over here to the right. It is well-known. The Details panel, just like out here, e.g. if I added that sphere again, you can click on it and you can see this Details panel. Nothing really new about it here. The compile button is just to see if you have errors in your code or not. So here it says, please compile. It says dirty needs to be recompiled. So if you just click on this button, Unreal Engine is going to check if you have any errors in your code. If you have errors, it will show it down to here. And the compiler results, maybe this compiler results is actually over here for you right now. And I've just put it down here, just it works better for me down here. So it will tell you if you have any arrows and you can click on it. If you don't have, it will give you that checkmark and everything is good to go. And over here you can see the class defaults and you can see the Class Settings and class defaults and you can change some settings about this. But we don't really want to worry about anything about this right now. The last thing is you can play the game again, click on Play. And now you can come play here and play the game just like this play button. It's the same thing here. Let's go back. And the last thing inside of this blueprint class, you have the Event Graph. And inside of the event graph, you can right-click to navigate around. There, just right-click and hold and navigate around. And inside of here, this is very, very important. This is where you code your blueprints. So this is where you write all of the code and give this blueprint functionality. So the viewport is where you build the things you need to build. And then you have the Event Graph where you write your code and then it gives it that e.g. immovability and some function to it. So this is very, very simple. Let's go ahead and click on it, this fear, and let's delete it. And let's move on to the next lesson where we set up this ball. 71. 11.06 Setting up the Ball: Alright, so let's go ahead and set up our bolts. So let's double-click this blueprint class. And when it opens like this, this is because your blueprint is empty and it contains nothing. So you want to click up here on this button open full blueprint editor, and it will open like this one. Okay, so the first thing is here in the viewport. We want to make the bowl. So up here in components, click on Add and then select the sphere. This is our ball that we want to add. Okay, Very, very simple. Next, what we want to do is we also need a camera because the player needs to watch this player or the ball through the camera. So clicking on this sphere like up here and search for spring. So the spring arm is a holder for this camera, so we need this holder first. Then click on this spring arm. You can see if I click on something and then add it. Add, a new component is created like a child. So you can see this is inside of the sphere. So we need the camera inside of the spring as well. So clicking on the spring arm, click on Add and search for camera. And you can find it here at this camera now. And now you can see it has been added. So what I want to do is click on the spring arm and then click on E on my keyboard to rotate. And then I want to rotate this 60 degrees. Actually, I'm going to put this snapping on. Now, going to try again. So maybe something like 60 degrees. Okay, So now this is set, remember to click on the spring arm. Don't click on the camera and rotate. This is not what we want to do. We want to do it through the spring up. Again on the spring arm, you can see in the Details panel, you can change the length of this spring arm. So how far away should the player see this bowl? I'm just going to set it to 600 and you can always in the game see what it looks like. And if you want, you can reduce it or increase it depending on how far or close you want to be too, this ball. Alright, so let's see if we can play this game. Let's take a look at what the ball looks like. So I'm going to delete this one for now. And the second thing is we need a player start component in order for us to spawn. So clicking up here, go to basics and we have this one called the player starts. So this defines where we ordered the player stats. If I click on G to see my icons, I can put this down. It doesn't. It can't be beneath the ground. You can see if it's in the ground. It says bad size. So it has to be above the ground just like that. And just put it somewhere here. It doesn't really need to be precisely above the ground. Summary is fine. It's okay. If you click on Play, you can see that we start inside of this view and we need to remove that. Remember, we made it inside of the Level Blueprint. So if you click up here and go to Open level blueprint, this is the camera that we made. So what you can do here is hold Alt and you can click it. And holding Alt and clicking it will disconnect this execution plan and go ahead and compile. And that is fine. Now. Now we have disconnected this code. So if you click on Play now, you can see we spawn as this bowl and this is how far away you are from it. So if I minimize this, I click f 11 to maximize it. This is what it looks like. I think the arm length for the spring arm is fine. However, you can see here, the ball is flying up and we needed to land on the ground. And we need to add physics to it. So opening up this poll again, you can click on the sphere and click on this one. Simulate physics that will make it have gravity and it will land on the ground. So click on Play. Now. You can see now our ball is landing on the ground and is working. However, we can't move because we don't have the moving, moving logic yet, but that was it for the ball. So now we have this ball working. And remember you have to have this game mode working. You have to have it, set it here in the game mode, overwrite in the previous lesson. So everything works here in our level. Okay, now that we have set up our basic ball, let's click on Save here, save everything. Remember to do that. And let's move on to the next lesson. 72. 11.07 Input Mapping Context: Now that we have set up the ball and everything is working, Let's go ahead and add the movement to the bowl. So the first thing we need to do it here in the Blueprints folder. Let's right-click and go ahead and go to the input and select this one called an input mapping contexts. So go ahead and call it IMC or input mapping contexts. And I'm just going to call it default. Now in order to use this, if you double-click it, you can see what it looks like. It's simply just this view and you can add some buttons to it. Now, if you click on this plus for the mappings, and you click on the small arrow. You can see here, if you click here, you haven't anything, that you can't select anything. And in order to do this, you have to create an input action. So down here, right-click again, go to Input. And you can see this one called an input action. So go ahead and click on it. And I'm going to call it a movement. So we're just trying to make movement here. So I'm going to open up this input action. And the only thing we need to do in here, you can see here this one value type. I'm going to change it into an access to D. And this is because we're moving up and down and left and right. So we're moving x and y axis, so we have to access, we need to move it on. We need this one axis to D. Now, if it was like a 2D game where I only can move left and right and a platformer, this would be an access one D that would be correct. However, for this, we are moving up and down, left and right. So we have two axes, we're moving on. So let's select access to D, and let's save this one. Let's go back now to the input mapping context. And what we can do here, now we can click and select this input action. Now, for this input action, you can see here, you now have to select the keys you want to move with. So if you click on this button and e.g. to move forward, I want to use the W key. So if you just search for w, e.g. you can see it W here, because I'll just go here and click on keyboard. And then you can see all the buttons that you can select from your keyboard. However, just click here, search for w, that will be the easiest way, and then you can select it here. Now what you can also do if I delete it and I create it again just to show it to you, you can click on this icon and then you can click on W on your keyboard, that will automatically assign it here. Now let's go ahead and click on the Plus again. And I want to add the S key to my, to my movements so I can move back. So click on this icon and then click S on my keyboard. Clicking up here again to add a new one. I'm going to click on here and D to move to the right. I'm going to add the last one. And clicking on this icon, clicking a on my keyboard to move to the left. So now we have the movement forward, back, left, and right. Alright, so that was it for now. Now we have to do other things here, but we're just going to take it step-by-step, so it's a lot easier for you. And so we have this input mapping contexts setup. And we made this input action, which we added up here, and we added the keys. And later on we will use this inside of our code to add the movement. But for now, we're going to add the movement now. And let's take a look at the blueprints and I want to explain it to you before we continue. 73. 11.08 Blueprint Flow: In order to use Blueprint, Let's take a look at how the flow is. So if we just open one of the blueprints, Let's open up this BP bowl and go to the Event Graph where you can see the code here. Again, remember, you can right-click and hold to pan around inside of this graph. So instead of blueprint, it has a chronological order. And what that means is you start with an event. So an event here, this one is called the begin play. That means what happens if I begin playing the game? So what happens if I click up here? This is what the event does. Then you have an execution plan. And from that execution plan, it has to be connected to your code in order for it to work. So you can drag here e.g. and if you click and drag and let go, you can see this menu appears. You can also make it appear by right-clicking here in the graph, just right-click. And then you can see all of these things that you can add. But for now, let's not worry about this right now. You can click and drag this execution pin and let go. And then you can search e.g. for prints. So if you write prints and you can see this function called print string, and that just prints a simple texts to your screen when you start playing the game. Right now it's going to say hello, and I can actually click on this small arrow and I can change some settings, e.g. how much time should this text stay on the screen for 10 s? I can just write ten here. And I can change the color of the text. E.g. I want it to be this color here, and I'm going to click on, Okay. Now when you are going to click on Play, you can see here, up here it says hello and it's going to stay there for 10 s because this is what I set it to and this is the color that I have added. So in blueprints that the code runs in chronological order meeting it starts from an event and then it's going to execute the code out here. And if I just copy paste this, so if I click on it, control C and then Control V to paste it. So I'm just going to connect three of them. And this one is going to be called one, this one to this 13. Then I'm going to click on Play. And now I can see it prints 12.32 my screen. So you can see it runs in a chronological order. The code runs starts from this event, then it runs this print string, then it runs this one, and then it runs this one. The code can never run this. And then this one without running this one first, because remember this one is connected. Bit code is running in a chronological order like this. It can never jumped from here to here without running this one. So this is very important just to understand the flow of blueprints and how it runs. Just a very important, it runs in a chronological order. So this is how we need to write the code. Now, in the next lesson, let's take a look at the events and functions and variables. 74. 11.09 Events, Functions & Variables: Hello and welcome back. This is where we left off the last time. So in blueprints you have events and you can see them as red nodes here. So a red node means that this is an event. In Blueprint. You need an event to run the code. If I hold Alt and click on this execution pen, I can disconnect my code. So you can see here if I click on Play now, nothing happens. So you can't play code in Unreal Engine. This code that you have written will never be played if you have not connected it to an event. So you need an event. In this case, this is the simplest event in Unreal Engine. It's called the Begin Play. And it just says what should happen if you begin playing the game and other events that you can see down here, it puts default events for you down here. What should happen if the actor begins overlapping with an element? So this is the other, other events. And the last one you can see here is event tick, which is just an event that runs 60 times a second. So you can see if I take this and I connect it up here. So now I can compile and I can click on Play. Now you can see this code is actually playing 60 times a second. So this one we never, never, ever use in your game because this is really un-optimized and it will like your game. So this event sake, I never, never used because it is so un-optimized. Imagine you have to run the code, it's 60 times a second. It will like your game. So please never use this in your game unless you absolutely have to. And you can always find solutions and not use this one. Really, really un-optimized to use this one. Now let's delete those for now, I'm going to select those and hit Delete on my keyboard. Now if you right-click and you search for events, you can see up here, if you scroll up, all of these are events that you can use here and Unreal Engine or here in blueprints, e.g. event on actor released or actor on conflict, e.g. if you click the actor with your mouse, what should happen? Any damage is used for if your character receives damage from an enemy. And then you can do something with it and you can do something with the damage that they received and things like that. But as you can see, you need an event in order to run your blueprint code. Now after the event, the code you are running, they are called functions and you can see that with an F up here in the title. So these are functions. And if you right-click, you just click on these arrows to see what are under the subtitles. You can see all of these are functions that you can add your events. So the blueprint code you are writing is simply consisting of functions that you've put together. And the last thing we have are these small pins. As you have noticed, these are called variables and you can also see variables over here to the left. If you click on the plus here to add a new variable. Now you can give it a name, e.g. I. Can just call this random. And then you can choose what type of variable it is. Now, variables are just containers that save information. This is simply what a variable is. It just contains information you have. If you click here, you have different type of variables, e.g. the first one is called a Boolean. And if I just compile, you can see here, if you make a variable it says lease compile the blueprint to see the default value. So if I click on compile and you can see her now in the default value. It is just a checkbox I can take and untick. But what a boolean is just a variable that is either true or false. And this is what is simply as, so e.g. how you can use it in the game. You can use it by saying, is the player dead or not dead? Player have M0 and the weapon, or does the player not have M0? So this is what it's used for. If the player has MO, you can take it. If not, you can uncheck it, and you can change these dynamically during gameplay. E.g. you can click and drag this variable into the graph. You can let go. And then you can either get or set this variable. So e.g. let's click on gets. Now you can get this information. So if I just, let me just delete all of this for now and click on this arrow. Now, instead of writing a string, e.g. instead of writing some text here, you can actually click and drag and plug it into here. Now you can see here, if you, if you noticed, if I click on this variable, you can see they have the same colors. So all of these pins have matching colors with those. So the red ones are actually Booleans. You can see I can check and uncheck them. So these are Boolean variables. And this one, you can see if I click here, you can see this is a string and this is the same color here. String is simply just some sort of texts you can write. And now, when I tried to connect a Boolean with a string variable, Unreal Engine is going to tell you, Hey, these are not the same variables. I am going to convert the boolean to a string to print it to the screen. So I'm going to say, Okay, fine. And it creates this for you. Now. We can try to compile at right now if I click on this random variable, it is set to false. So I have unchecked it. But now if I click on Play, you can see it prints false to the screen. And if I just go back here to my code and I tickets, so now it is true. And if I click on Play, it says true. So it can also print the values for these variables inside of this string. And then later in the game e.g. let's say you picked up a weapon. You can check this and let go and say set. And let's say e.g. let's say this Boolean, what's called has weapon. And if I connected and we can set has weapon to be true when the player has, has loaded the weapon. This variable can be used in order to save information that we can use during the game. And these functions, as you can see, if I just spawn a random function, all of these functions has variables, all of these pins are actually variables. And if I just spawn another one, so you can see e.g. get actor time dilation. You can see this green one. If you click here. This is a float, and a float is simply a number with decimal places. So if I just select float here, you can just select them and see what they are. So selecting a float and I can compile and click on random here, this variable, because it's just a number with a decimal place. And usually e.g. I. Use this player health. So we can e.g. call it layer health and compile. And the default player health is 100. And let's say the player takes damage and the health will be 55.5 and so on. So whatever, this is, just a number, so it contains information which is a numeric value. And then you have other variables, text, string and so on. But let's not focus about this for now. And let's not get too complex. So for now, let's delete everything and I just wanted to briefly explain all of this. Let's compile. Let's save everything, and let's move on to the next lesson. 75. 11.10 First Steps in Blueprint Graph: Let's now start doing the code. So we edit this input mapping contexts and the input action, and we added the keys inside of this input mapping context. However, we need to add this input mapping contexts to the ball in order for it to work. So let's click on this BP ball again inside here in the Event Graph. Let's right-click and I'm going to write begin play because I want to make my big enclave. And again, so clicking on this event again play. So what we want to do here first is right-click and say Get Controller. We are trying to get the player controller clicking on this Get Controller, selecting it here. And remember we made a player controller earlier. This one called PC beginner emitted. We didn't really do anything inside of here, but we made this one, which is our custom player controller. The right now we're saying yet the controller for this BP bowl. Now when we get the controller, we have to tell Unreal Engine which specific controller are we talking about? And we're specifically talking about this one PC beginner. So we have to drag from here and say cost to, this is what it means cost to, we're trying to get this specific blueprint class, the player controller that we made. So cost too, and it's called pc beginner, the costume PC beginner. So we got the control law. You can think of it as a general controller. And then we told our neural engine, we are specifically talking about this PC beginner. And when you cost to this level controller, now you can access everything that is inside of it. So we can derive from here and just write enhanced. This is something I never remember the name of. It's new and it's so long, enhanced input local player subsystem, but just try to enhanced and click it here. We're trying to get this input mapping context. Now, when we have this written down, you can drag from here and say add mapping context. Now, you can connect it. Remember that the code will never run if you don't connect this. So doing it like this, it's wrong. It never works so we can click and drag and connect them. And now the code works. So remember to connect these execution pins. Now inside of this ad mapping contexts, remember, for the mapping context, you have to click here and we have to select our own mapping context. And now you can click on compile. And this is the only thing I wanted to do with you here. Just as a practice. Here we started with an event. So if this was disconnected here, this code will never run. So we have to connect it. And we just simply got the controller. We said Get Controller. So we're trying to get the controller for this blueprint class here. And the control of this bone is this PC beginners. So we told the Unreal Engine, I'm specifically talking about this PC beginner. This is what's caused two means. Then we've got the enhanced input local player subsystem. And from this one we can add the mapping contexts. And remember to select the mapping contexts. And now it should work. So let's save everything. Remember to compile to make sure you don't have errors in your code. And let's close it down and continue in the next lesson. 76. 11.11 Ball Movement: Okay, So now we're ready to do the movement for the ball. So let's click on the ball. And inside of here, remember you make this one input action called movement. And for input action, you can actually use those as events. So if you right-click here, and I call this one eye movements, so whatever you have called it, you have to write the name here. So I call to action so I can right-click and write IA, action or movement, sorry, eye movement. This is what I called it. And clicking on this one, this arrow, you can see this symbol. It means event, so this is an event, so I can click on it. This is the event that I've made. This is the input action. Now for this input action, you have to plug in the code here. So triggered what happens when I click the button and remember the input action here, if I open up the input mapping context, the triggered is simply going to play whenever I click on W, S, E and a, remember we assigned these keys to the input action movement. So if I just write a print string, if you can click and drag and write print string, just like before you print something to the screen. And I click on compile and I click on play. And this is really nice to check if this event is working. Because if you have not blocked all of this in that we did in the last lesson, this will not work. So this one will let us know if this actually works right now. If I click on play and I click on W, you can see it prints to the screen. And if I click on D, you can see it prints to the screen as well. So everything is working here. Let's delete this one for now. Now for the ball movement, we are going to use physics now, it is not a character. If this was a character, I would write here, if I would right-click and say add movement inputs. And this one is used For characters. However, remember, our character is just a ball. It is not a human being walking around, e.g. but we can't really use this one called add movement inputs. So let's delete this for now. The thing we're going to use, I'm going to take this fear. I'm actually going to rename it. If I click on F2 and I call it all, I'm going to take this ball and drop it into here. And you can see it is a variable, just like before what we did down here. Let me actually delete this one we used earlier as an example. But as you can see, this is a variable as well. And this variable contains the information about this bowl here. So this is the ball that we have. This bowl. I'm going to take it and write add torque. And what torque is, it is simply physics. We're going to add some force that will move this ball. I want you to select this ad torque in radians. Now I know it's very confusing if you haven't used blueprints before, because you can see there are so many functions that you can use and how should you know what you should use and what they are called and so on. Sometimes when I don't know what something is called, e.g. I want to add physics to the bowl. I can right-click and just write physics. And then this is how I did it when I started blueprints a long time ago. They're just running physics and I'm just running through. Do I have anything I can add here? E.g. I. Can right-click and say damage. And I can try to see if there are any functions e.g. apply damage. I can use this one. You can try to just write the word you're thinking of, e.g. jump. And then you can see nothing is called Jump. I can remove the context sensitive and I can see if there is something e.g. it is jump providing force or can jump. So you're checking if the character can jump. You can see this context sensitive. This means, is this relevant to this Blueprint Class I am in? Because you can see if I jump, I can't see anything. And remember, this one is not a character. If you see up here, this is a pawn and this can jump is specific for characters. This is why if I right-click and have this context sensitive on, I can't really see it because it is specific to characters and you can't use them here in ****. Yeah, so just try to write the word. This is how I usually did it, e.g. if I want to find something with animation and I just write animation, and I just tried to read these functions one by one. It will take a bit of time, e.g. get loop animation or get Play Rate of this animation. Or it can even lay a montage, which is an animation. So it will take some time for it to begin with, to figure some things out here. But again, you're very welcome to visit my website, pixel helmet.com and take a look at my courses. Ira, I make everything from scratch and I'll, I'm trying to cheat you every single function here that you can use for your games in multiplayer and single-player as well. So that will help you as well. Okay, so for this torque here, we're just adding some force to move the ball and I'm going to connect it here. Now we have to specify in which direction we want to add this force. So this yellow one, if you click here on this variable here, and you click on this variable type, you can see the yellow one is called a vector. A vector is, is simply a variable that contains three values. So x, y, and z axis. And you can also see it here as well. So if I click on one of the assets, e.g. on this barrier, and you can click on the Details panel. You can actually see the location consists of an x, y, and z. This is actually a vector as well. So here the vector we can right-click and split this struct pin that will make it available for us here that we can modify the X, Y, and Z. Because if I right-click and say recombine, I can't really modify them one-by-one if I wanted to add values to them. So I right-click and split the Struct Pin. I can now modify x, y, and z. I am going to do the same here and the action value, remember the input action here, we selected access to D as the variable type. So now what we can do is we can right-click this action value. We can split the struct pin as well. Now I have the x and the y-axis that we are moving along. Alright, so now we need to know how do we move forward. So I'm going to apply this for us, but how do I know if x is forward or Y or Z? So what should I apply? A force to the x1 is you want to move forward. This one is moving left and right. So what should we connect it to? The thing you should look at here and the level, e.g. let's say I add a sphere, so I add a here and the shapes, I add a sphere. So the level. Now when you want to move something with torque, so with force you are rolling this bowl. So if I click on e to select my rotation tool, I can see that if you rotate this along the y-axis, you're going to move this ball forward. Because in Unreal Engine, the x-axis is the forward axis and the x axis is pointing this way. So this means if I click on the rotation tool, and if I rotate the ball at the y-axis, if I rotate it this way, it's going to move forward. So this is the y-axis that we need to move it on to make it move forward. So if I go back here and I have to connect this, move forward and the back here, the x-axis, I have to connected with the Y. So I rotate the ball on the y-axis to make it move forward. Now, for the y, in order to make it move left and right, I can click on the ball and you can see left and right. Remember, the x-axis is forward. So this is forward and this is left and right. So I have to click on E, and I have to rotate it around the x-axis in order to make it move left and right. So I have to connect this one to the x-axis. And just remember to. Now you can see if I click on compile and I click on Play, let me actually delete this one so it's not confusing. So if I click on Play now and I move by pressing W, nothing really happens. And this is because I have to click on this one, x acceleration change. And the reason I do this is so it ignores the weight of the ball. Because if you click on the ball, you can see to the right, it actually have a mass and this bowl is heavy right now, and this is why it's not moving. If I click on this, I remove this, this mess and I don't take it into account. And now I can move the ball. So if I click on play and I click on W, you can see I'm moving forward and the camera is moving forward as well. So if I just go back here, I click on this spring arm. Remember the spring arm is the whole loaf of this camera. I can click on this rotation and just say, keep it to the world rotation not relative to the bowl. So keep it to the world rotation. And if I click on Play again, click on W to move forward. I am moving forward right now. However, I am very, very slow. It's moving really slowly. And I have to make it, I have to apply a force for it to move. So if I go back to the Event Graph here and the torque, instead of just adding it here, I'm going to drag from this y, e.g. and then I am going to say multiply. So we can write this star symbol, or you can simply just write multiply. And you can select this one here. We're going to multiply this value by, let's say 20 e.g. and then we are going to connect it to this torque x. So now I'm going to connect it here. So I'm going to multiply this number before I add it. Just like that. I'm going to do the same thing here with the x. So we'll drag it, say multiply, and I'm going to multiply it by 20, e.g. you can also multiply it by Thursday if you want to move faster and so on. But for now just running 20 and I can just connect it to the y, just like that. And it's always nice to stay organized. Just try to move here, code around, make it look nice, and click on compile. Now let's try to play the complaint. And if I click on W to move forward, you can see it is working. If I click on S, it is moving forward as well. So something is wrong if I click on as it moves forward. And now what we can do here and then mapping context. If I go back here, if I click on S, I wanted to move backwards. Here in the modifiers, we can click on this plus, and then we can select negate. Negate means do the opposite of what the W is doing right now. So selecting a gate, and now we can click on play. And if I click on W and move forward, if I click on S, I move backward. If I click on D to move right, it moves forward. And the same thing with the a. So we have to fix those as well. So this, these two moves forwards as well. So the thing you have to do here and the modifier for the left and right, you have to click here and say to world space. We have to do this as well for the a here and two world space. And then let's try. Now, let's play. Moving to the right, I click on D, it actually moves to the left. And if I click on it to move to the left, it works correctly. Okay, So just moving to the right doesn't work. Again, remember to click on the modifier and click on negate because we may want to move the other way. Let's click on Play. Now. If I click on D, I moved to the right. If I click on a, I move to the left. If I click on W, I'll move forward and S moved back. And I can see I can actually move the ball correctly. Now let's fix some small issues. You can see the ball is taking these decals. So if I move over decals, it's actually picking them up. So what you can do, just like before what we did, looking on this ball up here, search for detail. And you can uncheck this one called receives decals. And also to make it more interesting, what you can do here for the ball, you can also change what it looks like here in the elements. So if you click here, you can just select another material to go through. E.g. I. Select this material to make the ball look a bit more interesting. You can compile and then you can click on Play and see what it looks like. Now it has a different view. So you can also select a new material for the ball to make it look a bit more interesting. Now you can see there is a small book and you can see there are no collisions. So I can go through my objects. And this is not supposed to happen. So let's go over to the next lesson and fix those collisions. 77. 11.12 Adding Collision to Objects: The only problem left we have in our environment is that we don't have any collisions. So we can walk through the objects easily and we don't want to do that. We want to make this object's lock our bulk. So what you can do here, up here in the show, you can click on collisions to view the collisions. And you can see only the ground has collisions. So you can see these lines here. These objects don't really have any lines. This means there are actually no collisions for these objects. Let's click up here and just remove this collision view for now. In order to add collisions, Let's start with this barrier of a barricade, e.g. let's click on it. And I'm going to click on this icon to take it to me here in the console browser. I'm going to open up here this model. And what you can do here is again, click up here in the show, and then you can show the simple collision. This will show you what collision it has. I see nothing happens because it doesn't contain any collision. I'm going to let this be applied so it can actually see when I add collision, now what you can do is up here in the collisions button, you can now create a collision. This is very, very simple. So e.g. for this one, it looks like a box. So I'm going to add a box collision. And now you can see when I add a box collision, this green, this green line comes up and this means now this one has collision. Now if you want to make it more complex, if I click on Control Z to undo this, you can click here and you can try these ones at these wants, these simple collisions. And what these do is they give it that round edges here and they make it a bit more specific, but I don't really need that. I'm going to click on Control Z. I'm just going to add a simple box collision. Now this one has collision and you can also adjust it by clicking on this collision. You can click on the R for the scale tool. It can scale it up and down in different directions. You can even remove the snapping and you can try to adjust it. And remember I said here in the orthographic views, I usually use them to do something specific for now, e.g. now I want to specifically place it to this model so I can click on the right view, e.g. I. Can zoom in and I can try to scale it as best as I can for this model. I can now go to the front view and try to scale it this way. Now you can see these are the graphic views are really nice when you are doing something very specific. So if I go back to the perspective view, this is what it looks like. Okay, so we don't really have to do this. It actually does a great job already when you do it from the beginning. I'm going to close everything down and now let us save everything before we do anything else. And now here in my level, if I click on show again and I click on collision. Now you can see these, these barriers have actually collision now compared to the other items. So now they have collision. And now if I just hide it again and I click on play with the ball, I hit this area. You can see now it's actually blocking my ball and I can't move past it. So this is something that you have to do with all of the elements e.g. let's take a second one. Let's take a shape that is more complex, e.g. this rounded one. If I click on it and I click on this icon for it to take me there. And I can open it up here instead of you can see if I add a box collision to it. And here it is applied. You can see this one doesn't, isn't really good. There is too much empty space here, and it will really perform better in the game because players don't really like when the collision is not too realistic. So if I click on Control Z, and up here, what you can do is you can add these ones with the rounded edges, e.g. this one called 26 DOP. You can try this one out. You can see this one has a more specific one that looks a lot better. You can try this one to ten DOP that works as well. So the simpler the collision, that better the performance. And also it will just make your game a lot better. So you can see here, this one is more realistic. Instead of just adding a box collision, we added one where we rounded out the edges. Now this one looks good. Now we can close it down. And if I show the collision, now see it is applied to this one here. Now, you have to do this for all of your, of your assets. Clicking on this one, licking here, opening it up. Adding here in the collisions for this one just adding a simple box collision. And you can see it is edit and I can close it down. So very, very simple. And if I click on Play now, because he's the sidewalk, and the sidewalk now has volition. And actually I need to add it to these two sidewalks. So we also used another one. This is the one. And if I add it to this one as well and I can click Play, you can see that all of the sidewalks now have collision to them and they also block the ball as well. So you have to do this for all of the assets that you need to have collisions on. And usually Unreal Engine is really good to add collision when you import custom models. You can see here this, this ground, this tree that we imported automatically has collision. And this is because Unreal Engine is actually good at adding collision. However, for some reason, assets from mega scans, when you import them, they don't have collision and you have to add that for them as well. 78. 11.13 What now?: First and foremost, I would say a really good job on completing the course. You will have learned a lot from creating decals, importing models, adding them together, doing collisions and blueprints and all of these things. You have learned a lot during this course. And it has been really fun doing this course with you. You can do now is you can try to visit my website, pixel helmet.com. I release a lot of courses there, including multiplayer and single-player as well. And I tried to teach you every single thing inside of there, e.g. how to make a game from scratch and how to code it with inventory is saved system multiplayer steam, how to release a game on Steam and try to combine it with steam, the steam friends and all of these things. How to make a platform, our 2D games. So try to take a look at my website and try to continue from there. So now that we know how to design an environment, I would say try to focus a lot more now also, how to e.g. do professional lighting if you want to be a lot better at lighting, or how to try to prototype a game, how to code a game from scratch using blueprints. So trying to make a whole game by using blueprints. So try to visit my website. And I also have a discord server that you can take a look at it. And I'm always here to support you 2047. So I hope to see you in my next courses. It has been a lot of fun doing this one with you. And thank you so much for being here, and I'll see you in the next one.