Transcripts
1. UE5 MAT INTRO: Hello, everyone. Welcome to Unreal Engine five Mini
course for Materials. In this course, you will learn a lot of tips and tricks will help you a lot in your future projects when
it comes to materials, so you guys can create materials flawlessly and create
your own library. We will talk about
PBR materials, all its understandings
and concepts for us to grasp how Unreal Engine
material creation logic works. We will talk about
material nodes and how to start with
basic metal material. Material instances, how to create them and edit
them in real time. Textures where to get
them their qualities and standards for unreal
engine test workfare. UVs, we will learn how to create all the
parameters that we need for us to have full control over our material
creation process. We will talk about mega scans. You guys will love this tool. It's a library that
has thousands of high quality materials
and scan TreV assets. That will make our projects look very realistic and
save us a lot of time. Texture variations, an
interesting concept where we will be able to achieve different looking instances
from the same material. We will learn all
about translucency, how to create glass
material with achieving high quality
in the lumin domain, Advanced metal and how to get high quality materials through specular and roughness
texture maps. We will talk about how to generate realistic
texture channels from scratch after downloading the Albedo texture
map from Google, using external tools such as
Shader map and photoshop. The Quick sill bridge tool, how to connect it
to real engine, download materials from it, so we are able to drag drop the desired materials into
our project flawlessly. The migrate tool, we
will learn how to copy materials from any project
we desire into another. And last but not least, we will talk about
emissive materials and how to simulate
the effect of line. Okay. This mini
course expects you to have the basic fundamentals
in unreal engine. You've downloaded the software, navigated within it a
little, but don't worry. If you apply what you
learn step by step, you won't need any previous
unreal experience. I hope you guys benefit
from this course, see you in the next ones.
2. Understanding PBR Materials : Hello, everyone. Welcome
to a new lecture. We will talk in this lecture about understanding
the PBR materials. This is a new chapter, guys. It's one of the most
important chapters in unreal engine materials chapter. If I can do materials
in unreal engine, I can change the
style of my scene to any style I want,
either stylized, realistic or anything that
has its unique style, you know, because
material is like a very basic fundamental
of unreal engine. Or any render engine. So what do we need to know about materials before
jumping into materials. I've prepared a presentation, so I can explain it to you guys. So, guys, Unreal
engine deals with PBR materials, physical
based materials. We will talk about how to
import textures and how to do the material editor
and importing everything. So we will talk theory now. What is PBR Better approximates the
physical interaction between lights and materials. So it's not only about
materials and textures, it's about also light, guys. So it's very important for us to understand this new concept that it's not only
about textures. More intuitive and
it's much easier, physically accurate and
actual physics in it. It uses real physical
measurements. It uses the loins and locks and actual measurement systems. And low of conservation
energy and all of that. PBR is a combination of materials, lighting,
and exposure. Three things together
makes PBR material. Great. So primary PBR inputs. An PBR materials, guys, I have to have base color, either texture or color. I need metalns how
metallic is the object. I need specularity, how
specular, how high is it, and roughness, I need to know how much material
is polished or not. The base color is called
albedo guys in CG world, flat color without specularity, no metallic, no roughness
or no specular. Here are some common
color intensity values that it can use to
have certain colors. We need to know something
that there is nothing called black or white 100% in the real world or
even in the CG world. Because if I do something that is purely white or purely black, I'm going to notice that
it's not realistic at all, and it shows an odd view, you know, even the black. So let's do metallic. Metallic is 100% specular reflective and
reflection material. Most correct usage
is to be on or off. One is on and zero is off. Gray scale. So if I want to get a texture for the metallic, it needs to be in gray scale. I can't get it in colors, right? So this is very
important to understand. It needs to be an
image like this to be able to control the
metalnis. No color at all. Just in case I don't
want to put a value, I want to put an image. Base Color is used
to diffuse shading, zero, so zero diffuses
shading a lot. One base color is used for
specular reflection color. So as we see in the meter. So that's for metallic. Roughness is basically
the same guys. Zero is 100% polished. One is 100% mat surface. It absorbs reflection and light. So for adjusting
specularity textures, conservation of energy,
most notable here, gray scale, not a color value. Again, it's the same. If
I want to put a texture, it must be gray scale. We can't put color texture. So the more white it is, the more polished,
the more dark it is, the less polished it is. Specular. All
surface in nature as well as unreal have specular
highlights and reflections. So Specular is very important for highlights
and reflections. Almost always guys, it's okay to leave the
diffused value to 0.5. So default value is 0.5. Let's not put it
zero as a default. Let's do 0.5. Gray scale,
not a color value, same as the previous
metallic and roughness. It needs to be a
black and white map, not through a value. I can do a value, but just in case, I want to do different. Use roughness to tweak,
specular texturing instead. So basically, specular
offer is very connected. What are the, what are
the supported formats? Uncomressed B and
P, TGA, and PSD. So basically, if I
have a photoshop file, I can just drag
it and drop it to our content browser and realn it reads it and
no problem in that. And I have the
compressed formats, PNG, JPG, DDS, and HDR. So these are the supported
formats for Unreal. TGA is basically an image that has saved all
the layers and all the properties
and the quality. So for example, JPG, if I keep on bringing it back and forth
between softwares, it could get pexeltd
and lose some data. TGA will never lose any data and will remain consistent
with the resolution, but not all software support it. All right, so what are the
rules of the materials, guys? This is very important part. We need to pay attention here. And come back to this
lecture and understand it. T exercise maximum must be eight k. So we don't need more
than four k in RCVsGuys. So in games we're
even doing f HD. Power of two, So we can use
two k to four k in RCVs. Either small scene or
big scene, it depends. The smaller the scene, the higher the
resolution I can go. The bigger the scene, lower
resolution we must do. So, for example, if I'm doing
a study design for a couch, I can give it 84k or eight k. But if I'm doing a
forest or a big building, so I can go for HD or
two K. Power of two. This is very important
for optimization guys and very important
for resolution. So, for example, five 12, 1204. So for example, what
does that mean? Two, four, eight,
16, 32, 64, 1208, 2506, 1204, 512124, and ongoing. So basically, it must be in these values because otherwise, we're going to have some problem in our scene like some
sort of waviness effect. It's called Morris effect. We get it into our material
and the anti leasing, and believe me, it's
going to look ugly. So please make sure that our textures are
the power of two. For the textures, of course. Metalicrofhnes and specular. If I want to give texture, they must be gray
scale as we mentioned. Normal map dxT five, no SRGB, it must be a blue map. We're going to see how it look. GR maps must be no
SRGB within them, no format of SRGB
within the HDR. SRGB is fur color maps only. For example, albedo. The main diffuse, for example. Later on, we're going to go and dive deep into this
even more practically. But we need to have these
rules in mind for us to be able to optimize
our scene correctly. Because when it's power
of two, if I, you know, go far away with the
scene in unreal, it's going to, you know, bring
it down, like compress it. Supported materials in unreal. You know, it's like almost
all the materials out there, you know, standard
three DS Max material, three DS Max, physical material, V Corona Arnold Minter f storm, you name it, all the
material engines. V versus unreal. So what's the name of
this there, right? So diffuse map is base
color, reflect map, specular, H glossiness,
R glossiness, roughness, refract map is opacity,
bump is normal, IOR is refraction, opacity is opacity mask, displacements
world displacement. Self illumination
is emissive color. So this presentation, I
will provide you with guys, so you can come back
to any time you want and see all the associated, you know, properties and rules because we need
to understand this. We don't want to
learn this by heart. We want to understand this. Okay. And this is basically
how the textures look like when I put them
inside our editor. Of course, I'm going to show
you guys this practically. So we'll come to our scene, you know, click on
the windows and it. So after we've
hidden our windows, we need to know that we need a reference for us to be able
to assign the materials, the correct materials that are very close to the real life. So where do I get the reference? I've put it in a folder. I will, you know, zip this
folder and send it over for you guys or provide you with the link so you can
open the images and, you know, scroll
between them easier. So now we will click on the image and we'll
bring this here, and we want to start
with the basic material. We want to start with color. So let's assume that we're
going to talk about the table. I want to see another
angle that has clearer colors and clearer
view of the table. Hundred percent this
is a perfect angle. So now I want to put them
together next to each other and start
comparing the material. So I want to decrease
the speed of the camera view into unreal
engine by scrolling. And I want to click on the
object that I have here. So, guys, before we do
anything regarding materials, it's very recommended to
do reference or otherwise, if I'm doing something
from my imagination, then it's a different story. So now I want to, you know, go to the materials folder,
And remember, guys, we did a folder for
the materials that has all the materials of
our scene within it. So if I do a material
here, basically, my material will blend
into the other materials, and, you know, it's going to be very difficult
for me to find it. I need to search
for it every time. So what I'm going to do now is new folder and this
from this new folder, I'm going to say our
underscore materials. Double click. And I'm going to do right click
material from here. That's how I create
a new material, or from the ad, I do
a material from here. So I'll do right click and
I'll do material, and here. It's very important for us to pay attention to the
naming convention. So we will start the materials with M. When
it's like a pilot material, I'm starting with a new material that I'm going to
copy it later on. I do as the beginning
as master material, a shortcut for master material. From it, I will take
material instances and material instanciations
that have the same properties
and has all the same, you know, colors and everything. So we'll do M underscore
simple metal. Enter. Simple metal.
Double click on it. I'm going to get a
material editor. And this is the
material editor, guys. Here's the view
port here is where everything I do the work, I've got a menu
bar where I file, edit and plug ins, sets if I want to get
certain assets, windows, if there is a certain window
that I want to add tools, if there's some
functionalities or tools, tools, debugging
tools, for example. If I want to get something from Excel software, for example, that is CSV that is related
to certain coordinates. He I I've got any
questions that I want to ask in the forms
or in the documentation. I've got the toolbar here, save search home, hierarchy, you know, clean graph, preview state, hide
the unrelated stats. How's the statistics of
the scene or the material. Is it simple material
costly material? All of these things
we can see from here. Platforms if you want to
see a certain platform for mobile or VR or
something specific, we can all test it from
the platform stats here. So here we can add
multiple of materials, editors as Google
Chrome, as tabs. It's not necessary for everyone
to have its own window. So here, I've got the
view of the material. If I do left to click and
a click on the material, I can orbit within the material to view the different sides. Here I can see the
screen percentage, you know, the frames per second, the stats, real time, layouts, everything that I need within the
viewport perspective. Here if I want to pick certain
other perspective mood. So So we can, for example, do top, and I get a wire
frame by default, and I can do lit For example, if I'm doing a top
land visualization, then I can view how the
material look from the top. So it's very nice tools, guys, multiple of choices. Here, I can see reflections. For example, I see
collisions, lighting only, multiple viewports
wireframe whichever viewport I want to view
in, I can view in here. So I want it lit from
here, I'll do perspective. As you see front light left. Sorry. So I'll do
perspective now. If I want to show
the grid or not, if I want to add stats or not, see the stats, if I
want to show background or remove background
and things like that. Clear sky, if I want to have the environment of the
material differently. All I can view from here, as you guys can see here, the axes that I have, the Gizmo, where is the direction
that I have here, I can change the
different models that material is viewed on. So I've got the
cylinder, the sphere. I've also got a plane
that I can add. I also have a cube
that I can see, and also I can scroll in and
scroll out and scroll in. And I can select a certain unique object
to view the material on. So for example, what
we want to do now is click on certain
object, for example. Let's pick something
from ceilings. No, let's do an
accessory, a decoration. And let's do this, for example, and we're going to click on it, and now we're going to enlarge our viewport and look
for exactly the model, where is it located,
so the model is there, but we need to zoom into it. And whenever we
upload the model, the orbiting and zooming and everything needs to be
also the panning adjusted. We need to adjust
everything for us to be able to see the material
correctly on this object. Middle click, I pan the
view through middle click. Okay. And now I want to
scroll into the object. So the main concept
is for us to find the suitable way for
us to view our object. So let's pan it scroll Okay. Also, more panning zoom in. So for example, this is the way that I get the object
that I want here. I have my sphere, and I'm interested in the sphere to be honest because there is no specific objects for me to dedicate a certain object
for it so I can view. An mesh I can add here and see how the material
looks on it. Great. So I've got the details
and the parameters here. All the details that I need for the materials that is related to the main material nodes. So these are the basic nodes that I will connect everything to so I can get the
exact material. Here, I've got some materials. I've got the domains like different types
of visualization. Every time I change, it shows and hide
certain elements on the main simple material editor, the one where as you guys can see, the
one in the viewport. So everyone changes and varies from the other,
differs from the other. I've got opaque mask and
each one of them is also different and will change the available nodes
for me to connect to. So translucency, for example, is one of the things
that I'm going to use additives, modulate. So many, many material
types that we will be, you know, covering some of them for archives
and beginners. So, for example, if
I'm going to do hair, skin eye or cloth is, of course, different than surf subsurface
or cloth or, you know, default lit or unlit or
even two sided for foliage. So all of that will be
clear in our scene. Okay Difultlet here is
the one we will use. If we've got two
sided materials, if I've got any advanced options to tweak here, there's
so many options. If I want to do material arrays, if I want to ite overwrite
for a certain material, translucency options,
self shadowing, usage. Many options. For example, these guys could be functions pre programmed for
us to use, mobile, the forward shading, the example of how everything
looks in the scene, post process
material, refraction, light mass, many parameters. So we will talk about all the things that
will cover an RCV and also for beginners for them to be able to create
any material from scratch. And be, you know, very strong when creating
materials and confiden. So, later on, guys,
in the next lecture, we will talk about the
editor itself and how to add nodes and assign
materials to objects. I hope you benefit
from this lecture.
3. Material Nodes : Hello, everyone. Welcome
to a new lecture. We will talk now
about material nodes, and we will make
our first material. So it is the same as the
reference that we have. So what we will do now. First thing we need, guys is nodes for us to make logic out of
this material editor. Now I need something
that is called constant three vector
for us to get the color. I want to do right click and
do constant three vector. Okay? Now I've got constant and constant two vector and constant
three vector. Why do I want three vector? Because I need three
values, RGB, red green. I will take constant
three vector. I've got it in this way.
Before we attach it. Is it the only way we make
constant three vector? No. If we do three
plus left click, we've got constant three vector. If I go from the palette and do constant three vector, I'm
going to get it here too. I can drag and drop it into my viewport where I
can do the logic. There are three ways that I can get the nodes that I need. But three and left to click constant three vector
is the shortcut. Not all of the components
has shortcuts. So if I need something that
doesn't have a shortcut, I can get it from the palette
here, anything I want. Also in the nodes.
Also, everything is available through
right click and, you know, typing in
whichever node I need. So now I'm going to do left
click drag and delete. And I will connect the constant three vector
with the base color. Now, I've got the color of
the object completely black. And I want to view it
in different ways. So the orbiting here is not
going as smooth as I want. So what we can do is
basically maybe try. So we can navigate
quickly, right? We can orbit around the model itself around the entire
plane on the model. So let's close this one and
maybe try to reopen it again. So I want to go
and open this and go from the materials and
say, simple materials. Now I'll double click on it. Now I can orbit, as you can see, very, very efficient
and better than before. So before, it was just
for us to know how to put an object in the material editor and C. So three and left click, I connected the black color. Double click on the color, and I want the color is white, so I will do okay now. So now the color is white. I can move the cursor
to the colors, and I can pick
whichever color I want, green, purple,
anything you know it. So let's make the application
now, make okay, save. And I will try to assign
the material to the object. As you can see, now, we can see the entire
object with this material. So Control Z, either I
drag drop on the object or drag drop to the details of the object where I can
change the material here, and both ways are correct, direct from the
viewport or Control Z, and I put it in the details, my details of the object. Excellent. So now I'm
going to go and see, I drag them drop and I want
to change the color to blue, for example, I'll do and save. Now, everything will
change directly. It's purple now. So I want the color of it to be
white or si white. And as we mentioned before, nothing is 100% white, nothing is 100% black. So I can apply only guys. And then after I'm done, I do save because apply takes
little less time than save. So if I'm 100% sure how
material is going to look like, then I can save. But usually, if I'm
editing all the time, then it's better to
apply materials. So according to the reference, I've got a charcoal
gray material, so I will go to the charcoal gray zone in the color palette, and I will do okay. And I will save
now, for example. Okay, I got a gray color. Is it the same tone? No, I
think it's a bit more dark, so I need to darken it a bit. Okay. I will apply now and save. 100%. This way is kind of the same color
of the reference. In the reference,
I've got a little bit of green like olih
green, like olive green. So what we need to do basically is try to get
the same color kind of. From here just a little bit, put it to the color green, and maybe I've got it
better now. I can apply. Now, maybe I need to make it a little bit darker or make
the green little less. Now we apply and see. We can make it a
little bit darker. Okay. Apply. How is it now? I think the color is
very similar now. And I believe that maybe my
color is a little bit darker. So I want to make it a
little bit dark from here from the slider or from the
value that is under the HSV. I go to the V and I do 0.001,
for example, that's black, 0.02, for example,
or 0.050 0.01. I think this is good
apply even better. This way, it became very
close according to the color. Okay, am I going to do the
same steps every time, like, apply and weight? No, but we're just explaining the beginning of the concept, how to do the material and
and how to know the nodes. And then after that, we
will get it a little bit more advanced and change
it in real time directly. So I want to change the
metallic a little bit now. So what I will do now
is put the reference nearby my file and try to get the same values in the metallic
specular and roughness. So what I want to do now a node that is called constant one. That's it. So that's a constant. That's like let's say the
least node that I can put data into that determines what is
the value of the metalness. And basically, zero, one, yes, no, black, white,
it's like that. So let's do one
metallic, for example, It changed as we saw, 0.5, maybe 0.5,
let's save and see. Maybe this way it looks. Let's see if we can put the
UI in an organized place. Now it's organized.
I can see the table, the editor, and the scene. So let's have a look
here for the table. I've finished from the metallic. I've gave it the value, and we're not going to change
the value right now. Every time we change the value, we apply and wait.
This is unpractical. So we're just
talking fundamentals now and then we're
going to talk about all the hacks and how to become much better in the software and the pipeline and the
workflow that we go through. So I'll take another constant, either right click
constant or one and left click or from the
palette I do constant. I need to click on
the search first. I do constant. Okay. Drag drop. I've got a constant or one and left click
for the shortcut as a constant. One and left click. So now I will connect
it to the specular. And as you remember, we've got 0.5 as a minimum specularity
for any object out there. So I did save now. I've started to notice a
little bit of reflections, a little bit of reflection
beginnings, let's say. So let's say if it was one, for example, I'll do save. I'm going to amplify
these effects even more. As we can see, it became
a little bit brighter. It kind of got exposed
to light even more. So one is okay for now. So one and left click for roughness and I'll
do roughness zero. And I'll do apply and
see what happens. Basically, it's reflected
the entire scene for me. It's like 100% reflective. I can do this as a mirror, for example, object.
Very beautiful. But this is not our
table looks like. It has roughness, but not
that much of roughness. So I think we will give
it a value of 0.2. Let's do 0.3 and do
apply. All right. Nice. Now we are getting closer. You can see how it looks like now reflective and
much more realistic. Let's do 0.50 0.5, and above, we start talking
about Mt material, which doesn't do much
of reflectivity. Basically, it absorbs light. So 0.5 and upper, 0.4 could give us
something in between, but still it has more
reflectivity, our reference. So I'm going to do
now is basically, Just minimize the value, 4.3, I think 0.3 0.35. I
don't know apply. No, I like this
value. I like it. It's giving me depth
and it's giving me realism to my scene. Save now. Remember, always guys, save
all and save your project, so you don't lose any progress. And this way, we
assign a material. We make a basic material
and assign it to an object that
consists of color, metallic specular,
and roughness. That gives us a basic material. I hope you guys benefit
from this lecture. See you guys in the next ones. Okay.
4. Instances : Hello, everyone. Welcome to a new
lecture. Okay, guys. In the previous lecture, we did a material and now we
want to continue with it. So we did a metal
that is simple, but the way that we edit
our material every time we need to save and apply and see the results
is not simple. Okay, so how can we make it simple and optimized
in the same way? Today, we're going to talk
about the material instances. How can I make a material
instance that is correct? How does instances mean? It means that it is copies, is that I am doing one material, and I'm assigning it, and let Unreal read
12 versions of it, but it's the same in
terms of performance. So the more I've got
material instances. It's like it's reading
all the materials as one from the same parent. First thing, second
thing, material instances like a cover for the material. It has parameters
from the outside, so I can edit them
in real time without needing to go in the
back end and fix it. Okay, so how do we do this? We're going to enlarge
the material editor. And something very
important that these nodes must be parameters. We need to bring them
to the front end. So when we edit things, we edit in the front end only. Okay, how do I make these
nodes as parameters? I click on for example, node, for example, the color, and I'll make convert
to parameter. And it asks me, what's the name
of the parameter? I'll do color, or that's for the constant three vector that has only one way to
convert to parameter. This way, For the
nodes, it has two ways, either right click
convert to parameter or we'll see the second one, or we disconnect this node. We click Alt and left click. That's how we disconnect. Control Zero brought it back. Remember, when I hovered
over it, it got highlighted. This indicates that
I can disconnect it. So if I want to
connect another thing here like a constant,
it won't connect. It needs to be disconnected
so we can connect another node. All right. So I'll delete
this node for now, and I'll do S from the
keyboard and left click. So it give me a
shortcut for scaler. It's the same as the
metallic node and the node that is under the roughness,
but it's a parameter. So I'll call it specular here. I'll drag drop connect to
specular, and now here, I can connect the default
values and set them. So I've got the sider minimum
and the slider maximum. Slider minimum and
the slider maximum is responsible for
constraining my values. So, for example, when
I do the specular one, and when I fix outside, like the front end minimum
and maximum is zero, that means infinity to infinity. So if I constrain the slider
max to five, this way, the infinity to
infinity is like zero zero will be constrained 0-5, so unreal will push the values
within a smaller range, not an infinity to infinity. Remember, looming details, like after four and
five and eight results, we can't see any changes. So why should I go and keep on going with
the same result? When it's changing
nothing, right? So what I prefer to do is to compress the values minimum
and maximum 0-0 or 1-1, for example, so it
constrains all the values, and it pushes down the limit. Like it narrows the limit of
the maximum to the minimum. So when I give
parameters a value, it will carry on, and it will hold the infinity to infinity
into shorter values. So it's going to be
much smarter for me to do like a slider minimum
and slider maximum. It's okay if we leave it as is, but it's better if we want to constrain the values
here as well, roughness, we'll do
ten, here, right click. I'll do convert to parameter
or S and left click, or there's a third way we
do a scalar parameter, and we call it from here. Or from the palette,
I can do scalar from here and call
for the scalar node. That's a scalar parameter. So you guys see we've got different parameters from
different way to spawn them. And here I can call it,
for example, roughness. And I'll connect the roughness. I'll give a value to 0.3, and I'll connect
roughness to roughness. This way, I can delete
this from here, and we've got four parameters, the metallic specular roughness and we've got the color as well. So I can control them from the cover of the material
from the front end. No need to control them
from the back end. So here I put the slide maximum is ten and the slider
minimum is zero. This way, I've told
unreal is that, for example, if
you want to go to the negative value,
it's already okay. So some components, they can
withhold negative value. So I just turn them to zero by zero because I know I won't be changing
the constraints a lot. And let's say I know the sweet
value that I need to use and fix. Okay, great. So now we saved, and we exited the main
material parameter. And now we did a right click and metal and we did a
material instance. So I don't want to
call it an instance, but remind you that it
should be a different name. So I will do an MI for
material instance. And I'll drop the
material into any object, and I'll do a double click. And as you guys
can see, we've got a whole interface like front end interface that I
can fix my material from. So, we save we close,
and we do right click, convert to or create
material instance, and we get the second node. Double click on it, and
I get this dialogue, and now I can fix things in real time, as you guys can see. No need to go in the back end and fix it from the back end. So when I constrain
my values to ten, I can't go beyond ten,
so I'll do save now. I'll return it to zero, and
I'll go now I can fix it. You see, guys, I can fix
it from a negative value, like almost unlimited negative
to unlimited positive. So we start experiencing
the values, and the difficult
value is the one I put in the back end,
0.5, for example. Here, the roughness,
I can control it, make it mirror like, or I
can make it a mat material. You see, in real time, I can see the effect of the material
and how rough it is. My scene is rendered
and I'm changing the materials and the
parameters in real time. No need to wait. So this is revolutionary guys
compared to other softwares. And when we become more experts, we're going to have more
parameters to control, and we will be enjoying
the material creation and the material editing
procedure because it has unlimited number of nodes
that I can add and logic that I can make unique
materials with. And here's the
specular, I can see. That's negative. You
see, like, that's one. Beyond one, I don't
get any result, and under negative one, I don't get anything or zero. So in the specular, I can do the slide minimum
is negative one, and the slider maximum is one. Save. And now the specular
is minus one or one. It's not infinity to infinity. So I've constrained
all my values within two values,
negative one and one. So zero is in the middle
and one is the maximum. Here roughness after number one, I can't see anything else, and the negative, that's zero, and nothing changes beyond zero. So I might constrain
these as well, so I go to roughness, and I'll do the slider
minimum to zero. And the slider maxim can be one. I'll do save now. I can apply, but it's like apply and
save in the same time. And now on the roughness, I can, you know, same for
metallic. I'll look. I'm testing. Beyond one,
there's no results. And under zero,
there's no results. So I can go to
metallic and apply the same parameter
borders, zero by one. You see, guys, now,
we've got, like, a bar that shows me how
full my material is. So it's like constrained now. So now it's like
the maximum is one, and the minimum is negative one or zero depends on
what I've added. And of course, I've tested. So based on the test, I've
determined that I want to do 0-1 or negative one to zero
or so on and so forth. So by time you get it
through experience, but if you don't
have experience, you do it by test and error. So this way, we've got the
first material instance, and now we can see the results on the objects
that we apply for, and we see how nice it looks. So we get a different
depth for material. Here, for example, we can apply, we get more roughness,
here as well. This way, it's
hard to to assign. So we do in the details from element one,
we just assign it. Here the same, as you guys
can see, If I get closer. And sometimes,
guys, I get closer, I get inside the object, and it's not practical anymore. In this way, I can do right
click and C, and, you know, I control the FOV of the camera, and I can control the
zoom of the lens itself. So no need for us to
get inside the object, and still we can see how the
object in a closer range, which is very practical and very aesthetical in the
cinematics later on. So here, for example, I can assign as well. It's a whole
different look guys. There's a big difference
between the right and the left. Here, the same. Here, as well. So we want to go around the objects that has the same
material and assign them. So we've got
everything in order. So that's outside, for example. Let's try to apply this
to this steel mesh. It differed directly,
and it looked nice. It's like our scene is little by little coming to
life. So we're just testing. We're going to do a different
material for the exteriors, but we just wouldn't
see together how it's looking and how
everything is fixed. Here we've got a
problem in the model. So let's fix this quickly. We're going to fix the pivot. We'll take these two objects. We'll go to modeling from
here and we'll go to pivot. And then I'm going to
do bottom and accept, and then I'm going to remove all the snap and
scale it up manually. So it, like, seals the gap. Almost. Here, there's
an overlap as well. There's an overlap. Let's see. What I can do here is
that since there's an overlap and not much of
control I've done here, I can start fixing the
overlaps from the scale, from the details panel, so I can get a more
accurate result, so I can try a 0.0 or
one point Let's see one. That's what we get. Again, I'll do select for both of these, and I'll do one, for example. So now they're working together. 1.1 is a lot. So 1.01 maybe it could
be acceptable or 1.005. Perfect. This way,
it's the closest possible to reality with no
overlaps, and same here. I'll do 1.0 0.05. Okay. Okay. Let's do the same value and see. You know, this is higher.
So we're going to need to give it a lower
value. So let's do one. Then it's going to
be 1.005, maybe. Yeah. This way, it
works just fine. Maybe here, I can take both
of these and do 1.006, then it's 100% sealed. And everything is going good. Same way we've got it here. So we just want to make sure
that everything is sealed. So let's take all the objects
and you try to scale it up. So make sure we
don't move anything. Okay. Great. And I'll do 1.00. Okay. Okay, 100%. This way it's all correct
and everything is okay. Now I can assign this material to multiple
objects, as we said. Okay, now, we want to
see if we want to do a different variation of the same material.
How can we do that? So let's look at the references, Zoom We want to
do this material. Let's see if it has
any other reference that is more clear of the
color and the shadows. Okay, this one is okay. Okay. Okay, I believe the
picture we saw the first, this one, and the other
one is the closest. So let's try to see the color and try to
get the same material. So now, guys, what we want to do is that we've got
a material instance, and we've got a master material. And 90% of the time
I'm going to use the same as the MI sample metal, the one I did earlier. So I don't want to do another material instance
from the parent, and I don't want to do a new material and repeat everything. There is no need because we have a material that
has the same basis. So I can do either or. But it's more preferable is that I do right click
and I do duplicate. This way, we get another
material instance that we can fix. And here, I can do
right click and do another material instance. What I'll do is I'll
do a duplicate. That's the way I prefer. And I will do here. The first one was simple metal, and this one will be
underscore bright. And this I'll do F two and rename it to dark, for example. So we can differentiate
between them. Double click on this
one, and I'll assign this material here and try to
get all the tabs together. Let's put this a little
bit on the left. And I'll fix the color from here and I'll do it a
little bit brighter, so I'll do 100% white, and then I'm going to increase the color from here
and see the tone, try to get the same tone. Okay, now we've got the three
editors that's amazing. And let's see what we can do. So for now, I'll try
to get the same color. So this one has a
lot of reflectivity. So we want to minimize
the reflectivity. First thing, we're going to
get the tone since we have the color picker dialogue. I think the tone
should be like this. Okay. And then we'll go to
the roughness and do 0.5, just to get more
of the color more. Okay. Let's see. Now, the color
looks even clearer. So what we have is a
little bit darker, so we want to
remove the metallic because I think it's more of a painted wood than it's
a metallic or a metal. So for this, we'll do
a 0.1 just for it to take a little bit of reflectivity and I'll
do the roughness 0.5, and the specular, we
can do 0.5 or one. I'll keep one, and I'll just
brighten up the color a bit. And I think it's a
bit greenish a bit. This way, I think
it's becoming closer. This way. Yep. Let's see other photos. Let's see if we can
find a better angle. Okay. Okay, this one, but this one has a
bit more shadows. So it could be a bit darker. So, you guys see that we're fixing our material
in real time, like literally in real time. And that's an amazing
revolution, guys. For example, in Max, I used to render this every time for me
to get the correct tone. And try to judge from the light cache which
is still unclear. You know, it was a hustle. But now I'm you know, using it and getting
the perfect color tones just by seeing it in real time. All right. This is good. That will click
again, Roughness, we'll do 0.45 or 0.4, try to get a little bit
of reflectivity on it. I think this way
it's the closest possible to the real life. S save all, save selected, save from here, and
everything is saved. And this way, guys, we took the fundamental of how to
do a material instance and how to vary colors from
it and different parameters, and how do we fix our
materials in real time. Material instances is
something that we will be using all the time
when it comes to materials and we'll adopt it, and we will be enjoying
this process in real time. Everything that I've
assigned material for is being edited while I am
seeing it in real time, and everything is great
and we see the frames, the frames are amazing. Let's see from the back
or from the front, things are becoming clearer. I hope you guys benefit
from this lecture. See you guys in the next ones.
5. Using Textures : Okay, so we talked about how to make simple material
and basic material. In this lecture,
we will talk about how to do textured materials, how to make materials that
are 100% texture driven. So control edge for us to hide everything because
I had the ceilings in. And now I want to create new
material that has a texture. So now I'll do right
click material. M underscore basic wood. Double a click on it. I've
got a new material editor. So now we will do kind of the same steps that
we did the last time. But what we will do is
we will add texture. So we're going to
go to two textures. And Textures basically has three main sources to download. Number one is from our project
folder that we did on Mac. So I use the same textures or I download textures
from Google or from text that I find suitable Minding that needs
to be the power of two. The size of it, five
12, five 12, 1204, 1204 or 10204, not seven
20 by six 40, for example. Or the third step is through
MgScan MegascansGuys, is going to be ultimately the
basic thing that we will be using because we
will be downloading very high resolution textures
with all the channels, and it's scanned, and I can work on it smoothly in my scene. And basically, we will talk about how to make materials like the MgScan if I don't have the megacans and cover all the scenarios that
we need the materials. Good. So now I want to
look here and try to find a wood texture that has the correct, you
know, dimensions. That's like 500 500. That's wrong. Same here, same here, same
here 1,000 $1,000. Here we start to realize that the textures we've
got that we brought from Max were just there
to render a still image. They're not there for us
to see in real time or to view in VR or any optimization. So basically, now
what we will do, even though we have wood here, but we want to look at
the reference and see if I've got a same texture
for the reference or not. So the most thing I see
close to this is this wood, but this is 500 500. Can we fix this? Of course, you can fix this on Photoshop. And from photoshop,
we change the size of the image and make
it again to unreal. But for the sake of tutorial, we will continue and we will
drag drop the texture here, or what we can do here
is do a texture sample. And we've got the texture
because I've already hovered over the wood
from the content browser, and then I told it
texture sample. If I don't click on
anything, basically, it's not going to it's
just going to give us an empty texture sample.
Or what do I do? I click T and left click. I get a texture sample. Or from the palettes, click on the search and
do texture sample. And here we go texture sample. And texture sample
is one of the things that has a shortcut
on the keyboard. I can click T and
T and left click, and I want to connect
to the base color now. So you see, now I can see
the albedo of the wood. But as I told you guys, I'm only showing you, I'm not going to adapt this material. I will change it most
probably and get a texture from the
megscans or from textures. So we did a texture. We're going to assume that
this is five 12 by five 12. I'm going to do a scalar
parameter called metallic. And the metallic, I want to
connect it to the metallic and it doesn't have any
metalness. It's zero. We will do now control Control V and change the name,
give it specular. Specular, give it
to the specular. And as a minimum, we're
going to give it a half. Of course, there's a difference
between 0.5 and zero. Another scalar or
control Control V, we will take here roughness. And from the roughness, I'll connect the nodes
and give it 0.2. Save the material, save it here. I'll do a material instance. We can do an material
instance now, or we can do it when we
finalize the material. So when we want to edit, we edit parameters that
are 100% complete, right? We don't want to, you know, fix one and then after
that, not use it. So I'm going to drag drop the
material as simple as that. Is it the same as the reference? Of course not. It's not
the same as the reference. I'll minimize this,
I'll zoom in here. So the texture is horizontal to begin with. It's not vertical. Also, the texture has more reddish look
than the one we have. It's more yellowish. Also, the contrast in
the veins is very high. Fourth thing, the reference the roughness here is
too low that we got. We increased it to make
it a little bit higher, so it's more realistic. Let's see the effect of this
material on the cupboards. Of course, it's not the
one we're going to use. But we just see. And this
material is not seamless. When we start
seeing these lines, guys, we understand
that the material, the texture that we have, if I, you know, duplicate
it or multiply it. It's going to keep on
giving us the same look. But this texture when I
multiply it, as you can see, it's like a rectangle that
is, you know, duplicating. And this is bad for rendering
in any render engine, not just in unreal. So we need to find a better
texture that is seamless. So I want to go here now
and type textures co Okay. Okay. We're going to
get this website. This website is free, guys. It's an amazing website. We have three D models,
we have textures, and we've got up to
eight K materials, and they've got
foliage and assets. So textures.com is one
of the most one of the oldest websites
that I've been dealing with throughout
my three D history. So here I went to do
wood and hover down to see if I can find something that is similar to
the one I want. And as you can see, there is multiple wood textures and the look and feel
of these textures. We want to find something
that is closest to our scene. So maybe we use this for
the scene for the ceiling. And Maple veneer,
I like this one. Wormwood is not okay. Tick veneer is too dark,
cutting board wood. This wood looks pretty nice. And we got to take our
time for us to find, you know, the correct texture. So patience is key
here for us to get the exact material for us. So let's get these
together aligned so we can look and see. There are a lot of wood
types. Oak veneer could be. Here are wood textures, but they're not material. So I've got the albedo, but not necessarily
all the channels. This is wrong when I put in unreal because it's not going to optimize the texture for me. So we prefer that our
textures are squared. But sometimes, you
know, the thing that I need is not like the
standards I have, so I need to, you know, know when
to compromise. Okay. Okay. So
cutting board wood. So if we've got one or
two or ten materials in our scene that
are not optimized, it's not a big deal. It's okay. But if it's most of the materials
that are not optimized, this will affect my computer, especially if I've got
a low performing GPU. What does veneer mean?
Veneer means that, you know, the crust, the end
material of the object. So I think I'll take this
one. Let's take this one. So these are all
available for now. So what I will do is I think we need to
sign in just in case. Let's log in. Okay.
Perfect. And they give you 15 credits every day, so you can download
as many materials within the 15 credits
as possible. Okay. Map veneer. This one. I think this one, what we need, four k. No, it's
not what we need. I'm going to take the five 12, five 12, so I'll
download them again. And I can also download
the roughness here. As we mentioned, it must be a gray map, as we always said. So now we will do
Control X and try to manage our project
in one folder. So now I will go to where my folder is
located in the one drive, and I'll do three D
Max file textures. And here I can do a new folder. Just for us not to lose the
materials and we can call it text we've got
textures already. So let's call it our
textures or my textures. Do click Control V. These guys, we're going to zip them and compress them to send them to you so you can follow along. I'll call them basic wood. So we know that this is
the first wood we've done. We'll do okay. And of course, you
guys can go to the website and, you know, find any other wood and apply it to your own project file, following along
with this course. You can always do
that. It's fine. So now we want to add these textures to our
unreal engine editor. So now what we want to do is
to add the textures here. Same in textures, so
we don't lose them. We're going to do our or M
or our material O textures. We're going to double
click on the folder, and we will do Control C, Control V or we're
going to do drag drop. And again, when I go
to the properties of these textures,
we go to details. They are all five 12 by five 12, so they are
multiplications of two. So now what I can
do guys is delete this and replace it
with another texture, so we can do like this and just connect this one
rather than that one. It's okay. This works. Or I can click on the texture
and do create material. So it creates the material from the texture without all
the other parameters. Let's do an example. As you see, we've got the
material with the texture. But we're not going
to use such material, so we'll delete it. Ideally, guys, these should be named, so I don't lose them. Again, even if they were
in another new folder, I will end up losing them
after 50 textures, right? So it's ideally for us to name them correctly
through Wo Vneer albedo, veneer normal, and of
course, for the roughness. Wo veneer underscore
normal or N R M. And here we can do F two and
control C, we go here. We do Control V and
rather than normal, we do ROG H rough. This way, I know it's roughness, and LBD I can
shortcut it to ALB. For example, or DIF diffuse, and now I'm going
to take the normal, and I will take the roughness
into my material editor, and I want to see them when
I add more parameters, so I need to add the normal. It doesn't really show
because we're doing a flat cupboard that basically
has a layer of food, a very thin layer of wood. So it's not going to show much. We're going to talk about how to increase the intensity
of our normal, and the roughness we're going to add where the roughness is. You see now, it's pretty smooth. Okay. So we've got a high
roughness value here. Okay, let's let's let's, take this one and
apply and save. This material is basic wood, so we're going to go
to our materials, basic wood and drag drop
it to our cupboards, and they look much nicer. The texture looks much nicer. And also, it has changed
for every model around me. Why? Because I've pre
assigned it to it? So it's not necessary if
I have the texture of the roughness that I
must use the texture of the roughness or the normal
of this type, right? No, I can get from anywhere
else, and, you know, combine textures to make them
look even more realistic. So this is an example, for example, for the wood material. Let's take a fabric material
from the same website. Minimize, minimize. I'll go here, and then I want
to close and type fabric. And I will scroll
down and try to look for a fabric that looks
close to our reference. So for us to work properly. What I want to do, I want to open the two windows together, and I want to look
for fabric that looks close to the fabric
that we have here. So we've got carpets, we've got stuff for
clothes, for carpets, for, you know, decoration
walls and patterns, beds, blankets,
many things, guys. So this cotton texture
is potential. What else? What else? We've
got napkins guys. So we've got very
realistic textures. I remember there
was many textures down here in the website. This is nice, but
it's not seamless, so it will show as the rectangles that showed
on the longer cupboards, Our textures must be seamless. So we go down and try. As we said before, we need
to have patients guys for us to get to
the correct fabric. But in the end, what's nice is that we will build
the library on unreal engine that
we can come back to any time and edit
anything in it anytime. It's not like I need to create
this every single time. I just create an
amazing material. Every time I have an
amazing material, I add it to the project
through migrate. We will talk about
this. And we're going to have a file that has all the amazing materials in it. So whenever I have
a new project, I just open the project
inside this template, take a copy and open it inside the template and just use the
materials that are there. So basically, what shows here is that we've got only these three textures
that are the best. So we'll zoom into this one to see if
it's possible or not. So this is like cton fabric. Maybe we give it a chance
and we download it. So this is the
seamless height map here is the normal roughness and ambient occlusion. All right. So let's see any other stuff. We've got 14 credits. We don't want to take
too many textures. This one is completely
out of the league. No, I don't think it's going to be the one, so I
went to close it. It's fiber glass and
fabric plane here. Flat maps. Let's see. Zoom in. So I will download this one for the cotton fabric and
download the five 12 ones. Show in folder. I'll
take these both, and I will put them into my source folder where
my textures are, and I will paste
them, and I will, you know, add them to archives, send them to you guys, and I
will call them basic fabric. Great. And I want to take
the basic fabric textures, the albedo and the normal, and I want to put
them drag drop into unreal and put them
inside our project here, where textures are
inside textures, and there they are. Next, I want to
drag and drop them into the textures
our textures folder. So I'll click both of them
and drag into textures. This way, I've got them
both into textures. If unreal doesn't want me to or doesn't want me limits me to drag the materials all
the way up to the folder. So you see when we name, it's much better because
especially we've got here, it's textures.com in the
beginning of any texture. So I'll do right click
here, create material. Okay. And this one, I'll call M underscore
cotton or fabric. Double click here. I'll
drag drop the normal inside and assign it
connected with the normal. Okay. We'll take a
couple of nodes here. Also, we'll take scalar
parameter that is metallic. We'll connect it to metallic, 0.1 we could give
and we'll do here specular and we'll give it 0.5, and we'll do roughness. Sorry. Another scalar and
we'll do roughness here. G drop into roughness. And of course, roughness
is going to be very high because it's a rough
project rough model. It's not a rough project,
it's a rough model. So now we want to drag and drop the material to our model
and see how it looks. Nice. So it's 100% I'm 100%
sure that needs scaling, but it looks nice, okay, looks better
than the one before. Normal doesn't show a lot here because the normal
is rotated in a way, and the fabric is rotated
the other way around. And this needs
rotation and fixing. So don't worry. All of
this we will fix in the UV materials lecture
where we will explain how to fix everything
and the axes and scale and moving and the stretching and all
the things that we need. We will talk also how to take the textures from
Bridge Megscans. I hope you guys benefit
from this lecture. See you in the next ones.
6. Intensity and texture rotator: Hello. Welcome to a new lecture. In this lecture, we will continue with the
material chapter, and we will go further
deep into the materials, and we're going to
talk about very nice things that will give us limitless capabilities
in the material editor. So last thing, we did
texture material. We want to drag and drop
it to our materials, so the textures is separated
from the materials. All right. So I'm
going to double click on the basic
material that I've done. And I want to delete
the previous texture. And we agreed together
that if I want to go back, let's go back to the one drive, let's go to the reference,
and reference images. And we'll take the image that we were working
on previously. Here it is. Great. So now, the texture is
giving a little bit of red. What we have is more of a page. This we can fix
in multiple ways. First way through
the texture editor, we double click on the texture, and if we scroll down, this is called the
texture editor, and this is the texture editor. We've got the details.
We can go down and we can change the colors, the brightness, the
contrast, the saturation, the RGB curve,
saturation, many things. So if I give one vibrance, it's going to be more vibrant. If I control the saturation, you see everything in
real time changes. This is the powerful part. So I can give it like an amount based on a
certain value that I want. I want to decrease
the saturation, for example, so I can
make it more pale. He, I can control the
color that I want. So zero is equivalent to 360. So I want it a little bit red. I can work on it
from the hue here. But usually, we don't
fix the texture itself because if I want to copy the texture to another material, I don't want the
texture to be edited. I want to edit the
material itself. So this is a smart work
flow for us to adapt. Uh So we don't want the origin
of the texture to be red. We want the origin of the
texture to be orange and that I can add filters and nodes to change it till
it becomes red. So what we want to do now. If we're going to fix the
texture only for one object, one material, then it's okay. But if I'm going to
do multiple materials and multiple objects, then it's highly preferred
that we do it from here. So we've got a certain
color that we want to a bit make it more red. There's a bit more red a bit. So how do we do this
result is basically, we want to multiply this node or this color
by another color. So I can get this result. So I'll do three from the
keyboard and left click. So I'm going to
get a color node, and I'm going to
make it parameter, because I want it to be in
the cover of the material. So we're going to
color or albedo color, for example, Great. So we understand that
this is related to the albedo and left to click, and this is a multiply node. This multiplies two values together and gives me
the result of them. So multiply M and left to
click or right to click, multiply or from the palette, multiply, and there you go. It's very famous node. So we're going to connect A with the texture and
B with the color, and I'm going to connect
the result to base color. And I'm going to make
the color white here. So now we get the original
texture that we've got, and also it affected
it a little bit because I've multiplied
it with white. So now I want to do right click and I'm going to
create a material instance. As we learned, I'm going to
delete the instance word, and I'm going to add
in the beginning MI to make it M basic wood. I'm going to drag drop
the basic wood to our models as we can see. So when we change everything
changes together. Great. What I want to do
next is double click on the material
instance and go to the albedo color and try to increase the red amount a
little bit in our material. So as you can see, everything
in real time changes. No need to render and
go back and check. So this helps us get the accurate and exact idea of the project the
quickest possible. So let's get the reference
on the left side and we will get our model on the right
side to achieve the result. So this, we want to try to give it one
third of the screen, but apparently it's not working. So I'm going to make it thin, and I'm going to make it right in the middle between my scene and also how the
wood looks like. And we can zoom in here. So also, we're going to make the texture rotate the texture. So we want to try to
get the correct color. I think it's a mix
of orange and red. It's not only red because it's showing me that it's a little
bit orange on the left. So we're going to
have to keep trying. Okay. No, I think what I have
is a little bit more red. So I need to take it to the orange
section a little bit more. Okay. So almost like this. Okay, so we'll try to get the
color as close as possible, roughly in this place. So that's a blend I want
to do for the color. I feel it needs a
bit more yellowish look a little bit more. Yeah, I think maybe
a bit more than red. Yeah. Yeah. This way, it looks good.
So now we want to check the metallic roughness
and specularity and we can start changing
them in real time. No more saving and waiting
to see the result. So now metallic,
for example, 0.1, we can increase the roughness
or minimize the roughness. So maybe we make it 0.6 rough. Specular, maybe we do it, zero. No, I think it's
0.50 0.5 is okay. And here, maybe we can make
the color a little bit dark. So this way, I think
it's very, very, very close to our reference, the color from our reference. Great. So now we want
to rotate the material, and we want to double click
on the parent that we prede we want to
do something Okay. We add an node here called right click texture
coordinate. Exactly. And then from the
texture coordinate, I can connect it to the UVs. Before I connect it to the UVs, I get multiply
from the keyboard, and then I put a
scalar parameter. And let's o scale here. And connect it with the
multiply and the scale, I can do one, and
then I connect it to the UVs that we
have here, save. Now, if I go to the material
parameter, let's get closer. I've got scale that I can
make it bigger or smaller. So this is like
scaling up and down. This is the first step into UVs. Maybe we want it like this. Okay. Let's do 1.78. Let's round it to 1.75. This way, the scale is okay. Okay, what I want to do, guys next now is to
rotate the texture. So how can I rotate the texture? I need to double click. And what I want to do is I
want to disconnect these. I want to bring them
to the left a little bit and ask for a node that is named custom
rotator. Exactly. I will connect the
UVs to the multiply. And I want to ask for
a scalar parameter, and I will call it
rotation angle. And I'll give it 0.25. We can edit it later. And then after that, we can connect the rotator to the UV. So this way, I've got scale
and I've got rotation. So now I go to my
material cover, which is the material instance, and I've got the rotation angle. And as you realize,
once we saved, it already rotated the
angle, 90 degrees. So 0.25 represent 90 degrees. Why? Because in this angle, unreal engines converting
degrees to radians. So 0.5 is like 180, 0.25 is like 91.75 is like 270, and as we said, maybe two is three 60. So the more we're progressing, the more we are able to
control our materials. So I want to try to control the normal that comes within
the material itself. So we feel that
it's a little bit, you know, rough face. So we want to make it
look more realistic. So we've got normal, but we want to fix the
normal furthermore. So what I want to do now is write a click and
ask for flatten normal. Connect the normal V three to the RGB and S and left click, and I want to ask
for normal intensity here and add it to
the other node. And I want to do the intensity
one here as the default. And I want to connect
the flatten normal with the normals This way, I've I've started to have
groups that is related to certain functionality for
our models, our materials. Sorry. So now I can do
C from the keyboard as a comment when I have
multiple nodes selected, and I can type normal. So now I've got the
group as normals, I can change the color to
whatever color I want, so I'll do a blue
the normal itself, and I'll do okay. And this way, I've
grouped my normal nodes, so I don't know, get it like, you know,
complicated and all. I can comment all the
materials together. So I haven't finished here yet, so I didn't want
to I don't want to add any groups to
the albedo till now. I'll add it later, but now
we've got normal intensity, and I want to see
from the right. And also make sure
that if I can see. So usually the normal works
very good with the roughness. So if I do 0.2 roughness and I start increasing and
decreasing the normal, maybe I can start
seeing the result, but it shouldn't be this way. It's very flat. The normal is very flat. I can barely see
the result here. So I don't want this. I want to add a normal that has. You see, there's no details
at all in the texture. So we want to add a
texture that has details. So I need to look
for a normal map. Shouldn't be the same material. It's okay. I can add any normal from similar material and, you know, just use it in unreal and replace the
normal that I have. So if I put normal map here, no, I want to do wood normal map. I've got many here on Google, and I can pick any of them. But honestly, guys,
I don't want to keep looking here because some
of them are for money, and some of them are
very low quality. I can find, but I need more time to find what
I'm looking for here. So for example, I can look into textures.com for a
wood texture normal. And I can also look in MgScans. I don't need to, you know, waste my time on
Google and look for textures when I have awesome high end websites that can generate amazing
textures for me. That is a multiplication of two. And I can now look for the closest wood that
is similar to our wood. So we don't want something that has a
very high intensity. We want something
that is moderate. And we also want something
that is a surface. We don't want something
that is logs or even, let's say, flooring. So this worn wood could be okay. This is the take veneer is very polished. This
is okay, guys. So we can take the normal here, download it this way,
show and folder, and I will take it
from the downloads, and I will put it where the textures I've
collected earlier. So we'll go to three
DS Max files, texts. And from textures. No,
I've got my textures, and I will paste it here. And now I can take the normal of the wood and import
it into unreal. And I will bring it here. I will close the previous one. Here is the texture I have. Now I'll drag and drop it here, and I will replace
it with the normal. That's it. Save. Okay. So now we want to
increase the intensity. So as you guys can see, now, I can see an accurate result. But the problem here
is that the normal is too big and most probably it's rotated
against our albedo. So we need to fix the scale
of the normal as well. I want to delete the
previous normal. And I will You know, take an node from here from the custom rotator
and connect it here. I can do that. This way, when I scale the texture, it scales the
normal. Let's apply. And then go to the
normal intensity. As you guys can see,
that the scale is okay, but the rotation is not okay. So usually when we do
all the UV parameters, we give them the same for all the textures except
for the normals. I kind of copy them and
paste them independently. So I will copy these now, And I will paste them here, Control C control V, and I will connect
it to the UVs here. I want to give it its
own UV individual and independent from
the one on top. But we need to change
the name here, so I want to call
it normal scale. And I want to call
this rotation angle. And I want to call the rotation angle normal
rotation angle. Remember to name them.
Otherwise, I'm going to have it messy on the cover
in the instance. So we won't be really knowing what are we
editing for, you know? Is it albedo? Is it roughness? Is it normal? We don't know. So always name your notes. And now we can increase
the normal scale. But of course, we want to
increase the intensity first. So we can see it. And when the face is a
little bit more rough, we can see the normal
on it more accurate. So first thing, we want to
do the normal intensity, we want to increase
it a little bit. We want to zero out the normal
rotation, and the scale, we want to decrease it Maybe we do it six. Let's see. It's getting there. Five five is okay. We can do five. We can do five. Of course, this way,
we want to decrease the intensity, make
it two, maybe. So it's a combination between
all the nodes together. So it's more realistic
a little bit. Let's do 2.5 intensity. Scale, maybe we make it
a little bit smaller, maybe we do the scale ten. Ten is okay as well. And also, the roughness, we make it maybe 0.3. I like it when it was 0.2, but I'll keep it now because it's more realistic
to look this way. But this way, I feel that the cupboards are
not flat, right? Even if it was
veneer, it has bump. It needs to have bump.
It can't be just flat. I mean, it could be. It's not going to look realistic, right? Like, there is nothing
called black or white CG. Same thing goes to materials. There's no called no metallic, no roughness, no
scale, no normal, no. There's always all
of these nodes, but in very small values. So look at the metallic, for example, we got a 0.1. The normal scale, we got at ten. So these are the small
details that when I add them, it makes a huge difference
in the end result. Because the camera,
there's a lot of times I'm doing animation, and I'm moving the camera. It's still images. So a little bit of reflection
from here and there, it's going to show
either the good details I've done or the devos in my project that I
haven't fixed them. But when we're moving
and V R and animation, all of that, we need to fix
the materials correctly. So when we pass next
to the material, it's 100% correct, and I can sense the small
details in the material. So we accept the
material that we have, and we 100% sure that the material goes the
way we want it to be, and it's almost identical
to the reference. Okay. So in the next lecture, we want to talk about
MgScans and how to bring all the textures
from megscans and make a pure texture material from megscans and we will increase the material
parameters a little bit more. Okay.
7. Megascans And Material Development: Okay, guys. So last lecture, we talked about how to increase the intensity and to rotate
the texture that we have. Now we will talk how to get
textures from mega scans. So now we will go
to Google and we will do mega scans.com. Or let's look for it on Google. And we'll say Quick
mega scans here. All right. Give me the website. We're going to click
on the website. QuicksGuys is a company
that scans models and generate textures with
the maps and all of that, and they've done a
collaboration with epic games, and it became completely free for us that uses on real engine. And they have
thousands of assets. When they did the
agreement in 2019, there was almost 10,000 assets. Now there's 17,000 plus. And you guys can you have infinity possibilities
from different like 70,685 all the things
that you can think of, all the assets that
you think about. And I can create different
scenes with different assets. They've got so many
modular things and scenes, for example, this scene, they give you all the materials
and the textures with all the models that are small and requires
time for us to model. These are ready and modeled with all the LODs and
all the optimization. In 2019 was the
agreement and one of the highlights of that year for all the CG artists in the world. So, of course, we will talk in the bridge lecture how to download the materials directly
and use them directly. It has own benefits. We will cover all the tips and tricks that
hovers around it. So, for example, if I
download from Bridge, I get the material as Megascs decided to
make it look like. But when I download
the textures only, I can introduce limitless
number of varieties that I can add and it gives me more flexibility and they are free and very high
resolution textures. So we'll see both ways. So I'm going to
type in wood here. And I'm going to pick
surfaces and from surfaces, I will go down because the moment I it's going to give me models and surfaces.
Which one do you want? I want surfaces. And I
will hover down till I find something that looks like what I am
actually looking for. So I'm going to pick the
image actually and go down. And keeps crawling. And also, guys, I can filter. Here, I'm going to see
everything that is required to wood things I need and
things I don't need. So I can filter
through, you know, filtering the shape of the
wood because I have it logs, so I can look for things
that very close to logs. So I've got tiles
and I've got wood. So let me see if there is more concrete historical
rock. So it's wood. So I will hover down. You see now all the is filtering stuff that looks like the thing
we're looking for. So maybe this. I'm going to middle click so I can open a new tab with it, and I will hover down
and make sure that if there is more examples, So as you guys can see, only in the category
that we picked, we've got so many icons
of materials already. So they've got, almost
no need for us to be Googling any texture for somewhat or somehow
material out there. Okay. Maybe this one as well. I think this is it.
Will do click this one. And I want to see if I can get something that
is even more closer. What made me say that is that
here I've got the tiles. I've got wood tiles,
wood log tiles, and here it's not the same
as I've got wood tiles. Maybe we can fix
it on. Let's see. Okay. Okay. So now I made sure
that I hovered over the entire collection of
food in this category. I'll go back quickly
and see if I missed something while I
was crawling down. Okay. Mm hmm. Okay. So for now, we've seen four. Let's see which one is
the to the one we want. We've got this. Mm. A Let's try this one. So we want to sign
in to download. Of course, we've done an
Epic Games account so far. So if I haven't, just go back and do it and sign up sign in
through epic games. And after we sign in epic games, I'm going to be able to have
all the assets for free. So same thing, we're going to
sign in now and log in now. Let's pick which one
that contains a guitar. Okay. Okay, verify. Cannot read properties
of undefined. Mm. Products, Megscs
choose a plan, sign in, sign in
with epic games. Maybe there's
something with Chrome. Let's try another asset. Lcoscrome and open it again. Let's say Mega scans. Sign in sign in with epic games. All right. Now I'm in. So there was a problem with Chrome. So we're going to
cut the video and look for the textures
we found already. And we cut the video, and now we will look
for the textures that we found
earlier would Okay. Okay, is it one of these
two Maybe this one. So let's pick the resolution of We can do four K.
We can do two K. Here, I want to, you know,
study the scene. Is it a big area, or is it a small area
that's going to cover. So it's a big area, so I will do two k. I can
do four K. It's fine. If it's a smaller scene,
I would do four K, but we want to do
something that is good for all the different specs with different
capabilities, you know? So now I want to check
a couple of the LODs. I'll keep just the first
middle and the last one. I don't need all the maps. I need the albedo
normal roughness, and I'll remove opacity
brush, transmission. Unique maps D available. Keep this roughness metalness
specular, not metals. I need specular roughness,
normal and albedo. That's it. And the LOD is 0-8, and we'll do download. Okay, so I've got it
as a zipped folder. Now I can do control x and go to the folder that
contains the textures that we collected there
and paste it there. So I'll go to my root folder that I've determined
the origin of it. My textures and
right click here, Control V or right click
paste, WinRar and export. Now I've got all the maps
that I need. All right. Now I want to take them and
put them inside unreal. I can create a material from and proceed forward
with the cabins. So I'll drag and
drop them and make sure are these the
ideal textures or are there other
textures that I need. So now I'm going to do is I'm going to go to the
master material I've done, and I want to create
instances from. But what I want to
do is basically convert the textures that
are here to parameters. But here, I've got
the metallic specular and roughness as values. So what I want to do I want
them to be as textures. So what I need to do
is basically create a duplicate from the master
material because we want to create a texture
based master material, and we'll say wood panels. And we're going to
double click here. Now we're going to
introduce the textures we brought our textures. I'll look for an empty place and drag, I already have them. I'll take them and put them
inside my material editor. Now I will replace the albedos. I'll remove the old one
and put the new one. Same for the normal. I'll go to the normal. Disconnect
and connect these ones. I can do it this way, Control Z, or rather than that, I can click on the texture
that is here texture sample. How can I exchange them? I click on the texture sample, and if I know the name, I can just type it in or here
I exactly look for it. VZ. I go here and type in Z. And now I've got the texture
and it's changed and good. No need for us to cut the
connection and replace it. Here, I will connect the
specular with the specular, and I'll take out the value. I don't need it anymore. Same goes to the roughness. I'm going to delete the
roughness from here. Here the metallic save. Now I want to
assign the material and see how is it going. Wood panels, drag drop. So this way we've
assigned the material. What we need to do now is
the value is zero or no, I'm going to do a create
material instance here as we revise together. And from the instance, I will fix a couple of parameters within it
itself in real time. Now I want to put it
to the side and see, I will rotate it to zero. This is the beginning. And then I want
to make the scale bigger a bit where it's almost A aligning with the grooves that I've done between
the logs in the modeling. So first thing, we
calculate how many we have, how many logs we have, we made them larger to be
able to calculate well. So we've got seven logs. So I'm going to try
to make the scale go around seven, one, two, five, six, almost
three, four, five, six. We need one more, so we're going to decrease
the value a bit. This way, we've got four, and this way we've got
six and that's seven. This is almost the
correct scale. Now what we need to do is be able to stretch them
and move them, right? So to make it very
close to the panels. Most probably, this is the
wood that we will be using, let's drag and drop
it also here as well. So are we talking
about the same wood? I feel it's the same wood, but let's just try to fix this one and decide later if it's
the perfect one or not. So now, we've assigned
the material. We need to fix we
covered the rotation, we covered the
scale, but there is a head for us to be able to
stretch or move the texture. So what we will do now is
go to the master material. And we want to start fixing the texture coordinate
that we have already. So for now, what we need to do to add the stretch
and the move. I'm going to take all the custom rotator and the UV related nodes that
I've created so far. I'll put these together as the ones that are
responsible for scale. Because I'm just going to
create it as the blueprint of the master material where we copy it and paste it to
any material we have. So we'll do this
for one time only. So we'll do the custom rotator. I'm going to cut the custom
rotator and I'm going to bring it to the right
with all the other nodes. Now I'm going to click and left click from the keyboard
to add the multiply node. And from here, I want
to add a pen order. So I think it's a pen
man it's not this pen. Three vector. Let's try
a pen vector, exactly. That's it. So now I
connect it to the B. And now I'm going to
do a scalar from here, and I will name it move x. For example, or
crop x as you want. And I'll take another
scalar and call it move. I'll connect this
with that again. So, this guys we're doing for the first
and the last time. We're not going
to do this again. We do it once, and then everything
is automated already. So almost like a lot of things we will do in this course only
for the first time, and then later on, they're
going to be easy to fix. So now we're going to call this stretch.
Sorry, it's not move. It's stretch and stretch y. Okay. And now I'm going to ask for a node
called make float two. And I'm going to take a scaler
from here and say move x. Right click, sorry. We're going to do a
scaler and say move. And we're going to
connect it to the y now. And now I'm going to
do a and left click, and I will add the
node from here. So basically, the add node adds any different logic that
we're adding together. And I'm going to add a
constant from here and give it the value of one. It's
not going to be shown. I'm not going to
change anything on it. Now, the last I
want to do is make another ad node and add it to the multiply and
add it to the other ad. This way, we've got different codes connected to the same tree code altogether. These are all
different functions. So as we say, if I want to add the
function to function, we just put the node at A and left click
from the keyboard. So I don't want to give the same texture coordinate
for multiple things. I want to give one
texture coordinate for the entire texture. So now I can add this code to all the
textures that I have. For all the textures in
the material editor. So it fixes all the
textures in the same time. So now I want to make
it even smarter. I want to click C from the
keyboard and put scaling. Here, comment rotation. So when I want to edit, I know which is
responsible for what? Here I want to do stretch
here another comment, and I'm going to say
move or crop or move. Okay. Now, all of this will group together
and we'll say texture go to the details panel and say texture UV mapping. All good. I can do the color
red here, for example. All right. Now I want to do
the same for the normal, so I can copy everything
and paste it, but I need to name
everything for the normal. So for now, I'm going
to delete all of these, and I'm going to say
Control C Control V. Oh, sorry, I took only the comment. So we'll bring this back, and we'll take all of
these Control C control V, and we will connect the
add to the UVs here. Now I'm going to name
here for normal. So we don't have it all
mixed in the cover. So we'll say R scale here in rotation Angle
Stretch R stretch. Here in our move in
our y and in M move. So this way, guys, we're doing it
only for one time, and if I copy it, it will make sense to any
normal that is there. So now we make this blue to make it distinguishable
and we'll do save. Okay, there's something wrong I have because the
texture does not show. So I'm just going to make
sure one here and one here, here the problem was. Everything is preferred to be one doesn't multiply by zero and zero out
the entire code. Save All right. So now we want to double click on the material instance and we've got a lot of
things that we can control. We want to go to stretch x
and stretch y and now we can stretch our texture on
the x and the y axis. I have got and move also, so I can make a
combination between stretch and move.
Also, the scale. Okay, guys. So that
was not the texture. Apparently, we tried to fix it, but it was not fixed. So we looked for
another texture, and we found this one, so
we will use this texture. So I brought them
to unreal here. I've deleted the old textures because I'm not
going to use them, and I don't want to load my file with textures that
I'm not going to use. Because when I
package my project, the textures that I have in the content browser
will be packaged. Therefore, my
package will be very large, and I don't want that. So I deleted them, and I will put the
ones that I will use. So I'm going to replace the textures now with the
nodes that I have there. So I'm going to go from
the details and assign. And for here, I will
look for specular. Let's make sure if it's
specular, it's roughness. So this is not the specular. I'll go to the roughness, drag and drop it in the details. Same for the specular, or I click on the
arrow. It's fine. Either I drag drop or click
the button, the arrow. This way, I've got the texture the second one,
and it's all good. Now, I want to try to fix the texture based on the
parameters that I have. So what I want to do is return
everything to how it was, and I want to fix the scale. So let's see. Let's do one, one is too small. Let's do 0.4. 0.50 0.70 0.50 0.40 0.30 0.4 is the closest. Let's try one. One
is very close. Let's try to bring
it to the groove 100% 0.76 I think
it's 100% aligned. This way, the texture has worked and all the
lines together. So, guys, there's something I don't like about the
texture is that I've got lines that looks like
flooring, and it's inaccurate. And the reference we've
got an entire wood log. It's not a flooring. So what we want to do is fix the texture itself on photoshop, so I can remove the
lines of the flooring. So I will drag and drop. Of course, not from unreal. I need to find the
texture itself. Drag drop it to photoshop. Now, I've got it here and
get the Clone stamp tool, click Alt on a source
and start painting. So I want to hide these lines the same
way as I have it here. So Alt pick source and click. Alt and I click on an empty
area that is pretty seamless, and I try to find the same
as the one I want to hide. Alt and scroll inside
and outside is Zoom. Space with left click
can pan the view. Alt and scroll to Zoom
and pick a close area. So it's almost the same
color of the wood. I pick an upper upper area, and this way I can hide it and it shows it's
not even there. This is good here, okay? Perfect. Old. Also here. Perfect. So now we've got a seamless texture with no logs. Now I will do Control
Shift Alt and W to export from
Photoshop as JPG. And I will increase
the quality and export and I will find
the destination folder. My textures from here, I will duplicate and
do two and save. This way, it's saved. Now I'm going to
drag and drop it to unreal. It's there now. I can pick my material now, double click on
the texture that I have and substitute it with
the new one and do save PA Now, it's 100%, 100%, 100%, the same texture we need as in the example and
in our reference. This way, it's fixed
for all the walls. Now we've got to do variant textures to materials
to fix the other walls. Okay. So everything is
okay for this surface. We want to fix the
other surface. So before doing that, we want to fix the roughness
and the specular and all the other parameters that material matches
the reference. And then after that,
we can make variance. So we want to make control
in the texture map here. So we want to do right click
and convert to parameter. It's right here,
convert to parameter, and I'll come from
here and say albedo. Then after that, what we can do is take multiply
here, break the node. I'll connect the multiply
with the albedo color. And I want to do
intensity for the albedo. So I'll do another multiply, and I'll pick Scaler, and I'll call it albedo
intensity, ALB intensity. This way, I know it's for albedo because there's multiple
things that is albedo related. And this will give us contrast
for the albedo or sorry, it will give us the
brightness of the texture. And I want also the
ability of desaturation. So I will do write to click and type in saturation, exactly. And I'm going to connect
this with the multiply, and I'll do another
scaler and say albedo or ALB desaturation desaturation. And I'm not going to do
any desaturation for now. I'll put it zero. And also, I want to
introduce a new node, guys. It's called LRP. So RP is like multiply, but I can pick how much is the
percentage of each object, you know, of each node. So here I want to
connect a and I'm going to pick four and left click
to get constant for Victor. And it's like the
constant three vector, but I have the Alpha and I'm going to connect
this with the B. And I'm going to pick another
scalar and this scalar I'm going to call it ALB mix. And I will put
this in the Alpha. So this way, I can
control also what is the percentage of each node. So I want to convert
this to parameter also and call it ALB color. This way, we've got many nodes. I know, but all these
nodes we will use. These are the final
adjustments I want to do to the material. I can control the contrast, desaturation, and the color. And these are fundamentally
very important for us when we want to talk
about any material that we want to control
the color of it. So here I can call it albedo. And albedo is okay now. I want to save and see what
now I can do in the albedo. So now you see guys when
we name everything. Everything is much
better for us, and my eye can catch what
are you know exactly modifying So now I want to go to the albedo intensity and the albedo desaturation
and all of these things. But before I want to bring the
reference so I can see it, and I want to see something
close to the object. So I'll return back to
my reference image, and I'm going to
put it to the left, and I'm going to put on
the real on the right. And we will try to get close
as much as possible to it. So here, what I want
to do is to assign. It's already assigned, sorry. So I want to call the material
editor we have this one. And we're going to fix the material that
I have from the cover. Trying to dock the images
with the material, we'll do we'll put
it in the middle. Now what I want to do is go
to the albedo desaturation and see when I put it to the positive, it
gets desaturated. When I go to the negative, it becomes even more saturated. So I negative, I get
saturation or in positive, it removes the saturation
and I get another color. So it's all between
minus one and one. One is complete desaturation minus one is complete saturated. Albedo intensity increases the brightness of the material. Okay. So I'll do this intensity one, zero, so this revolves 1-0. So we'll do 0.8, 0.9, 1.11 0.21 I think one is okay. Bedo. So before
fixing the LBD mix, I control the color that I want. So I'll go to something
that is see if I can pick from outside of
unreal. Oh, that's awesome. I can pick the color of the image that I have guys
from the unreal editor, and I can do okay. This way, I can
increase the mix, when I increase the mix, guys, We're getting
the effect directly. I'm going to pick a color
that is more greenish, and I'm going to
increase the mix here. 0.05, for example. It's pretty okay like that. I think let's see if we can increase the normal
for the texture. Okay, so it's changing. Let's type in five minus five. It becomes flat, so five minus
five flat ten five, ten. So let's do five. Okay. How's the color doing? I think he's doing okay. Maybe we can fix
it a little bit. I can't see any edits for the
specular or the roughness. Or even the specular or the
reflectivity or any of this. So we need to go to the
main material and add more nodes so we can customize
our materials even more. So what I want to do is give it intensity here so I can
control its brightness. Also, I want to
give it contrast, so I can fix its contrast. So we'll do multiply and scalar and we'll connect
A to the texture and B, I'm going to call it Here
we're dealing with roughness. So let's check specular. So we'll call it. I've got to multiply, we'll
call it spec intensity. For example, And also, what I want to do is call a node that is
called cheap contrast, and we're going to connect
it to the multiply. And I'm going to say, give
me another scalar and call it spec contrast. And here, specular brightness. I'm going to disconnect this
node and connect this one. Let's just make room for it. Specular. Okay. And I've got the metallic. Now we take these and we say C to get a comment and we group them together and
call them specular. Let's move them to make
our work organized. Also for the roughness. I'm going to copy these nodes, Control C control V, and we'll say here roughness. Sorry, roughness. And we'll connect
it to roughness. And remember, we
need to organize our work and all together.
Should be fixed. So metallic will
be metallic zero. And here I want to
change the name for OG. Let's call it for roughness. Here, R as well. Okay. Here, let's
say ALB, or U V, sorry to just get the
keyword diight of U V, Caps lock V here as well, V. Also here. This guys, what we
are covering now is, you know, the shortcut
of years of experience, you know, rather than, you know, having the self initiative
in this, you know, I'm giving you a system
on naming system for you to find everything very quick and don't
take a lot of time, you know, coming back
and forth and trying every note to make sure
which one is for what? And what's nice is I've got
these material nodes now, and I can anytime just bring
any texture and change it. Here I want to convert it to parameter and
call it specular. Here I've got another parameter. I want to I'm going to change it to parameter first and call it roughness. And here, I want to convert
to parameter, call it normal. This way, I can change all
of them from outside, no, no need to enter the material
editor itself from here. I've got all the nodes needed for the cover and the
material instance. Here, I call it normal. Let's do it in R. Intensity. Rg spec albedo. All is clear and organized. Here, why haven't
us named it albedo? Because we've connected it also to the specular
and roughness. So now we want to save make sure that we have saved all in unreal always, bring
it to the middle. Now you see we've
got even more nodes, but everything is organized. Now we go to specular brightness
and specular contrast. We can increase the brightness from here, see what happens. You see how it becomes
reflective a lot. Let's make it one, zero, 00.501 Contrast, one, one, 52050. I can't see any change
on the contrast. Roughness, brightness,
either on the brightness. Nothing is changing here. Most probably
because the channel that we've got is too flat. There's no details in it, so I can't see much of change. But I should be able to see
a little bit of result. I can see the specular is kind of acting as the roughness. Let's make sure we haven't
messed it up from here. So first, we've got the
roughness unconnected, so we need to connect it. And now save and see
the results now, if we have any results. So they often contrast. We see a difference,
but not much of a difference that we want. To be honest, so In
this case, guys, the changes are being driven fundamentally by the textures of the roughness and the specular. So if I've got them as
different textures, it's the same story
as the normal. We're going to get the change, and we're going
to see the change visible way more
visible than this one. We're gonna leave it as is. But as you see, now we've got the complete material for anything that we
want to do further, Everything is changeable,
everything is customizable and everything
is there and in order. So now, just the final tweaks just to make sure
that our material is finalized before we take any variants and
copy them and try to fix the other surfaces. Okay. I think it's better now. Okay, great. So we've
added all of these. Now what we want to do
is to fix the lines on the other surfaces because each one of them has
different lines. So I'll go to our materials
for the wood panels. This is the MI. I'll
do right click. I'm not going to do create
material instance because it's going to become inside instance, and it's going to
become complicated. I'm just going to
make a duplicate. So I'll do another copy. I'll call the first one panels or what we can do is call them variant one
and variant two. So here, I'll do F two and
call it variant underscore, maybe zero two, and here I'm going to call it
variant zero one, F two. Two underscore variant zero one. I took the second variant. I've applied it to the object, and now I want to see the
changes I want to make. So I'll be fixing
from the move move, stretch, stretch and the scale. To 0707 maybe from
here. Very close. I think it needs a
little bit of an offset. Here we want to do 0.9, for example, 0.70 0.90 0.95. That is great. 0.95 or 0.94 or 0.96. No, it's definitely
not nine six. It's 0.94 has fixed the surface completely.
Okay. Perfect. Now we're going to save
it all. Looks good. It doesn't look bad. In the last surface,
we want to fix now. This one, a little
bit of change. So we'll do another
duplicate for variant three. C is smart. It's called it D variant three. I'm going to drag
and drop it here. Here in the set, I'll do 0.90 0.0 0.95 It's good, a little bit of
differences, 0.970 0.98. Mm hm. Nice. 0.98 is very close. Okay, let's see if we
need any crop x or crop. And this way, we've
fixed the last surface and control the values This way, we've got the wooden wall
100% fixed and in order. Now the materials of
the walls is okay. We need to do further materials. But now we've got an
advanced material that we can copy to a material. Just change the textures
and you've got it there. No need to do it all over again. And if we need to copy
it to another project, we can also do this very easily. We've got a master
material that we can use for any
project that we want. I hope you benefit
from this lecture, guys and see you
in the next ones.
8. Texture Variation: Hello, everyone. Welcome
to a new lecture. In this lecture, we will be talking about texture variation. It's a very nice fundamental, and it will help us a lot using the same material for
multiple of variations. So we've got the capabilities, you know, to do
unlimited variations. So, the example we will cover, we will cover the flooring, and we're going to talk
about a little of foods. So first thing we want to do, we want to get the texture
that we want to work in. So we found it on Mega scans. Warm concrete warm
concrete. Sorry. We're going to have
two k resolution. I'm going to see the settings. I'm going to uncheck
what's not needed. So as we agreed,
we're going to take zero four and eight download
all LD for three D plans. We're not going to download
three D plans for now. So normal deplacement
we don't need, metalness we don't need. We'll leave roughness specular, and we'll uncheck the others. Four of them, I'll be the
normal roughness specular, JPGs and FBX assets. So I hope it saved the settings. Yes, I did. Great. So Okay, guys, ideally, if we want to go back,
we go back from here. Now, we don't close the
window and we do download. So it's downloading,
show and folder. As we can see it here, I'm going to do control x from here. I'm going to see where do I have a folder that has textures? I'll do Control V here. I'm going to do
right click WinRAR and extract to concrete damaged. The name of the folder,
don't do extract files or extract here because it will
open the entire file here, and it's going to
be unorganized. So we'll do a new
folder and call it wood and we'll take these woods. These are fabrics, so we'll just take the woods and
put them inside the wood. Also this as well. We've
got both woods, great. And these are four
fabrics that we took, basic fabric, we've
got a folder. We'll do a new folder and
call it basic fabric. So there is nothing,
exploded here. It's all in one
folder. All good. So now, what I want
to do is I want to import the textures into unreal. So I'll open unreal, and I'm going to open
it side by side, and I'm going to drag drop my textures into our
textures folder. Pay attention to
that. We can always move them inside unreal,
but just in case. So we do right click
create material. No. What we do, guys, is we go to our materials and we see where's the last material I've done that has
all the parameters. So I'll take from
this a new instance. Or I can do a duplicate if
it's a new master material, but it's not a new
master material because we've already modified
the textured material. So we'll do new
material instance, and we're going to change the entire name, MI
underscore floor. Floor or concrete
floor or correct. So we've got all the
specifics and the parameters. I can uncheck these
and upload my textures where the textures should be. So all with all albedo, normal roughness and specular. So we've got a new material now. As you can see, guys, this
is the beauty of unreal. We take time in the beginning to build the material,
but then later on, everything becomes automated,
much easier to deal with. So when we get a project, we don't need to watch three to four lectures and do
automate and do it manual. No, we need to, you know, just edit the
materials that we already have. So first thing, first, I want to get the
reference next to me, so I make sure that
I'm doing it properly. So I want to get the reference next to me
side by side with unreal. And I'll put the material here. I've got the area shown where
I want to edit the floor. First thing, what I want to do is edit the scale
of the material, so we go to UV scale. Directly, we found it. Specifically, when we name everything guys,
everything is organized. I'll try 0.75, for example. I think this is good. Does it need any
stretches? No, it doesn't. So we'll go fix the specular and the roughness
and the brightness now. And also, I want to fix later on some of the coloring
and all of that. As we see it goes
more of oil green. So now we want to
control the roughness. Let's try the contrast. Let's add the specular. All right. Let's see
the normal scale, normal intensity, two,
three, five, ten. Not much of a difference. Five, ten, one, two. Maybe we keep it two. And also, I want to fix these values, Let's see from here. It's okay from here. I feel that the example has higher reflectivity,
maybe higher specular. Of course, the lighting
makes a lot of difference. So if I go to sun Sky here and change the
direction, Okay. I can see a different view of the roughness and
the specularity, but I'm going to keep it as is, as it was -40 by minus
40100, one, two, three, five minus ten -40 -30 -50. That may be -50. Okay, guys. So now I want to see now, how's the roughness and the specular that we
have as textures? I see that the roughness
is there and okay, but there's not much
of details here. The texture that
most of it is white. Now, much of, you know,
also details here. So what I want to do is to add more details and make the
material more interesting. So what we can do, guys, is we go to our textures from
our textures. Our textures. I'll do a new folder here, and I'm going to
call it roughness where I'm going to add
roughness maps here. So I'll just keep
it roughness here. Double click, and I've downloaded a couple
of textures from the Internet for
different objects. Some of it were metal, some of it were concrete, some of it were stone. So things that has
high contrast, as you guys can see
and has details. It's not as plain
white or plain dark. So I want to see
the material now, and I want to try to give it other textures that
gives us more variety. It's looking good, but we
can edit it further more. Okay. So I've got them here and I've got the
roughnesses here. Let's make a variation now. Try to give another
map Control Z. Let's go where we
are viewing here. Let's try here. There's
a bit of a difference. Also here. I feel there's depth here more. Let's try here. We
see that it goes away. Let's try this one. Difference. We've got a major difference
now that we can see. Let's try here. No.
Let's try this one, no. So we want the bright
ones to be with the roughness, as
you guys can see. And the dark ones goes
with the speculars. So let's try this one. Also rough, here it
goes away. Also here. So I believe that the dark ones that we
changed is very good. I believe we've got more here. Let's try this one, no. Also, no. We need something
that is more smooth. But this way, the result
is already better. So I want to try with, you know, the amounts and
try to make better amounts. So here I want to try to remove
the details a little bit. So and I want to make
it more polished. So this way it looks
more polished. So I always need to, you know, make a balance between
the reference and between the CG and try to make
the best result possible. Let's see what we can do
here, specular contrast. Okay, so specular contrast is increasing the
brightness and more shining and all the shadows that we have and the
light that we have. And also the reference we have, it is more shiny
and and more clear. So maybe with a contrast,
we make it this way, and maybe the
specular brightness, we test with it,
so the brightness. Maybe we make it a little bit. Right. Very nice. Very nice. Now, the floor is
amazingly rough, and the material looks very
realistic. It's so simple. Yeah, it's only
adding the parameters for the roughness
and the specularity and changing their textures. Now we've got a material that
is ready and we can work with any time we want and
to any project we want. So now we want to
control the wall. So what I want to do is I want to upload the wall textures. I also uploaded them for
you guys to use in unreal. On the website, or also offline. So now what we want to do is, you know, type in roughness here and put all
the roughness maps. So we've got all our work
organized and all in one place. Okay, great. So now I
want to go to the wall, and I want to take
these three textures and when I put them
drag drop here, I've got them here, the wall
textures that are here. Okay. I look for
it and here it is. I do right click
duplicate and I call it MI wall double click. I go to our textures. These are the
textures of the wall. Now I want to change
the base with the base, the normal with the normal
roughness with the roughness. And I can also give the
roughness for the specular. It's okay for this example. Okay, so what I want to do now is go get the material
from our materials, and here it is, and I
want to apply it to the objects that I want
to give wall material to. Okay. That's nice.
Here are the walls. Great. So let's
fix the walls now. Let's see what it's giving
us for the values here. It's the same values
as the floor. It's not suitable for the wall. So what I want to
do for the wall is give them different values. Let's make sure the
material is all applied. Yes, it's all
applied. Okay. Good. So now I'm going
to start editing the roughness and all the
different parameters. See what I get. Let's try to darken the color to have
more contrast in the view, and then we can
change it to white. So I want to darken it
now almost like this, and now I'm going to test
with the parameters. Okay, now we're starting
to see results. You see, very nice. So things are more clear now. You see now how everything we've got a very decent wall material. We need to be patient till
we get the correct results. Let's try to edit the UV scale, see if I get more options. This is nice for a wall base. I think 9.2 here is good. Let's try the UV scale. One, two, two is small. I think as we had it or
one is good, one is good. Okay. What's left now is for us to test
with the specular, see if the brightness is good
or should we make it lower. Let's keep it one. We're
not going to change. Let's see if we want to change
our color to white now. Let's make it white. No worries. It's too bright and we'll go to the albedo and zero this out. As you can see, there
is a bit of reflection. Try to enlarge the
scale here a little bit. The wall is good. Let's try to apply it here. I think the material
is nice, very nice. Okay. Let's try
some other place. Let's hide this here
and hide this here. Also this here, this as well, and try to apply it here. Nice. As you see there is reflection. Let's try to put light to
magnify the reflection result. G from the keyboard to get the light bulb gizmo. And we want to decrease the intensity,
maybe make it four. So now we edit the
material further. This is. This is good. Now we can consider that the wall material that
we have is great. Let's make sure that the post
process volume parameters are okay and that has the quality that we want. 100%. Let's give it the floor here. You see how nice and
realistic it's becoming. Here in the floor, we want to increase
the tiling a bit. So we'll do 0.5, for example, two big 0.70 0.60 0.65. I think this is the
best result for the tiling of the texture. 0.610 0.510 0.65. I think this is the best result. Now we're going to apply
the wall material. Great, and we can also
give it to the ceiling. I think this way for the
floors and the walls, all the materials are doing great for all three
of the buildings. Okay, so this way we fix the floor and
the walls material. I hope you guys benefit
from this lecture, see you in the next ones. Okay.
9. Tranclucency Material and Glass: Hello, everyone. Welcome
to a new lecture. So now, guys, it's for the
moment that we have been waiting since a very
long the glass material. So no longer we need to hide all the glass every time
we start the lecture. Great. So for us to be
able to do glass material, we'll do new master material, and I'm going to call it M
underscore glass from here, and I will make it capital
M. Doubly click here, and then I want to pick
from surface from opaque, I want to make it translucent
from the blending mode. So it's a translucent material. And from lighting mode, I need to make it surface
forward chilling. So I've got more
parameters here, and I wanted two sided material. And I'm going to
do three and left click from the keyboard
to have color, and I'm going to do right click convert to parameter
and call it color. And now I want to take S and
left click and do metallic. Or I can do is right click
and promote to variable. I just get the name
with the scaler and it's a parameter already. So all is good. Also, I can promote this
to variable roughness, and also opacity,
I'll do the same. And from the fraction, I'll do promote two variable. So I'll do s for now. Okay. And I'm not going to
change anything from here. I'll change everything from
the material instance itself. So I closed it, I'll
do right click, create material instance,
and I will make it MI. And now I want to
take an object. Let's take a sphere. And we want to assign the
material to the sphere. As you see, now we've got
translucent material. It's not perfect yet. We need to edit
it and modify it. So now I need to edit
the metallic roughness, specularity, and the refraction. So for the refraction, I call it refraction. It must be IOR, so it's okay. For now, I'll leave it as is. So I'll do refraction one. So it's 100% clear now, maybe 1.005 or 1.1. Okay. I've got let's say another parameter for 1.1 the
parameter of the material. I'll try to edit the
roughness a bit. Let's try 0.1 roughness, maybe metallic one, for example, and opacity, I can increase
or decrease the opacity. I can see a direct
view to my shading. I'll do 0.2 opacity or 0.5 let's change
the color to white. Okay. Nice. Now, I've got an
interesting look. Of course, guys,
there are a lot to be done on the engine to fix the glass material
when it comes to lumen. They're developing
it. They've added a couple of things to
make glass indeed better, but still they're still
developing on it. It's not like we're
using the glass of the light build or
the ray tracing. So in the end of the course, we'll view the glass in ray tracing and it's
going to be realistic. But for now, we're going
to try to make the best of what we have in lumen. So we'll try to do the
specular one or 0.1, or we can make the
roughness zero, zero, maybe is good, maybe 0.1 is better, opacity, maybe 0.2, refraction IOR could be one,
1.001. For example. Great. Now I've got
a glass material. I'm going to delete
it from here and I'll do control edge and assign the glass material to all the faces of
glass that we have. Finally, this way, I've gave
material to all the glass. Let's check 100%. All the material and all
the glass is good now. So let's try to fix the
glass a bit further more, see if we can achieve
a better result. Okay. Let's see the opacity 0.1, 0.2, 0.30 0.2. Let's see if we can mimic
the metallic a little bit. I'll keep the metallic one. I'll do the opacity
0.1 is better. It's a better result so far
for the glass that I have. I think these as well, I
can give glass material. Also, this object here, Of course, we're going
to need to edit multiple of instances to fix per object. So I'm going to do
another duplicate now. And I'll call it glass zero two, for example, and I'll
call this 1f201. And I'll sign zero two
to this object here. And I'll do double click
here and I'll try to, you know, make it darker. So I decrease a little bit of the silhouette that is
happening around the object. And I will decrease the speed of the camera to get a closer view. As you see, we change the color, we change the specularity, we get different
views for the object. Roughness. We can increase
the roughness a little bit, so it decreases the silhouette. Maybe 1.5 is good
result refraction. Now, I think I'll keep the
refraction the way it is. Opacity, maybe we
make the opacity a bit like this, maybe 0.4, maybe a bit, maybe
0.5, 0.42, 0.1. Okay. 0.15, I think is good. Maybe we try to mimic the
metalnes a little bit. 010.5. That's a better version
of the glass. Control Z. Control Z. So this way, guys, there is something unreal. Once I give glass to an object, I can't select it. So to fix this, we need to go to settings and allow translucent selection. So this way, I can select the translucency and
assign the material to it. You see here how it's a whole different shade
of translucency here. For example, but it doesn't show as good as the
previous object. It shows a little
bit of transparent. So I can take a third instance, something that is in between. So I want to duplicate
now and make material three and
assign it to the object and make a couple of edits here to make it fully
customized for the object, and that works very good. So I'll do the metallic one. Maybe we increase or
decrease the opacity. I can make the color a
little bit different, maybe grayish, and I can make the opacity
0.2, for example, Specular doesn't really
show us a lot of change, maybe roughness one zero, one, two, one, 0.5. Maybe here I change the
color a little bit, make it a little bit darker. Opacity. This is nice,
0.1, for example. This is a third version of the material that gives
us something that is more realistic and more compatible with the
object that we have. Okay. Looks okay. Of course, we're going to have different things to fix the
quality a little bit more. But for now, everything is okay. We also do we have
concepts of glass? Let's try three different
types of glass. This is a little bit high. We need to lower it down, go to modeling and get the
pivot and bottom and then do accept and then move it down
till it hits the surface. Then after that, I need to assign different materials and see which one is better. Perfect. Here as well. 100%. Let's see the sun here. Let's see if we can
get better result by decreasing the
intensity a bit. See how it is?
Let's try to Okay. It is darker inside. Okay, let's try ten.
Ten is too much. Let's try five. Five should be okay,
interior and exterior, and I don't feel
that there is a lot of illumination that is
coming from outside. It's balanced kind of. Okay, so isn't there a check box or something
that I can make the quality of the reflections better than this.
Reflections okay. I can tell it's translucent, but I don't feel that I'm
getting quality out of it. So yes, there is something
that Unreal Engine added in 5.1 update that increases the quality of the
lumen reflections. We'll go to edit project
settings and from rendering, I'm going to scroll down
till I get lumen then reflections and I'm going to enable high quality
translucency reflections. Let's see. So we need
to check it now. And see if there's anything changes before and
after, not much. Okay. So maybe we need to fix this with the post process
volume. Let's see. Let's go to post process volume
and go to in reflections. And from here, I'll go to
high quality reflections. As you guys can see, it needs to be enabled also from the
post process volume. So the reflections are
200% more quality now, and I can fix the material now accordingly to the new edit, so I can minimize the opacity
for a bit to it 0.02, for example, maybe like this. Also like this, we can do it. Also, don't forget we haven't added anything in the
horizon or the landscape. So it's totally okay not to reflect much of
interesting things. But we need to know something
that before I enable this tool, it's frames costly. So I need to disable it
from here and go show FPS. Kind of I've got 100 frames. So if I do high quality here, I've got here like two or
three frames, you know, lower. This way, I do it
if I want to show my scene through lumen
and translucency and all. The translucency, as we said, the end destination will
show it through ray tracing. So all is going to be good. But this way we know how to do both great quality on
lumen and on ray tracing. So before and after
before and after. So that's a great
update for unreal. Looking forward where they update the quality even better, but so far so good. Also, look at the reflections
here much better. Everywhere, the reflection
is much better. Also, I think this
one should be glass. Also here, the reflections
before and after. Much of a difference.
See here before, after. Before, after,
much better, guys. I can keep it as long as
I'm working in Lumen. If I want to change
to ray tracing, don't forget to check it out, so I don't get extra
cost for nothing. Okay, guys. This way, we fix translucent
materials for the glass, and everything is okay. We've got new skill. I hope you guys benefit from this lecture. See you
in the next ones. Okay.
10. Advanced Metal Material : Hello, everyone. Welcome
to our new lecture. In this lecture, we will talk about advanced metal material. So we've got many parameters
in the same material. We can edit multiple of things. It's not just the roughness, specularity and the metalness. We've got the exact
parameters that we used in the texture material that we will put in
the metal material. And now we've covered
the translucency, so we've got everything completed to explain
this material. So this is the simple metal that we've done in the beginning
of the materials. We won't edit anything on this. We're going to edit on a
material that we've got all the parameters
set in it already. So write a click. I will do duplicate and in this material. I will say here, advanced metal or metal, as it is, metal. So double click here. And there is a little bit of modifications that we
need to change here. So what we need to
do is basically it's up to us if
we want to choose between putting textures or
removing the textures and, you know, acting
as only textures as albedo specular
and roughness. So what I want to do
is I want to change the albedo here to color only. So what I will do is lt and I will disconnect
the nodes here, or I'll keep both of them. But what I will do is
just put them away. And I'll do constant
three vector from here, and I will do convert
to parameter, and I'll call it color, and then I'm going to connect
it with the base color. That will click from here. I'll do it black or
charcoal gray, for example. And here, I'm going to change
the texture of the normal. So I will go where
the normal is, and I'm going to see what
normal maps I can choose from. So I'll go to our
textures from here, and I will choose between
the normal maps that I have if I have something for metal that looks
good and realistic. Other than that, I can
disconnect the normal. I don't leave it because it can do damage more
than and it can fix. So wood veneer, this is
a wood venear normal. For example, I can
replace the normal that I have with such a normal
because ideally, the normal should be very smooth that I will use
when it comes to metallic. So like rarely we use
normal on metalness, but we can do use it sometimes. So I will go to our
materials here. Metal simple Luis said
that we need metal. Okay, because we closed
it, it didn't save, so now we're going to do the previous steps as
we did it before. Put this away and do
three and left click and drag where I can connect
it to the base color. And from here, I will do a gray, and I'll do right click
convert to parameter. We've got the normal. So
I want to apply for now. On normal, we want to
go to our texters, and we pick the normal that
we've decided to have. I want to replace
it. The roughness, I can put any
roughness that I want. Either it was a wood
veneer or it was a metal. These roughness
maps, for example. Let's for example,
change the roughness from outside from the
material instance. Right click, create
material instance, and now we're going
to call it MI metal. Double click on it. Great. Okay. And we've got the color, we've got specular
roughness and normal. We've changed the normal base. Now we want to change
the roughness here maps. We're going to pick
roughness and specular maps. So we're going to pick from the things that we've
downloaded earlier on. So maybe we put this
here in specular. Now I want to save and brighten up the
color a little bit. Okay. And I'm going to assign the
material to this object. I'll go to our materials,
minimize metal. I need MI metal. M that's it. Double click. We want to make it
darker this way. I need to go to
the roughness and specular and change till
I get a good result. 0.01, for example, ok. Okay, now this roughness map, I've got a problem with it, so I want to change
it with another one. So it removes the big
details that we've got here. I can control the scale here. So I can make a big
or small scale. So ideally the scale I think should be
something like this. And I can decrease how these details are
present in the view. So I just want to double check the values that I'm entering. 0.25 example here. For example, a roughness contrast,
we can do Okay. Almost like this -0.5. Great. Looks very nice. Let's check the
reference and see if we are going in the
right direction. We want something that is close and this one
is the closest. So this I'll put on the
side, on the other screen, so I can look at it, and I'm going to share the
final result with you. Don't worry. So we get
as close as possible. We want to edit the
normal intensity a bit. Very nice. Very nice. It's becoming
really realistic. This is the result that we want. This is the ideal value guys. So now we're going to save
and save the material. And we want to apply
the same material to all the objects that
has the same material. So we'll search the material
here and assign one by one, or I can select and control
multiple control and select multiple ones and apply the
material at the same time. This way, for example. And
from the display materials, I can give the
material for this one. So all the materials here are
correct and all in shape. So let's give the post
the same material, see how it looks, looks
pretty fine here also here. Much better. These s, let's see. Nice. Much better. Very nice. I'm clicking C sometimes
from the keyboard so I can get the correct view. I can zoom the depth
of field inside. More. This object, for example, needs V. So we'll
go check parts. So I'll go to modeling
and I'll go to project and choose box and pick dimensions
100 by 100 by 100. 200, 200, 200, no,
I think 505050. Yep. I think that's it. That's excellent. Nice. So this way, we've covered
the advanced metal, how to do advanced metal. I can, experiment
within the roughness, the specular, and the normal and keep on trying till
we get the best result. As scalers. I can control these scales or I can control
them as texture maps. So if I want to
control the scaler, I need to have something in mind that I can't edit the UVs because it needs to be texture coordinate to take the proper scale
of the material. So we have to take this
under consideration. Otherwise, we can
apply as I applied, and this is the
most correct way, and there is no correct
way in Unreal Engine. There's so many ways.
This is one of them. I hope you benefit
from this lecture, see you in the next ones.
11. Generating Textures : Hello, everyone. Welcome
to a new lecture. In this lecture, we will continue and talk about
new fundamentals. This specifically, we'll talk about how to download texture. From the Internet and generate
all the maps that we want from it as if normal,
specular and roughness. So this is the most suitable
suitable texture we found. So first we want
to do is to open photoshop and open open
this texture with it. So first way through
photoshop and the second way is
through Shader map. So now I'm going to drop
the texture on Photoshop. First thing I want to
generate the normal map. So I'm going to go to filter three D and do
generate normal map. Okay. As you see we've
generated the normal map. This is the first normal map. So I did okay directly. I can edit some
of the details in the parameters of
the normal map. So I can control the amount of details as you guys can see. So the wood that we will
have won't be rough a lot, so I can blur if I don't
want to show any details. I can invert the
height map if I want. If I feel the wood
that I have is wrong. So I see on the other side now, we see that the wood
that we have the normal that we have
is as we can see, we can also control the height and shadows and the
medium between them. So I come up with the
best result I want. So what I want to do
is to make it 30%. It was 80% one 20 cancel. I think we messed it up. So filter three D
generate normal map. And we'll do this 50 or
46. I think this is good. So we'll do okay. And we can
edit this further later on. So we'll do Control
Shift Alt and W, and we're going to do maximum in export and put it on desktop, and we'll call it underscore
N R and we'll do save. And also, I can add another
one with less details. So I don't go back to photoshop. So we'll put this one
to 25 25 is good. Control shift, I'll W
and export and I'll do here 25 this way, I know, one of them is 45
and one of them is 25. Now how can I get
the height map? I go to adjustment
layer, and saturation. After that, I put the saturation to the
left and I increase the light a little bit or decrease the light and
I get a specular map. We'll pick the dark one
to get specular export. I'll say CS underscore
specular, exactly. And also I can from here and add another layer adjustment and add levels and from levels
from the mid tones, I can exactly generate
the roughness map. Contra shift LW
export CSM underscore R. Safe. This way, we've got
the whole spectrum of shades and textures. The second way is through a
software called Shader Map, which we can download
from Google. It's called Shader Map four. It's free. I can
download it for free. We'll go to the main website, and we'll do and we
download it from here. It's going to take a bit to
download show and folder. Okay. Double click. Okay, except,
next, next, install. Okay. Good next. It needs to download direct x setup with it, which is okay. Finish. Great. Here we've got a software,
double click on it. We open it from here. We add here and we select our texture. Let's call this
texture CSM underscore facade underscore ALB. Open. You see, guys, this
software generates all the channels of the
textures automatically, and we can modify
them the way we want before exporting them. As you guys can see. Based on it, it shows me the normal in it and the intensity. I can control them either
from here or from unreal. This is a texture software, so I can edit everything
from the beginning. We've got the roughness map here and we've got
the displacement, and I need the normal
specular and roughness. So we've got the normal
fot shop already. So what I want to
generate now is the roughness map that is here, save from here, and then I go to the folder and I pick where I want to save it and I
pick the image format. I'll do JPEG files. There are a couple of formats
here that I can save with, but I will pick JPG and
I'll call it here spec. And I'll do save. Now I save it from here and
get saved on the desktop. This way, it saves for me. I look now. I've got the
wood facade specular. I compare them together, see the specular
with the specular. This is the photoshop specular, and this is the
software specular. They're pretty close
to each other. This tells us that either
or we can generate the channels from photoshop
or from a shader Mp four. So I'll go to unreal now, and I'll go to textures
and pick our textures, and I'll take the albedo
and the medium, 25 normal. I'll take the wood specular
and I'll take the roughness. And I'll drag and drop them into unreal engine
content browser. As you guys can see, Now we go to the materials and we
make a duplicate from here. So we name it MI, MI MI underscore exterior would We open it. It's good. Now, I want to delete
this because I want to take duplicate from
the instance itself. I don't want to duplicate
from the master. I'll do Control C Control
V. I'll do F two now, and I will call it MI exterior. Double click on it, and I
will change the textures now. So I'll go where I
install the textures, and I will simply replace them. Okay. So I'll exchange the
textures now with the textures that are inside
the material editor itself. So I'll bring the material here, maybe a little bit to the left, and I'll assign
albedo to the albedo. And the specular will
go the specular. And also the normal we've
got the normal 25 now. Let's open them next to
each other so it's easier. And we'll look for
the normal 25. It's right here. I put
it with the normal. This way, I've got the
normal roughness specular. So I can keep the roughness or I can
change the roughness. So I'll keep it for now, and I've got the basic
material for now. So I want to assign it
for now and see what can we change and make it
very close to the reference. So I'll go and
check the material out and see where it is. So the exterior wood
that we have here, drag drop, and
we've got it here. The texture UV is
very good so far. Let's see if we can
fix the color itself. So it's very close
to the reference. So I'll open the reference now an image that is very close. This is a close image, this is a close image. Let's take this one for now. Minimize from here and
try to do the same one. I'll put it to the left, and I'll drag the material. I'll put it in the other screen. I'll put the viewport here, and I'll take the material
editor and put it where it overlaps with the image. Great. First thing,
we want to control, exactly the editor here. We can see all the viewport
and the reference. So I want to try to change
the color of the texture. So it's very close
to this brown. So I'll do pick and try to
get the tone of the brown. And what's nice that I can pick something that is
outside of unreal guys. This is revolutionary. So I'll make it a bit dark and I'll try to fix the albedo mix, but minding that
we don't wipe out the texture while doing this because if we increase
this to a certain point, then we wipe out the texture. I'll try to fix also the albedo brightness and
see what can we do with it. Okay. I Very nice. Looks very nice. But we want to explore with
the normal now. So we want to upload the normal
that is more that is 45. So we want to minimize
from here and upload it to our text folder. So we'll go to the normal
and we will upload this one and go to our
material, or I go from here, search, double click on it, and I replace the texture of the normal where it's stronger and
it should be more obvious. Drag drop. Nothing has changed. Let's arrange
everything together, like it was before and try to get the normal as
the one in the reference. Okay, so now it shows. So the problem was, guys, is that we needed to give a one value for all
the constants and all the scalar parameters that we have, everything
needs to be one. Nothing should be zero, so
it doesn't multiply by zero, and we get an error in the code. So now we can fix the normal at our ease and it looks
very close to the reference. So we'll explore 1-1 0.5, 1.25. I think 1.25 looks good. This way we've got normal
and everything is very nice. We've got the same look
as in the reference. So it's like the reference. The normal shows that is
tiling in horizontal, not in vertical, and the same thing we
achieved in our example. So maybe we could fix
the color a little bit. Okay. Very nice. Interior and exterior,
it looks very nice and the color is very
balanced between both. And generally, this way, we've achieved the look of the dark brown wood of the
reference that we've got. And this way, we explained
how to get a texture and generate all the channels of the texture that we need. No need for a software for us to generate
all the textures. We can generate any
texture that we download from the
Internet and, you know, fix it into our
unreal engine scene as you guys saw and how
everything is organized. So not necessary every time
I download the texture. I get the privilege that
I get all the channels. Sometimes I can
generate these channels myself that looks
very nice already.
12. Quixel Bridge : Hello, everyone. Welcome
to a new lecture. In this lecture,
we will talk about a new fundamental on how to connect
Quiksilbridge with Unreal, so we download material directly into our
content browser. So I'll go first to I
I don't have it here, first thing, if I
don't have it here, I go to edit plug ins, and then from here,
I type in bridge. I get Bridge MgScans
link for Quiksil Bridge. Then I enable it. Maybe Unreal asks me to restart.
I restart it. Then I open Quiksil Bridge. And now it is a direct
link with Unreal engine. I do browse now. It's
exactly the same as MGAscans but directly
connected to unreal, other than downloading
the textures and, you know, uploading
them to my materials, here, I can download the materials that
are ready directly. Okay, so what we realize, guys, is that the assets that
are here are fewer than the assets that are in the
MgScan website itself. So if we type in MgScans on Google and we enter the website. We see here there's 1770008 for the website and
on Bridge bit fewer. But it's okay. It's not much of a difference because we can download both
from here or there. So now we're we're
going to look for the assets based on code I've got the code of
the texture earlier, so I want to type it in. I signed in. And here, it's not like the
Megskans website, where I can pick what I need
to select from the maps. Here, all the maps gets
downloaded with the map. So from here, I can pick, is it medium high
or highest quality? So I'll do high quality
and do download. Once I download it,
I add to my project. So what I find here in
the content browser in MgScan surfaces, stones,
underscore wall. So Drag drop the
material. Now it's there. And if I double click
on the material, I've got already parameters from them that talks to the parameter that
we've done manually. But what's powerful now is that we know how to edit
these parameters. So I want to fix first
thing the scale. So I'll do 0.5 by 0.5. Okay. Okay. This is good. Okay, I think the
scale here is good. So we want to control the albedo tint now,
and I want to fix it, and it's very advised guys that we always have a reference
so we don't get lost. So we always compare
with the result that we have versus, you
know, the reference. So now I go to a
picture that has the chimney and I
try to do the same. So now the albedo tint
I want to fix upon. This way, it has became darker. Let's try 0.20 0.20 0.2. This is even more dark. Let's to 0.15 by 0.25 by 0.25. This is for the tent. It's a bit dark, but we will fix a couple of things
to make it better. I'm not going to fix any
of the albedo controls. I'm going to go to the
specular directly, it's 0.5. I'll keep it the way it is. If I increase or decrease, it brightens up or
makes it even darker. Okay, so, ideally, guys, this object needs to be modeled to get all these
details, you know. But usually, we
need to model this. There is plug ins on
Max where it does this, but it's going to
be fully loaded, so we need to make sure that it's quality
versus performance. So here in the
Albedo, I can control the brightness maybe and the saturation maybe I make
it desaturated a bit 0.75, for example, I
increase the contrast. Okay. So one for the brightness
and 0.5 for the contrast, 0.75 base specular 0.5. Okay. Normal strength, 0.52, we see the major change. Two is a lot, I feel. So 1.5, maybe the
one, maybe one. No, I think it's one
is good. One is good. We already can see the changes here and there. So one is good. Minimum roughness is our
object polished or rough. It's completely rough, so
I'll leave it as it is. Maybe I play with the base
specular, make it one. Okay, great. So this way, the material is okay, and everything is great. So I'll drag drop
the material now. Same material. So this way, for example, this is
the first material. We tried to take
material for the chair. So let's try to assign
material to the chair. Most importantly, we always
have to save all and save. Great. So now, what I
want to do is I want to go to the bridge
and from the bridge, I will do is, I'm going to paste the code of the material. That is the leather that
we want from surfaces. Okay, so now we will pick
the leather material, add it to unreal and
drag drop on the object. Here we've got a
leather material, and now we will edit the
material furthermore. So we'll double click on it. M. Okay, I think this way, it looks very nice. This is for sure, much better. So let's take this
wood and give it to the arms and maybe we
make another variation. So they don't look a. Okay, so this is not a fully
matured wood. So what I want to do now is
to change the wood color. I want to make it
a little bit dark. So let's make it more advanced our material, like
the floor here. So we'll do double click and develop the
material furthermore. So we will make a copy
from this material, Control C, and we'll
go to this material. I'll make this bigger, and I'll do Control V here. And I'm going to bring
all the nodes closer. In this way, and I will
delete the U V from here and the U V from here because we already
have UVs here. I'll connect this to that, and I will connect the normal. I'll remove this
normal because I already have the same
nodes connected, and I'll connect
this to the normal. I'll bring this
closer to the normal. And I'll bring here
the rest closer. What we will do in the
specular and the roughness, we will disconnect them because we don't
have maps for them, or we keep them and we give them another roughness for wood
roughness and specularity. So metallic here is zero, so we'll remove it from here, we'll remove specular
and roughness from here, and we're going to
connect the specular and the roughness with
the nodes that we have. So we'll bring all of these closer and okay we
have an error here. Why? Because maybe some values are zero that I need
to make them one. But in this case,
it's not the values. I've connected multiple
of textures together. So we remove these to all now. I'll take this texture
and search it, put it here, and delete this node and then connect
this to the albedo. This way, we've got
it all settled, and everything is correct. Now I connect the specular
and the roughness, but I need to change
the map first, see if I've got a wooden
specular like texture. So here, the naming
convention helps us the most by finding the specularity
that we're looking for. So maybe we use this one. It's okay. Here, the roughness is giving me it's
a tying roughness, so we want to change it. We will change it to
another roughness map. Maybe this one, we can
give it to this one. Now we will connect the
cheap contrast with the specular and we'll connect this one
with the roughness. This way, the texture is great. Is there anything zero here?
No, everything is one. Now we've graded the wood
material, and now we will save, close it, and we'll take
an instance from it, we'll go to our materials. I'll go to FHR,
materials, our materials, and then I'll do basic wood from here and I'll do create
material instance. Double click. Drag
drop to the object, and now I can control
all the parameters. So I'll fix the color first. Okay, I think it looks okay now. And maybe we can
replace it later. We can bring from MGscans that looks better and change it. Okay. Okay, so this wood here got messed up.
I need to fix it. It's even better now. Great, as we said, we can change it later
on from Quicksil Bridge. But this way, it's a
general idea on how to get the materials from
the bridge source and become direct link with
everything in unreal. No need to download
textures and upload them. But what's good that
we already know how to do the textures
manually from scratch. So any problem we encounter, we know where and
how to edit it. I hope you guys benefit from this lecture
to you in the next.
13. Migrating Textures : Hello, everyone. So, a new
understanding of how to get new materials from different
sources that we've got. So the source that we
will talk about now is the source that how to get materials from project
to another project. So if you go to Epic
Games launcher and we ask the marketplace auto
motive materials. There is a free pack that unreal engine and Epic games have done that they're giving
away for free for everyone. So we can download this Pa and the only condition is that
it's from 4.24, 4275. So it doesn't we don't
have it for 5.1. What's nice is that
I can download, let's say, if I've got
unreal engine 4.11. I want to migrate
assets from 4.11 for Unreal Engine
5.1. I can do this. So this is okay.
This is completely. So I will put this project guys for you so you can open it from your ease and you can open it anytime and migrate
the materials. So this is the
project, and these are the types of materials
that are available. So that's the level
of the project. So I added to our project. So we go to starter
content maps and we've opened the starter map. So that's the starter
map I start with. Actually the minimal default. This is what I start with. Hmm. So when I go to when I add
automotive materials, it's going to be
added as this way. And this map is the overview, and it loads quickly because I already loaded it
quickly before. And I've seen it and we
see that there is a lot of materials they've got
here, metal lights, tails. It's usually used for cars, and they've got
interiors, of course, the interior of the cars,
but they've got fabric, they've got chrome,
they've got paints. So how can we take the interior? We're going to go to
the interior folder from here and do right
click from here, and And we will look
for acid actions. It's not there, but
I've got migrate. So I can migrate directly, direct migration before it used to be acid
actions and migrate, just to make sure we want
to select all the folders, the subfolders and see if
I get acid actions or not? No, I get only migrate. So I'll do right click
on the interior. And also, I can
take the exterior. But I want to take under
consideration that I'm copy whole loads of materials. So this can load the
project that I have, especially when I package it. So unless I optimize
the file and I pick specific materials that I only
want to use in the scene, and this we will talk about
later on in the future. But for now, I want to copy
for the interiors only. Also, I've got metal
frames in the exterior. We could import them later on, but for now, we will import the metals that are
in the interior. So we want to see how to export the materials and
migrate them into my project. So I'll go right click migrate. And then unreal asks me, where do you want to migrate it? So I ask for desktop,
Unreal engine, RCV, I go to content, and
from the content here, RVs content from the inside, I do select folder, and I copy the file content
migration completed, and then I go to
Unreal engine here, and I find automotive materials. And I find exterior
and interior. In the exterior, if it exported
some of the textures that is associated with both interior and exterior, which is fine. But I want to go to
interior and check if I've got the
interior materials. Exactly, here we go.
That's the materials here. What we're interested in is
the velvet material here. I drag and drop it
here as you see, and I'm going to double click it and see how can I
fix this material. First thing, I want to
edit the subsurface color, but as we agreed, we edit
based on a reference before. So we look for an image
that has a couch, and from the couch, we can take the material
and make it correct. So what I will do is I want to brighten up
the color that I have. So let's say I don't need this much of space
from the image. So I will open up the
viewport of Unreal More. And I want to see the
materials that I have here and see which color I want
to give my material. So it's gray blue a bit. This way, the velvet
effect we started to see on our couch. It's all about small tweaks to get a very high quality
realistic material. So we need to be
patient guys and go back and forth till we get
the best result we desire. This object, we want to delete. We're not going to work with it. And also, this one, we
will change it with the modeling lecture from
Megscans but for now. Or, you know what?
I'll just leave it. Maybe we can use it
somewhere somehow. So we're just going
to hide it for now. Awesome, guys. So
now the material looks way better than
what we started with. And we can say that this
material is ready now. So we'll save all
and save now so we can keep all the changes. And I'm going to assign
to different objects. Of course, I can take a
duplicate from it and give it another tone and just assign it to
the other objects, and I can call it velvet gray. Double click on it. I'll go and see which
cushions I want to give a different color and give
it a different color. I'll make it darker, and
I'll make it more gray. We assign the
material and now we see we've got variation of materials that
looks pretty good. Nice. All right. Very nice. So let's see what metal did
we get with the package. So we see the
reference is black. So we need to give it something
that is relatively black. This couch is not lying
down on the ground well. So we need to make sure
that we hold everything together before we fix the
pivots and make it down. And we're going to
go to modeling now and we will fix the pivot. Okay, so this way,
the couch is lying on the ground perfectly.
Here, there is a book. That is pretty messed up. I think this one needs
normal flipping. So we'll go to T
and try to invert, select all the faces
and try to flip normal C. So I think there is a mistake in the
model itself here, so we will delete it. Okay. Okay, guys, so such
an object here, it has a tool that we can fix this in unreal without exporting them to Max
and then fixing it. So we go to deform lattice and then we pick the vertex
points that we want to fix, and then we start
fixing point by point. So this way, we can make the
model comes as the blanket to the couch itself other than bringing it to max and
simulating it again and Maybe it works,
maybe it doesn't. This is similar to
the FFD modifier four by four by four in Max. To have this tool
in Unreal engine, this is a big privilege. This way, it's way more
realistic and we fixed it with the quickest tool
possible that we have. All right, now we accept. Great. Now we want
to save all save. And we'll see what materials do we have suitable for the for the bottom of the couch. Nice. So, for example, this way, we see that the
packs that we get, there is so many things that
we can exploit as materials, and it gives me very
good materials, pretty awesome
materials, actually. And it's very nice
for me to try, you know, is it worth
it, or is it not? So for in our fast
track projects, I know which project I
need to migrate from. So this is one of the very
important fundamentals migrating my assets
into another project, minding that I need
to migrate only what I need and that I need to
work in an optimized way. Okay, so GPU crashed in unreal. Let's restart it.
Here we back again. We did not lose the materials. So now we want to
go to automotive materials and we want to go to textiles and we'll try to
give the carpet a material. Okay, I think this
is a good texture. Let's see if we can
fix the scale of it. So let's try ten by ten. Five by five. Okay. That's a decent scale. I like it. Very, very nice. Okay, great. I can
give it here also, and we see how
realistic it looks. Here, I can give it a
velvet gray material. I can change the color of it
to beige or any other color. But now the room here
is very monotonic, so I want to change
the color here. Let's see this one. Maybe we can use this. This looks good, pretty
decent as the texture. Let's try this wood here. No, this object, we will
use some other wood. So for now, I'm just
going to use this one. I'll go to metal and
assign some metals here. This one is nice
here, works well. So we're showing you guys how
I can migrate a pack and it can finish two thirds of
the material in my project. So never underestimate
this tool. This tool is pretty awesome. Migrating textures and
objects to our scene. Okay. We've got no fiber here, so we will be looking
for metal material. Okay, guys, so
that's all about how to import materials
from another scene. Either it was Unreal
Engine four or unreal Engine five
and how to exploit our materials from zero and duplicate them and
make many duplicates. Hope you guys benefit from this lecture, see
you in the next one.
14. All Materials Pt.1: Okay, guys. So in this lecture, we will be doing a fast
forward video that will include all the fundamentals that we've covered earlier on how to make materials and
how to fix our materials, and we will join them all
in a fast forward video, as we said that some
of it will migrate. Some of it will
bring from bridge. Some of it will
get from Megacans. We won't get any textures from Google because everything we've got already Megacans and Bridge. So we'll fix all of these fixes. So we finish the scene interior and exterior with all the materials and
everything is okay. So first thing, we want
to do last lecture, we exported the
interior materials. We haven't exported the
exterior materials, so we want to take the
exterior materials as well, so we get more options in the metallic materials
and other materials. So I want to go to exterior from here and do right click migrate. I'll do okay. This
migrate process guys is the same as for models, textures or even blueprints. So I can copy everything exactly with
the references, of course. So I go to the
project that I like, and I like the assets inside it, and I click one asset
or multiple assets, and I do right
click and migrate, and I migrate it into the
project I'm working on. So I'll do all, and there is duplicates because it took
something from the exterior. So Unreal crashed and I'll
do send and restart now. So no worries, we'll restart and wait for
it a little bit. We import the materials and we continue the rest
of the materials. So now the project crashed
the previous ones. So we want to double
check if it imported anything in the exterior. So some of the materials,
not all of it. Because the video has stopped
while we're recording. So what happened,
guys is that we tried to import the
automotive materials, all of them, exterior
and interior. We imported interior, but not exterior in
the previous lecture. So when we imported, again, Unreal engine crashed because this project folder was
already available and unreal, so it was an error. So what we did is we copied the entire project of
Unreal that we were working on and we deleted from the first file the
automotive materials folder, and we migrated it So not
to lose this material. We deleted the main folder
and we migrated the material, and we kept the old project folder not to lose the things. So I want to export one asset. I'll do asset actions,
and I'll do okay. And I'll say, put
it in the content. So let me try to
do a new folder. It's not going to work,
but let me try to do a new folder and do import and import it inside not
to have any problems. So it doesn't appear to
be engine game content, so I need to put it in the
content itself, and yes, all. Okay, so Unreal
engine crashed again. But let's see if it migrated the material
successfully or not. So this is basically
what happened. When we copied from
project to project, the same folder, then we had an error in unreal
where it had to crash. So what I do is
always I take a copy from the project folder that
I don't want any changes in, and I try to migrate. So in this way, we've got the material.
It took the material. Even though it crashed,
I've got the material. So this is good. So
this is a good thing. So I can do this.
I can try my luck. But just in case, what we learned from this is
if I want to import, let me import the entire folder, and from the project
that I've got, I delete anything else
that I don't need. Otherwise, real engine could
have errors and crash. And maybe I lose the material. But in this case, thankfully, we did not lose the material. Everything is great,
but later on, pay attention that
this could happen. So I'll put the
texters in the texts. A is good. So to
summer up everything. If I want to import
from another project, I import the entire main
folder that I'm interested in, even though it was one asset, and from our project, I delete everything else
that I'm not using. So I make sure that
unreal does not crash. So I go to automotive, I go to utilities, and I
delete these, for example. I go to maps and delete them. I can go to any level
assets and delete them. So all of these we can do, and we don't get any error because I've got the
entire folder migrated. So now we want to fast
forward the video and continue the rest
of the materials in the scene and
finish all of them. Okay. Let's start.
15. All Materials Pt.2: Hello, everyone. Welcome
to our new lecture. In this lecture, guys, we will continue forward
with the materials. We fixed most of the materials
we've got in the scene, and we've recorded
almost half an hour, but the computer crashed and
we lost it. But it's okay. We're gonna cover
in this lecture, what exactly we lost. So basically, number
one, this material. So we continued
the same material from the same pack that we downloaded and we migrated to unreal engine,
the automotive pack. And we made the little
arrangements for little of things. And for example, these
living room elements here, we shifted to the right a bit. So, you know, it's
a trial and error, and we keep on going
forward with what we have. We also gave material
to the light posts. Everything here is okay. So the new idea here is about
this table Kitchen Island. So basically what we've done
is we've done a combination between MgScans textures and
the material we've done. So we go to the MgScans. That's the textures we want. It's the black galaxy garnet. And we took the same material
that we've done in Unreal, the advanced material, and we replaced the texture
for the albedo. In normal, I downloaded from
website that is very nice. It's called pen game
Art open game rt.org. Exactly. So this website
has interesting props and interesting textures
that I can get creative and apply them to get a
certain feel for my material. So I wanted to achieve
the wood look. So that's why I downloaded
these textures, and I will put them
for you to download. So the concept is to combine
a couple of textures in the same time with
materials we've done. So we did textures
that is ice textures, and we put it where
the normal is. And we brought the roughness
maps from the roughness maps that we've downloaded earlier
and we put them here, and we started to play with
them till we got this effect. This is the first concept.
Second concept is that we went to these objects and
these objects were very white. For example, let's talk
about these books. For example, we've got what
is this piece. Let's see. Selection. Sorry. So I
want to do modeling, and I'll go to Pivot
Center or bottom or, so I'll do bottom
and I will fix it. So for example, these books, I've got a little bit more white bright
white than I want. So I double click
on the texture. I don't change the material. And from the texture here, I can just lower down the brightness of
the books that I have. So it lowered the
brightness of some books, but not the whiter ones. So here I'll do double
click and exactly. I can minimize the brightness. So it doesn't give me
a big visual impact. Same for here, I'll
take this texture, double click, and I'll do 0.5, as you see, it's still
white, but it's not, you know, very bright white. We can do any other result. We can do 0.75 if we want. For example, it shouldn't
be almost all of the time 0.50 0.75 gives me a pale white which is
actually nice visually. Here I'll do double
click and I'll do 0.75. It's minimized it and I'll do the third one
here and the last one. I'll double click here,
and I will do here 0.75. This way, I've got white
but not so bright books. So that's the second
idea in the video. Third idea in the video, guys, is that this model, we had a problem with the U
V. So when I gave material, it still was not being corrected from the
parameters of the material. So basically, we had to click on it and try to fix the
UV from Unreal itself. So I went to UV and I went to the first ways project and we do box and then we do one
by one by one here. That's one way and I do accept. But it was not fixed
in the first way. So we did auto U V, and as we see, we've got the checker that is
kind of messed up. And there's another
thing that we can control from here is UV Atlas or xls
or patch builder, and I can control the
patches that I have, and I can change everything. If I have patients, I can
fix any model from here. So I can fix all the
UVs from Unreal engine. So it got fixed in R, not in auto UV and
I used poly groups. It was poly groups
or existing UVs. I changed between
them, existing map or conformal or
special conformal, or I do island merging. So what I picked is
spectral conformal. And as you see, the checker box looks very nice and I did accept. I
already did that. So when I did accept, texter was 100% corrected. And it was the same
as the one inside. So the texture had no problem. The problem was from the model. And I applied the
same material here, and everything is great for now. I want to assign
material to this white. I forgot to assign here. All good. And this way, we fixed all the materials or almost most of the materials
that we've got in the scene. And now we want to
continue the rest of the materials in our scene. A couple of other concepts. Here, I just want to place the material
and see how it looks. Most probably we'll give
this another material, but just to assign
a material for it and see how it looks
with the sunlight. This carpet here, we've we
want to give the same material as the one in the living room here let's see what can
we give this model. So, guys, in the video, we lost in the post process, we went to exposure
and from the exposure, Minimum brightness ten and
maximum brightness ten, and speed up and speed
down is eight by eight. Why this will help us the transition between
interior and exterior. The change in lighting
is almost instant. It's in real time. You know, it's not taking a lot of time to
change the light. And here I want to
do zero exposure. So you see, we increase the
sun brightness for ten, and we decrease the
exposure that we've got.
16. All Materials Pt.03: Okay, guys, this way, we finished our entire scene, interior and exterior with materials with all
the different types and the different approaches. I hope you guys managed
to fix your scene. If you've got any questions, don't hesitate to ask us. We'll see you in the next video. Okay.
17. Light Materials : Hello, everyone. Okay, guys. So we've got the last
fundamental of the materials, and this way, we can wrap
up the material chapter. And that is the
emissive material. Let's look here. We've got spot lights, but
they're not lit. In the normal scene,
we don't want to light them up in
the interactivity. We might want to light them up, so we want to learn how
to fix all of these. So let's go somewhere dark and understand the
lighting materials. Let's see somewhere
that is a bit dark. I think here is good. I will take from create, I'll do sphere, and I'll scale it down a
little bit and put it up. Great. Now I want to
fix the material. I will go to where I
put the materials. I will go to materials
and from materials, I'll go to our materials
and right click new material and do M because it's master underscore Light. Double click. From here, what I want to do guys is I'll do a constant three vector. Write a click,
convert to parameter, and I'll call it color, and I'll take another
scalar parameter from here, and I will say intensity, and I'll do multiply node, and I will connect color
with A and intensity with B. And I will put white color here, and intensity Let's put
it in the emissive color, and there is nothing because nothing we've got a little bit. Okay, so here, As
you guys can see. It has lit the area. Very great, actually, excellent. It's like we have a light, and the scale of
scale of the object, it varies on how the
light is exerted. The object, the bigger
the light, of course. I can increase or decrease
the light the way I want it. If I decrease it so much, then I almost can't
see any light. Let's come from intensity here. Why are we fixing from here? Let's fix from the instance I do an instance
for this material, and I'll hide here. I'll delete the
instance and do MI. Sorry, I'll do F two, and I will delete this
part and I'll do an here. That's MI light. And I'll do drag drop. And I'll double click and I can control the
intensity from here. As you guys can see, it increases the light.
That is exerted. Although we've got some, you know, wavy looking normal. This is because the
object is very small. So when we increase the
scale of the object, then it becomes better, the quality, and also
we get more light. So I decrease the
intensity here. It's not like
5,000, for example. We've got a lot of
light. You see here, it's like actual light. So if I delete the object, see how it looks,
if I put it back, it's like I've got
a light turned on, and it's very bright. Okay, great. Let's
change the color. Let's bring it
back to a standard like more realistic value, and I'll do five, for example, and I'll put it red, for example. Okay. Nice Nice. So you guys can see how the GI is
affecting the environment. We can change it to purple, for example, the
effect is amazing. We can take another copy from the object as an
instance from here. And here I can put
the color purple. Nice. Maybe a little
bit brighter, maybe a little bit more dark. Now I've got both of them purple because it's an
intense material. So I've got to do
another material and duplicate it from here, give it another color blue, for example, and assign
it to the other object. Now we've got two different
colors. I love the effect. So that's an amazing
technology guy. It's very interesting. And tip for game developers, when we create games
in most of the games, we try to avoid
the actual light. We try to do light
material because it's way less calculation on the
GPU than the light source. So I can somehow light my scene with the materials
without putting actual light. And this is very
performance friendly and can benefit me in
my design process. Because the quality of light and the calculation
has parameters, and we've given unreal
the best parameters, it can read much lighter than the directional light
or the point light or the spotlight that is
provided by unreal. This is much lighter
on the performance. This is the best way
to light the scene in games when we have
large scale scenes. You see how the light
mix looks very nice, very nice, excellent guys. So you guys have
to apply this to all your projects and experiment with it
and see how it goes. So how can we light our scene
from here, the actual spot. So I'll take the texture
from here, the material, and I'll put it in our
materials move here, and I will go to our materials, and from our materials, I'll do double click from here, and I will alt and disconnect and scalar parameter from here, I'll do intensity. Same concept, either I've got a texture or
I've got a color? I can do both, and I'll do multiply now. Okay. Ten for intensity and I'll do
this in the emissive color. So it has lit now. I can do five or one, and I'll do one, save. Now we can see the effect, we can see that it has lit. We can see that it shows
as it's turned on. Did it affect my scene? It affects my scene, but micro nano effect, you know, because the source is small, and the distance is far away. So therefore, it
will be just a look. It won't be an effect
because it's small. So now I'll do an
instance from it, MI, and I'll drag and
drop to this object. And I'll do double click and try to
increase the intensity. You see from here, You see
how beautiful it looks. So this is alone is lit here. There is no light in the origin, origin, I'll do zero. Okay, so I do zero
the texors gone. So I'll do 0.1 or 00.05. You guys experiment
until you see how it looks fine
as it turned off. And the second one that I
have lit is the instance. So I've got two
different materials. One shows the light is on and
one shows the light is off. So now I can select
all spots that I have. Okay. So I'll take the first one and the last
one I'll do shift between. This way, I can make things
go well. Okay. Sounds good. So now, I'll drag this up, and I'll go to the
details of the material, and I will assign the lit material into
everything that is not lit. And I will try to put
it in the white as well and see if it's correct. Let's see. I think this way, all the materials has
all the spot lights has lit material. Let's see here, guys. These were the objects that basically we have
cut the roof with. It's like the probleon in max. So now we've got a mistake
here all the lights. I'll take the metal material
and I'll assign it to the. Okay, so this is the first
frame and the second one. So elements zero and element one is going to take
the black metal. I'll do control and select the three of them because
they're the same, and I will assign to elements
zero and element one, and this way we fix them. And we can also this one is the spots M
underscore light spot. We can replace it with the
material that we have. So these came with the models. So we'll delete
these regardless. So Unreal has crashed. Okay. So let's check if our edit is there or it's
gone. I think it's gone. That's why it's very
important guys to always save our project. So now what we want to do is we'll apply the same concept, but with this light material. So we've got the light
material from here. Let's see where it is. It's there. I haven't
delete the material. So now we can drag drop the material and
see how it looks, but we're not going to
light our scene for now. We just want to see how the
light material is done on it. Again, in interactivity, that's a different story
and how it looks, and the light that we want
to add usually is going to be directional with the
material of the light. We do a balance of both. Here, we want to fix same
materials and give it here. Search for the metal.
Let's take all of these and assign the metal to
element zero and element one. Now it's applied.
Great. Looks nice. Let's check if we
want to fix anything, No, it's the same
thing relatively. So here, we've got a
white color light. We want to assign it to the We want to replace
it with a yellow. And we can change the color of it where
it's almost yellow. I'll try to take something
from the scene or from the viewport content browser, and I'll do okay
and save intensity. So it will be lit with white, but the effect of
it will be yellow. So I can keep them this way, or I can make something
more of yellow. I'll do maybe 0.1, maybe 0.5 and change the color a little bit
to beige, maybe yellow. This way looks fine. I've done a blend color where it doesn't show a lot of yellow. This way, it's better
than how it looked. This we can fix as well. We want to take all of them. As we said, select the last one and then the first
one and then shift. Shift, select the first one, and we'll hover
over the details. And from the details here, we want to replace the
yellow with this material. Exactly. Let's see
here as well, 100%. Now it looks even better. So this guys for the
light materials. I hope you guys benefit
from this lecture, practice on it and
try to, you know, take a scene that has
only four walls and put some spherical
lights so you guys can grasp the fundamental
of this concept. If you've got any questions, don't hesitate to ask us, see you in the next video.