unreal video games development

Unreal 4 – Materials – Wall Sample

Create a wall material step by step with Unreal Engine 4

001-wall-basic

002-wall-color

003-wall-color-specular

004-wall-color-specular-roughness

005-wall-color-specular-roughness-normal

006-wall-color-specular-roughness-normal-UV

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Unreal Engine 4 – Basic Flat Color – Sample

Unreal Engine 4 – Basic Flat Color – Sample

basic-flat-color-gray

basic-flat-color-pink

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Unreal Engine – Basic Material – Sample

Unreal Engine – Basic Material – Sample

A simple basic material to understand how Unreal 4 Material Editor Works.

1. RIGHT COLUMN> here the nodes

2. LEFT COLUMN> here the setup

NOTICE: Base Color
base-color-0
base-color-1
NOTICE: Metallic
metallic-1
NOTICE: Specular
specular-1
NOTICE: Roughness
roughness-1

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Unreal Engine 4 – How manage Materials

Unreal Engine 4 – How manage Materials

Cut / Copy / Paste Materials – Current Project

Inside a project with:

Content Browser>
– MyFolder
– StarterContent/Materials/M_Basic_Floor>

1. RMB over a material, choose Rename/Delete/Duplicate
2. DRAG AND DROP the material from thumbnail area to ‘MyFolder’, a menu appears Copy Here/Move Here

Migrate Materials – To Another Project

First organize the folder and subfolder structures, example:

Content Browser>
– MyLibrary
– – Brick (put shader material here)
– – Metal (put shader material here)
– – Glass (put shader material here)
– – Textures (put All textures here, some shaders will share same textures)

Content Browser>
– MyFolder
– StarterContent/Materials/M_Basic_Floor>

1. RMB over a material (or a folder), choose Asset Actions> Migrate…> Select the ‘Content’ folder of another project.

NOTICE: point to ‘Content’ folder or the engine will give you an error message.

NOTICE: this tool automatic migrates all dependencies.

NOTICE: Migrate reconstructs ALL the folder and subfolder structure

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Unreal Engine 4 – How to create Materials – Basic Tutorial

Unreal Engine 4 – How to create Materials – Basic Tutorial

Materials are assets applied to meshes, contributing to a scene’s visual aesthetic.

Flat Color Material

1. Run Unreal Engine 4

2. Content Browser> Add New> Material> rename it ‘MyMaterial’, the asterisk means that it is non saved yet.

3. Content Browser> Save All

4. Double Click on ‘MyMaterial’ thumbnail, the Material Editor will be opened
.

NOTICE the Main Material Node for ‘MyMaterial’ in the middle.

The hotkeys are:
– 1,2,3,4: create 1-4 Vector Constant Node
– U: UV Coordinates
– T: Texture Samples Node
– S,V Scalar parameter, Vector Parameter
– A,D,M: Add, Divide, Multiply

– LMB: drag selection box
– RMB: pan
– Mouse Wheel: zoomin/out

5. RIGHT COLUMN> Constants> Constant3Vector (3Vector means RGB, 4Vector means RGBA)

– RMB over Constant3Vector to Delete, Cut, Copy, Duplicate etc…
– DOUBLE LMB to options, set R=255 G=000 B=000

6. Connect Constant3Vector to Base Color

7. TOP TOOLBAR> ‘Apply’ to apply the mod to material inside Content Browser

8. TOP TOOLBAR> ‘Save’ to save the asset, it is the same of Content Browser> Save All

A Rock Material – Diffuse and Normal

Shader Type

1. Click over ‘MyMaterial’ Main Material Node, it will turn to yellow, now it is selected

2. LEFT COLUMN> Material> Shading Model> Subsurface, MyMaterial pins changes

Color

3. RIGHT COLUMN> Texture> Texture Sample, drag and drop it in the working area

4. LMB over Texture Sample, LEFT COLUMN> notice ‘Material Expression Texture Base’

5. Content Browser> DRAG AND DROP a color texture over ‘Material Expression Texture Base’ slot

6. Connect Texture Sample (the diffuse map)> white pin TO MyMaterial> Base Color pin

Normal

7. Repeat from point 3 to 5 for Normal Map

8. Connect Texture Sample (the normal map)> white pin TO MyMaterial> Normal Color pin

Constant Nodes

For italian people; sono semplicemente delle costanti numeriche, ad esempio collego un Constant node con valore 0.5 a Opacity per avere un materiale trasparente al 50%.

1. RIGHT COLUMN> DRAG 3 ‘Constant’ and 1 ‘Constant3Vector’

2. DOUBLE LMB over:
– Constant, LEFT COLUMN set 0
– Constant, LEFT COLUMN set 0.8
– Constant, LEFT COLUMN set 0.95
– Constant3Vector, LEFT COLUMN set RED 255 0 0

3. Make the connections

Constant (0)-> Specular
Constant (0.8)-> Roughness
Constant (0.95)-> Opacity
Constant3Vector (RED) -> Sub Surface Color

Assign a material to a mesh (Actor) in the scene

Content Browser> DRAG AND DROP the Material over the mesh in the 3D Viewport

OR

RIGHT COLUMN> World Outliner> select the mesh> RIGHT COLUMN> Details> Materials> use the dropdown menu to assign material

Ref: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/2/index.html

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