Learn how to create and optimize materials for architectural visualization in Unreal Engine. Explore the benefits and drawbacks of some of the most popular visualization workflows.
Overview
Syllabus
Introduction
- Create materials that look as real as possible in Unreal Engine
- Why is UVW mapping important?
- Geometry detail vs. Texture detail
- Why texture procedurally?
- The advantage of bitmaps in Unreal
- Understanding scale and resolution
- Environment vs. asset texturing
- Our choice of texturing application
- How and when to use Unreal's Material Editor
- Creating a new Material
- Setting up the base colour
- Adding the roughness
- Blending the normal maps
- Exposing parameters for reusability
- Build flexibility into materials
- Downloading the Substance plugin
- Using Substance Share
- Accessing and navigating Substance Source
- Using downloaded .sbs files in Designer
- Taking .sbsar files into Unreal
- What makes a good starting photo?
- Using the B2M standalone application
- Utilizing B2M inside Substance Designer
- Using B2M inside the Unreal Engine
- Working with patterns in B2M
- Understanding the Relative to Parent option
- Creating tileability
- Adding flexibility to our materials
- Simplifying materials for game engine use
- Next steps
Taught by
Joel Bradley