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Unreal Engine: Materials for Architectural Visualization

Unreal Engine: Materials for Architectural Visualization

1h 35mIntermediate2019-03-14

Authors

Joel Bradley

Joel Bradley

3D Artist, Trainer on 3ds Max and Maya

Course details

Learn how to create and optimize materials for architectural visualization in Unreal Engine. In this course, join instructor Joel Bradley as he explores the benefits and drawbacks of some of the most popular visualization workflows, sharing techniques that can help you make your projects look their best. Learn all about the Unreal Material Editor, including how and when to use it. See how to build a base material with the Material Editor that you can reuse on your projects when needed. Plus, discover how to save time by leveraging resources in Substance Source and Substance Share; how to put the Bitmap2Material (B2M) application to good use; and how to create textures procedurally.

Learning objectives
Geometry detail vs. texture detail
Advantages of bitmaps in Unreal
Building materials inside Unreal
How and when to use the Material Editor
Building flexibility into materials
Using Substance Source and Share
Using B2M inside Unreal Engine
Benefits of procedural texturing

Skills covered

Unreal EngineEpicAugmented RealityArchitectural VisualizationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Create materials that look as real as possible in Unreal Engine

1. Important Workflow Considerations

  • 02 - Why is UVW mapping important
  • 03 - Geometry detail vs. Texture detail
  • 04 - Why texture procedurally
  • 05 - The advantage of bitmaps in Unreal
  • 06 - Understanding scale and resolution
  • 07 - Environment vs. asset texturing
  • 08 - Our choice of texturing application

2. Building Materials Inside Unreal

  • 09 - How and when to use Unreal's Material Editor
  • 10 - Creating a new Material
  • 11 - Setting up the base colour
  • 12 - Adding the roughness
  • 13 - Blending the normal maps
  • 14 - Exposing parameters for reusability
  • 15 - Build flexibility into materials

3. Using Substance Source and Share with Unreal

  • 16 - Downloading the Substance plugin
  • 17 - Using Substance Share
  • 18 - Accessing and navigating Substance Source
  • 19 - Using downloaded .sbs files in Designer
  • 20 - Taking .sbsar files into Unreal

4. Putting Bitmap 2 Material to Good Use

  • 21 - What makes a good starting photo
  • 22 - Using the B2M standalone application
  • 23 - Utilizing B2M inside Substance Designer
  • 24 - Using B2M inside the Unreal Engine
  • 25 - Working with patterns in B2M

5. Benifits of Procedural Texturing

  • 26 - Understanding the Relative to Parent option
  • 27 - Creating tileability
  • 28 - Adding flexibility to our materials
  • 29 - Simplifying materials for game engine use

Conclusion

  • 30 - Next steps

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