Level 1 - Basic Material Setup
material is hit control space bar and let's drag out our text textures from
any asset you got online you drag them into here and you pipe them into the appropriate slots
so let's do that we got our normal map this gives our material texture right so you can actually see up here
it's looking like rough concrete really nice we have our color map
I'm going to take that RGB and pipe it into base color we're looking nice here and then we have our roughness and our specular and how do we know which one is which so if you highlight one and look down here you can see that's our specular we don't need to drag
the RGB we just need one of these channels it's a black and white texture so I'll pipe this into
specular this into roughness and we have the most
simple version of a material in Unreal Engine you know you apply that material
instance to your model make sure you save it
but here's what we're going to do the first thing we're going to do
we're going to rightclick each one of these and we're going to convert them to a parameter essentially what this does
if I hit save by converting it to a parameter you can check this box and you
can switch this out for any other texture you want So if we do this for the remaining four and save this we see
we have all of our texture samples here and we could switch these out say for uh
a wall a wall concrete texture boom there you go right so this is the way that we can use a Master material to
make a bunch of different instances and switch out the textures and apply them
to a bunch of different meshes in our scene
the last thing that we'll do we want to keep things organized it's
really really important to do that so what we'll do is we're going to select all of these textures and under the
group I'm just going to type in here textures right and when we save this
Level 2 - Color Correction & Intensity Sliders
so for level two we want to actually control the contrast brightness tint the
saturation roughness and specular and the intensity of our normal starting
with the color texture
so first off let's just make a little brightness adjustment I'm going to use a multiply
node all right so you have all these nodes on the right on your palette I'm just going to be calling them out and hitting you with the little hot key so M
if you hold M and left click you're going to make a multiply node we'll pipe this in here here right so it's running
through the multiply node
and if we hold s and left click that's going to make what's called a scalar parameter and a
scalar parameter is basically a node that we can adjust in the material instance
and we're going to pipe this in and you'll notice by default it's totally dark because our default value
is zero we want that to default to one okay and it's going to look normal like
we never plugged it in and if we save it if you look on the right here you'll see the global scalar parameter values if we
check brightness we can adjust our material instance on the Fly that's
working that's great next let's do a contrast adjustment so I'll hold e left
click and we get a power node let's pipe this through right so it's running through the Chain's running through
let's hold s for scalar parameter default this to one and pipe it in all
right and if we again save then you can see boom right there we have we have brightness we have contrast let's keep
moving forward with a saturation so I'm going to rightclick and it's actually a desaturation node which means we need to
invert this we're going to use a one minus node hold o left click all right we'll pipe that in we want a scaler
parameter and we default it to one and save we see the saturation pops up and
we now have a realtime saturation slider for our material fantastic
one last thing to close out the color adjustment or the albo adjustment is a tint all right I want to tint it green
red purple blue whatever so we're going to need a color and the best way to do that is to hold three and left click and
that creates a constant three Vector three Vector for RGB we're going to pipe
this in with a multiply node hold M left click get this running through pipe this
RGB little toggle if we save we'll notice that the tint doesn't pop up in here because this is not a parameter we
got to convert it to a parameter and we'll save and by default we want the color to be white because currently
tinting it black just makes it super dark we don't want that so save and boom
there we go but it's in a different group all right so let's group our albo adjustments together I'll select all
these and I'm actually going to hit C and that just groups things here in our blueprint view so we we can move this
around nice and then let's grab all of these parameters that we made and type
albo and we'll hit save and look at that they're in the little albo group now
that's great but what if I'm going to take it one further what if you want to adjust the order of how these parameters
are laid out well what you can do is go through here and change the sort
priority and I'm going to just do like 10 20 30 and 40 and that way if I create
new ones later which we are going to we can slip them in between the cracks I guess if that makes sense right so there
you go there's our uh albo adjustments super fun all right so let's move on to
the specular and the roughness now this is a tutorial we we could copy paste but let's let's rep it again guys we're
we're here to rep it so hold M left click we're going to multiply this we're going to do a brightness all right hold
s and left click with a default of one cuz zero is just zero brightness which means it's dark then we'll pipe this
into the specular looking good and if we save it toggle this here you can see that
working in real time great amazing it works let's do a contrast adjustment
hold e for a power node let's pipe this through and let's hold s again for a
scaler parameter with a default of one you guys know it we've been here before
boom boom let's go ahead and select everything hit C
select our parameters group them under specular and let's go ahead and save
this and there you go boom let's do it again for the roughness all right so hold M two parameters and hold e again
for that power node and we'll pipe all this in make sure you guys default your stuff if you don't default your stuff
you'll be getting weird errors hit C again we'll grab these roughness parameters and group them under
roughness of course and save and finally normal so normal is a little bit
different what we're going to use to control our normal intensity is a flatten normal node all right and just
like our desaturate node we needed that one minus to invert it this is
flattening our normal we don't want to flatten it we want to increase it so hold o for one minus pipe that in here
hold s for scaler default of one and we'll pipe the RGB there into the flat normal we'll take all this hit C grab
that normal parameter and put it in the normal group and lastly right we got to
pipe this out to the normal slot there and boom look at that level two is
complete we can do a lot with just this but I want to do more so what we're going to do is make
Level 3 - Swap between Textures or 0-1 Sliders
some switchers that's going to allow us to toggle back and forth between these
textures or just a BAS default color or roughness or specular
value so the node that we're going to use to switch between our albo texture
or just a base color is called a static switch parameter if it's set to True
right so we want a constant 3 Vector we're going to rightclick it and convert
it to a parameter let's default it to White and that goes to true all right but by default I don't want it to be a
base color I want it to be my actual texture all right so we're going to pipe this into false we'll pipe this into
base color and by default the default value is unchecked the default value is false let's go ahead and group our
switch parameter we'll pipe that into albo we'll pipe our base color also into
the albo section so if we save we have this enable base color check boox and if
I check that it's going to forget everything else and it's going to go the true route cuz I checked it it's true if
I uncheck it it goes the false route which is our texture if I check it it goes the true route and we can change
this to whatever color we want all right so like already that's looking super
cool I love that but one other thing I want to take this enable based color and put it up at the top let's take this uh
static switch parameter take that sort priority and just change it to zero and it's going to go up to the top let's go
ahead and include this in our little setup here that's great here's another
little tip you can take this little Pi whip here and reroute it so it's called a reroute node just to clean things up
right I'm OCD about all this stuff so you'll probably see me doing that a lot all right let's do the same thing with
specular and roughness so let's give ourselves a little bit of room I will make a couple static switch parameters
pipe that into false and then this will carry through to specular by default
it's unchecked it's it's working how we want it to work all right but but it's erroring us out because it needs the
true we're going to hold s and left click with a default value of one which
will pipe into true and let's go ahead and select both of these and make sure they're in the right group and make sure
enable base specular sort priority is zero that way when we save it's at the
top we can check it and we can just give our material a base specular it's not
using the texture anymore it's just using just a a a 0er to one value next up we'll do the roughness switcher this
will pipe into false into our rough come on now come on boy into roughness hold s
left click we'll default it to 0. five pipe that into true hit save let's make
sure to put it in the right group and sort priority on the switch parameter to
zero so it starts up at the top now enable base specular enable base roughness good to go all right so that's
base roughness we'll check that we can see it works it's not using the texture it's
actually just using the roughness value of 0 to 1 perfect so we can just make a
smooth yellow shiny little ball and that's maybe that's what you need again
we're trying to give ourselves the largest variety of materials from this one master material okay and here we'll
do you one extra let's right click the metallic parameter let's promote that to a parameter and we're going to put it in
its own group metallic and the default will be zero cuz I don't want stuff to
be super Metal by default but let's set that to one right we can set this to
Chrome ball right there you go you got your Chrome ball and yo that's level three complete time to level up to level
four we're going to give ourselves some position scale and rotation control over
Level 4 - UV Controls with Material Functions
these textures and the reason it's level four is because we're going to be using a technique called material functions
which is essentially a way for us to set up a little shortcut for ourselves let's get started control spacebar gets us
into our little browser here I'll rightclick go to material and grab that
material function bam get up in here we see we got nothing we're going to basically make some cool stuff pipe it
into here with nothing selected let's just hit expose to library save this okay and when we go back into our Master
material and we search for MF PSR boom it's right there we got this little node
it's doing nothing but it's eventually going to go into all these little UV slots here and we're going to have all
these fun little parameters like this but for scale position rotation all that good stuff right so let's double click
this and hop back in and start building let's start with a texture coordinate node I'm going to hold U and left click
for that it's the first thing that we're going to need to make any of this stuff work let's start with rotation that way
no matter when we move the scale or the position the rotation will pivot from the center point okay so the first thing
we want to pipe out into is what's called a custom Rotator rotation Center we don't have to mess with it we just
need to bring this out to a divide node and then we're going to use something a
little different we've been using the scaler parameters by holding s and left clicking but we're not going to do it
that way because if we did it this way all of the duplicates all of the material instance duplicates will all be
affected by this one value we don't want that we want individual control over each material
instance all right so what we need to do is use an input all right it's called an function input we'll select it we'll
call it rotation and we'll pipe it into the A and the B is going to divide we're
going to divide by - 360 which is going to allow us to just use this in a
reasonable way with we're going to grab all this hit C pipe this into our output save this thing and then now you
see we have this little rotation guy we can right click that promote it to a parameter oh and we messed up a little
bit but that's okay look so it's like not a value it's a color so we're going
to go back in we're going to take this input rotation we have all these different modes that this can be we
chose that Vector 3 we've used it for tint we've used it for base color we just want it to be a scaler all right
that's it so we'll save it it'll update let's pipe this in and I'll show you how this works and um then we'll build out
the rest of it boom we have a rotation let's put it in a group 0 _ PSR 0 0
because I want it to appear at the top all right and when we rotate this thing it rotates and let's go to a cube so we
can kind of get a better look at this and you see it's rotating from the middle fantastic it's exactly what we
want let's build out the rest of this thing let's go back to the material function let's do scale next so we're
going to divide it again hold D left click get this running all the way through looking nice we want essentially
two of these inputs we want a u tiling and we want a v tiling but there's not
two slots for this we need to append this thing what that means is if I select the texture coordinate and you
see it has u and v tiling right these scale settings are baked into this thing
we want to pop these out in into controllable little parameters and appending them is separate them into
their individual parts so I'm going to pull up a penned Vector node pipe that
into A and B drop that in there and you know we're clean around here so we're going to hit
C scale save this and you'll see we have V tiling U tiling V tiling looking nice
up in there cleanliness orderwise let's get our priorities straight all right
one and we'll set this to two just so they show up in the right order okay we want tiling group together and we want
the offset group together which we're going to build out now hold a left click that's our ad all right we're going to
do the same thing we're going to copy this paste it drop it into B pop it into the output we're just going to name them
different things this is our U offset and this is our V offset make sure sort
priority continues we're going to go uh 0 1 2 3 and four that way these guys are
grouped together select them all hit C and call it position save this thing and
we're looking good all right so let's go ahead and promote all of these to parameters awesome and by default you'll
notice look it is just a gray blob it's not our material anymore that's because our unv tiling is set to zero our scale
is set to zero so I'm going to just set that back to one which will bring us back to a normal look in material let's
make sure all of these are grouped in that PSR group I'm going to grab all
this we'll call this PSR yall know the deal let's go down the line and let's
get the sort priority going so tiling we'll set to one 2 offset is three and
four and rotation will leave at the end right so our scaling is looking nice our
tiling is looking nice and no matter what we rotate it from the middle and we have full control over that freaking
awesome we're on our way y'all we're on our way we're going to use this position scale rotation material function a
couple more times because we're going to now enter level five this is my favorite part surface
Level 5 - Surface Imperfections
imperfections tell a story of where your material has been it makes it feel more
realistic with you know smudges fingerprints and the best way to get started with surface imperfections is to
add one again control space bar to open up your little browser here and we're
going to go to the surface imperfections these are all of my custom ones that I shot out you guys can grab these in the
link above if you'd like so I'm just going to drag in the smudges I love these smudges boom and if we pipe them
into the roughness right and we save this out let's get a better look at what this is
doing so the best way for me is I'll make a chrome ball enable base color set it to White that's great base metallic
we'll set to one let's drop the normal intensity down to zero so there we go we
got a nice little Chrome ball with surface imperfection on it but I want to see more of this surface imperfection
cuz right now we have no control over it the first thing we want to do to control this what if we want to switch out our
imperfection right so we'll rightclick this convert it to a parameter and let's go ahead and group it in its own
category surface imperfections sweet we'll save and we
have our little surface imperfection group that we're going to be adding to this so the first thing we'll want to do is adjust the brightness and contrast so
you all know how we do this brightness hold M for multiply hold s for a scalar parameter with a default of one pipe it
in get this flowing through into roughness save that out let's get that
contrast right out the gates too holding e for that power node imperfection contrast boom default to
one get it all piped in and let's go ahead and group this yall know where
we're at surface imperfections save it out and let's get a better look at
what's going on here so for me I love to lower the contrast so 0.5 you're going
to see uh a lot more of this thing if I pipe this into the base color you'll get
an idea of what we're looking at the black values are shiny and the white
values are rough all right but by lowering the cont contrast we're kind of making the effect more apparent we're
getting more smudge by making it a little bit brighter I guess you could say so that's kind of what it's doing if you guys ever want to know what the heck
you're working with plug any texture into the base color and you'll kind of get a better sense of what's going on
right so that's really nice we can of course adjust the brightness of this and
make it more intense but what if we want the brightest point the most smudi point
of this material to be half as much well that's
our next little adjustment so we're going to make what's called a lurp and aurp is basically like a mix node or a
mix RGB node I'm going to hold L and left click it's really simple it's just blending between two different things
via a number value or in this case our texture so we're going to plug this texture in and we're going to give
ourselves A Min and Max so I'll make two here it'll be a minimum of zero and an
imperfection Max of one and by default if I plug these in the max into B the
Min into a and we plug all of this into roughness and save it we should get the
exact same thing perfect right so we're at that default value let's group these
and if we toggle them and I take that Max down to 0.5 it's it's not really like adjusting brightness it's actually
bringing the ceiling down by half so whatever's white is now 50% gray I can bring up the floor too so like if we
want to say we just want this by default to be at least 2 rough it's going to be point2 rough we can bring that that
ceiling back up to one right and you guys can kind of see here we have more control over our surface imperfections
let's take it one step further and I'm going to show you how to blend between
this surface imperfection we set up and the roughness texture here cuz what if
we want both at the same time I'm going to use use that static switch parameter again and if we just go into true for
the surface imperfection false to the normal roughness kind of setup that we
we got going and plug all that into roughness and we save this then by default it's going to be the roughness
texture that we plugged in for our material let's go ahead and group this into surface imperfections and we have
this enable surface imperfections toggle box now so if I click that it's going to switch over to our smudges but we want
both at the same time with a control slider of how much of each we're going to use this lurp node once again in
order to do that L left click and we want to blend between these right so
let's say a is our surface imperfection we want to blend between a we also want to blend between the roughness okay
that'll go into B and all of this will go into true and how are we going to
blend between these with a slider so I'm just going to right click this Alpha promote remote it to a parameter and I'm
going to go ahead and add it to our surface imperfection group and by default we're
going to blend by5 so that just means we're going to have half of our surface
imperfection half of our roughness and I'm going to group all of this into its
own category surface imperfection blend now if I did this right we can save and
we'll check the blend box and I should be able to blend between there you go
one or the other so now we have the power in our hands we can go between
both call it 0. five by default and we're getting the Best of Both Worlds amazing the last thing I'm going to do
to wrap out level five is give ourselves another position scale rotation control
over this surface imperfection cuz I want to be able to make the smudges smaller separate from the texture since
we made that material function all we have to do is look up that material function fun PSR and we can use the same
guy and plug this into our surface imperfection I'll promote all of these to parameters and name them something
different than this okay cuz if I name them the same as this these will be linked and we don't want that we want
them to be separate so I'll name it like imperfection tiling imperfection offset
and just remember by default you want to set the tiling to one because otherwise
it's going to be so small that you can't even see it and lastly we'll want to make sure our order is correct so I'm
going to do tiling as one and two offset as three and four and rotation at the
end put them in the surface imperfection category save this and we have all of this here now we can order this however
we want so if we want to have the enable surface imperfection at the top which I
do I'm going to go ahead and grab this and sort priority zero make sure things are in order so if we save this you can
see we have enable surface imperfections at the top right so we can turn this on turn it off we have our imperfection
texture as number two we have the rest of our controls so that's surface
imperfections we've reached level six look at what we've built so far this is crazy and and it even goes further in
these material functions too like you guys are killing it leave a comment down below if you guys made it to this point
Level 6 - Dirt Texture Overlay
or if you're just following along we're on on to level six adding dirt over top
of our albo and the best way to get started with that is once again A texture so I'm going to go back to my
Surface imperfections and I'm going to grab let's say these Footprints all right and the best way to kind of get
this set up here is again with a lurp I'm going to hold L left click and bring up that lurp all right we want to blend
between two different things we want to blend our actual texture here that we' set up our albo texture and we want to
blend between some dirt and the best way and the easiest way to grab some dirt is
to just hold three and left click grab that constant 3 vector and pipe that
color into B I'm going to rightclick this we're going to convert it to a parameter and we'll just grab
some brown or something like this as default all right and we're going to mix
between these two textures with this surface imperfection
and we can rightclick this of course and let's plug this into a dirt category so
let's grab this type dirt same deal here we'll pop this into dirt and if we plug this lurp into
base color and save we're going to get this dirt category and there'll be some
dirt over top of our texture now we want all the same controls in this dirt texture that we had set up for our
surface imperfection so by this point y'all let's see if um
you know the answer I'm just going to go for it and uh hopefully you guys can match me by the end let's do a
[Music] brightness all right got that that
default value of one and we'll plug it into the dirt
group let's do contrast [Music]
[Music]
next same deal make sure it's in the group good stuff you all made it this far sweet all right let's get that Min
and Max set up with the lurp right so since this is new I'll hit you with this
hold L left click we're going to be blending between a Min and max value
with our Alpha here with this texture plugged into Alpha that's going to go into that one and then we have our Min
and Max so holding s left click dirt Max with a default of One Max goes into B
Min goes into a make sure these are in the right group and let's C clean it up
this is going to be our dirt and then let's go ahead and make sure our order is all good here and then of course we
want to be able to toggle the dirt on and off so we're going to do that again with a static switch parameter enable
dirt great this will be grouped in the dirt group and if it's true if we are
enabling the dirt we're going to want to pipe this in this lurp the end of our
chain into true and this will go into the base color if it's false if it's
just the texture we want and no dirt we're going to come out of this uh this
texture here our albo into false and by default it's false so if we save this it
goes back to normal and when we enable dirt the dirt is added on top and we can
change this texture say for um I have like water spots or something right
bunch of water spots and we can change the contrast of this to bring a bit more of this out we can get the brightness
going and I think the last thing we got to do is add our position scale rotation
values to the dirt texture itself right click we want that material function
position scale rotation get this all lined up like we've done and pipe it into the UVS make sure your order is all
correct right with the sort priority and that's all good to go all right but now
that we have this all built out okay we we have our albo we have our dirt all with the controls we got specular with
toggle switches on all this stuff surface imperfections it's all toggleable all controllable roughness
normal position scale rotation on everything what more could you ask for I'm sure there's a lot leave a comment
down below what you guys want to add to this but the next step here is how to
Migrate to Other Projects
use this in all of your future unreal projects we don't ever want to have to
build this from scratch ever again we did did the work let's just do it once be smart and use this in all of our
projects moving forward and the easiest way to do that is by making a master
material folder you call it whatever you want and put all the stuff that we use to make this master material inside of
it that includes the textures of course including the surface imperfection and dirt textures the master material yeah
as well as an instance if you want it and the material function don't forget that material function we use that as
well to make up our Master material the next thing you want to do the last thing you'll want to do to ensure that we can
copy this over without any problems is to make sure that these textures here are the ones we're using inside of our
Master material because we copied them over from another place in our project file right so if you notice I click on
this normal map and I click down on this here there's two floor one normal 4ks we
want to use the one that we just copied into our Standalone Master material folder if you notice the path up top
it's coming from pishers Master materials slash textures that's the one we want as opposed to this one which is
coming from somewhere else in our Unreal Engine folder structure right so just make sure all of these are coming from
the folder that we just made everything is self-sufficient save it and if you
rightclick any one of these and we go into show and Explorer it's going to pull up where that's at in our project
file folder structure and if we go a couple folders back you can see these folders match the one we have in unreal
this is our content folder structure this matches this one: one all right so
these are the same and if we go one more back we can see this is our entire project file folder structure you can
get to this folder by going to the epic games launcher right clicking your project and show in folder it's going to
pull up the same path and what you'll want to do to copy that Master material over to other projects let's say this is
a new project this is some other project we want to go to that content browser we want to find our pishers Master material
IAL folder and drop it into the content folder of any future project and then
you're set you don't have to do this every time you start a new project we got it right here boom just drag and
drop all right look now this video is super long I know but it wouldn't be complete if I didn't show you how to use
Using our Material (finally!)
what we just made Let's do what we do best let's make some art so I'm going to show you how to make this smudgy rough
metal I'm going to show you how I'm getting these water spots up on top here I'll show you how to do a little Chrome
ball and I'll show you how to drop some Textures in and we'll start with this smudged rough metal so I'm just going to
go ahead and like wipe it this is default what we set up as our Master material in the beginning I'm going to
go ahead and open this up and on the right we have our stuff so let's go down one by one and kind of reset things to
how we want it position scale rotation we don't need to worry about that right now the albo we don't want to use the
texture we want to enable the base color and I'm going to give it like I don't
know just some dark some dark dark metal we'll come back to that and bring it in as we need it it's not metallic though
you could check that specular yes we want to enable the base specular all
right base specular set to one is good we also want to enable base roughness we're we're not using any texture maps
for this base roughness cool the normal map we don't want to use it so I'm going to set that to zero and I believe that's
everything for now let's get this metal looking kind of similar to the metal here on the teapot so first thing is I'm
going going to bring the brightness down and let's go ahead and bring our roughness to
like4 that should give us a nice look there now the surface imperfection
that's where this comes in all right so I'm going to toggle the surface imperfection and we have it set to these
smudges now the first thing is I want to see something I want to make this really drastic so the first thing the blend I'm
going to make sure the blend is set to zero in this case that's full surface imperfection it's not using any of the
base roughness and then I want to increase the contrast and the brightness until I start seeing something another
thing that is going to stop us from seeing it is the scale right I dropped
the contrast down to 0.5 and we're seeing something but it's too big so let's go ahead and adjust our scale
until yes we have something now and let's offset it until we find like a bit
that looks nice we just want to kind of reduce the intensity of this so let's go ahead and check in Perfection Min and
Max and make it a little bit more subtle I'll take the max to like 6 the Min
to4 and we can take that brightness back down to.5 and there you go it's super
subtle take it back to our wide you don't need to go really intense with it now for this top here with the water
spots let's build that out the way I'm going to do that I'll duplicate the material we just made for the actual
base of this teapot apply it here and you'll notice it's very different it's not what we want let's double click it
and we're going to turn off the surface imperfection we're going to turn on the dirt already you can see we have nice
little bootprints on top they're brown but we want to change both of those things we want to change the actual
texture map we're using to this water spots texture I have and we also want to
change the color to white it's that hard water it's that California hard water it builds up it's elusive the next thing we
will want to tweak is probably the scaling so let's go ahead and make it a little bit larger that feels right to me
and it's just really intense all right so we can do a couple things we can take
the brightness down to 01 we can take the contrast up right so it's just
showing the highlights and we can take the max maybe down to5 and that's pretty
much it really subtle let me just show you how I'm doing this little Chrome material down here so we'll start from
scratch we'll drop our instant on there let's open it up and go down that list again scaling we don't got to worry
about albo we want base color and we want that to be white all right we want
it to be reflective white metallic yes Chrome is metal let's take it up to one
already we're getting close specular let's enable base specular of one exactly the roughness is what's given us
this little look here as well as the normal so we want to enable base roughness and set it to zero okay and
really close we the last thing we have to do is just get rid of that normal intensity and that is our Chrome we can
do the same thing for this brushed Chrome ring around the teapot and just give it a little bit of roughness like 2
or something and you can kind of see how we get that brush metal look so easy as that y'all super simple and all these
objects on the right here are photo scans I'll put them up on my patreon for you guys if you want to grab them but they're just made from a diffuse
material and a normal map so I'm just going in swapping out these two textures
giving it a base roughness a base specular tweaking those nice and that's all there is to it you can do so much
more with this you can upgrade this material and for those of you'all who didn't build out the master material with me it's okay I got it for sale I'm
running 50% off this week only it'll support more videos like this it'll support the channel I really appreciate
it and I'll be updating it as I upgrade my master material and use this thing so any feature requests that you guys have
I'll be throwing it in there I want to urge you all to follow what excites you and if Unreal Engine is something you're trying to learn then
If you liked this video, then check these out!
download it boot it up and check out my other tutorials heck subscribe while you're at it because I make a lot of
these Unreal Engine videos I try and make them really easy to follow super chill but most importantly my goal with
these is to make you realize you can actually do it it's not as hard as you think if you like this video then you'll
like this Forest environment we created together step by step or if you're more into the Dance Club Vibes then I got you
step by step over here and I got an Unreal Engine playlist linked below if you want to go even deeper and if you're
into weekly art challenges with a like-minded community I got my free Discord link down below as well happy
creating youall I'll be seeing you soon peace
'테크니컬 아트 > 언리얼 머티리얼' 카테고리의 다른 글
머티리얼 프로그래밍 기초 개념 (0) | 2024.07.12 |
---|---|
테크니컬 아트 : 기초 개념 1 (0) | 2024.07.01 |
머티리얼 (쉐이더) 최적화 기초 (1) | 2024.07.01 |
Unreal Material: Math Expressions(수학 관련 표현식) 모음 (0) | 2024.06.24 |