Asset Variation With RGB Masks | Unreal Engine 5.2 | Full Breakdown

  Рет қаралды 18,335

Daniel Langhjelm

Daniel Langhjelm

Күн бұрын

A common practice in asset creation is using trim sheets and tilling textures when dealing with modular assets. A problem we run into is adding unique details to these assets. Luckily we can utilize a secondary UV channel to create masks specifically for this feature!
00:00 - Introduction
02:14 - Modelling A basic wall
06:00 - In Engine UV Editing
09:03 - Maya Second UV Channel
10:45 - Maya Exporting
11:40 - Substance Painter Import
12:35 - Substance Painting Baking Maps
13:10 - Substance Painter Mask Creation
15:35 - Substance Painter Export
15:35 - Importing into Unreal
18:55 - Material Creation
24:48 - Neat Node Trick
30:40 - Result
31:25 - Additional Controls
34:32 - Dynamic Material Instance
36:45 - Outro

Пікірлер: 29
@idontknow8898
@idontknow8898 11 ай бұрын
This content is some of the best in the space! And your art is top tier! Thanks for the info!
@EvilNando
@EvilNando 6 ай бұрын
Thank you, I've been looking for a tutorial about this for months now
@radub6941
@radub6941 7 күн бұрын
Hi Daniel, great video! Would be nice to see the building of the mill as well (how you use the different assets, scaling, placing, etc).
@DanielLanghjelm
@DanielLanghjelm 3 күн бұрын
Great suggestion! I’m going to be active once again with my videos so I will add that to the list
@BroodierEagle
@BroodierEagle Жыл бұрын
Good stuff, keep this going, already subbed
@Wrexthor
@Wrexthor 4 ай бұрын
Your content is great! I really hope you make more tutorials, youtube need more great creators like you!
@samuelb.9314
@samuelb.9314 3 ай бұрын
Amazing tut, thanks!
@doomgb4994
@doomgb4994 17 күн бұрын
I didn’t know so many useful tips in ue5 modeling tool. Thanks for sharing the hack to speed up work!
@OnigoroshiZero
@OnigoroshiZero Жыл бұрын
Amazing video. Subbed for more content like this.
@linxsr
@linxsr 8 ай бұрын
If you want it to make it a step more randomized, use just the baked ambient occlusion/cavity, and use them with some procedural noises. Their product would look like the result you've achieved but with a bigger gamut for control and infinite randomisation by position.
@Trait74
@Trait74 5 ай бұрын
Thanks that is worth a try!
@sitiyasmin9105
@sitiyasmin9105 Жыл бұрын
Thank you so much. This is such a helpful tutorial. It’s so rare to find really good guides likes this.
@sitiyasmin9105
@sitiyasmin9105 Жыл бұрын
Well explained. 😮
@juanmilanese
@juanmilanese Жыл бұрын
Finally someone explaining this masks workflow. Thanks a lot and subbed. This technique could also be used with a parameter material collection right?
@DanielLanghjelm
@DanielLanghjelm Жыл бұрын
Thank you!! 100% can be used with a MPC I typically have MPC global controls then per material instance controls for that :) near the end of the video it will show how that looks!
@Daniel_Vital
@Daniel_Vital 10 ай бұрын
Quick question, I understood the process, but how do you use masks on a asset with different materials? Do you need to add the mask in every single one of them in order for it to work, or is there a better way?
@leafswagg1
@leafswagg1 Жыл бұрын
Good video, but is there a way to do this with blending multiple materials instead of just using that one wood base material.
@glend4321
@glend4321 5 ай бұрын
If you couldn't find the "Create Dynamic Material Instance" button like me, you need to enable "Virtual Camera" plugin.
@hotsauce7124
@hotsauce7124 Жыл бұрын
Hello can you please do a video describing how you set up your "material parameter collection (31:40)" and "dynamic materials (34:34)?"
@OverJumpRally
@OverJumpRally Жыл бұрын
I'm with you, those were really interesting parts, I hope he goes more in depth in another tutorial!
@magbhitu
@magbhitu Жыл бұрын
Great vid but I want to take it a step further and have the overall texture be spread over multiple udims. Any suggestions? - seems like it could be a whole vid for a more complex assemply.
@DanielLanghjelm
@DanielLanghjelm Жыл бұрын
Hey! Do you mean a vid on how to use UDIMs in unreal or have a material that ignores the UVs and covers the whole asset(like a projection)? Or were you thinking something else??
@magbhitu
@magbhitu Жыл бұрын
@@DanielLanghjelm I understand how to use udims in unreal. what i'm talking about is having that repacked uv overall masking texture span multiple udims so you can deal with larger kitbashed assemplies. like once you get 20 objects or more their uvs no longer fit on just the 0:1 Hope that makes mores sense. thanks
@DanielLanghjelm
@DanielLanghjelm Жыл бұрын
@@magbhitu it does! I'll look into this and once I got something reasonable for production I'll make a video for it :)
@magbhitu
@magbhitu Жыл бұрын
@@DanielLanghjelm - thanks!
@TheHighFlys
@TheHighFlys 10 ай бұрын
@@DanielLanghjelm subbing for this! You're the best!
@sertanhil
@sertanhil 4 ай бұрын
Hello, I have enabled virtual texture, but I cannot find parameters such as MF_TextureInput in the material tab. I would be very happy if anyone can help.
@DeltaZavr.
@DeltaZavr. 7 ай бұрын
For now , That old and wrong way to work with materials for assets .
@plasid2
@plasid2 Ай бұрын
5years later so many systems epic still not show how make simple plank generator with variantion, fuck ue5
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