Been using unreal for 5 years, i've no idea why i watched this, lol.
@larshaas26585 жыл бұрын
Just a quick quick question from someone who wants to start using unreal. How long does it take before you are decent at ue4?
@asr595 жыл бұрын
same haha i thought it would be a wee bit more advance and could get something from it :(
@asr595 жыл бұрын
@@larshaas2658 depends on what are your objectives... using it for realtime visualization, about a couple of months if you use it daily. If you want to do blueprinting and create games i would say lots of months
@larshaas26585 жыл бұрын
@@asr59 I just want to do game environment art
@tonysolar2845 жыл бұрын
If it dose not inform you, then it's not new.
@GambitWolves5 жыл бұрын
Entertaining demo keeps me focused :) Basics are important!
@PauloSamurai4 жыл бұрын
thanks! The future is unreal!
@wmka3 жыл бұрын
Thank you and have a great day.
@asr595 жыл бұрын
I think some very basic concepts are missing here. For example, disabling the "sRGB" option in the roughness or other maps so UE4 read it as linear instead. Also multiplying the normal map for a scalar (wtf) when you should be using a lerp node that blends between the normal map and a 3 vector (R0,G0,B1), or using the "flatten normal" material function that comes with UE4. I want to think there was no enough time to explain this, but then I found out people doing these huge mistakes every day.
@IGarrettI5 жыл бұрын
Great tips! Anything else ?
@asr595 жыл бұрын
@@IGarrettI i know another useful way of having better control of the roughness inside UE4. Create a lerp node, plug a scalar parameter into "A" and set it to 0, another scalar parameter into "B" and set it to 1 and plug the roughness texture into the alpha. I like to call the first parameter "roughness min" and the second one "roughness max". Doing this you remap the roughness values however you want.
@rob99995 жыл бұрын
I noticed that as well. Ive used Unreal for a while, but I didnt use it as often as I have the past year. You cannot control the Normal strength with a multipy and scalar. There are a number of ways to control it like you explained. But it takes a couple more steps.
@gloriosatierra5 жыл бұрын
Yea huh for HDR and REC2020 right?
@freetheinnocent83125 жыл бұрын
@@asr59 any recs on an advanced material video to go thru things like you recommend here? I'm at an intermediate level
@pixeldriftcollective4 жыл бұрын
Thanks, that was very informative and helpful. Great trainer/teacher.
@spacepirate98823 жыл бұрын
It's 100% about things that have nothing to do with PBR (like using the material editor to create and organize any material, creating instances, etc.) What about the PBR workflow? It doesn't even mention metallic, doens't explain what specular really is, what is its relation with rougness, etc. Do I need to use a specular map? A constant? Why does the documentation says that it should be left at default 0.5 but makes any material shiny?
@Faizy_Writes3 жыл бұрын
Wow 😲
@gloriosatierra5 жыл бұрын
Very useful thank you! 🌿
@rendericeib45135 жыл бұрын
point for UNITY on this one, way easier to arrange materials.