
Explore Unreal Engine 4 materials, covering material types, pbr materials, and blends, with an overview of shading modules and an unlit shader introduction.
Explore the ue4 material interface and material editor to create and edit materials, navigate the content browser, and adjust properties like translucency, two-sidedness, and volume settings with real-time previews.
Explore the material types in Unreal Engine 4, including materials, textures, and material functions, and learn to use material instances for wet and dry variations, plus PBR basics.
Explore the fundamentals of physically based rendering (PBR) materials, including metallic and gloss controls, normal maps, and roughness. Learn how reflection diffusion and emissive maps influence realism in UE4.
Explore material blends in Unreal Engine 4, including opaque, masked, and translucent domains, and adjust metallic, normal map, roughness, UV scale, and emissive map to shape glass, fabric, and holograms.
Explore material domains in UE4, including surface, decals, and post-processing effects. See how to use roughness, metallic, emissive, normal maps, light functions, and substance plug-ins with deferred shading.
Discover shading modules in UE4, focusing on the default material with base color, metallic, specular, roughness, and emissive, and preview ocean, computer screen, skin, and clear coat materials.
Create a realistic UE4 computer screen material by building emissive grid lines and borders. Use texture coordinates, color channels, and parameters to control gradients, panning, and grid height.
Refine the computer screen material in UE4 by animating gradient bars that slide left and right with a ping-pong motion using a texture sample, emissive, and bloom.
Continue building the computer screen material in ue4 by wiring textures, alpha, and gradients, adjusting uv location and texture coordinates to produce scrolling holographic bars with color.
Polish a hologram texture for a computer screen by configuring screen borders, scrolling code text, and spinning details using panner, multiply, and a custom rotator in ue4 materials.
Learn to finalize a realistic computer screen material in UE4 by layering emissive maps, texture coordinates, and rotation to create a dynamic, color-adjustable spin.
Develop skin textures with subsurface scattering in UE4. Explore clear coat, color materials, an ocean shader, and a dynamic material using blue print for a dynamic weather system.
Learn to build a realistic skin shader in UE4 by configuring subsurface scattering, normal mapping, and detail textures, using texture coordinates, base color, roughness, and skin depth control.
learn to create a realistic clear coat material in ue4 using the clear coat shading module, including gloss, flakes, and layered material attributes for a vehicle finish.
Learn to build a realistic ocean shader in UE4, controlling big waves, texture tiling, normal maps, and material properties like metallic, specular, roughness, and water color.
Explore refining the ocean shader in UE4 by adjusting wave sizes, normals, and displacement, blending textures and color, and using material instances and blueprints to drive dynamic water behavior.
Explore dynamic materials in UE4 by building weather driven textures with snow, rain, and drying cycles, controlled via blueprints and a water system.
Learn to create and control a dynamic weather system in Unreal Engine 4 using blueprints, dynamic material instances, and timelines to simulate snow, wetness, and parallax effects.
Master dynamic materials in Unreal Engine 4 by tuning roughness, time-driven changes, water effects, and a weather system, including skin texture, subsurface scattering, clear coat shading, and ocean shaders.
This Materials in Unreal Engine 4 course will give you a thorough understanding of creating materials inside of the UE4 engine. Starting with the basics and getting to know the interface and understanding the different types of materials is going to be what we discuss in Volume one. We will also look at the types of materials you can create using the engine. We'll have a PBR material overview to learn what physically based materials are.
We'll also cover the material blends and domains and find out the differences between each one. Next up, we'll look at the shading models that we will create during the course. The last part of volume one will be a more intermediate level of creating a computer screen material with different components and even creating a material function. Volume 2 will go over just materials, where we will firstly look at creating a basic skin shader and understand what subsurface scattering is. The second material will be a car material which will use the clear coat model and look at creating material attributes. We will then make an ocean shader and then lastly create a slightly advanced material where we will create a dynamic material there has a weather like function to it with snow, rain and dryness.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Since graduating university in 2015, Kyle has contributed to multiple small game projects. In addition, during his time at University he contributed as an assistant lecturer while learning and exploring his passion for 3d modeling, sculpting, texturing, and video game design. Currently Kyle is pursuing a Masters in Games Development at University.