
Source files for Section 1
Create a new package, bulk import textures, adjust compression for color maps and normal maps (tc_normal_map), and organize them under 3D motive chapter 1 textures.
Create a metal material in Unreal using a grayscale texture mask, adjust specular power, apply cube map reflection with a reflection vector, and multiply by the mask for emissive control.
Create a glass shader in Unreal by wiring the diffuse texture, specular mask, and cube map, then control translucency and opacity with a flipped mask and a power node.
Bind moss to a rock material using linear interpolation and mix maps, texture coordinates, and independent tiling for moss and rock normals, diffuse, and specular.
Create a water shader in Unreal with translucency, depth biased alpha, and water color. Animate ripples with panners and rotators, blend two normal maps, and add distortion and fog.
Source files for Section 2
Learn how material instancing in Unreal lets you create reusable materials and adjust specular power, cube map, and texture samples with scalar and vector parameters.
Create a master material that blends a detail normal map with the base normal, control tiling and intensity with scalar and vector parameters, and drive variations via material instancing.
learn to build and animate a 4x4 flipbook texture in Unreal, including import, enabling flipbook, looping, frame rate, start position, and a flipbook texture sample in a material.
Learn to bring real video footage into Unreal materials by converting video with rad video tools, importing it as a movie texture, and applying it to screens for emissive glow.
Explore mask materials in Unreal, comparing one bit opacity masks to translucent alpha, learn to import and apply opacity masks, adjust blend modes, and use normal maps for torn cloth.
Explore animated materials in Unreal by building a programmable computer-screen look with sine-wave panners, scan lines, and flickering signals, using texture channels, masks, and sharpening to optimize memory.
Drive grid and bump offsets with a sine-wave time and a panner to pan as you orbit and zoom, creating animated materials in Unreal.
Source files for Section 3
Learn how depth bias alpha enables a water material in Unreal to interact with geometry, fading between diffuse and normal maps and driving foam through a lerp for realistic intersection.
Visualize applying depth bias alpha to a water material. Build layered normals and foam with lerps, panners, and tiling to create moving wake and foam patterns.
Learn to animate lava layers using world position offset and a time-driven sine wave to create rippling magma on the z axis.
Create ice and snow materials in Unreal by blending base and detail normal maps, tweaking ice normal intensity, refining emissive glow, and adding a sparkle map with up vector lighting.
Combine a sparkle map with emissive lighting using a texture sample, camera vector, and a component mask to drive a color-tinted glow and controlled bloom.
Bring the ice material to life by adding an environment map, using reflection vectors with a component mask, and applying color tint, brightness, and a contrast exponent parameter.
Explore adding noise to cloud textures using up vector transition and dot product to blend maps, control tiling, brightness, and contrast for a polished ice material.
Volume 1
In this video we'll take an introductory look at UDK's material editor. Once we've covered the basics of importing textures and creating our own materials we'll dive into creating some of the more common types of materials you'll encounter in today's games. We'll be creating metal surfaces with reflection, glass, blended materials such as rock and moss, a holographic animated material, and lastly realistic water, complete with animation, reflections and depth based effects.
Volume 2
Continuing where we left off on Materials Volume 1, Bill Kladis takes us through additional materials inside of UDK! We'll start with understanding and creating a "parent" material as we cover Material Instancing, dive into animated Flipbooks, discuss Opacity and how it works, explore how to apply a "real" video or movie to your assets, and then dive into an advanced material creating a customized and complex animated sequence!
Volume 3
Continuing from Materials Volume 2, Bill Kladis takes us through even more advanced materials inside of UDK! In this course we tackle the Elements! We cover "Depth Bias Alpha" on water, showing how to cause the normals to bend around an object, we show how to make a convincing Lava material flow down a stream and move along a path with awesome distortion effects, then move on to the motherload - procedural ice and snow on an object that points "up" in the direction of the object!
About the Instructors:
Ryan Smith is a Technical Artist at Gearbox Software, who specializes in technical art and visual effects. With over 10 years experience working with the Unreal Engine, he is highly proficient with 3D Studio Max, Photoshop, and Zbrush. His specialties also include Shader Authoring, Visual Effects, Technical Art, MAXScript, and Optimizing Workflows.
Bill Kladis has worked in the games industry for over 7 years specializing in Realtime VFX. He currently works as a VFX Artist with shipped titles including Injustice: Gods Among Us, Mortal Kombat, Batman: Arkham City Lockdown, Lego Universe, & PAIN. He also is the founder of imbueFX, a site that specializes solely on tutorials in Realtime VFX.