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Introduction to Materials in Unreal Engine 5
Rating: 4.4 out of 5(12 ratings)
128 students

Introduction to Materials in Unreal Engine 5

Learn to create Materials in Unreal Engine 5 like a professional Environment Artist
Created byMao Mao
Last updated 5/2025
English

What you'll learn

  • Get to know the most important nodes inside the Material Editor in Unreal Engine 5
  • Have a great understanding on how to use Materials as an Environment Artist
  • Create a Rock Master Material to use in your projects
  • Learn Updated tools in Unreal Engine 5.5

Course content

1 section31 lectures3h 1m total length
  • Introduction to Materials in Unreal Engine 51:04

    Learn how materials influence 70% of visual quality in Unreal Engine five and create a rock master material with node operations, color blending, vertex color, textures, height, and slope mask.

  • What are Materials1:51

    Explore what materials are in Unreal Engine 5, from brick to glass to water, and learn how physically based render shapes visual quality while creating materials and a master material.

  • Creating your first Material4:32

    Create your first material in Unreal Engine 5 and apply it to a sphere to preview. Set base color, specular, and roughness using constant three vector values and RGB channels.

  • Understanding PBR6:38

    Learn how physically based rendering (PBR) materials in Unreal Engine 5 use base color, metalness at 0 or 1, and roughness to control reflection, with normal maps adding surface detail.

  • Using Textures7:39

    Explore using textures in Unreal Engine 5 to create rich materials by swapping base color with RGB channels, adjusting roughness, metallic, applying normal maps and ambient occlusion.

  • Multiply and Lerp Nodes6:44

    Explore how to enhance PBR materials in Unreal Engine 5 using multiply nodes to tint textures and the lerp node with alpha masks to blend colors and adjust roughness.

  • Add and Clamp Nodes3:36

    Explore the add node and clamp node in unreal engine 5 materials, showing how adding values affects color, and how clamps keep 0–1 ranges for emissive colors.

  • Material Instances5:51

    Explore material instances in Unreal Engine 5, convert parameters like tint color and textures, and test values with previews. Use master materials and material instances.

  • How to import textures from Fab3:16

    Learn to import textures from fab via Quixel Bridge into Unreal Engine 5, create a textures folder, and set up occlusion, base color, displacement, normal, and roughness maps with sRGB.

  • How to combine Texture channels4:02

    Learn to create masks by combining texture channels in Unreal Engine 5 using texture graph, merging ambient occlusion, roughness, and displacement to generate a master material without Photoshop.

  • Creating the Rock Master Material5:49

    Create a rock master material in Unreal Engine 5, wire base color and normal map textures, assign red to ambient occlusion and green to roughness, and adjust tiling.

  • Adding Texture Color controls5:11

    Master texture color controls in unreal engine 5 using desaturation, saturation, multiply, and brightness, plus a color parameter to tint textures across a material instance.

  • Creating our first function8:22

    Create your first material function in Unreal Engine 5, define inputs like Vector3 and texture, expose parameters such as desaturation and albedo tint, and manage defaults for reuse.

  • Using Static Switch Parameters9:33

    Explore controlling roughness in Unreal Engine 5 materials with a lerp driven by min and max parameters, exposed via a static switch and a material function.

  • Changing the Normal map intensity7:23

    Learn to adjust normal map intensity in Unreal Engine 5 by appending red and green channels, multiplying by a normal intensity parameter, and previewing results.

  • Blending Between 2 Materials7:52

    Learn to blend two textures in Unreal Engine 5 materials using lerp and the material layer blend, controlled by a scalar parameter, with shared inputs like base color, roughness, and normal map.

  • Creating a function for our Simple Material10:36

    Create a material function for a simple material in Unreal Engine 5, integrating albedo controls (brightness, desaturation, tint), roughness parameters, and a normal map with adjustable tiling and intensity.

  • Blending with Vertex Colors6:13

    Learn to paint vertex colors on a subdivided box, tint albedo with a parameter vector, and blend two materials via a 1 minus node.

  • Introduction to height Contrast11:56

    Learn to create height contrast in Unreal Engine 5 using a blue channel height map, power and multiply nodes with clamp, and blend two materials via vertex color.

  • Using the HeightLerp node3:32

    Explore how the height lerp node enables efficient vertex painting by blending with a height texture, adjusting transition with intensity, contrast, and clamp.

  • Using World Aligned Textures5:07

    Use world masking with a world align texture and a heightmap to add color variation to rock material, including a blue-channel mask for world-space tiling.

  • Adding Global color tint8:10

    Apply global color tint to a mask-driven material in unreal engine 5 by using alpha, contrast, and color variation parameters, and organize controls with groups and tint opacity.

  • Adding the moss Material5:51

    Learn how to import a moss texture from Quixel into Unreal Engine 5, generate and configure albedo, normal, and mask maps, and build a moss material with layered material blending.

  • Creating the Slope Mask7:56

    Create a slope mask with a slope node to blend moss using normals, then tune slope angle, tangent normal, and falloff for a material in Unreal Engine 5.

  • Vertex Painting on Nanite meshes5:28

    Import a high-resolution FBX model into Unreal Engine, use mesh paint to apply vertex colors on nanite meshes, and apply vertex color data to all meshes via override.

  • Updating the Texture Tiling3:23

    Learn to update texture tiling in Unreal Engine 5 by adjusting UV tiling to improve texture resolution, using a material instance and applying consistent tiling across all layers.

  • Object scale tiling5:17

    Learn to tile textures with object scale in Unreal Engine 5 by using the object scale node, texture coordinates, and a component mask to drive UVs in a material.

  • Adding the Object Scale tiling to our function5:15

    Update a material function by adding a static bool parameter to switch object scale tiling, expose UV tiling, and support multiple material instances for flexible mesh tiling.

  • Updating the textures with new parameters6:16

    Convert textures to parameters in a master material, expose albedo, mask, and normal maps, then use nested material instances to update snow, moss, or rock textures across biomes.

  • Memory usage4:57

    Explore memory usage in Unreal Engine 5 by using size maps, shared textures, and master materials to avoid duplicating textures across assets, boosting performance in large worlds.

  • Wrap up1:47

    Wrap up by creating a rock master material that demonstrates tiling, textures, material functions, reroute nodes, height, lerp, and world and slope blending for practical Unreal projects.

Requirements

  • No previous Unreal Engine experience. A good understanding on how to navigate the interface is good but not mandatory.

Description

In this course you will be introduced to the world of Materials inside Unreal Engine 5. If you’re an aspiring environment artist or just curious about game art, this course will teach you the fundamentals of material creation inside the Unreal Editor.

You will start from the very beginning from knowing what a Material is, what are their use cases and understanding how Physically Based Rendering affects your workflow to create believable surfaces.

As we progress, you will learn how to blend different texture maps, utilize slope masks to add natural variation, and master height-based lerping for realistic layering effects. We’ll delve into vertex painting techniques, enabling you to dynamically paint subtle details and wear onto your models, bringing them to life with true artistic control. Each lesson is carefully structured to mirror real-world workflows and expectations, ensuring you are ready to tackle the job at a Game studio.

During this course you will be building a real world case application where you create a Rock Master Material, where you will be applying all the new concepts to create a flexible and good looking rock material to use in any kind of 3D Model.

If you are an aspiring 3D environment artist looking to break into the Game Industry, creating your own Materials is a task that is required for every position. By the end of this course you should be feeling very confident on how to create your own materials for Environment Art.

Who this course is for:

  • Beginner Game Developers who want to aspire to become Environment Artists in the field