Learn how to create and optimize materials for architectural visualization in Unreal Engine. Explore the benefits and drawbacks of some of the most popular visualization workflows.
- [Joel] Hey there, and welcome to our look at architectural materials in Unreal Engine 4, a course in which we will examine a couple of the most used workflows in the visualization space, discussing some of the benefits and pitfalls of each. Firstly, we will take a look at using Unreal's native material type, discussing both why we may and may not want to use it on our projects. In fact, as we do so we will look at building a base material with it, one that we can then add flexibility to in order to be able to reuse and repurpose it on projects as and when we need. Next, we will take a look at some of the high quality material options available for use in Unreal, even though we, ourselves, may not necessarily be a texture artist or now perhaps working with some very tight time constraints. The two specific options that we will focus on here, being use of the substance source and substance share websites. We will also, assuming that texturing may not be our particular strong point, take a look at the bit map two material application. As it and other applications like it can definitely save us both time and effort when it comes to making a real time visualization look good. In particular, we will look at how to prep a photo for use in the B2M application and at how we can quickly make that input map tileable. Finally, as we move toward the end of the course we will both look at and discuss the benefits of creating textures procedurally, making use of some of the most powerful tools available for this approach inside the substance designer application.
- Geometry detail vs. texture detail
- Advantages of bitmaps in Unreal
- Building materials inside Unreal
- How and when to use the Material Editor
- Building flexibility into materials
- Using Substance Source and Share
- Using B2M inside Unreal Engine
- Benefits of procedural texturing