A big consideration when it comes to game engine, and by extension the arch viz presentations, is how well they will run. This video walks through a mode of thinking that helps to simplify a procedural texture creation.
- [Narrator] One aspect of creating materials for use … in a real time environment that we really need to keep … in mind, is that of how much overhead they take up … in terms of computing resources. … Now substances are already pretty efficient in that regard … so we may feel this topic doesn't really apply to us … if we are using that approach. … The principles of not being wasteful though, … can be applied to all materials, … including ones created in Substance Designer. … The first and perhaps most obvious resource-eater then, … that we will mention, is resolution. … If we know where and how our materials are going to … be applied in a level, then we can make informed … decisions as to the best possible resolution … for the texture maps being used. … As already noted in the course, objects that are small, … or that the end used will never get anywhere near, … don't need 4K maps in the material. … Figuring out ahead of time where our assets are going … to be placed in the level then, and understanding …
Author
Released
3/14/2019- 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
Skill Level Intermediate
Duration
Views
Related Courses
-
Unreal: Introduction to Lighting
with Craig Barr1h 39m Intermediate -
Unreal: Substance Designer Workflow
with Scott Pagano2h 5m Intermediate -
Unreal: Blueprint
with Scott Pagano1h 51m Intermediate -
Unreal Engine: Arch Viz Design Techniques
with Simon Manning52m 50s Intermediate
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Introduction
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1. Important Workflow Considerations
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Why texture procedurally?2m 45s
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2. Building Materials Inside Unreal
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Creating a new Material3m 10s
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Setting up the base colour4m 26s
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Adding the roughness3m 46s
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Blending the normal maps2m 48s
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3. Using Substance Source and Share with Unreal
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Using Substance Share2m 43s
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4. Putting Bitmap 2 Material to Good Use
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Working with patterns in B2M2m 41s
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5. Benifits of Procedural Texturing
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Creating tileability2m 52s
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Conclusion
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Next steps50s
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Video: Simplifying materials for game engine use