Join Craig Barr for an in-depth discussion in this video Applying the hardwood floor material, part of Unreal: Architectural & Industrial Visualization.
- [Male Instructor] For our visualization project we also want to be able to utilize some materials that have been built already for Unreal and actually come with some of the starter content for Unreal. There's actually some really valuable things in there. We want to take a look at how they can be of value to our visualization project in here with our scene. Just going to zoom back in so we can take a look at the hardwood floor here a little bit, or the floor for that matter. We're going to create a hardwood floor from this with this simple material. So we've zoomed into this. If you have access to the exercise files, you can see that I'm using chapter 06_03.
What I want to do now, we created a basic material on that chair, right? We looked at the different setups, for example, on this chair with Ambient Occlusion. I've just taken that material we've created and I've also applied it to this chair as well. What we want to do is if you have access to the starter content here, and at the beginning of our project you'll notice that I actually said that you should include the starter content in there. The reason I said that is because we are going to use a couple little things in here. Go to the starter content tab or folder in the content browser, and double-click on materials.
Let's just actually bring this up a bit. You can see that there's a bunch of great materials in here that we can work with that will provide us with a bunch of interesting effects that are actually really useful for our overall visualization scene. The first thing we're going to do is we're going to take this M wood floor walnut. I think that's the one we want to take a look at. Let's just drag, and drop, and apply it right onto the floor. Just simply drag it onto that floor. I can see overall that might give me my basic overall look but it's much too large.
We need to adjust that. A couple things I want to do with this floor. The first thing I'm going to do is right-click and duplicate it. I'm going to rename this one to "Hardwood_Flr" There we have it there. Once it's refreshed you'll see that the icon is refreshed. The little asterisk means it hasn't been saved. We'll save that in a moment. What we want to do with this is move it to our own materials folders. Let's get out of the starter content.
Go to our own materials folder. Just find H in here, so there's our hardwood floor. Make sure you assign that one now to our floor because now we're working with this material specifically. We can see in here. This is a bit of an advanced material the way it's set up. You can see that they've labeled everything. The reason why I want to make the point of using this starter content material is what you can learn from diving into pre-set materials that the Unreal crew has put together for you. They've taken the time to build containers around everything and give you little descriptions as to what is happening.
So it's really useful. It's a great way to learn. This one, like I said, is a bit more advanced. They're using masking for certain areas of the hardwood floor. They're also using normal maps and they're using different parameters to drive the overall effect of the wood look. What we want to do is change our overall feel of our wood. This little texture coordinate here drives the number, or the tiling, in the U and the V, the number of planks that we're going to see on the floor. Let's move this over.
What I want to do with that texture coordinate there is begin to dial this in to see how it looks. In fact, let's make this bigger again so that we can see the effect of it. If I just left-click over top of the number on U tiling and start to dial that, you'll see that we, once it refreshes, we're effecting the overall size of everything in there. So if I do this on this one here as well, you'll see that we're getting really, quite a few, hardwood floor planks. Let's bring it back down again so we can see the overall effect of that.
There's something a little more visible that we can see. So maybe we try something like that. A 3.2 and a 3.4, that's where we'll hit apply. If we move this over we can see our floor will now update. That's getting closer but I still think the planks might be a little bit too big. Let's change that value to something like six and six. By all means, you can set it to whatever value works for you or you prefer. I'm just simply setting this that visually works a little bit better within our scene. I can see that that tile works okay. Let's go to unlit.
We can see the overall effect of that. That looks great. I'm going to back to lit because there is one important area here that we're missing. We've changed the texture coordinates on those hardwood floor material for the texture map, but we have not effected the normal map. You can see that there's a normal map over here. There are two actually. There's one that we have effected here. There's another one being driven down over this way. This is where we want to get into, oops this actually has some effects applied to it. This large scale tiling. Make sure you change that to the same setting that we just used: six and six.
This is going to make sure that we get that overall, nice hardwood look to it. We'll hit apply. I'm going to hit save on this material. I'm going to exit out of our material editor. There we can see that we're starting to get a pretty nice-looking hardwood floor. If I move around, you see we have a nice specularity. We have some nice reflection. Nice glossy floor on there. We'll certainly be able to drive the look of this a little bit better as we move forward with our overall lighting and rendering. There's a look at how we can work with a bit of a more advanced material setup with Unreal Engine to build our hardwood floor.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume