Learn how to import textures into Unreal.
- [Instructor] So now we're going to start to take a look at textures and materials in Unreal. So here we have our altar model that we have just brought into a basic scene, and what we're going to do is we're going to important some textures and build a material with those and then assign that to the model. So let's go over to our content browser and go into our texture folder, this 04 TEX that I've made for you, and we're going to click on import. Let's navigate to the desktop, exercise files, chapter two. Under TEX you can see that we have these five texture maps here.
And these are textures that were made in Substance for this model. So I'm just going to select all of these and say open. And you can see that it's imported them, and then you can see that it noted that the altar 01 normal was a normal map, and so it did special normal map importing for that, so great, okay. Right, so now we have our objects imported. You can see there's asterixes as well to show they haven't been saved yet, so we'll just go file, save all. And then now we'll actually save those out as U assets, so let's go look at that on disk real quick.
So here we are in our chapter two Unreal, 02 01 start folder in the content folder. In the 04 TEX folder on disk, you can see that now we have those five textures that again have all been saved as dot U asset files. And again, with Unreal, these are the same file format that a piece of geometry would be. It sort of has this U asset container that it puts anything into, just in a way that it likes and it understands. So just so you know, now that these are the actual textures that we will be using, it's not referencing the ones on disk.
So if you change the one on disk you have to reimport it. So there you go, those are the textures that are being used. Okay, so I'm going to go back over to Unreal here. And let's open up one of these, let's open up the base color. And we get our texture viewer here. So I'm going to tab, move this tab up here and dock it to the main window so we have a little bit more breathing room to see what's going on. You can see that we see our texture and we can see that it's a 2K texture and it gives us all this other information. We can control all sorts of different stuff, including some image correction and how it's mapped and what kind of compression it has.
We can leave this all at the defaults for now, that's going to work for what we're doing. But just so you know, this is where we can change some stuff around our texture, and then it's cool to also see this path to the original source file. Alright, I'm going to close that out. So now what I'm going to do is I'm going to go back over to my content folder and go into my 03 MAT folder and now we're going to finally make a new material and bring these textures into it. So I'm going to right click in here and say create basic asset material. I will call this altar underscore MAT.
I'm going to open this up. So now we are in our material editor window and we can tab this and dock it up to the top of the screen as well. But I'm actually going to pull it out right now, 'cause what we want to do is we want to bring in all of out textures into our sort of node wiring area here to wire into our material. So let's go over to our content folder here and go over to our textures, and I'm just going to left mouse click to, oops, sorry, shift click all of these.
And select all of these textures and just drag them over into the material here. Cool. Now you can see little nodes got created that automatically link to all these textures, and that's great. So I am going to organize these a little bit. I'm going to bring the base color to the top here. I'm going to bring our metallic right underneath that. Then we will bring the roughness map, which is this gray looking one here. Normal map, which is this blue guy, and then the ambient occlusion which is down there.
Okay, so now we are going to dock this up to the top of the screen. Alright, so if you are familiar with node based systems for building content, this is all straightforward. If some of this is new to you, we're basically just Lego wiring together a bunch of things to connect them up. So you can see that we have all these different what are called output pins and we have input pins over here. And what this allows us to do, you see we have a bunch of these. This top pin here will bring the whole texture.
If we wanted to grab a specific color channel or the alpha channel specifically, we could drag out of one of those pins. But we want the whole thing so I'm just going to drag out of this pin into base color, out of this pin into metallic, out of this pin into roughness, out of this pin into normal, and add this pin right into ambient occlusion. And since these materials were built in Substance with a physically based material workflow in mind, this all flows super smoothly into Unreal and we very simply can create a great looking material by just these few steps because all that heavy lifting has already been done in Substance for us.
Obviously within the material editor in Unreal we can build elaborately complicated materials that have huge node graphs to do all these things, or, you know, we can also, when we have just a specific texturing need we've got, we can make our textures in something like Substance and wire them into Unreal really smoothly like this. Alright, so now I'm going to save this material. You can see there's a little asterix there showing it hasn't been saved yet. It's going to save it's thing, close it up. Okay, so now we got our content MAT and you can see we have our altar MAT and then just this white material that I had made for the ground.
Okay, so now I'm going to select my altar in the view port here, and you can see that it has a little material area here and by default it has just this world grid material assigned. I'm going to click on this dropdown menu, and now you can see we have list of the available materials in our scene. And I will just select altar MAT. And then boom, there we go, material's been assigned, awesome. Alright, so I'll look around, sweet, cool. We've got our nice, you know, the default lighting has a little reflection in it and some nice specularity and highlights.
So there we go. So that is how to import texture maps into Unreal, how to build a simple material with them and how to assign them to an object.
- Working with geometry
- Importing processed files into Unreal
- Using the Skeletal Mesh Editor
- Creating a material with textures
- Refining Substance material
- Assembling your scene in Unreal
- Working with cameras