i was reading on reddit that making materials is a very intimidating subject for beginners. But this tutorial showed me how they work and the possibilities with materials and I can say im going to practice making materials for hours and become comfortable with them thanks to you.
I have one question about materials vs textures though, as I know and as youve shown you can use textures as the base colour for your materials and apply the material to your meshes. is there ever a case when you can just directly apply a texture to a mesh or should you only use materials for your meshes
I was struggling in general with basic material concepts, properties, channels, options, etc. until this. Your explanation and examples of these foundational concepts are really really helpful for a beginner to better understand materials as a whole, and some of the things that are possible to make with them. Thank you for the excellent video, keep up the great work!
Yeah. I've been looking for a good one. Simple yet precise and complete (for what it is). I have been working on the mechanics mostly. An ugly game with good mechanics is still playable but a pretty game that runs buggy just sux. lol. But AI NAV and Behavior, Level Geometry, etc... was my focus for the last 6 months or so but every time I went looking for a good Tutorial on Textures and Materials I kept finding stuff that was either too basic or only slightly close to what I actually wanted to do. I really liked your Day/Night + Automatic Street Lamps Video as well. I will be using that when I actually build a game. Lighting will be my last endeavor though. Just seems lighting and shadow should be like the icing on a cake. Not that it is easy or simple, just that I would think that is where you would add all of the "Finishing Touches". I've Sub'd you to catch anything new you release and plan to watch the rest of your videos soon. Poor people like me really appreciate things like GIMP, Blender, and UE because it allows us into _places_ we wouldn't normally be able to approach. Likewise it is an incredibly honorable service you do here and I want to express my ecstatic appreciation for the time and effort people like you exert for your fellow man.
This is hands down the best tutorial I've seen on UA-cam, so clearly explained. If you taught a course on unreal I would sign up for that so fast! Great job! Subscribed and waiting for more :)
This was soooo helpful for me to get my head around many of the vectors and that kind of thing, I came out of the unreal tutorials with an understanding of how to make many of these but had no idea what for example the Vector 1 vs. 3 was doing. Great work, thanks you so much!
As a complete newb to materials, this was very very helpful. I barely knew what I was doing with them but even with these simple tweaks I feel quite excited to try some of these out! Thanks for making this really easy to understand! And what music did you have in the background? It was really calming.
Hey! glad it was useful for you and no problem. The soundtrack I use is Huma Huma - Eureka (ua-cam.com/video/jKoNPsnraxQ/v-deo.html) It's a royalty free soundtrack and yes I absolutely love it too. So you or anyone else can use it too without any copyright problems.
without you, my ADD would get the best of me and I would have to cancel learning how to use UE4, but you, you eased the pain and I now know how to actually do stuff, sure it took a while to get through this video, but I know it was worth it and I will continue until I know the ways of the unreal.
You're one of the best instructors I've come across, and I've come across many. I'm very new to UE4, so I'm prodding along. One of the first few things that caught my eye, was how you selected an object at the far end of your view, and teleported yourself over there at warp speed. How did you do that?
Awesome beginner tutorial.. Can you export a materiel you have made in unreal - meaning will it export the base, normal etc for PBR use in another 3d program like 3DSMax to use on your models as you are creating content for Unreal?
Nice tutorial, Is it possible to apply two different materials on the same mesh?one would only appear where light hits the object or player and the other texture on the shadow areas?Could you do a tutorial on that
Thanks! Once again a good question. This process sounds very dynamic. If I find something i'll let you know. But off the top of my head I can think of post process volume settings, or setting the specularity on the material. Other than that I know of a twosided node in UE4. But it's not dynamic, it's just put two different textures on the front and back.
I sort of able to do it before in udk via lerp then using the light vector.But in Ue4 since its deferred lighting i can't seem to figure out how to go about it unless theres a way to trace the light and determine where it hits,probably there is a way but my knowledge is limited so I have no idea where to start
thanks for your video!! This was helpful!! but As a newbie I have a question, why we have to convert node to param, in your video were constant, constant3vector?
Sorry its been a while! But converting it to a parameter allows us to adjust it easier later when we make material instances without having to open the material every time. It allows us to have one parent material and the rest as its children.
Very clear tutorial. Thanks for taking the time to make it! I had a bit of a problem at the emissive texture (around 24 minutes)- turning the green channel up to 10 didn't get anything like the glow that you had on your screen. Turning it up to 100 got a more similar result, so I managed it, but I was wondering if there was something else that meant I had a different result from you? I tried putting the whole thing inside a PostProcessVolume and turning up the bloom, but that wasn't quite the same result. Not a big problem really, I was just wondering if there is something obvious that you can think of that I might be missing that makes that difference between your result at 10 and mine at 100? No worries if nothing occurs to you though :) Anyway, thanks again for making this video, it's a great starting point!
No problem! I think of a few checks you can do. 1. Make sure your vector parameter is plugged into the emissive and not the base colour. 2. It could be the you are using a newer version of the engine and they have changed something as this video is pretty old now. 3. How bright is your sunlight/directional light/ skylight. The brighter they are the less effect an emissive material will have.
Thanks for the thoughts - no luck with those, I'm afraid. No problem, it's probably an engine change thing. Thanks for the suggestions. The tutorial was awesome - I'd love to see more about materials following on from this point and gradually building the complexity. For example, building a really nice concrete texture in a semi-procedural way so that it doesn't loop obviously but without massive texture samples.
i have a question about material so set up most of my material with textures only i heard that material instance are good for performance so i created it based on that one with no options of controlling it is it still better for performance or not ? thx btw.
GamePlayZone I understand it is better in terms of compiling it as a material instance compiles a lot faster than a material. And of course allows further adjustments easily if you were going to use more parameters in it. I cant say how much performance it would improve but on the notion that it is a a good habit to stick to I would keep practicing it and stick to using material instances, and further using master materials with a lot of material instances. So there is only one main material and every thing else is controlled through parameters. I.e. main material with all parameters for every node and only activated and deactivated through the use of parameters. Kind regards
Hey there I started working on ue4 a few months ago and had a really hard time figuring everything out I ended up getting frustrated and giving up on it because I couldn't ever find anyone that worked slow enough for me to follow I just finished the basics video and I am curious is there any certain order I should be watching your videos in? Or just go as i need help ?
austin shadows I think a good way is to have mini goals or projects and start working on them. Then learning as you go as the engine is really huge. There is way too much to learn. In terms of videos just have a few you tubers subscribed that are easy for you to follow and go from there. Because you will find a lot of it repetition or very similar methods of achieving different results. Best of luck!
@@Resurrection21 then you sir just got a new sub! I am ordering a new PC this week my old gaming desktop is starting to give out on me. I am shooting for a forest landscape with secret caves tunnels etc... in unity I was trying to find a way to make them but no one really seemed to know how it is was super super complex but when you talked about making new levels so that the player can teleport you gave me a few ideas I will just have to learn how to implement that I do have a question if I wanted to make an underground tunnel without creating a new level would I just have to have the base terrain set so high then build another terrain underneath the first and then just blend a entrance on the top or is there any easier way? (Video I watched for unity said to use blender and basically edited a box until I had the shape I wanted then place it on top of the terrain and build a mountain on top of it ) also thank you for the replies!
So I didn't have time to watch this yesterday, but got around to it today. I have to say this is one of the most detailed materials tutorials I've come across. I wish this was out when I first started lol. You teach a lot of great concepts that aren't immediately obvious. "You are an artist, just do whatever you want."
Yeah I can understand it was hard for me to learn as well. Since I couldn't find any detailed tutorials either. So I decided it was time new members had this option available for them. Hahah you quoted me I feel special now :D
Oh Sorry i misread your question. answers.unrealengine.com/questions/338422/dynamic-shadows-not-showing-on-translucent-materia.html?sort=oldest Have a look at this I was under the impression that a transluscent material should still cast some form of a shadow if its used on a mesh.
i dont know if you ever did anything about a rust texture in another video but if you havnt plz tell me or make a video on rust and other things like rust,moss,ect
ua-cam.com/video/yEt9XPb4L1I/v-deo.html - Hey I did a video showing a way of adding snow, moss etc. The same method can be used if you have different textures. Hopefully, It will be of some help.
Really great tutorial , it had a lot of information . hope in the feature you make another tutorial about material with some mid/advance node that you didn't cover here , btw the background music is cool for 10 min video but it get hypnotizing for longer video :) , looking forward for long video about particle effect like this one , thanks a lot mate for your time to make such awesome tutorial .
I don't quite understand the question. If you are asking a template i.e. first person or 3rd person. Then sadly I don't remember, I think it might just be blank default one with the starter content. If you are asking something else then tell me more. Thanks!
Right click on it find migrate, then choose the content folder of the project you want it in. You can migrate/export anything in your project this way. You just have to make sure you put it in the content folder on it won't work
Thanks! It's hard when it comes to blueprints. Because of the many types there are. I did start a new series though on blueprints. Here is the first introduction video for completely beginners. ua-cam.com/video/t8FYZRCM6Jo/v-deo.html
Either you can edit your UV map in the modelling software that you used or you can use a texture coordinate node and connect it to your textures. Here you can adjust the X and the Y coordinates to determine the correct mapping or how tiled you want it to be.
Shortcuts aren't working for me... Don't get it. OK... Only the most important ones... 1,2,3 and 4 on the numpad (4 seems to move the node around, well left only, that's it) and ONLY in the material editor... Mmh intriguing... It fucking pisses pe off but intriguing that I cant't find any information because google sucks now that they are testing their crappy "AI".
I'm not aware of any changes in the shortcuts. But you can always use the right mouse and search up the appropriate vector, scalar parameters. BTW you aren't supposed to use numberpad just normal 1 2 3 4 etc for the scalar/vector parameters.
Hi, well its not the numpad on the right side of your keyboard ( the calculator numpad ) the numbers he was referring to are the numbers arranged under the functionnal keys ( under f1, f2 ...) , but if you press one of these keys but instead of nubers they give you other caracters its because you need to change input language in your system settings to ENG language with US keyboard .. I hope this works for you
If anybody has same problem like i had with emissive color in UE4 version 4.15, it is a bug and material will become white because of this. issues.unrealengine.com/issue/UE-41065
The video shows a lot of info, but man, you're moving windows and camera, and clicking everywhere unnecessarily all the time and it's super confusing!! also, before changing a setting you should stop a bit and show where is the setting and what's the context in which it is, otherwise it doesn't mean anything! I had to pause and rewind to figure out what you did so many times!! Still, useful video, thanks! I know it's from while ago though, but I had to give you my feedback on this one :)
Great tutorial!. No fucking around, no bullshit, fast, clear and right to the point. Congrats!.
Thanks!
js100serch exactly :)
i was reading on reddit that making materials is a very intimidating subject for beginners. But this tutorial showed me how they work and the possibilities with materials and I can say im going to practice making materials for hours and become comfortable with them thanks to you.
No problem! I'm glad I have allowed some ease to people learning materials as I understand it can definitely be a headache to learn and use them.
I have one question about materials vs textures though, as I know and as youve shown you can use textures as the base colour for your materials and apply the material to your meshes. is there ever a case when you can just directly apply a texture to a mesh or should you only use materials for your meshes
As far as I know. No. Materials is the language for UE4 for applying colors, textures etc just as binary is for a computer.
I was struggling in general with basic material concepts, properties, channels, options, etc. until this. Your explanation and examples of these foundational concepts are really really helpful for a beginner to better understand materials as a whole, and some of the things that are possible to make with them. Thank you for the excellent video, keep up the great work!
Best material tutorial I've seen yet. Great job!
Thanks! Glad you liked it.
Yeah. I've been looking for a good one. Simple yet precise and complete (for what it is).
I have been working on the mechanics mostly. An ugly game with good mechanics is still playable but a pretty game that runs buggy just sux. lol. But AI NAV and Behavior, Level Geometry, etc... was my focus for the last 6 months or so but every time I went looking for a good Tutorial on Textures and Materials I kept finding stuff that was either too basic or only slightly close to what I actually wanted to do.
I really liked your Day/Night + Automatic Street Lamps Video as well. I will be using that when I actually build a game. Lighting will be my last endeavor though. Just seems lighting and shadow should be like the icing on a cake. Not that it is easy or simple, just that I would think that is where you would add all of the "Finishing Touches".
I've Sub'd you to catch anything new you release and plan to watch the rest of your videos soon. Poor people like me really appreciate things like GIMP, Blender, and UE because it allows us into _places_ we wouldn't normally be able to approach. Likewise it is an incredibly honorable service you do here and I want to express my ecstatic appreciation for the time and effort people like you exert for your fellow man.
the voice and calming music could send me to sleep.
This is hands down the best tutorial I've seen on UA-cam, so clearly explained. If you taught a course on unreal I would sign up for that so fast! Great job! Subscribed and waiting for more :)
oh Thanks :D
I love how you compacted all the info it was so easy to understand thank you so much.
No Problem! I'm glad it seemed nice and compacted. Never knew it would turn out so useful while I was making it :D
This tutorial was perfect!!!! everyone should make tutorials like this. You explain everything clearly. best tutorial on materials so far
Thanks! Great to know it's helpful.
thanks mate really learnt a lot
Welcome bud!
Thats the best material tutorial on UA-cam
:D woohooo!
Awesome. Clear and useful. No waisting time around. Thank you so much.
No Problem!
Great tutorial for beginners like me. Clear voice and your words are very easy to understand and follow.
So simple yet I learnt lot of things. Concept is clear to me. Great tutorial.
This was soooo helpful for me to get my head around many of the vectors and that kind of thing, I came out of the unreal tutorials with an understanding of how to make many of these but had no idea what for example the Vector 1 vs. 3 was doing. Great work, thanks you so much!
Are you a FUCKING ANGEL? My GOD! Thank you SO much for this tutorial!
Woah! took me my surprise :D Thanks and no not an angel haha.
Best one I've seen till now, thank you so much!
No problem!
Best material explanation ever
Worked great, easy to follow
Nice to know! :)
As a complete newb to materials, this was very very helpful. I barely knew what I was doing with them but even with these simple tweaks I feel quite excited to try some of these out!
Thanks for making this really easy to understand!
And what music did you have in the background? It was really calming.
Hey! glad it was useful for you and no problem. The soundtrack I use is Huma Huma - Eureka (ua-cam.com/video/jKoNPsnraxQ/v-deo.html) It's a royalty free soundtrack and yes I absolutely love it too. So you or anyone else can use it too without any copyright problems.
You are an unreal god. This is so helpful, thank you so much!
Thanks! But can confirm not a God. Checked recently :D
without you, my ADD would get the best of me and I would have to cancel learning how to use UE4, but you, you eased the pain and I now know how to actually do stuff, sure it took a while to get through this video, but I know it was worth it and I will continue until I know the ways of the unreal.
I'm happy it worked out for you! I know how u feel as I went through the same learning curve. Good luck!
very thorough... Great Job
Awesome! Thanks for this!
Thanks and you are welcome! :D
Bookmarked, Thank you. This really helped me complete my class project
You are welcome! Glad it helped :D
Awesome tutorial ! Please keep up the great work.
Thank you! And I will.
Fantastic tutorial! Thank you, keep up the good work!
Great tutorial. Helped me a lot and very niceley presented.
Thanks! Good to know it helped :)
Thank you so much for the timestamps, they help a lot!
Excellent tutorial on materials, thanks!
Amazing tutorial just what I want.
Thanks! glad you found what you needed.
You're one of the best instructors I've come across, and I've come across many. I'm very new to UE4, so I'm prodding along. One of the first few things that caught my eye, was how you selected an object at the far end of your view, and teleported yourself over there at warp speed. How did you do that?
Thanks you! and F (shortcut) to focus I believe!
Wow, you are awesome. You explain is so smooth . You saved my time thanks again
Thank You and no problem :D
Awesome beginner tutorial.. Can you export a materiel you have made in unreal - meaning will it export the base, normal etc for PBR use in another 3d program like 3DSMax to use on your models as you are creating content for Unreal?
Great Tutorial!
Thanks!
Great tutorial! Thank you for sharing.
No problem And thanks! :)
Brilliant, great job!
Fantastic tutorial. Thank you very much
Awesome. Thank you
Awesome tutorial :) hopefully you do more, very helpful for the project I'm working on thank dude!!!
Thanks and I'll look into doing more soon! Currently I'm just too busy with work. :)
Understand dude!! :)
nice one!! learned a lot!! made a beautifull fluorisent jelly fish!! thanks
No problem buddy! would love to see the jelly fish :D Post a screenshot somewhere!
Very nice video! Thank you :)
This is very informative, thank you.
You are very welcome!
Really good tutorial. Thanks.
you made it so simple :) Great tutorial
Thanks! :D
Wondeful tutorial, thank you very much.
No problem :)
Really useful, thank you!
No problem :)
Nice tutorial, Is it possible to apply two different materials on the same mesh?one would only appear where light hits the object or player and the other texture on the shadow areas?Could you do a tutorial on that
Thanks! Once again a good question. This process sounds very dynamic. If I find something i'll let you know. But off the top of my head I can think of post process volume settings, or setting the specularity on the material. Other than that I know of a twosided node in UE4. But it's not dynamic, it's just put two different textures on the front and back.
I sort of able to do it before in udk via lerp then using the light vector.But in Ue4 since its deferred lighting i can't seem to figure out how to go about it unless theres a way to trace the light and determine where it hits,probably there is a way but my knowledge is limited so I have no idea where to start
Thank you! You make me understand stuff! :)
No problem! I'm glad you understood it :)
if your element that you apply material to it has 100 pieces how would you apply materials to it quickly insterad of drag and drop for each element?
Well explained tutorial! Thank you kind sir :)
You are welcome buddy! :)
Excellent class. Thanks.
Awesome!!!
Thanks!!! :)
thanks for your video!! This was helpful!! but As a newbie I have a question, why we have to convert node to param, in your video were constant, constant3vector?
Sorry its been a while! But converting it to a parameter allows us to adjust it easier later when we make material instances without having to open the material every time. It allows us to have one parent material and the rest as its children.
Very clear tutorial. Thanks for taking the time to make it!
I had a bit of a problem at the emissive texture (around 24 minutes)- turning the green channel up to 10 didn't get anything like the glow that you had on your screen. Turning it up to 100 got a more similar result, so I managed it, but I was wondering if there was something else that meant I had a different result from you? I tried putting the whole thing inside a PostProcessVolume and turning up the bloom, but that wasn't quite the same result. Not a big problem really, I was just wondering if there is something obvious that you can think of that I might be missing that makes that difference between your result at 10 and mine at 100? No worries if nothing occurs to you though :)
Anyway, thanks again for making this video, it's a great starting point!
No problem! I think of a few checks you can do.
1. Make sure your vector parameter is plugged into the emissive and not the base colour.
2. It could be the you are using a newer version of the engine and they have changed something as this video is pretty old now.
3. How bright is your sunlight/directional light/ skylight. The brighter they are the less effect an emissive material will have.
Thanks for the thoughts - no luck with those, I'm afraid. No problem, it's probably an engine change thing. Thanks for the suggestions. The tutorial was awesome - I'd love to see more about materials following on from this point and gradually building the complexity. For example, building a really nice concrete texture in a semi-procedural way so that it doesn't loop obviously but without massive texture samples.
Big Thanks, great Job, please more Tutorials :D
you are Awesome Man great job
Thanks! :D
i bookmarked this video :P for FUture
i have a question about material so set up most of my material with textures only i heard that material instance are good for performance so i created it based on that one with no options of controlling it is it still better for performance or not ? thx btw.
GamePlayZone I understand it is better in terms of compiling it as a material instance compiles a lot faster than a material. And of course allows further adjustments easily if you were going to use more parameters in it. I cant say how much performance it would improve but on the notion that it is a a good habit to stick to I would keep practicing it and stick to using material instances, and further using master materials with a lot of material instances. So there is only one main material and every thing else is controlled through parameters. I.e. main material with all parameters for every node and only activated and deactivated through the use of parameters.
Kind regards
sorry but i'm a newbie. how can i get a "mockup" mesh to show materials?
Super work very nice :-)
its help me a lot....!!! Thank's for sharing with us...!!!
Hey there I started working on ue4 a few months ago and had a really hard time figuring everything out I ended up getting frustrated and giving up on it because I couldn't ever find anyone that worked slow enough for me to follow I just finished the basics video and I am curious is there any certain order I should be watching your videos in? Or just go as i need help ?
austin shadows I think a good way is to have mini goals or projects and start working on them. Then learning as you go as the engine is really huge. There is way too much to learn. In terms of videos just have a few you tubers subscribed that are easy for you to follow and go from there. Because you will find a lot of it repetition or very similar methods of achieving different results.
Best of luck!
austin shadows and no there isn’t really any specific order it’s what you need to know basically!
@@Resurrection21 then you sir just got a new sub! I am ordering a new PC this week my old gaming desktop is starting to give out on me. I am shooting for a forest landscape with secret caves tunnels etc... in unity I was trying to find a way to make them but no one really seemed to know how it is was super super complex but when you talked about making new levels so that the player can teleport you gave me a few ideas I will just have to learn how to implement that I do have a question if I wanted to make an underground tunnel without creating a new level would I just have to have the base terrain set so high then build another terrain underneath the first and then just blend a entrance on the top or is there any easier way? (Video I watched for unity said to use blender and basically edited a box until I had the shape I wanted then place it on top of the terrain and build a mountain on top of it ) also thank you for the replies!
Спасибо большое! Продолжайте в том же духе! Было все четко и понятно. :)
Добро пожаловать! Спасибо за поддержку: D
Great video! Thank you ^_^
спасибо мужик. это самый крутой туториал
AweeeeeeeeeSome Tutoruals
Thanks! :D
Nice!
Thanks!
So I didn't have time to watch this yesterday, but got around to it today. I have to say this is one of the most detailed materials tutorials I've come across. I wish this was out when I first started lol. You teach a lot of great concepts that aren't immediately obvious. "You are an artist, just do whatever you want."
Yeah I can understand it was hard for me to learn as well. Since I couldn't find any detailed tutorials either. So I decided it was time new members had this option available for them. Hahah you quoted me I feel special now :D
how to receive shadow on 100% transparent material? Something like a
cutout material, where you dont see color, only shadows from other
objects.
You can set/change the opacity node by making the material translucent and adjust it in the blueprint.
@@Resurrection21 Does it make material 0 opacity and makes shadows visible? how?
Oh Sorry i misread your question. answers.unrealengine.com/questions/338422/dynamic-shadows-not-showing-on-translucent-materia.html?sort=oldest Have a look at this I was under the impression that a transluscent material should still cast some form of a shadow if its used on a mesh.
i dont know if you ever did anything about a rust texture in another video but if you havnt plz tell me or make a video on rust and other things like rust,moss,ect
Alright sure! I will add it to the list :D
ua-cam.com/video/yEt9XPb4L1I/v-deo.html - Hey I did a video showing a way of adding snow, moss etc. The same method can be used if you have different textures. Hopefully, It will be of some help.
Great Tutorial. Please continue with more unreal tutorials! Like Like Like
Thanks and ofcourse :D
Thank you so much!
No Problem!
Really great tutorial , it had a lot of information . hope in the feature you make another tutorial about material with some mid/advance node that you didn't cover here , btw the background music is cool for 10 min video but it get hypnotizing for longer video :) , looking forward for long video about particle effect like this one , thanks a lot mate for your time to make such awesome tutorial .
You are welcome! And I'll look into more.
I have one odd question... i can not understand which template is used... if someone could help please :)
I don't quite understand the question. If you are asking a template i.e. first person or 3rd person. Then sadly I don't remember, I think it might just be blank default one with the starter content. If you are asking something else then tell me more. Thanks!
I just checked! turns out it's the third person template I used.
Thank you. :)
best tutorial ,,
Thank you so much...
How do I export the materials I create in other projects
Right click on it find migrate, then choose the content folder of the project you want it in. You can migrate/export anything in your project this way. You just have to make sure you put it in the content folder on it won't work
thaks man.its work!
Thanks! btw whats the back ground music?
No problem! Its huma huma - Eureka
Nice job no yammering just to the point. Something like this on blueprint would be nice. Just some basics.
Thanks! It's hard when it comes to blueprints. Because of the many types there are. I did start a new series though on blueprints. Here is the first introduction video for completely beginners. ua-cam.com/video/t8FYZRCM6Jo/v-deo.html
How can I do that in the M_Masked2 move the pivot and do not move in the pivot (like the grass)?
Is this what you are asking for? (It keeps the grass from moving for the pivot i.e. the bottom) ua-cam.com/video/pgN75KELIsw/v-deo.html
yes, but without blender.
hmm without it I don't know. My knowledge base regarding the engine is still quite limited. You might have to do a bit of research to find that out.
Resurrection 21 yes. great job
How do you get the shader ball
If you are talking about the round objects they are located in the starter content.
What are you pc specs? Run so faster
How can I do to move texture inside material, without tiling them. to correct mapping? ( Sory my english I speak spanish) :-)
Either you can edit your UV map in the modelling software that you used or you can use a texture coordinate node and connect it to your textures. Here you can adjust the X and the Y coordinates to determine the correct mapping or how tiled you want it to be.
but allways with repetition tiles...
bro how to set Emissive material on TexT ?
answers.unrealengine.com/questions/62796/how-can-i-have-a-text-render-not-be-affected-by-li.html
22:56 RIP
What is the background music?
Huma huma - eureka
I believe that metalic should always be 0 or 1, nothing in between.
Shortcuts aren't working for me... Don't get it. OK... Only the most important ones... 1,2,3 and 4 on the numpad (4 seems to move the node around, well left only, that's it) and ONLY in the material editor... Mmh intriguing... It fucking pisses pe off but intriguing that I cant't find any information because google sucks now that they are testing their crappy "AI".
Same here. Seems, the shortcuts have been changed for the latest UE4.18...
I'm not aware of any changes in the shortcuts. But you can always use the right mouse and search up the appropriate vector, scalar parameters. BTW you aren't supposed to use numberpad just normal 1 2 3 4 etc for the scalar/vector parameters.
Hold down 1 then click
Hi, well its not the numpad on the right side of your keyboard ( the calculator numpad ) the numbers he was referring to are the numbers arranged under the functionnal keys ( under f1, f2 ...) , but if you press one of these keys but instead of nubers they give you other caracters its because you need to change input language in your system settings to ENG language with US keyboard .. I hope this works for you
Hold L and click left for lerp
If anybody has same problem like i had with emissive color in UE4 version 4.15, it is a bug and material will become white because of this.
issues.unrealengine.com/issue/UE-41065
Why am I keep getting Ads about Unity whenever I am about to watch a video about Unreal Engine???
Yeah I get unity ads too haha I suppose they just try to show you any ads that fall under the category of unreal engine. i.e. game development.
The video shows a lot of info, but man, you're moving windows and camera, and clicking everywhere unnecessarily all the time and it's super confusing!! also, before changing a setting you should stop a bit and show where is the setting and what's the context in which it is, otherwise it doesn't mean anything! I had to pause and rewind to figure out what you did so many times!! Still, useful video, thanks! I know it's from while ago though, but I had to give you my feedback on this one :)
Appreciated and understood. I was recently told the same thing about unnecessary clicking. Thank You!
how to receive shadow on 100% transparent material? Something like a
cutout material, where you dont see color, only shadows from other
objects.
Thank you very much!