Maya To Unreal Environment Part 05 Adding Textures

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hi everybody welcome back this video will be part 5 of the Maya unreal environment tutorial series last video we talked about making adjustments to collisions dragging in our models into the viewport to see the scale and updating increase in the scale size according to our playable third person character point of view so this video we're gonna talk about how to add materials back to our world materials are already imported in through the FBX that we imported for each one of these so I'm gonna import with this example I'll show you to run through these four different window or window half wall street bass and sidewalk so that's these four individual ones the same material supply that these four as those pieces are applied into the combined version so you should see it update on my combined one mesh and then my four individual ones at the same time so I've already imported in all of my textures and then here is my materials so let's start with the sidewalk street so I have to find the sidewalk material sidewalk mat and I'm gonna double-click on that this opens up the material editor material editor is a separate window and it's probably going to have a base node which is a color parameter known vector parameter that's already assigned to the base color of the material so if you've done materials in Maya before it has the same type of setup as that stingray PBS material we've created a base color a metallic a roughness and a normal for each one of our objects and we're going to follow them in here it also has a material preview and the details panel for the materials over here on the left with each material it probably goes ahead and creates this basic color parameter I don't need that so this is the sidewalk mat material and I'm gonna delete that premium so I'm going to click this parameter and delete it before I delete it most of unreal blueprint the material setup is this visual drag-and-drop node setup so we basically have known we drag from one pin over to another pin like the RGB color which is the white top one of our texture image over to the base color and that connects this parameter over to the channel of that material so it's a visual drag-and-drop system hopefully it's pretty easy to set up I don't need that parameter that's already in there as default so I'm going to leave that out and let's move this down in my texture standpoint I need to go to textures and I need to find if this is my other screen for a second I need to find my sidewalk detectors to their sidewalk base color so I'd walk metallic I have some other ones like mixed a oh I don't want to do that because I want ambient occlusion to be rendered at real time if I turn that on but I want base color metallic normal and roughness so what I'm gonna do is select those four maps and I'll hold down ctrl and click this four and then in my material for my sidewalk I'm going to drag those four texture maps into the material it pulls a texture sample from those materials in there it takes a minute for it to load those previews let me move them so that they are not on top of one another typically I would want them to kind of align vertically or so that they're not overlapping and the way I usually set this up is I put it base color on the top metallic next let's see roughness next you go and then normal at the bottom that's the vertical order of how they need to be or how they are aligned in the material so this moves its din a little bit so you can just click and drag in the mattel editor on a material node this is the main material node but the individual touch from acting to be synced into and then you can click and drag on those to move them around if you hold down right click you can pan to be able to see different areas you can also zoom in and out with the middle mouse click wheel so basically all I have to do is drag in my fort extra maps base color metallic roughness normal into my material from my content browser and then where it says RGB for this texture sample I'm gonna click and drag RGB which is all three channels for that texture and drag that for the base color RGB into base color that will update it here's my metallic map I'm gonna click and drag RGB from the metallic map into the RG or the metallic Channel of my material this is my roughness RGB from the roughness map into roughness of the material here is my normal RGB from normal into the normal of my material here we go alright so there's my preview for this sidewalk material it's not meant to be on a sphere you can come in here and change it to a cube and let that run there but that's just the only generic object that's not UV map for this particular sidewalk object but that's all we have to do is sync up from the RGB of each texture map to the proper Channel in the material we do want to make sure we click Save we're going to click Save as I'm talking because that could take a couple of minutes it has to save the package out as to save the materials out so once it saves it goes ahead and applies it to anything that already has that material on it so let's go ahead and look at our world here and there's my sidewalk the sidewalk already have this material applied to it and we'll go over here sidewalk already has the material applied to it looks pretty good so that shows you that the material works properly let me close this out again and let's go back to our meshes if an object doesn't have the right material applied to it we can double click the static mesh open it up and static mesh editor and then in the material slot we can just go find the right material so click on the names whatever it says default or whatever and go to sidewalk map layer and that will change that material so it's a plaza to you that object in the world alright so let's do the same thing we'll do a street bass let's go to our material this was called Street plane material I'm gonna move this out of the way I don't need this parameter so I'm going to leave that out this is in the street plane material go to our textures and find my street plane textures Street base color Street metallic Street normal Street roughness good I'm gonna drag those into the material editor okay move these up so that I can see them so I do the base color metallic roughness and then normal this damn little so this is my base color click and drag from RGB over to base color channel this is my metallic click and drag from RGB over to metallic it's black from this material because I don't want any metallic for the road this is the roughness or roughness goes into the roughness Channel and this is a normal that will go into a normal Channel okay that's it I'm going to click Save let that save that alright it's done so then now I should have my Street texture on there see it'll update the road only it should perhaps not but there's no showing that material is working let's go to our third one and well I'm just going over that because I'm gonna show you something blitz of task you see if you have opacity we'll make the change in here for opacity so we need our wall window material it's this one alright so if you have an opacity map we need to do a couple of things differently so let's go ahead and get our textures in this one's called wall window wall window face color metallic normal I'm also going to select my opacity and my roughness or the neck distance this one's going to have my opacity channel with it as well so let's take those with the opacity and load them into the material editor see if we can get everything synched up here roughness good normal and then we'll put our pass city underneath I think capacity actually would go above it that's fine we'll do that as far as vertical hierarchy of what the material setup alright so let's do the same process let's take the base color and drag that into base color channel this is our metallic and drag on a metallic channel this is our roughness and put it into roughness and our normal would go into normal it was a swap the position of these two okay alright so there is an opacity channel and if I click and drag my opacity map into that opacity channel it's grayed out which means it's not actually going to use any opacity detail so I can go ahead and drag that opacity map into the passage channel but it's not going to work so what I need to do is select my material I need to do two things you know the details panel if your model needs opacity we need to change the blend mode to translucent okay it says default as a pake so with that material material selected mathilde blend mode to translucent okay that opens up the opacity but turns off metallic roughness and normal so we want to still have those three other channels in here it'll keep base color but does not keep the other ones so first things change the blend mode to translucent we need to go down find translucency yeah translucency lighting mode I need to change this from volumetric non-directional to surface forward shading okay so want to change that the surface forward shading that will open up the metallic roughness normal again but keep the opacity so that will allow the material to be or have transparency to it let's go ahead and save because there is going to be an issue it's going to look at it now let's click Save it's actually going to be inverted because my opacity map has a black background for the areas that should be a baked and gray for the areas that should be transparent I actually need to invert those values and I'll show you how to do that but I'll show you if we just leave it like this it is going to show it transparent to you that's going to be the inverse of that transparency so let it process and save I played a update here a second still waiting for it to save here I'll pause the video until it does get sent saving okay so it's finished saving so if I take a look at this file or this model it is actually backwards so the rest of the wall pieces transparent and it's not really approaching it properly so what we need to do is make just one final adjustment to this and that's because if the areas you want to be a fake are actually black in the opacity map we need to invert that so with my opacity node that goes into the opacity channel I'll hold down alt and click on that app acity name that removes the connection one thing to do is add what's called a 1 minus node which will do the invert for me probably texture sample dragged out from RGB and type in 1 minus so a simple math command that just inverts it one - okay so from RGB drag out a node and then click one - and then now from this one - but follow that into opacity I'll look and see what that does it may take my preview for it it'll get to update now let's go ahead and say while we're waiting that will invert the texture properly so that way the right areas are transparent and the right areas aren't pink so if you have transparency or an opacity map you can set it up this way the passing map has to be a separate file and if need be you can add that one - command to be able to set transparency properly all right I'm gonna pause awake for this to save alright so the video are the the material has saved now so there you can see the white areas are going to be a pic the window areas are going to be transparent so that one - is really helpful to do inverts within the material let's go look at our model now so our model s is positioned and displaying that geometry properly the wood areas are a Paik the sea get a little closer but glass area is transparent you can see through it on my final scene you can see that it loaded that texture in properly all right so right now I'm going to go ahead load my other file that has all of my textures loaded what I would do next is going here to every individual material make sure I load those texture map says what I was just explaining so that way all of my materials have the textures loaded it's time consuming so I'm just going to go ahead and load my other project that already has this all set up and then we'll talk about a couple other things so if I do file let's just save all for a second and then file open project I'm going to find my other project that I have all this set up previously there good alright I pause the video and while it loads is going take a couple of minutes so when we get back to the video stipulated okay so my project has loaded now if I look at my materials my materials my materials have all the previews which means all my texture maps are loading properly so I have all of my textures from like four individual parts as well as for my entire scene the idea is just to make sure all of your materials do load how you want them to I've got some lighting in here as well but all of my textures load properly it's a little time consuming but that way all of your textures will load one thing I did want to mention is that if you only have one sided polygons like I do with the inside of this trashcan here if I open up that material the only other thing I've changed is I've turned on in the details panel for this trashcan material I've turned on two-sided so if I turn off two-sided let's save that and I'll show you what that looks like it won't take too long it's only going to render one side of that polygon so if you take a look at that now the inside of the trashcan is not visible okay so if you have one-sided geometry it is only going to show you that one exterior side so within that material we need to go select the material and over here on a little details panel click two-sided okay then resave and this way it's going to render both sides of that polygon so that way we don't have to have a lot of thickness in here is we don't need to visually show that very good so now this trash can we can see the inside and outside okay so that's something else that you might want to think about if you have one side of geometry like this trash can we need to turn on two sided for that material alright so everything is displaying how we want to the texture are displaying it properly I'll come back and in the next video talk about lighting and kind of finalizing our project
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Channel: bpcrews
Views: 2,106
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Length: 17min 20sec (1040 seconds)
Published: Fri Mar 27 2020
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