Substance Painter to Unreal Engine Workflow | Lesson 6 | Chapter 4| Unreal Engine Cinematics Course

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foreign [Music] we will learn how we can transfer a substance material to Unreal Engine so without further Ado let's begin now here you will notice that I have this here box and why it does have this sort of a texture uh like texture the reason is that it's not using any sort of a material okay now what if we take this box inside substance painter apply some material on it and then apply the substance painter material inside Unreal Engine now let's see how we can apply substance painter material inside Unreal Engine so the same box I brought it inside the substance painter and I applied the material on it now if you want to learn substance painter I have a detailed lesson in my on my channel for substance painter substance designer okay and also I have published a book which you can find on Amazon and all the links are here okay so you can learn from there the substances uh like painter but I uh here I'm not going into too much detail I will just show you what you need to do once you are done with your texturing you will just go to the file okay and uh you will go to export textures in the export textures make sure with the folder that you are using is set up already so maybe I will just go to my pictures here and I will select make a new folder here and call this SP system painter select this folder okay now in the output template I will use Unreal Engine 4 Pact okay because I'm not using any subsurface scattering so I will not use 4Ss uh Triple S I will use only this one okay apart from that uh I every other this like setting is up to you I will but PNG is good eight bits is good size batteries to have is to have 4K resolution padding is basically the borders uh so I you I will always use infinite otherwise you will have those wide edges on the seams okay so to avoid that I will use uh like dilation which is infinite okay now inside the materials because it will only export one material it's a one material object okay everything is one material object so you don't have to worry about that uh because we don't have uh a lot of uh materials here if you have then each one you have to go and do the settings now in my project here I don't have any emissive color so I will uncheck the emissive color otherwise it will export the msf color as well which is useless now I'm done I will press export and it will export my materials here okay now when I'm done I'll go back to my Unreal Engine here and then maybe inside my materials I will create a new folder okay and I will call this perfume box and I will import I will right click here go to import option the first option and then I will go to my pictures and I will go to SP and I will select all these materials that are just exported okay now you will see what do we now let's see what do we have we have here uh first of all the base color now base color is like a regular color here you can see that how it looks like okay then next we have here is Alver uh normal map okay if I go here at the normal map it looks like this okay and uh let's close this and then we have here this color which is quite unusual now what is this if I if you will hover over it it will show you this option and it says gift box material 27 occlusion roughness metallic that means three and one occlusion is there roughness is there metallic is there we don't need occlusion because Unreal Engine will use its own occlusion according to the light setup we have but roughness and metallic is uh quite important so but uh I usually use occlusion uh at times so if I double click on it you can see that it is made out of three images and each image is saved into a different uh channel so it is if you will see R is basically occlusion G is basically roughness B is basically meta uh like metallic so if I turn this all on so it will look like this so occlusion roughness M metallic so I uh to keep uh to remember this I have this abbreviation known as arm I could I call it like orm that means occlusion roughness metallic so that you remember that one thing we have to do in this orm is to change one of the settings here okay and that settings is the srgb so I have to turn or I will turn off this srg but but not now I will show you uh in a moment what the what does this do because I will show you with the srgb on first then I will show you what like the result without the srgb on so let's close this for now and I will just go here right click uh anywhere in this window and go to the material option and call this material perfume box not mocks box okay now I will double click on this perfume box first of all let's drag and drop it on this uh box here so directly it will affect if I once I will apply it so I will drag and drop here so you can see that it's using the perfume box material here okay now I will double click it here go back to my content drawer and I will take my uh base color and put RGB in the base color then I will take my uh normal map and I will put the normal map in the normal map here okay so you can see the texture is now appearing now I will take my uh this orm the three in one okay so as I said the r is ambient occlusion or okay so I will take this occlusion and take the r and connect it to the ambient occlusion G is the roughness which is R so I will take the G and connect to the roughness B is the metallic means M so I will connect to the metallic here okay and I will save this from here okay let's uh dock it here so that we can go back and forth wherever we want and I can close this plugins and now let's uh take this from here and rotate it so we can see what's going on here okay now here you can see that the the material is kind of a little bit shinier or it's it doesn't look too much like what do we have here okay uh because it's more matte not too shiny so why this is happening here because by default uh it is become like our material is uh is using the srgb for the occlusion roughness and metallic so what I can do here is that if you will go back here okay and if you will see this this is basically our uh like orm okay now if I will go directly in the overm this is like our occlusion or roughness and metallic you will see that srgb is on if I turn this off okay and then save it and then go back to perfume box I will have the error why because I have removed the uh like srgb from there so what I have to do I have to take this from here and in the sampler type okay if you will see here there are it is following the color so instead of color I will choose linear color so as soon I will choose linear color it will uh it will change to a regularly linear color and then I will save it and then it will give me the accurate the exact color information here so sometimes uh you will see that your colors are very very uh bright or you can say too glossy and it doesn't look realistic so you will have a like a really you can say uh like inaccurate uh like result but now or but now we have fixed that so it doesn't look that good let's deselect everything so that we can see how our result is uh like the lighting looks like so this is how you can apply a different sort of Lights here and use them as three-point light like we have key light we have top Rim light or we have our fill light and this is how the result is plus to control the exposure to control and to give it a more realistic look we can use the post process volume here so instead of uh like applying this post process effect in Photoshop or any other uh software you can directly use the post effects inside the Unreal Engine so I hope that this uh tutorial uh is clear uh now to how to make uh how to do a product visualization so maybe you can try different sort of uh experiments with it and see how the result will look like so I hope you have comprehended the concept of transferring substance material into Unreal Engine so I will stop here if you have not subscribed to my channel yet please do it now and don't forget to hit the Bell Icon by the way I have noticed that many of you are watching my videos without subscribing so let's change that subscribe to my channel and be the part of the interactive Community now here's something really important I want to talk about please do not download my videos just watch them online when you download them it messes up my watch time hours and that's a bummer I want to keep creating awesome videos but it's demotivating when I lose out on those stats thanks a bunch for your support you guys rock catch you all in the next video [Music] thank you [Music]
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Channel: zinteractive
Views: 796
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Keywords: Substance Painter workflow, texture import, material integration, texture optimization, unreal engine 5, unreal engine 5.2, unreal engine 5 tutorial, unreal engine tutorial, unreal engine tutorial 2023, unreal engine tutorial cinematic, unreal engine tutorial animation, unreal engine tutorial series, unreal engine tutorial for beginners, unreal engine 5.3 tutorial, unreal engine 5.3, English, virtual production, unreal engine for filmmakers, how to, language
Id: i5YQWt2I-Xs
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Length: 12min 1sec (721 seconds)
Published: Mon Nov 13 2023
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