Hello, everyone. If you are completely new to Unreal Engine,
then you are in the right place in this tutorial, we will go from knowing
nothing about unreal to creating this photorealistic landscape. Now, I know this might look intimidating,
but do not worry. Every step of this process
from sculpting the landscapes to creating the house will be explained
and shown in detail. This tutorial will go over everything
you need to know to get started in unreal. All the assets we are using, the 3D models and unreal engine itself are all free. So with all that being said,
let's get started. Every part of this free course
has been divided into individual chapters. So if you are ever confused just pause the video
and rewatch that chapter. Also, if I'm talking too slow,
you can't control the speed of a video by clicking on the cog
icon in the bottom right of the screen. Keep in mind, for the first hour
or two, I'll be talking pretty slow just to help
get us situated with the engine. Now, with all that being said, let's jump into the first chapter,
and that is installing unreal engine. But before we can do that,
we first need to install the epic games launcher
that we can get from their website. Once you have that installed and once you
create an account with epic games within the launcher, go to Unreal Engine. And click on library here,
we can select any of the previous unreal engine versions
to get a new version. You click on the plus
icon there for this tutorial. I'll be using four point
twenty five below that. We have a selection of all your projects
you recently worked on to actually create a new project. You can either select launch from here or you can select the big launch button
at the top right here. I'll just launch it from here for now. This brings up the Unreal Project browser at the top here,
we have a recent projects. These are all of our recent projects have we used within this specific version
of Unreal Engine? Below that, we can create new projects
from a selection of templates. For example, if I'm creating a
first person shooter, all I have to do is click on games
and click on first person shooter. And this project will already have
a bunch of star assets used to just get me pointed
in the right direction for this tutorial. I'm going to start off in a blank project,
so I'm select blank. Click on next. And here with them,
project settings keep everything the same as mine and make sure
with starter content is selected. That's because we're going to be
using some premade assets by epic games to help
get a starter within our religion. Below this, we can select a location
for our project to begin. You can select three
small dots right here. And I'm going to choose desktop because. I want easy access to these project files. We can also name this project. I'm going to call this first project. And click create. After your product has been created, I think it's important to note
that if we minimize the project right now on our desktop, you'll see a new file
called our products name. And if we double click on that
to go into it, you'll see all the data that makes up
our unwill project. And you'll also see there's a blue icon. And as new project file,
this is actually an executable. So if we double click on it,
that will open up our project. OK, so our project is open. Let's go over the user interface,
and I know this point, it's going to be kind of boring,
but there's there are some fundamentals we have to go over before we could jump
into creating our levels and worlds. OK, to start off, what probably catches your attention
is the large window in the middle here. This is our 3D viewport. It's basically a window into our 3D world from which we can view
different angles and manipulate objects. I'll go over the controls and how to navigate
and manipulate objects in a bit above. That is the toolbar. This is a collection of helpful tools
that were always going to come back to and reference. One thing that you'll notice
that will be dipped from your toolbar is the mega scan's icon. This is because I've already gone ahead
and installed mega scans. Don't worry, once we get to the mega scans
portion of this tutorial, I'll go over how you can install
and get that icon right here to the right of our 3D viewport. We have the place actor's tab. This is kind of self-explanatory. This is essentially a list of
commonly used objects that we can place in our world. For instance,
if I want to place this queue, all you have to do is a left click
and hold drag this into my world. And when I find a good location,
I can let go my left click. And I now have a cube in my world. I don't want it there. So I'm just going to hit delete. There's also different tabs
that you can go into and a search bar. Below everything
here, we have this window down here. This is the content browser,
the content browser is basically on Real's file explorer. So just like how on your computer's file
explorer, you have folders and then those folders
can be other folders and those folders are the actual assets. Same thing with a content browser. You're going to have folders, sub folders and unreal assets
that you can double click on and edit. For instance, right now
we have starrer content in our folder. All we have to do is double click on this to go into that folder
and we can see a bunch more folders. I'm going to click on the folder
that says Prop's, click on that. And here we have a bunch of objects. And even with these objects,
I could double click on and actually now edit the objects. I'm going to click on X window
to get all this. And if I ever want to go up a folder,
I could come up here to the folder navigation bar and just click content
to get back to my root folder. It's also important to note
that right here I have a show or hide. I can just click on this
and I can see a more traditional layout of my folders, just like how I would
see it on my file explorer. Also, if you don't see
the starter content, that's because you forgot to check star content when we were creating
our project. Don't worry. You can get that back by going to add new, come up to the very top
to add feature content pack, go to content pack
and click on starter content. On the top right,
we have the world outliner. This is literally just a list
of all the objects that are currently in the world
you have opened. Probably the best use case is to organize. As you can see, this
map has already been organized with different folders
that contains different assets. Also, another good case used
for this world, Outliner, is if you scroll down here and let's say
there's an object behind the table and I can't click on that object
because the table is right in front of it, I can temporarily
hide the table by coming over to the world outliner and clicking on the icon. I can get back to this table
by clicking on the icon again below the world outliner. We have the details, panel. The details panel is context sensitive
to whatever I have selected in either my viewport
or the world outliner. For instance, if I select a statue now, we'll get all the details
on properties of that statue. If I select the chair, I'll get
the details and properties of that share. This is pretty helpful because it allows
us to edit these properties. For example, what if we have
a really tall person sitting in the chair and I want the chair to be twice
its actual height. I'm going to come down or transform,
going to scale and scale, go the Z axis and
change that from one to two. Now, the chair is twice its height. I'm just going to click
Control Z to undo that. Also, you'll see we have just a ton of properties,
80, 20 rule, 80 percent of the time you'll only be using 20 percent
of a program's features. So almost all of this I never touch or I only touch
in very specific circumstances. The majority of your work
will be right here. OK, now that we've gone over
all the windows that are real comes with by default, it's important to know that unrelenting also
has a bunch of windows that are hidden. The most important of these windows
is the world settings. To actually bring it up,
you can come up to windows and in the dropdown,
click on world settings. And this will pop in a new window right next to details
with all our world settings. You can customize your user interface by
left click, holding all the tabs up here and dragging this around, and you notice
it can snap to different areas. So if I don't want my world outliner here,
I want it down here. I could just grab the world outliner, bring it down
and nest with content browser. I can also get rid of windows
by clicking on the X icon here. If you don't see a Windows tab,
that's because it's currently hidden. You could bring up a Windows tab
by coming up to the top left of the window
and you'll see a little orange triangle. If you click that,
it'll bring back the world tab. So now you can drag this around
and nest it anywhere else you want. If I ever want to hide this world
tab again, I could just come down here right click and click on hide tab. OK, so now I've really messed up
my interface again, if I want to load the defaults,
I can come up to window, go down to load by low
layout and click on default editor layout. And now I've gotten back my default view. So let's jump into camera navigation
or how we're able to fly around our 3D world
and view our world from different angles. But before we can do that, it's important to know
that Unreal has two styles navigation. You have standard navigation
and then you have game style navigation. First, we're going to go over standard. The first thing you
need to know about standard mode is that if you hold down
the right mouse button and move your mouse around,
you can rotate the camera. So again, right mouse button. To rotate your camera. Now, if we hold down the left mouse button and move the mouse,
we can move forwards and backwards. So left mouse button. Move mouse to move forward and backwards
and to move up and down. You should hold down both the left
mouse button and the right mouse button to go up and down. So, again, to recap
for Stanner navigation, right click mouse button to rotate your camera,
hold down left mouse button to move backwards and forwards
and both left mouse button, right mouse button
hole down to move up and down. So now let's go over game style,
and I have a feeling a lot of you people out there
will prefer a game style over standard because the muscle memory
will already be there. The controls, both standard
and game style, both share is you want to hold down right
mouse button to rotate your camera. Now for game style,
you still want to hold down the right mouse button and with right
mouse button, hold down. You can use the W as keys to move around. And you can also hold down E to go up. And cue to go down again
if you hold our right mouse button. You can use Dubi to go forward
as to go backwards a to go to the left
and D to go to the right. This is just like any video game
you've ever played. And that's why we already have
probably the muscle memory there to go around on real quickly. Now, I notice there is a problem,
and that is my camera is moving way too fast to adjust my camera speed. I can come up to the top right here. And in this dropdown,
I can lower the speed or increase it. Another way to change the speed of my
camera is to hold down the right mouse button and use the scroll wheel
to scroll up to go faster and scroll down to go slower. So, again, to recap,
holding down the right mouse button to rotate my camera right mouse button w to go forward as to go backwards, a, to go to the left,
D, to go to the right. E, to go up. Cue to go down. And finally,
we can use the scroll wheel while holding down the right mouse
button to adjust the camera speed. Before we can talk about viewport settings, we first have to establish
what a 3-D object is. So really briefly,
a 3D object is literally just a collection of points
in space called vertices. And these points in space
can connect to each other and create edges specifically in on case
when you have three edges. They can create a face and it has these faces
that simulate the services of 3D objects. So when you see a 3D object in Unreal,
you can think of it as just a collection
of vertices and edges. And in a real we can actually see these. To do that, all you have to do is come up here to where it says lit. Click on it and we'll get the view to
dropdown within that view Mode's dropdown. Come down here at close
and click on Brush Wireframe. Now we can see all the wire frames
and vertices of our 3D world. And something cool that you'll notice is
we see all these edges and vertices in the far
back, really far away back here. We're surrounded by vertices and edges. Well, this is actually the sky. So if I go back to lype mode
by clicking again on this button and in a dropdown clicking on LYT,
I can select the sky and press F to focus. And you can see that our sky is literally just a sphere
with a texture on it. An old games, this was called a sky box,
but now they're called Sky Spears' because they are Speirs. And we can click on Asset again
to jump back to our level. I'm a click on floor and hit F. Now, Unrelenting also has other votes. See these votes come back up here
and you'll notice them all here. We can see what a scene looks like unlit. So the base color of our objects
or we can see just the lighting of our objects by clicking on detailed
lighting or lighting only. So these view modes are really good when you want to debug a scene,
let's say something's going on. You could just switch through those
those view modes and see exactly what's happening under the hood. Another neat feature of the viewport is changing perspective
so we can actually go to orthographic view mode by clicking on the car
icon and click on any of these. I'm going to click on top. And what we will see is either automatically gave us a bird's eye
view of our world. And it's best explained like it's
sort of like the blueprints of a house. So there's no perspective
warping going on. To control the viewport and orthographic
view mode, hold down the right mouse, button the pan and use the mouse
scroll wheel to zoom in and out. Also, an important thing to know
is that each of these large squares, so the squares with the bright
I'm slightly bright gray, not the dark
gray represents one meter. So that's a cool feature. And a human is about
one point eight meters. So human will be from here
all the way to here. And I can leave. Orthographic view mode
by clicking on the car, iconic clicking on perspective again, if you've been flying around the level of bonds, you probably notice
a screen getting brighter and darker as we zoom in on an object
or zoom out on an object. For instance, I can actually do that
right now if I zoom in on these tables. The screen gets brighter and then if I
zoom out, the screen gets darker. So brighter. Darker. So what is happening right now
is called exposure, and what exposure is, is it's your eyes
adjusting to the environment around it. So if you ever been in a dark room
with no windows. And you jumped outside,
everything gets a lot brighter and your eyes start to hurt. But over time, your eyes dilate
and all the colors come back to normal. Everything gets darker. And now when you go back
into the same dark room, your eyes have to have an adjustment period until you actually start
seeing better in the darkness again. And this is what unreal is simulated for our purposes right now as level designers,
this is really annoying. And we can actually disable it
temporarily only for ourselves. So the player will still see exposure,
but we won't by going up here. Back to The View panel
at the very bottom here and exposures. We can uncheck game settings. Now, as I zoom back
into the set, it is bright. If I zoom out, it is still bright. The brightness is remaining the same. We can also adjust as brightness,
the exposure manually by going back to where we were. And in every one hundred,
I can bring it down to increase brightness
or bring it up to decrease. And I make my scene darker. Now, the point of this is that editing any lights in our scene,
this is only affecting our camera. So for now, I'm just
going to leave it at one. Show flags are neat
because they allow us to uncheck and check what we want to see
and what we don't want to see. For instance, if this grid is in the way
right now, I could come up to show flags, go down a grid
and make sure that checkboxes unchecked. Now, I can't see the grid anymore
if I want to bring it back. I could go back here
and make sure the grid box is checked. So if there's ever a point
when you're editing your level and you don't see something
and you know it's there, check all your show flags and make sure
that objects type is set to true. You may have noticed by now
that my scene looks a little bit different than you're saying. Your scene has all these edits,
these little ed widgets being shown. These are widgets that only us,
the editors of our scene see. The player never sees this. So to see what the player
actually sees, you can press G to go into game view mode. And I do this all the time. So when I open up this level,
I've just subconsciously press G to get rid of all of these editor clutter. You can also manually turn this on and off
and not press you by clicking on the arrow
and clicking on and off game view. Another cool thing is that in
the same menu, you get to buy this arrow. You can click on immersive mode
to bring this in a full screen. And then we can click on a MIRVs about to bring it back here in the engine. I'm going to press
G to get rid of all the Ed widgets. And now I'm going to zoom in to this set. You guys don't know. We are currently editing
a map called a minimal underscore default. So we actually go to a minimal underscore
default within starrer content maps. And this is it. So whenever you make
an edit, you want to have control s. So then those edits will actually save
to minimal underscore default. To begin, let's go over
how you can actually move an object backwards and forwards
or anywhere in your map. If we left, click on this chair here. We'll see a 3D gizmo. If you don't see the arrow gizmo,
make sure the left mouse button is clicked. So with this gizmo,
I can move it left and right, forwards and backwards and up and down. Now you'll notice that when I'm moving it, it's kind of Janki,
it's snapping right now. That's because snappin is turned on. So it's moving every 10 centimeters. To actually turn snappin off, we can come up here to the right and
make sure this great icon isn't orange. Now snipe, now snappin is off. Snappin is pretty
cool when you have Modula assets, but for this purpose, we're not working
with any module tools right now. But if we did and we want to increase the snappin range,
I get turn snapping back on. And right next to the icon
is the snap sizes. So I can have a snap every one meter. So now if I move this chair,
it will snap once and snap twice. And now I know that I moved it
exactly two meters to the right. I'm going to turn this off for now. Now, coming back here,
I could bring up the rotation gizmo by pressing on the rotation
icon right here. So this gizmo looks
a little bit different. It's also self-explanatory. You can go in the X axis,
the Y axis and the Z axis. And what's interesting right now is that snappin has turned on for rotation,
so it's knapping every 10 degrees. You can probably guess that
it's right up here. We can turn it off
by clicking on this icon. Now we have snoozes,
smooth snap enabled to scale. We come up to the third button in this list
and click it to bring up the scale gizmo. And as we scale this up and down, you'll see if snapping. As you can probably guess,
you could turn off snapping by clicking
on the icon on the top right here. And now we have smooth sailing. So one thing I notice is that this chair is hovering
a bit off the ground. So I can't come in here and drag this down and try to get it exact
or the shortcut eager to key. And I would just snap whatever object
I have selected down into the ground. It's a little bit cumbersome to have to
go up here and click on these buttons. Each time I want to change my gizmo. The shortcuts for these are. W, E and R, so if I want to move this, I could just head W with that,
I get the move gismo e. To get the rotation
gizmo and R to get the scale as. So again, it's W for move, E for rotation
and R for scale. It's pretty cool. And I pretty much
always use the shortcuts, I never use the menu up here. So I want to get the chair back
to its original position, but I think about the point of no return
with this message here. So what I will do is select it
and hit that the key to delete it. And I'm going to go into starrer content. Go down into Prop's and drag out a new chair. I could just position it
with the move gizmo. And here's a tip you'll notice in between
these arrows, we get a little square. If I select these squares, it will move it only along these axis. So it's only going to move it on the
Y axis and the X axis and not move it up and down on the Z axis. So I'm going to grab a square. Move that into position. Hit E to bring up the rotation
and rotate it in like that. So that's one way
to get assets into your level. Is it just drag it
from the content browser or we can duplicate already
existing assets. So I'm hit delete. And with this chair selected,
if you had control W that will create a new copy
of that chair in its place. So we don't see it right now because both
the chairs are are overlapping. If I grab this Y axis and drag it out, you'll see that the chair did duplicate
and now we have a new one. Another way of duplicating
is to hold down the alt key and make sure you have the move gizmo up. So holding out alt,
you can drag out a new copy and let go. So using AltX is a quicker way,
in my opinion, to get. So now is a good time to actually create a small level and bring in more assets. So I want to delete
all three of these chairs right here. Now, I could click on each one,
hit delete, click on it, hit delete, click on it, hit delete. Or if I had control
Z to bring these chairs back, I can select all of them at once
to select multiple objects and make sure you hold
control down and click. So in control, click wholy control click. Now all three of these selected
I hit delete and they're gone. So. I want to make a copy of this table. Hold down alt, drag it out to make a copy. And I want to longet
this copy so my press are. Scale and in the
X axis, I had E to just rotate. That's how it's pointing
in the right direction. And along delete this statue
by clicking on it, hitting delete. And I want to copy some chairs
across this long table. So what I will do is hold down control, select this chair,
hold down control, select this chair. Now, holding out AltX, I will drag out multiple chairs. And now I think that I can use
a really long couch right here. So go in and historic content props. I see. I have asked them a underscore
couch. Drag this out at the EKI. Rotate this. And now my scene is looking
a little bit better. What I also want to do
is have some ground lamps like torches on the corners here. I can do that by dragging out a lamp and we'll notice
it's in the wrong direction. I want to rotate this 180 degrees. Now I can hit E! Rotate this. And try to get it close to 180 degrees. Or I could get it exact
by turning on snapping. And rotate this until as 180 degrees. And with this selected, instead of
moving it down and trying to guess when it hits the floor, I get hit and
and snap that lamp to the floor like that. So in the corner
here, that scale it up at Alz. And move it. OK, so now we just made our first scene
an unreal engine. Granted, our first scene doesn't
look too hot right now. It's pretty bad. And also if we zoom in. You'll notice the statue we deleted has some leftover shadows. We can tell that
because on the top right here, you'll see this big red Texas
as lighting needs to be rebuilt. That's because all of these objects
actually have no lighting or no big lighting on them to fix this and get rid of that shadow
and get rid of this warning. I can press build up here,
so I'm going to press build. And it's actually go through and calculate where the light should be in this scene. Now we can see our level
looks really nice. The warning at the top left here is gone
and the shadows have been fixed. And not only have they been fixed,
but we get new shadows on these chairs. So if you select this chair
and press H to hide it, you can see it leaves behind
a shadow pattern. If you want to hide
it, hold controller had H. So I know you're probably a bit confused right there at the end
when we started going over leiding. Do not worry. The unreal lighting section will go over everything you need to know
about lighting at Baekje Lighting. But for now, we first
need to go over materials. Before we can go over materials, let's organize our content browser
and also create a new level to do so. I'm going to go up a bit to content. And within the root folder of a right
click, come up the new folder, click that and I call this my stuff with double click
to go inside of it and it's empty. So to create a new level, you come up here
to file click on new level. And now we have a selection
of different templates. I'm just going to click
on the default template. So now we made our first level. The only issue is
that it's not saved anywhere. To save a level, it control us. And I'm going to save this and my stuff and give it the name
first level and hit save. Now, we just created a new level,
and this new level is located in our content
browser under the folder. My stuff, now that we have a level,
let's place a material on this floor. Luckily, the starter content has a bunch
of materials for us to choose from. And going to content,
then I'm going to go into materials to drag a material onto this floor. It's just like dragging an actor
from the place actors. So hold down, left click to drag an actor
into a world. Likewise. Hold down a left mouse button
and drag a material onto our plane. And now we have Garrus on our floor. We also have a selection of different
materials so we can add cobblestone. Rust. And Moss. But I'm going to stick with grass for now. I notice that this grass is way too dark. So what I will do
is come up to lit, go down here and I see game settings is unchecked
and every 100 is set to one. I'm going to bring that down to zero
just to brighten my screen. There we go. Much better. Another thing I will do in this level
right now is add some objects. That's all. We have a place
to put our materials on and see how it functions
in an actual level. To do that, I'll go start content props and I'm going to drag
in Matt preview mesh so barrel. And immediately I notice it's too big. So I'm going to hit R and scale that down. I'm also going to
move it a bit into the middle. And another thing
I'm going to add are three spears. So in my place, actor's tab,
I'm going to drag in a sphere. Move that up. Hold down, Alt. Should I get out and hold down alt again
to drag out another sphere? You could have three spears here. These will be used to showcase
how reflections of working on real unja and a bit. And now I think I'm ready
to start materials. So at this point, unreal
can seem a lot harder than it actually is. What I will say is do not worry. We will go through
everything step by step. And if you're ever confused, just go back,
rewash. That's section. And when you feel comfortable with that,
jump to wherever you left off at. So with that being said,
let's create our first material. To create a new material,
I'm going to come out to content. Go into my stuff. And in any of the blank spaces
I can right click and under create basic assets, select material,
or I go to add new. And click on material here. We can name this material. I'm going to call this first material and double click on it. We'll bring up the material graph editor. So right now, the window
is floating in space. If I want to dock this too unreal engine,
I can just hold down left mouse button on the tab
and move it up here. So now I have two tabs at my level tab
and my material tab. In the middle we have the graph editor
by right click and holding my mouse. We can pan around
and using the scroll wheel, we can zoom and or zoom out and zoom in. To the left of that,
we have a preview window for our material. It's a black right now because we don't have anything
going into these output's below that. We have the details, panel. It functions similar to the details panel
and our level editor. This is context sensitive. So if we have something selected
in the graph, it will show up here. And to the right we have the palette. This is a collection of all the notes,
unreal engine house. And what we're going to do right now
is we're going to take all these notes, mix them together and output them
to this section right here. And that will actually create the material the way you add a node to the graph as you just drag it into the graph
over and let go. I don't want hard light in there,
so I'm going to hit delete. But what I do want is a color where we can
get the color node by coming down here. And the node is called
constant three vector. So if I left, click,
drag this into my graph and let go. I now have a color node in my graph. If I double click on this car node,
I get the color picker. And if I move the dot around, you'll notice right here
that the color is not changing. That's because our value is right
now set to zero to bring our value up. I can come up to the left
bar and drag these arrows up all the way. So now when I move my dog around in the picker,
I'm actually able to select colors now. So I'm going to go to orange and hit, OK. Also, I didn't have to double click
on this note to bring up the color picker. I could have made sure that the notice
selected and go down the details. And here I get all the same properties
that I can at it. So to actually hook up this node and bring it into my cereal,
I have to hover over this circle with the arrow icon
and left the mouse button hold. I will drag out a wire. And with this wire, I'm
going to hover over base color and let go my mouse button. What this is doing is it's feeding
the color into my material output. And now if you look at the preview, you'll see that we have a material
with the color we selected on it. Let's see what this material actually
looks like in our level. I'm going to click on the first level tab, and within here I'm going to go down
to my content browser, find my material. Remember, we named a first material
and I'm a dragon to my spear. And you'll notice it's
this weird square pattern. That's the default material. And that's because we didn't
compile our material yet in order to see our material in our level. I have to come over
the first material and hit apply. This will compile raw material, and if we go back to our level,
we'll see our material colors there. If I go back to first material
and if I change the color, let's say blue. Go back to my first level,
and that change isn't shown. For this material to change and apply to all the materials in my world,
I have to prepress apply. Now the material is blue. I don't like that
I'm going to go back to my material, change the color back to orangy red. And now on to roughness right now,
this is half roughness. So if you want to make this more rough,
I have to increase the value here. To do that, I need a constant one vector. So in the palette,
I'll come down here, find where it says constant, drag it in. And now I have a single scalar value. And I can set this from zero to one and drag this in a roughness. Now we have a material that's completely
rough, and I set this to zero. Now we have a material with no roughness. So when you apply. We could see a really shiny material now. Also, we can change how metalic
our material is. By adding in another scalar value,
by coming into the palette, dragging and constant or delete,
I could just control W. And it will copy
whatever knows I have selected. So if I drag the scalar
value of zero into metallic. You'll notice no change. That's because by default,
metalic is set to zero. If we bring this up to one. Now we have full metallic. We get a really weird gold like substance. OK, so this is called physically base rendering or PBR for short,
and it's essentially how metallic and roughness
values interact with each other. And it's what unrealized
entire material system is based off of. So I have opened up another project right now
that will explain the differences. So in this project, you can see that
all I have is a spear and this spear has
a metallic and roughness. Slider's roughness is right now
set to zero point five. That is the default. Metallic is right now set to zero. That is also default. So if we don't put any nodes
into those slots in our material, these are what unrelenting
will default to. As you can see, when I drag
my roughness up. It gets rougher and it loses that shine
as I drag it down. It gets shinier and shinier and shinier
until it's squeaky glossy, clean, and we can actually see the world
being reflected in our speare. Likewise if a drag Mattel likeness off. We will get a more metal ball
until we get gold, like if I drag it down. It's going to be zero. So both metallic and roughness operate
from a zero to one scale. If I go above one or if I go below zero,
the values will just clamp down. So negative one will just be zero
and one thousand or 1000000 will still just be one. Also, another important thing to note
is a very rarely will we ever see a metallic value
that's in between zero and one. It will always almost be zero
or it will always be one. It's either or. So
our material looks fine and all. But there's one issue, and that is
everything is uniform. The base color is uniform,
the roughness and Metallica. And this just isn't realistic. So this is real life materials always have a breakup to them
and there's always variation. And this is where textures come in handy
and is why they're so powerful is because they will allow us
to give that variation for the color, the roughness and the metallic values. Back it on real on what I want to do now is add a texture to drive the roughness of my material. I already know that there's a good texture
in the starter content, so I'll go to content, starrer content. Textures. And down here and textures,
I want to use the Perlon noise. Now, I've noticed that I must have accidentally
clicked out of my material. No worries. I don't have to navigate to materials
within content browser to open it up. I can simply click on my asset. And then in the details panel, I have quick access to all the materials
that are currently on this object. And I can see first materials right there
so I could double click on it to open it up. Now that I'm in my graph editor,
I want change metalic from one. Two zero. Remember, very rarely
when you get a metallic that's in between one or zero,
it's either zero or one. In my case, I'm just going to keep it
as zero for now, for no metallic. I'm going to come back to my content browser
and to get Perlin noise into our material. I can left mouse button holed
and instead of dragging into my level, I want to drag it into my material tab, switch over and drag it down
into my graph and let go. On real smart enough to set up this
material with all the correct details. So have the correct texture
and I also have the correct sampler type. Now that my textures
in, I'm going to drag out from the RGB and roughness, or
I can also drag out from R, G or B individually. It really doesn't matter
for black or white texture. And I'm going to apply. And now at my level,
we can see that we have a really nice looking, rough material
that already feels a lot more realistic so we can see areas of intense shine, but also areas of intense roughness. And that creates a nice breakup, like almost like this
material has been through a lot. It's been baking in the sun
and it's been touched by a lot of people. So it's gotten dirty. We can take our material
a bit further and add in dirt. So where ever there is a
patch of roughness. They'll also be dirt. So to do that, I'll just do the same thing
I did with a Perlin noise, that is, drag it up into the material
and then drag it down and let go. And Unruled automatically
set up everything correctly. So to actually use our Perlin noise,
to drive the dirt and the color, I will use a linear interpolation node. I could come here and type in lerp to bring it up, or I can right click
and I'll also bring up a pallet and type in lerp
to bring up linear interpolation. So I'm a click here and added in. Now I'm going to connect orange
to a and dirt to be. And I'm going to come down here to our Pearla noise
and drag this into Alpha. So what is happening
is that wherever there is a black spots, the orange will show and wherever
there's white spots, the dirt will show. And I'll take the output of all of these
and put this in a base color. And hit apply. So now we have a nice shiny orange material, but also on top of that,
we have a layer of dirt. So it's almost like this
material has been outside for a long time and has been kicked around before. We can continue our journey
into Unreal Engine. We first have to download
some free assets I made. That will help us learn
how to import objects and textures into unreal
how to create three assets. And this will also be the same assets
we will use for the last and in landscape. So to do so, you want to
head to Gumm Road? There will be a link in the description,
so make sure you check that out once your income road under. Name a fair price. Just put zero. I'm not asking for money. And then click on Add to cart. And once you have
that is going to ask you for your email. And from there, you can download it. If you don't want to use Gumm Road, if
you just want direct link to the assets. You can come down here and there
will be a here link if you click on this. So we'll bring you to
a mega upload of the files. Once we have the file downloaded,
I just dragged into my desktop and now within to download a file
I click into, it will see an unreal engine project
that we will open now. This unreal project contains some assets we want to port over
to our first project now. The assets a while right now
are lighting examples to take this folder
and bring it into my first project. All I have to do is right
click on the folder. I want to move over. Go to migrate. Click OK. And then navigate to my first projects
on the go desktop first project. And then content. And click on select folder. Make sure you select the content folder. So if I go to the first level now,
whether my content browser, I'll see a folder called
Line Examples that contains all the assets in my original project. So, well, migration literally
did was that it took this file and copied and pasted it over into my first project. So that's how you move assets
in between projects. So to summarize what we just did,
if you want to take some assets and bring them from one rural engineer
project to another, you have to highlight those assets, right click
and use the migration tool. Then you want to direct it to the project
you want to import the assets into and make sure you pick the content folder. Now that all of that is all the way. Let's go over how we can use
some of the textures we downloaded to create an advance
material and unreal engine. Before we start importing textures, I just want to organize
my content browser a bit. So in content my stuff. Right, clicking on empty space. Hit new folder and let's call this maps. Do it again, right click
new folder materials. Then right click new folder textures. I did select multiple assets
by holding control. So when you click on the level
and the levels build of data registry and drag this into maps and click
move here, I'm going to do the same with materials, drag
that into materials and click move here. Now let's import our materials. I will be using the Spanish pavement
textures within the beginner assets folder, so I will select base color
normal and roughness and import. I have to do is drag it in. That's it. And unreligious
also smart enough to do some of the setup, so if we open up our normal map, we will see Unreal Engine
already knew it was a normal map, so it checked it there
and it also uncheck the SAGD. If going to base color, all the settings are the same
and make sure SRT B is set to true because this is a color and within roughness. S.R. GBE is set to true. We actually don't want this. The only time SGB should be set to true is when you're working with a color. So we're uncheck that. Onto creating the Spanish
pavement material. I head out to my stuff materials. Right click new material. And of course, I'm going
to name the Spanish pavement and open it up. So to actually get the textures
and we could do what we did beforehand. And that is go out here
to texture's select all of these and then drag them in and drop them
and unroll will automatically set out everything up for us. But I think it's a good exercise
to just set them up normally without
dragging them in to do that. And right click to bring up my palette
and type and texture sample and select that. So it automatically picked
base color for us. That's because when the first level
we have, base color is selected. So that's a neat trick that I'm real does. But if we did have base colors selected,
I would come under here and in this dropdown type in Spanish
payment and select base color manually. So I duplicate this
to bring out the roughness. So come down here Spanish payment, and I'm going to select
Spanish payment roughness. And automatically unreal switched it, switched our sampler type
from color to linnear color. I'm going to do the same
with my normal map. So control W to copy A.. Come back here to the texture,
click on it and select normal and on real change the sampler type
from linear color to normal. I'm going to connect these up
now to the material input. So go to RGB, drag this in the base color, drag our roughness in a roughness. And before I add my normal map in, I'd like to just show you guys what this
texture looks like without the normal map and what it looks like with the normal
map . So I might hit apply. And in our first level, I'm going to go drag our material into our floor. So wait for the shadows to compile. And now we have our material on the floor, and as you can already see,
we get a nice roughness to it. So the crevices of this material
have no roughness or have very little roughness
while the peaks of it have more roughness. So we get a nice texture feel. But there's one glaring issue, and that is
this doesn't feel like actual payment. It doesn't feel like the payment is sticking out of the floor
because we get no shadow information. It's more like someone got a wall poster
or just plastered it on the ground. And that's where normal maps
come in so handy. Normal maps allow us to fake depth. So back in Spanish payment,
if I grab my normal map brain, that's a normal channel hit apply. Go back to the level and immediately we notice
such a difference. Now there's actual depth to our texture,
and we didn't waste any memory on extra vertices. All we did was add a normal map. And it looks amazing. So that is it. That is the majority of material creation, a good material. All it needs is a color map, a normal map, a roughness map,
and maybe a metallic map if it needs it. What dictates a good material
from a bad material are the textures,
not the actual material process. Now we can add some fancier things to it,
like we're going to add a color tent and we're also add the ability
to size our material. But other than that, materials
can be really simple, complicated. It is just an issue of whether or not
you want to or not. So to illustrate that point again, back it
on real here in the material graph. Take a good look at this material. That is all that is 90 percent
of materials with such a simple graph, we're able to get such a detailed
and complex material that looks photo realistic when nice reflections, nice
shadows and a photo realistic base color. The hard part is actually finding textures
and creating textures. So now that you know
how 90 percent of materials are made in unreal engine, let's actually adjust
the size and add a bit of color. Tend to do that with a right click and bring in a texture coordinate node. And then I'm going to add a multiply node. So with this multiply note, I'm going to add a constant scalar vector. And change the value to one. This stair here and connect it up. Make sure this output
is being put into the texture samples, UV. And now with this node, we can adjust the size of our tecture,
so patent to the spear. If I make this from one to 10. We'll see our tecture retired a lot more. And if I changed this from 10 to zero point one. Our texture is a lot bigger, so big now, all we get is two tiles. So I might put this zero point five and hit apply. First level. And now my tecture has, in my opinion,
a better skill to it, it feels it was feeling a bit too small beforehand. Let's go ahead and give us
some more control by adding a color tent. To do that are kind of Spanish pavement. And I'm going to add
in another multiply node. I could do that by right
clicking and typing, multiply or shortcut. I can hold out and left click
and I'll be able to multiply node automatically. So take Derg Worby
output into the B. And I'm going to add a color node. I could again come to constant
three vector and drag one out, or I could hold down
three and left click to bring that in. So with this selected,
I'm going to come down to Constit and leave it as white for default. So let me drag this in a year and drag this into base color it apply. And there is no change right now
because again, white is the default. So we're times in all the tecture
channels by one, which just gets itself
if we actually want to give it a tent. Now, let's make it more
red in the channel. I can drag his daughter over. That's a pink to it. And now hit apply. This texture is a really, really gross Blood-Red. I don't want that,
so I'm going to come back here and change that to white. So we just added some customization
to our material, and it's pretty good. But the only issue is that
this is a pretty bad workflow. Whenever I change the scale or change the color,
I have to wait for my material to compile. And this could take seconds, but
on a larger, more complicated material. This can take minutes. And this is where
material instances come in handy. Is that an instance of this material
will allow us to change these parameters, scale
and change the color in real time. And we don't have to compile, so. We can create a material instance by going to
where our material is. Real quickly, I'm going to press supply. And now the rate has gone by going
to our material, right, clicking on it and going up here
and pressing create material instance and we'll just leave it
at the default name hit enter. So now instead of dragging
in our material, we will drag in the instance
of our material. And if we open this material up. We'll see there's nothing here. We there are no properties
for us to change. That's because we need
tell unreal engine exactly what properties I want to be able to change in real time. So to do that, we have to create
variable instances or parameters. You can right click on anything
within the graph and click on convert to parameter,
and we're going to give this a name color. And I also want to shoot up the size here and allow me to edit that in my instance,
so I'm going to right click on this, go to convert to parameter
and call this size and here apply. Now, if I open up my material instance, we can see. That both the color and the size are present
and we can edit these by hitting the same the checkmark right here,
so checking both of these. And I can drag my mouse across here
and in real time, change the size of my material
and change the color of my material. And that's why material instances are so powerful that they give us
a new workflow for us to work with. And by not talking my material instance to the tabs off here, but instead
having a float in front of my level, the changes I make can't be viewed
in real time in my level. Obviously, this new color
I change it to is really gross. So I'm just going to leave everything
at default for now. So there and put this at zero point five. Now, there's something else we can do to give us a little bit more customization
over our material, and that is add a new parameter that will allow us
to change how powerful or normal map is. So our normal map strength
slider to do that, I'm going to get out, go back and dispatch payment and right click and look up a new node
called Flaten Normal's. There we go. I'm
a drag igby into the normal input and create a new variable, rename this to parameter
and call this variable normal strength. Keep it at zero,
since that's Defour, that indicates that there's no change to the normal map
and drag this into flatness, drag the output of these two
into normal and hit apply. Now, if I go back here
and bring up my Spanish pavement instance. I have a new slider called Normal Strength
going to activate that, and if I increase it, we see my strength
goes away and now it's flat again. And if I decrease it. My neural map will get stronger
and stronger and stronger. So now it's really rough. Almost like it's been through a war zone. But I'm also going to just leave
this as as default at zero. So let's take our current material now and let's change
that into a master material, and what a mass of material
will allow us to do is create new materials without ever
having to touch the graph editor. So we're only going to be
creating materials through instancing. I know this can sound a bit complicated. But bottom line is, we're going
to create one material to rule them all that will be able to fit
90 percent of all materials. So going back into Unreal. I will exit out of the material instance
and open up Spanish payment. Actually, I'm going to rename this. Renamed to master material,
because this isn't just Spanish payment. Other materials will be made from it. So now whether the master material, I can right click on these textures
and click on convert to parameter, call this color. And I'm going to rename the color up here to color tint
so I don't get confused. Right click here, convert to parameter,
we call this roughness. Right click convert to parameter normal. Also, what I'm going to do
is I'm going to set the size from zero point five to one. That's because if these
are connected to begin with, they'll just be one,
and we want that to be our default. We don't have to. We don't want to change
it always back to one. So I'm just going to keep it to one
for now and hit apply. So now within first level,
if we open up our Spanish payment enst. We can see we have three new parameters, and that is
swappable textures. It's pretty hard to call this a complete mass of material
without any slot for metal. So to add metal, I'm going to come here
to master material and then. Click on Ruffed, a controlled W to duplicate that and change this
from roughness to metallic. And I'm going to go move all of this down
to make room for a metallic area, bring this back here, connect it up and connect this to our metallic. So big learned issue now. Our Spanish payment as metalic. And we don't want that. We want to switch. That's how some materials have
a metallic map and some materials don't. To do that, I will use a switch
parameter known so switch. Statics, which parameter? And I'm going to call
this is metalic questionmark. So if it is metalic,
I want to use this metallic map. If it's not, I want to use zairo, which is what unreal engine is by default, and drag this into metallic. And by default, I want this set to false,
and it's already set to false down here. So I will hit apply. And back in Spanish payment
and we'll see we have a new parameter is metalic,
which is a boolean activated. And then if I click yes, it is metallic. A new map will show that will allow us to import any metalic, maps
if we do have it. So I'm going to keep
this deactivated for now. And that's it. Now we have a fairly
complete mass of material. We can go through this
and add even more customization. But for the purposes
of this tutorial, this is enough. You need to know for now. All right, so that concludes
the ending to the material section, but before we jump into important 3D assets, I need to go over something
very important that almost no beginner tutorials are mentioned, and that is
there are two types of the maps. You have direct decks, normal maps,
and then you have open G.L. normal maps. And which stinks is
that they're both pretty similar. They look exactly like,
but they are different. So unreal uses direct X while
Blendr uses open G.L. And you can tell
that you're using an open G.L. normal map within unreal
if all the shadows and lights are flipped. So where there should be
shadows is actually light. And where there's light,
there should be shadows. So I have open up right now another project where I'm going to jump in
and show you how to fix this issue. If you ever do come across it to do so,
you want to find the normal map that's open GL and causing all the issues. We can actually see the issues
within this project. We have a light that is located
right here, and you can see that there are shadows
in the direction of the light. These shadows should be on the other
side of the brick, not on this side. So, again, to convert, go into
whatever normal map is causing the issue. And within Texture's click on the arrow
to drop down advance options and an advance click on Flip
Green Channel and then save. Now we see that the shadows
are on the correct side of the brick and the top sides of the brick
are getting that nice brightness to them. So before we go into how to import three assets, let's go over
the anatomy of a 3D asset. So this is really important in a real
3D assets are called static meshes and static meshes normally have a default
material assigned to it. Also, sometimes it can have more than one
material assigned to it. And this Devall material will be associated
with all the normal maps and all the base color roughness and italic maps
that we have already gone over. So. Let's import a three asset into unreal. Before I could do that, I'm
going to create a new folder. And nameless static measures under this and within our
downloaded content, I want wouldn't crate dot SBX
drag is at a content browser let go. And I'm going to keep everything default. So click reset the default. Except I'm going to change great material
to do not create material and uncheck import textures. Click import. And sometimes we'll get this warning. No smoothing group information was found. This is fine. So IDEX. And now if I drag this in, I have a nice, nice, nice. 3D asset and. You'll notice
this weird material on it, this grid that is just the world grid material,
which is unrealized default material, since we have yet to assign a material
to this static mesh. Let's create a material for this. But before we can do that,
we have to import our textures. So let's go to textures. Back to the downloads
folder and select one and create base color, metallic, normal and roughness. Ignore the image that says
metallic roughness occlusion. I'll get to that in
a bit and drag it in. Let go. And we have our files in. Don't forget to double check
that all the settings here are correct. So within base color,
our job is turned on. We want that with a normal. SRB is turned off and compression
setting is set to normal. We want that. Intermetallic says this is in color. We have to uncheck Saji be. And do the same for roughness on s r g b. Everything looks right,
so I'm going to go save all assets by clicking on the save
all button and click save. Let's actually now create our material. So I'm going to materials and I notice I don't actually have
to create a material. I just use the material instance
of our master material and save time so I can essentially create a material
without ever having to touch the material graph. So right click on my master material. Go to create material.
And since I'll call this a wooden crates. Map. If I can, I
actually spoke right enter. Double click to go inside of it,
and I will hit all these, make sure these are all activated
and drag in the correct textures, so I will navigate textures. Bring this back here. Scroll down. Add wooden crate to color. When create normal to normal roughness of roughness and remember,
we don't have any metallic maps because we need to activate it up here, so
make sure it is metallic is set to true. And we get a metallic map,
a quick metallic and added in the metallic map
is just there to give our wood and create some metal nails
sticking out. And hit save. Instead of going through the materials
and trying to search for whatever material we have open,
we can also click on the browse button, and that will automatically jump our
content browser to that assets location. So I have ward and create map. I can drag it on in my box
and we have just successfully made a 3D asset. What is cool is that when Craner Acid, we didn't have to touch the material
graph, Ed saving us time. To make this asset truly complete, let's link the static mesh
permanently to our material. To do that, we have to open up
the wood and create static mesh. I could come here and double click on it. And now within the wooden
crates, static Ed. I can drag wood and create
material onto this. And now it is permanently connected
to that static Masari click save. Go out, go out and go to where
my static matches and I can drag in as many boxes
as they want. Rotate them. Scale them like small boxes, big boxes, medium
sized boxes, long boxes. Any boxes you can think of? Well, there you go. It's just like any 3D asset
that was already within a real engine. So that is one way to go
about creating your material. Another way people go about
and create materials, and this is use a lot of video games to save memory,
is that they take the roughness map and the metalic map
and they combine them into one texture using the separate RGB values
or RGB channels. And now I know that
just sounds really confusing. Taking two textures
of making them into one. But it could be really helpful if you want to save time
or just save our memory space. So I think it's important to go over
and show everyone what that entails. Back in the texture folder, I'm
going to import the texture that I set beforehand called wooden crate,
underscore metallic roughness occlusion. Drag it in. And if we open this up, we get another funky blue looking texture. Each channel is its own
individual texture, so we can actually isolate Interrail
and view each channel independently of the others
by going to view. If I want to see red, I can turn off
green and turn off the Blue Channel. And now you can see there's the metallic
channel for want to see roughness. I'm going to go to the green channel. So uncheck red and then green. And now we have the roughness map. And I can uncheck green and check blue, and we have an Amber Occlusion map
just in case if we need it. Also, again, this is
technically not colored. This is a collection
of linear grayskull maps. So we want to uncheck s rj b. Let's create a new material
so you know how to work with this texture. So got a first levels back to materials. Right. Click and create new material
and colors of wood and create. Go into this and we're going to set up
the traditional way we are texture's
and all we need is the base color. The texture and the normal,
we don't need metallic or roughness because again, these two texture maps
are being slammed together into one texture,
which is which is the packed one. Alan, drag this in. And hook up RGV to base
color normal map to normal. And now for this,
we can select individual channels. So the green channel is roughness. The Red Channel is metallic. And the Blue Channel is Ambien inclusion. If we really want to,
I'll just add it and for now. And you can see which just one texture we can get the functionality
of three textures. And not only does this save time,
but there's also saves a lot of memory. So you see this happen
and a lot of video games, although if you're going
for a visual fidelity, like in the movie
industry or architecture, you won't see this too often. You'll just see the individual
texture maps because they can be easier to work with when you're actually
creating the textures. Some hit apply. The first level and go back to materials, apply this to one of the crates,
let's apply to the small crate, and we can see there's
virtually no difference. Before jumping into lightning,
let's go over how reflections work in Unreal and also how
the post-process volume works. So post-process volume is cool
because it allows us to get color grading effects and really take our scene
to the next level. And reflections in a real
can be a little bit tricky because they aren't
real reflections. Now we can get real ray ptrace
reflections in Unreal by using RTX and ray tracing. But the vast majority of people
don't have RTX cards yet, so I'll save that tutorial
for another day. So jumping back into Unreal Engine. Let's add some reflective
materials to our scene. That's how we can actually demonstrate
how reflections work. Luckily, star recontact comes
with a bunch of reflective materials. Some of the historic content materials
and I'm going to add the burnished steel to the left
ball chrome to the Middle Bowl and create a mirror material
for the rightmost ball. So right click material mirrorball. What are this? Hold down
three and left click to add in color, double click doesn't make this pure whites connect us in a base color. Hold down one and left
click to add a scalar value. And I'm going to switch this
to one connect connected to metalic. So our material is pure metallic and maker
material have zero roughness. But hold out one left
click connect that into roughness. And now we have a fairly reflective. Now we have a pure reflective material. I had apply apply. Save we get out of this and apply my mirrorball
to the rightmost one. So now we have three pretty good
reflective materials. Right away, we know it's an issue
with our reflection, and I'm glad unreal did this
because it helps demonstrate how reflections work, and that is we can see some graphs in our reflections. And if we look around,
the floor is made of grass. So where is this
grass coming coming from? Also, we'll see that as we back out and as we go back in, it's transitioning
from grass to pavement. This is because to reflexion methods
are right now fighting with each other. We have a spare reflexion capture and
we also have screen space for reflection. So for now, I just want to talk about
speare reflection captor's. And to help illustrate what that is. I'm going to deactivates
green space for reflection for now. To deactivates greenspace reflections,
we need to use a post-process volume. So in place actors, I'm going type in post and drag in a post-process volume. And it just moved to really far away
for some reason, so I might drag it back in here
and I want the post-process volume the square to encompass my entire level. I wanted to accomplish my entire level. That's how it's always
affecting my camera. Since the options
we choose with our post-process volume will only work if we're inside
of the post-process volume. So now within the post-process volume
and the details, panel, I'm going to come down and then under. Screen space reflections. I'm going to click on a tent city and set it down to zero to turn off
screen space reflections. And I'm going to get a better view.
That's how you can see what's happening. I'm we're hit zero. We don't see any of our
Spanish pavement now. So I know for a fact
that the only reflection that is being used by these three spears
is the reflection capture in my scene. And if I look around,
there are no other reflection captures. So what the reflection capture does
is that it literally takes a photo, a 360 degree photo of where it's located. And once it takes a photo,
it projects it onto all the textures. And that's why right now are
spears are reflecting. Grass because our floor, if you remember, was originally grass,
and that's when it took the photo. Now it doesn't know that the floor is pavement
because it hasn't taken another photo yet. So to take photos at Unreal,
what you want to do is come up here to the build
and in the dropdown of the Arrow. Click on Build Reflexion Capture. Now a reflection captured just belt
and a reflection is somewhat correct now, at least
we're not getting the grass anymore. We can see the regain the payment,
but also we can see the three spears within our reflection capture. We could get rid of these three spears
by adding in a new reflexion capture that will only affect this individual
spear to do so, I'm going to come to place actors type in reflection
and drag in a spear reflection capture and position
it inside of the spear. That's how it takes
a picture inside of it. I'm going to decrease the radius to 100. And we know there's some issues
we can probably fix that by rebuilding our reflexion captures,
so it takes up photo again. And now if we look at it, we have a nice, accurate reflection of the world
within our mirrorball. And what's happened
is that this small reflexion capture is going to override
this larger reflection. Reflexion capture cities now is a smaller
one will be more accurate to the individual
objects it wants to effect. What I will do now is copy that reflection
and add it to the other Speirs. So going inside, click on the reflection,
hold down alt dragging of that one. Hold on all, Dragonette,
that one that saw all three of these have physically accurate reflections. And I'm going to rebuild them. OK. Reflections are looking
nice on all three balls, also on the left here
we have a box reflection capture and a plainer reflection
capture the off of this so box reflection capture is good for boxy rooms
like for architectural visualization and plainer reflections is great for flat
reflective surfaces like water. And we're actually going to use one
at the very end on the creek water. We have spare reflections now, now. I'm going to go bring back screen greenspace reflections
and just explain why it's doing it. So I'm going to click
on the post-process volume. And then under screen space reflection, under rendering features,
I'm going to bring that back up to 100. And now we get some nice screen
space reflections. And what screen space
reflections are doing is that it's taking the renders of whatever
is around the reflection and literally just copy
and pasting it onto the reflection again. So that's how we can get some of that nice
Fresnel effects around here where we can see some of the clouds
as the spirit gets more angled. So screen space reflections are amazing
and they're especially good when you combine them
with reflection captures. So that's how if unreal doesn't know
what to take for screen space reflection, it will always default
to that reflection and capture. While we're on the topic,
let's talk about the post-process volume and the post-process
volume is pretty cool. It allows us to add color grading. So if you're using the venture resolve,
you know, immediately what that is. And it also allows us to add
some cool effects. For example, I can increase the bloom
and really blow out my scene. So I've got intensity. Bring this up now,
we have a really lazy scene. I can also come down here
and increase the slope and tow. If you really want to give it
a more cinematic contrasty feel. Also. We can color great it, just like any other
color grading you've ever done. So like I could go to global
and within saturation I'll get this. We'll very similar. This is very similar
to how Da Vinci resolve works. And I could bring down the one to a zero
to get a black and white effect. And you'll notice
as I leave the post-process volume. It goes back to normal, and when I enter,
all those effects are applied. So that's great. We can control where in the level
we want these effects to apply. But the only issues are
what if we have a post-process volume and we want it to affect the entire level
and we don't want to go through the process
of scaling up the post-process volume to make sure it encompasses that level? Well, that's fine. Unreal has an option called
infinite extent unbound. And if I check this now, the post-process
volume is affecting my entire level and not just the area it encompasses. So there is a bunch of sightings
in the post-process volume. I'm not going to explain each one
you can experiment, see which ones you like,
or just dial back. Each of the sliders
and see how it affects the world. But for now, I'm going to delete it and explain the best use case
for post-process volume. And that is controlling our exposure
without having to come up here to lit. And manually changing
the exposure settings here, so I'm going to read
the post-process volume. Add it in, come down here and make sure
infinite extent unbound is checked. So the exposer settings we change right here will only affect us. The editors, the actual player
will still get that exposure. And with a post-process volume,
we can turn off that exposure and find to it so that
the player can also see it. So under lens and exposure,
we have a bunch of exposure settings. I'm not going to go over each one.
There's a methodology to it. So if you're used to using
physical cameras in real life, a lot of the settings
will be exactly the same. So you could get
physically accurate shots. But for now, the three essential sliders
here are in brightness, max brightness and exposure compensation. So if I take min brightness to one and max brightness to one,
we aren't noticing any change right now. And that's because our viewport is overriding whatever
changes are in the post-process volume. So I want to bring back game setting
exposure by making sure this is set. There you go. So now when we adjust these, we will see the effect take place
within the level. Again, I'm going to put these. Both back to one. And exposure, compensation,
and here we get a new slider. That will allow us
to pick our exposure and. The player will also see
whatever changes we make. So in a real lightning can mainly be
divided into two main categories, you have your static lighting
and your have your mobile lighting. Now, the main difference between the two
and the most obvious one is that one is stationary can't move. And the other is movable. So it can move. Now, you might be wondering,
why would we ever use stationary lights? Well, static lights
have the benefits of being able to emulate global illumination
or bounce lighting. Now there's a global illumination. This bounce lighting
isn't rendered in real time. Instead, what happens is that before
the player ever sets foot on our level, unreal, bakes out all the textures on real calculates,
all the light photons are bouncing around. And it puts that information
into a texture called a light map. And this light map is overlaid
on our entire level. That then gives the appearance of shadows
or light bounce being there, even though the light isn't
actually being bounced around. So to demonstrate that. To better illustrate what I mean
when I talk about global illumination and bounce light, let's head
over to our download of content. So go to lighting examples and underlining examples,
go to maps and click on like Bounce. This will bring up
a really simple scene that I created. And you'll notice in the middle,
all we have is one light and a bunch of objects.
This light is set to static. I know it's set to static. And other details, mobility
static is checked on. And if I zoom in here,
you'll see that our shadow is pitch black. That indicates that there's
only one bounce of light. And this is unrealistic,
since in real life the shadow will be more of a gray
or it would be more illuminated. So it's a light ray
would be shot from this light. It would hit the wall. And once it hit the wall,
it would shoot back or bounce out, and then it would hit the shadow
and illuminate the shadow. Also, you'll notice that we get some words here, some letters
you probably can't read or write. Our sense is flirter, but it says preview. This is just unreal. Real saying, hey, don't forget your light
right now is set to static. So make sure you build a light
to actually see what it looks like. So let's build a lighting. And before we build it,
I'd like to explain that when you build lighting,
what unreal is doing is it's going through all the lights and it's
calculating photons. So sometimes a build can take a while, can't even take up to a day
or a couple of hours. In our case, within this small scene, it
should only take about a couple seconds. So I hear Bill. And we can see immediately
Arsene feels a lot more realistic and we get that global illumination,
that bounce light when the shadow where before
it was pitch 100 percent dark. Now we can see that it's illuminated with the light that's produced
from bouncing off the walls. And what's really cool about it is we can
actually get some color bleeding effect. So light hit this red wall
from this red wall that bounce off and hit this spear. And now we get some of that
red ball on this spear. So that's really cool,
and just to illustrate what movable lights would do
if I said this to movable and then if I hit build. We're back to where we were originally, and it looks a lot worse,
but the benefit is our endgame. This like a move back and forth
and I'm real won't have any troubles. So now you know that
it's really in the pennies. Sometimes you want static lighting,
sometimes you want movable lighting. It depends on your scenario. Now let's talk about
what lights unreal has to offer. Now, I'll go a bit quick right
now, because, quite frankly, a lot of these lights are self-explanatory and you could tell
what they do by the names. So if we go in place, actor lights,
first up, we have the point light and I already have a point lighting here
so I can always bring a new light in by dragging into my scene.
Or here's a shortcut. If you hold on L and left, click anywhere
we can bring in a new light that way. And point lights are cool
because are just one point in space. And from that point, space
light is being set out in all directions. We can control the intensity. And details and also the light color. These two settings will pretty
much be the same for all the lights, and also if we go down,
we can change the temperature if we click on set to true
use temperature. We can make this either
warmer or cooler because of real life act. The actual bulbs in your house
have a warmish tint to them, and you might not be able to see that
because your eyes are adjusted to it. But next time you see a light where you're coming from the outside
and going inside, just look at the color of the lights and you'll see
that the air have a cool tent or a warm tent. Some are delete these lights right now. And we're going to move on to the
next one, which is the directional light. As you can guess, if I zoom out here,
this is literally just a light in space. That just shoots down infinitely, and this is amazing
because this is the sun and this is the only light source
we're going to have at the very end when we create
our final landscape showcase. So honestly, in a lot of scenes, all you have to do is put this light
down, build your light. I'm a builder right now. And immediately you'll notice that we get a nice sun effect
and we get all the nice bounces of that sun also entails
we could control the Luxo, the intensity of the light,
and we can also control the angle. You can do that by just manually
rotating the sun around. I will delete the sun, and you notice when we delete a stage,
very light after it was built. We still get that bounce. And now the scene looks weird because
it's like, where's that light coming from? We don't have any direct shadows. So it looks like someone's coming in here and just artificially raising
the brightness of everything. So to get rid of this, we can press build. And since we have no lighting right now,
I'll just clear the scene, make it pitch black again for us to showcase
the rectangular light and the spotlight. So let's get a spotlight, drag it in. And as you can guess,
this is just a spotlight with an angle. What's cool about
this is we could control this angle. So we make it a wide angle like 80 degrees
or make it really sharp, 10 degrees. Another thing we could
do is adjust the fall off of that light by plane with the Intercon angle
so we can make that fall off sharper or bring it back to blurry. After that, we have the rectangular light,
and this is just your basic area light. If you've ever done photography or you've
done a photographic shoot of someone. This is what you would use
for your three point lighting setup. And we can also just like everything else,
we can just like color the intensity. But we can also adjust
the fall off of this light with the barn door properties
so we can make these barn doors sharper. And it can also increase them
and really try to dial in the perfect settings
for my rectangular light. I want to lead this light now. And next up is a skylight. And this is probably the most confusing
light there is if I drag it in to my scene. You'll notice no change. And that is because
of what the skylight does, is it simulates the light being produced from the sky
because of real life when you go outside. Everything has a slight bluish tent to it
since the sky, all the blue. The atmosphere is casting
like down as well as the sun. So if we look around, obviously
we don't have a sky in here, so to just demonstrate this, I'm going to
bring in a sky to Adobe sky in an unreal. You can go to play soccers
and type in atmosphere. We're going to use sky and atmosphere. So if I drag Assen. You'll also notice
no change this is because what the atmosphere needs is a sun
that will actually then scatter its particles all over the atmosphere
and give it that bluish tip. So my head back and
bring in a directional light. And we notice not another change. Still darkness, no sky to fix that. I need to tell the sun, hey, I want you
to affect the sky, an atmosphere. Make that a real atmosphere.
So within the sun, go down here. And right now, I have my vast property shown. If you don't see
these extra settings. Make sure you click on this arrow. So if you click on show advance
and under show advance, you want to check
atmosphere, fog, sunlight. And now we get a really nice,
physically accurate atmosphere. And still, you'll notice no change
within the skyline. This is because Unreal Kinney's
updates are just quickly change any of the settings within Skyline
just to tell on real, hey, update the skylights, I'm going to change. Cue map revolution resolution
from one twenty eight to one twenty seven. They'll bring it back to 128. And now you can see. Are seeing gets a slightly
bluish tint to it, and that's actually the sky. All the blue, the sky coming down and bouncing around the scene
and giving it a nice bluish hue. OK, so one very important thing
I forgot to mention or go over is the difference between static
lighting and stationary lighting. So to begin, both of them are static,
but one is able to cast dynamic shadows and other can't cast
dynamic shadows. So I already beg to scene with a single
directional light set to static. And if I add in a new object. You'll notice there is no initial shadow
being casted from this object. And if I set this object from static
to movable and if I still build. You'll notice that still
there is no shadow being cast off from it. And this is bad because
what if we have a player? Players aren't static, they're movable. This sun that is baked
won't be able to cast any dynamic shadows. And that's where
stationery comes in handy. So if I said this is stationery. And then if I build again. Now we get the nice bounce
light from a static light, but we also have
the ability of movable objects also being affected by the light. So that's pretty nice trick. If you're ever creating a level
and you have a player running around, but that player isn't being but a player doesn't have any shadows on it
or isn't casting any shadows. Make sure you go check
your directional light or whatever light is currently near the player and make sure
it's stationary and not static. For architecture,
this really doesn't matter since you won't have a player,
so I just said to static. So let's go through using a real life
example to apply stationary lights and bounce lighting
to a really simple architecture scene that is provided within the free content. Now, we're specifically
using an architecture saying because we're going to light it in a way where
it's impossible or would look really bad if we lit the scene
with only movable lights. So hopefully it will get the point across. Why global illumination and static
lights are so powerful and why you should be using it,
even if it can be a little bit harder than just sticking
with movable lights. So back in our real engine. To actually open my scene,
I'm going to go to a lighting example, maps and go to archivist room. I already have archives room open,
and when you open it, you'll notice pitch blackness, darkness. That's because we're going to be lighting
this scene from scratch. So to actually see by seeing them going
come up here to lit and select unlet. And in the middle,
we have some basic furniture. To the right, we have a door. And right behind us. We have a window. This window is where all the lighting
will actually be coming in and filling up my room. So we can come back to it. And then I'm going to add in a sky. So click on and atmosphere to drag it in. And we don't see it because, again, we need a directional light
to drive our Skyy atmosphere. So I'm going to drag it
a directional light and rotate this in a way that's
so I know the directional light isn't going into my window because I want to demonstrate
what indirect lighting can do. And within this directional light,
make sure you check atmosphere slash foch sunlight. To actually get that sky here and then within here,
I'm now going to add a skylight, so drag it in and now that light from that sky will be coming in here
and bouncing around. So this is set to preview
to again remind us, hey, we're using static lighting right now. But you have it bakht your lighting yet,
so let's bake it and let's build it. But before I build it,
I want to click on this arrow. And for architecture, for anything
where you want a more high fidelity build, you want to come to lighting quality
and select medium, not preview. So now Procyon build. Now that the bill is complete, I can immediately
tell that this looks amazing. Just kidding. This looks
absolutely disgusting. I don't even know what's happening right
now. There are so many errors. We zoom in here,
we can see black splotches everywhere and even some weird patches of light. This is the part
where we're going to have to start optimizing our bill
to make sure that we have the nicest quality,
big lighting possible and to begin. Let's start off with light mass imports volumes
so we can place actors type in like mass. And I'll just drag in imports volume. This is great because it will tell unreal. Exactly where should the bulk
of our baking be located. So I'm going to drag this out. Make sure compass's my entire seal. So now this is just telling our real,
hey, make sure you bake only this area, so if you had any other objects outside,
it would lessen the breaks on those. But focus all the quality
on what is encompassed at them. And then I'm going to add
a light mass portal. So drag this in. So, again, what Lemass portals are doing
is it's going to tell all the lights, all the photons
to focus their energy into this area. And since we know the majority of our
lighting will be from this window, we want all the photons
to be focused at this window. And this will help eliminate
a lot of that spottiness. So I want to make sure
the portal encompasses my entire window. It doesn't have to be 100
percent accurate. It could just be a bit
accurate or accurate enough. There we go and let's
build it and again, reminder, make sure you build on. Medium quality. Pressing G to get rid of all these icons and immediately will notice
such a better bake. It's already getting a lot
more realistic feel to it. And we got rid of
all those black splotches, but there still are some black splotches
and we'll get rid of them in a bit. But before we do,
I just want to fix the outside of our window right now, since when
we look outside our window, it looks weird because the there is no landscape
and the horizon is just darkness. So our house is like
floating in a dark void. We can fix this and actually
give some color to the blackness by adding an exponential height fog. So this will add fog everywhere, but the issues that it's even adding
fog inside of our room. So it's giving everything
a milky tint to it and decreasing the contrast
of our architecture. So we could fix this
by having the X Metro high fog selected going into start this nice start distance. And I'm going to change the star
distance to 500. There we go now we have some nice contrast
in the room, and if I look outside, we don't get that weird blackness
that we were getting beforehand. Now, this is probably the best
representation of why exposure can be so helpful to adding an extra level
of realism to your architecture. So if I'm in my room right now,
we can see everything is nice and light. But as soon as I go outside the building
and look into the window, everything gets darker.
Go back in lighter. So this is exposure, and I actually really like this effect
because if you've ever been outside in real life and then you decide to look into a window,
you'll see everything appears so much darker and then when you actually
go into that building. Everything lightens up, so
I'm going to keep exposure the way it is. And when your eyes adjust here
and you turn around, the sky just looks blown out. And that's what we want to see. And that's physically accurate
to what we would see in real life. Before we can improve
on our BAKHT lighting, something's just really not looking right, and
that is the reflections on our objects. Reflection looks like this. It's looking pretty bad, really glossy, because we forgot to add
in a reflection capture. So in place, actors
are going to type in reflection and just drag in a spare
reflection capture box. Reflection capture will also work
well for the scene. But others use spir reflection capture
for now and immediately our scenes reflections are fixed. So let's improve our lighting. And firstly, I notice if I zoom in here, we can see some
I maybe it's not noticeable, but we can see that there's squares
and these squares are then blurred. This tells me that the light map
resolution is too small because remember, big lighting is literally just creating a shadow texture
that will be overlaid on our models. And right now, that shadow
texture resolution is way too small. So if I click on this wall. And then if I scroll down to lighting, we can see that we have a overridden light map press option if I check this. I can see that the light mat resolution
is right now sixty four Axel's or 64 pixels. That is way too small. So I'm just going to bring this up to 512. And now if I press a build. We will notice immediately
those black splotches are gone because we increase the texture
resolution, but if I zoom in really close, we can see those black splotches
never really left. But they're now smaller and more accurate
to what the shadows will actually be in real life. What I will do now
is go through all the objects in my scene and change their light map resolutions
just like what I did on the wall. But this can be a bit of a hassle
since they have to click on an object, scroll down and check
what their light map raises. Because on some objects, I may not have
to increase their resolution. This is fine because we can actually
view each object resolution in the viewport by going to lit and then going down to optimize view modes
and clicking on a light map density. Now we get a new view of our scene. And each of these squares
is a pixel of our bakht lighting texture. And we can see that's kind of a gradient. So blue means low resolution. Green means higher
resolution, yellows higher. And finally, we reach red for
a really realistic architecture, saying we want everything to be
in the yellowish reddish range. But for our purposes, I'll try to make sure
everything gets into the yellow range. So first thing I'm going to do is increase the light mapper
resolution on the ceiling. So click on this. Override Lt. Matt. I'm just going to change
this to 128 or 256. Change the bottom here to 256. And the baseboard can also have the light bumped up just a bit,
so it changes the one to eight. And then I'm going
to change this low grade stuff, this grid wall pattern, up to zero to I'm
just going changes to five. And also change the chair to 128. I will ignore changing the light map
resolution of the furniture right here. It looks pretty good, actually. I think votable. I will increase that to 256. And now let's see what our lighting
looks like when we build it. You notice two things just happen. Number one, the bill took a lot longer. That's one of the issues with increasing
light map resolution, since now it has more textures and needs to calculate,
resulting in exponentially higher bills. And that's why for some architecture,
since you can have a bill to go in up to a couple hours to an entire day. Also, our lighting
looks a lot nicer, so much nicer. We can actually start
to see those small details of this indirect light shadows
coming from the window over there. But we still have some issues, for example, right here,
we could see some light bleeding, so some whiteness where there shouldn't be any right here,
right there and all throughout the room. And also our light is still
our shadows are still kind of blurred. We can now fix this
by actually adjusting the settings of how the lights are baked themselves,
and to do that, we need to open up the world settings and by default on real
doesn't have world settings. So, again, going back to our UI section. If I come up to Windows,
I can unhide hidden windows. So I'm going to go click on world
settings to bring that back. And now, in light
mass under light my settings, we have all the settings
that unreal uses when baking our lights. So what I will do
now is adjust some of these settings and then rebuild
and see how it improved my scene. So first now I will just is bring down the static level scale
to zero point one. The lower this level is that
the more detail we're going to get out of the shadows, only issues that, again ,
this will increase build time. We also need to compensate
for lowering the static lighting level scale by increasing the indirect
lighting quality. Some are bringing that up to 10. Another thing I would do is increase
the number of bouncer's to 10 for skylight
and also 10 for indirects. And then I'm going to go
to lighting smoothness and bring this to one point three. So you're probably wondering,
how did I go about and get these values? Well, before I started this tutorial,
I went through and I did a whole bunch of settings and I played around a bit just to see
which lighting would look the best. Now, for an actual methodology, I increase the balance on both
the indirect and the skylight bounces, because more light bounces
would mean more light overall. So a much more accurate scene. And then I decrease the static
lighting level scale. What this does is it
just decreases the range at which the lights
are looking for objects so we can actually get
a lot more shadow detail. So when it's a lower,
you get more shadow detail. The only issue is that this can cause
like bleeding light map issues. So then in response to that, you want
to increase the indirect lighting quality. So a general rule of thumb
that epic games recommends is that you take the static
lighting level scale and you times that by the indirect
lighting quality. And that should equal one. So that's why would I decrease the static
lighting level scale to zero point one? I increase the indirect
lighting quality to 10, because if I times
those two together, that would equal one. Also, before we build, make sure we're set to either
medium, high or production, I would say for experimental purposes,
just set your scene now to medium production will probably end up
being like a two hour long bake. So let's back and click built. OK, I just skip ahead 10 minutes and now the Bacons complete it
honestly depends on your computer. Your computer might be longer or slower. And we'll see all these. Ed Widget's, I'm
just going to hit you to get rid of this. And we can see that. We have such a nice break.
Everything looks right. There is no light bleeding. We can't see any really
noticeable dark splotches. And if you actually zoom in and hide
this chair by pressing each, we can see some really nice
indirect shadows coming from our skylight. I'm going to hit control
edge to bring back my chair. And this can use some last second tweaks using the post-process volume. So in place, actors type and post. And I'm a drag in a post-process
volume and make sure underneath all the way down here,
make sure if it extends down, is selected. That's why I don't have to go
through the process of scaling up the post-process volume
to encompass my entire level. And first thing I notice is our ambient
inclusion is way too high right now. And we invade. Occlusion
is a post-process effect which basically mimics the way shadows congregate into small spaces. And the best way
no is within this corner right here. So if I come up to it, you notice
this spot is really dark. And if I keep zooming
in, we can see the shadows actually oddly adjusting to
where my camera is for realistic scenes. I don't want this. So what I will do
is in the post-process volume, go to render settings and read occlusion and bring down the intensity from zero
point five to zero point to five. Next year will do is brighten up my scene
using the exposure. So go to lens exposure and check
min brightness, max brightness. And we will set to a constant exposure
by setting both of these to one and adjusting what it looks like
with the exposure compensation. So I'm just going to bring this up. Two about. There. And there we have it. This is pretty much the gist of working
with static lights and baking lights within a real engine. And it's just it's so amazing
that in real time we could get high fidelity
rates, rates, lighting by just retracing everything before
the player ever sets foot in a level. And I would highly encourage
everyone watching this video to go through this level
and make your own adjustments. Make your own changes. Let's say if you really want to,
we can grab the light and angle it in a way where it's
going through the window if you want to. And how that light hit the furniture. And create some nice balance that way. Or if I come over
to one of these furnitures, all of these objects are created
in a way where you can customize the colors
using material instances. So, for instance, if I click on this phone and if I open up the material here. I can adjust the color of that phone so I can make this a deep red or a green and all the objects
here, you can adjust. So just play around with the colors, play
around with the lightings and see what you're able to achieve. Using big lights in Unreal. OK, so Mega Scan's integration
with unreal mega scans is an amazing asset library of real world physical objects
that have been scanned into unreal and they're all free
and using a program called Bridge. We can automatically get these assets
into our own real project without having to go through the hassle
of the unreal marketplace or importing every texture
and every object manually. So first you have to install bridge. Once you download and install Bridge is
going to ask for your epic games to count. Just put in the same information
you did on the epic games launcher. And now you have access
to QuickSort Bridge. And as of August, it's twelve thousand
nine hundred and twenty two assets. So pretty cool epic games
of putting it out there. So let's say I want grass in my project. I'm type in grass and I want these
grass clumps of my projects. I'm going to click on this. And now I need to specify
what are the rules that what unreal engine version I'm using and what project
I want this grass to go into. So first you have to download it
much like download settings, and pretty much the default
it has here is good enough. And I'm going to click
Élodie zero for now. So when I click download and now that I have a download it,
I'm going to go to export settings. And choose unreal engine
and the unrelenting version you're using. And now we want to select
the installation folder. So what you want to do
is you want to navigate to where you're unreal engine version is. In my case, it's located in my F drive. So go to epic games. Then I go to Yuy on a score
four point twenty five. And within the unreal engine installation
folder, you want to go to engine and then down a plugins
and select this folder. So my click on select folder. Now it's going to install the plug in
and install successfully. Also, you want to make sure that you're
exited out of unreal before you do that. And now within Project Location,
I'm going to select. My first projects, I go to desktop and then Fuseproject. And just here, this is fine. So the first project folder and selected. And now I'm going to click on Export. Back in our real engine,
I forgot to mention that you want to make sure your project is open
while you're Enbridge and while you click exparte, if your project isn't open,
that bridge won't work. So back in the project
will notice that after I exported, I have PMS
presets and mega scans. These two new folders,
if I go into mega scans, 3D plants, grass clumps, we can see
the static messages, we import it. And if we drag it
in, unreal engine already set up all the materials for us automatically. So that is pretty cool. Now, if I go back into bridge. I want another material that we will use to blend
with our landscape we're about to make. So and by the way,
this is in our final landscape. We're going to make this
just a landscape test to go over all the landscaping tools
we need to know. So I'm gonna go back to grass
and then I'm going to go to clover patches on grass
and download this asset. And once I have this asset, download it,
I'll click export. And wait for everything to import. And we can see automatically it sent me to the folder
where our new material is located. And here we have clover patches on grass,
if I could drag Alison. We have a nice photo
scan material automatically in Unreal. And we didn't have to set up
any materials whatsoever. And what's really cool
is if we go to Emma's presets. We can see a bunch
of folders with master materials at them, so mega scan comes
with our own master materials, just like the master material
we created for this payment and honesty. And their mass of materials
are really cool. They're like ours,
but they also add other features to it. So that is bridge in a nutshell. Before we jump into landscapes,
let's download some more textures. So I got a grass
and I want a dirt texture. So just pick anything here I like. Hmm. I like this rocky dirt texture,
so I'm a download that, and then I also want
another Grasse texture. Also, instead of coming down here
and export, when we hover over an asset, we download it. We get click on this arrow here
that will also export it. And remember, your unrealizable project
has to be open for bridge to be able to export into our project. So after we Rocky
Dardan, let's get another gracen or let's go grasse dried. And I'm going to pick this one
and download it. And then I'm going to hit on the arrow
to bring it into Unreal. Now, back in April, under mega scans surfaces, we have three scanned materials, so I'm going to go dry
rock, drag us on a here. You go back and I go to Fresh Harvest's,
drag that on a hair. And this is such a great new way,
a new workflow for Unreal that automatically allows us
to focus on the art and not the technical mumble
jumble of materials and static messages and importing bridge does this all for us. Landscapes, they are pretty important
since they take up the majority of a scene. So if you have a bad looking landscape, you will probably end up having a bad
looking final product. So don't worry, on real comes
with a bunch of tools to help decorate and fine tune
our landscapes for our perfect needs. Now, it's important
to know that the landscape we're going to be creating right
now is not the final landscape. This is just a test of armor to help
get us situated with the tools. So let's go to my stuff
maps and let's create a new map. Let's go to file
new level and let's select time of day. And I'm going to control us to save this. And I'm going to call this. First landscape and make sure you're saving under my stuff maps
or I don't know, you can save it anywhere. All right, safe. And now we have this nice looking map and the lighting is already set up
and set to movable for landscapes. You want to use movable lighting sense
if you're going to bake your light. It's going to be a really big hassle
since your light map is going to be huge. Since we have to break the shadows
on an entire landscape that could span anywhere from one kilometer
to eight kilometers. Summer, delete everything. So to create a landscape,
what you want to do is come up to the Mode's tool
and then select it and go down to the landscape and select that,
and that will take us into landscape mode. And immediately you'll notice
this preview mesh of our landscape. And to the left here, we have a bunch of details
to initialize our landscape and create it. We can change a bunch of these details here so we can like change
a number of components. Doubling the size, the number of components,
the total overall resolution. And this is just
a bunch of technical details. And you don't really need
to know this stuff. What I almost always do
is go to a landscape technical guide on the unreal engine documentation
and scroll down here to recommended landscape sizes. And I almost always keep it
to one of these. Get out. And now I'm going to click on carets
to create our first landscape, and immediately
this will put me into Scott mode. As you can probably guess, to sculpt down on the landscape
you want to love, click, hold. So give us a sculpting ability, and if we want to sculpt
in the opposite direction, you can hold down, shift and left click
hold or left mouse button hold. And now we're going
in the opposite direction. So the brush we are currently in
is in the default brush, which is sculpt. And this is the best way to just
quickly create good form for landscape. And some other settings
we have as strength. So I can just the strength right
now, it's set to one. I can bring this down to zero point three,
which is the default strength. And now we get a much lighter touch to
to this landscape. Another thing I could do is increase
and decrease the radius here so I can make this large. Or I can make this really small
for some fine details. We can also adjust the falloff,
which is the edge strength of our brush. So I could bring the falloff up to one. To make it really safe,
so a really soft addition to our landscape or I can make this fall off really strong
by going down to zero. So you can see the edges are harsh, and
I can also bring the strength up to one. To really get a gross, disgusting look in patches on our landscape. So I think this looks really disgusting
right now, and the next bus we're going to go over is smooth.
So if click on smooth. And also going to bring the falloff
to zero point five again. I can quickly come in here
and just smooth out my landscape. And this is really nice
for getting rid of any weird artifacts you might have if you imported
this landscape from another program. The next brush we have is in, which is pretty self-explanatory,
that's just flat into your landscape. So it's good if you like,
have a gameplay area and you know, you need an area to be flat
in order for that game to work. You just come in the flat and broad brush. And just paint a flat area,
this is also good for making like mesas or plateaus. So now we have several levels
of landscape in. And we have a bunch of other brushes, I won't be going over these brushes
since they're very specific. If you want or you could play with them
and see what each one does. But real quickly, a really good
shortcut to know is the bracket keys. So if I left hold down the left bracket,
I could bring my cursor down. I could bring the size of my rush down. And if I pull down the right bracket key,
I could bring it up. So down and up just like Photoshop. We were right then on the sculpt tab. Let's go over to the manager tab. This adds some more technical detail
to our landscape. So our landscape is created of components. And if we hover over each component,
we can see a Orange Square. And this represents what our component is. We can actually increase our landscapes. Let's say if you make a landscape
and you realize, hey, my landscape is too small,
I want to increase it. We can go to the ADD tool
right here under ménage. And now we will see a green outline. And if we left click hold, we can drag out new components
of our landscape just to increase it, or I can delete components. So let's save. Our landscape was too big
by using the delete tool and just going in
and deleting random squares like press control Z, because I don't know
why I would ever want to do it. But you can shave off the sides. So that's nice. Landscape
materials are really complicated because they can either make
or break your landscape. And what stinks about
this is a good landscape. Material will take hours to create
and even more hours to explain. So I will save that for another tutorial. What you need to know right
now is a landscape material is like a collection of many materials. So you have your grass layer,
dirt layer, stone layer. And together, these many materials are
put into one larger landscape material. So to actually showed
that back in a real engine. Before we jump to materials,
let's add a 3-D character to our world just to help give us scale, that's how
we know how big the mountains are and how the grass and textures
should be scaled. So to do so, I'm
going to get out of landscape mode, go back to select mode,
and that I'm going to click on add new go to add features
or content pack under blueprint feature. I'm going to click on third person
and then click on Add to Project. Now we have some new folders in there,
and we also have a good mannequin that we can use right here and that
I could drag this mannequin into my world. So if I go to mannequin character MASH Escalante's
caramanica and drag it in. Now we have a human reference to see
how large our world actually is and. This is probably a lot larger
than you actually imagined it to be. We can also run around our world
as this mannequin by going to world settings
and then go to game mode, override. Select this and then select
third person game mode. Now, if I press play. We have a little guy in this world. And if I use a WASC Tiki's, I can move
around and explore this world for myself. So this will be great
once we're going over blueprint programing and when we actually scale
the textures of the ground to our mannequin, to our character. Let's create our landscape
material, and to do so, we are going to use the textures
we already downloaded from mega scans. So if you have a download
of those textures, go back to the mega scans section
and see how to download them. But for now, I'm going to go to my stuff. Good on materials and a right click here. Got a material. And
I call this my landscape and I'm a double click to open this up. And drag a docket up here. Now I'm going to go grab those textures,
I'm going to go to mega scans surfaces. Clover patches grab these textures, specifically the albedo
normal and roughness. You might have more textures,
but you could just ignore those. Drag it into my landscape and drop it and kind of dropped it in to close there and that I'm going to go to dry
rocky ground. Grab these. Go to my landscape. Drop them and go back
to fresh harvest and grab these. If you don't know, I'm pressin shift
when I select them and to select multiple drag in. As I mentioned before,
you can think of landscape materials as a collection of many materials
in a larger material as a whole. So we have three main materials. We have grass there
and dead grass somewhere to organize this. Right now and create these
put these into materials of their own. And I can actually do so by. I got to keep organizing. Yeah, the thing about landscape materials
is they could get messy really quickly, but I could create many materials
by using the make material attributes. So now I'm going to plug
this into base color, plug this in a roughness
and plug this in a normal when I come back up here, right
click and click on make material attribute . Do the same base color roughness. Normal, come down here, do the same. Base color. Roughness and normal. Now we have three little mini materials, and the outputs of the material attribute
is immaterial in itself. So you might be wondering, wait, wherever
I go, I'll put this into here. There is no slot for just material. Well, we have to change
our material output. So to do so, I could just
click anywhere in my graph and then go to the details panel and check used material attribute. So now we have a new
little material attribute, and I could connect this up like this. Hit, apply, go back to first landscape. Go to my stuff or whatever
you or whatever, you save that material
to actually select my landscape. Go to details, actually
drag us into landscape material. And that is one of the downsides of using landscape materials
is that it can take a while to compile. So just keep that in mind. Now, if I go to Mode's,
go down a landscape and I click on paint. We have no paint layers. We need to add paint layers
within our landscape and tell our landscape
which materials will be those layers. So if I hop back into my landscape to do so, I'm going to use a landscape layer blend
note and drop this in. Now, it has no layers, so I can add layers by going into the details
panel and clicking on the add element. So I'm going to add three, one to three. I might name the first one. Grass. Keep everything is default. The second one as rocky dirt and the third one as dead grass. So now I'm going to hook in my grasp material to grasp layer dirt matir dirt material to dirt layer and dead grass material to dead grass , and take the output
of all three of these and drop this into my landscape and had apply and wait for it to compile. It might take a bit. So I just kept the head and ooh, scary. Our landscape has turned
completely pitch black, but on the target layers,
we have three layers. And the reason why our landscape is pitch black is because we don't have any layer
assigned to it as our base layer. So as our default layer to add a layer,
come over here and click on the plus icon and I click on wait
blended layer normal. Now it's going to ask you where you want
to store this landscape layer. I will just keep it as default
and it will create a new folder for me. So automatically it will organize
the layers for me and I'm going to hit OK. Now if we wait for it to compile. We can see we have grass
as our default layer. And if I go to rock there, add
a new layer, got a weight blended layer. Have I got a dead grass? The same thing. Click
plus click on white blended layer. Click OK, now if I select Rocky Dirt and if I hold on my left mouse button. Still have to wait for it to compile. And boom, we can now paint
on our landscape. Our different material airs so good paint our rocky dirt,
and we can also paint our dead grass. Right off the bat, I noticed two issues. Number one, there's not enough geometry
to actually paint my materials on, so we get some weird
stuttering effect. That's that's the actual pixels. And number two are skills of
our material are way too off. So to fix the first one,
I'm going to come up to manage, go to resize, change
section size from 63 by 63 to. 255 to 255 and change
resize mode to re sample this are just give us some more geometry to work with
while we're painting and have it apply. Nothing happened,
but if I now come back here and repaints some Iraqi dirt, all my landscape,
we now see a really nice. Smooth dirt to it
without that stuttering pixel in effect. And another thing is, especially now,
it's prevalent, if I zoom in, our texture of size is way too small. So to fix the texture size,
I'm going to go to my landscape. Come here. And a right click
and type in landscape. I could spell landscape cord's. And I'm going to add a multiply note
by Holy Dot M and left clicking as a shortcut, drag us in
and we're going to create a parameter to control the size. So I'm going hold on one and left click
to bring in a scalar parameter. I'm a right click
and click on convert to parameter. I'm going to call the size
and the default will be one for now. Drag this into be an hour, connect us up to all my materials, UVs. So we're going to get
a lot of noodles now. Just keep connecting these. And hit apply now
going back to my landscape. It's compiling right now when I go to where my material is located,
and I could do that by first. I'm going to get out of my landscape mode. I'm going to click on my landscape,
go down a landscape material and click on the magnifying glass
to actually jump to where my material is located in my contact browser.
And I'm going to right click on my material,
click on correct material instance. And I'm going to drag our material
and into my landscape material. So now, instead of the main material,
my landscape instance is being used. So I'm going to double click open this up. Don't talk. Go back to my landscape and
move this window to where I can see it. Click on size. And now I can control
the size within my actually. I can't control the size. Oh, no, it is working
just wasn't real time. So I'll just bring this down a bit to zero point five. That looks like a reasonable size. And now we have a kind of
decent landscape. So, again, the controls,
if I go to Mode's landscape and they go to paint, I can add layers. I can buy just hold out
left clicking to paint some more. If I hold down shift. I can delete those layers. So cut into them. Also, the bracket kids can decrease
or increase, just like in sculpting. And that's pretty much it. That's the very basics of landscape
correction and unreal. And all I see, this
landscape is pretty bad. No. One, we can notice
the texturing really bad. So we have some really bad
tiling effects right now. And if I look at my landscape from an angle, our landscape doesn't
feel like actual dirt or actual grass. It feels more like plastic. And there are ways to get around this. But that would be a tutorial
for another day since. Now we're going to move on to foliage. Before moving on to that,
I want to briefly talk about organizing our materials. So if I hop back into our material,
we can clearly see that it's divided into three sections,
into three mini materials. And I can make that clear
for myself and anyone else who is going to open up
this material in the future where these sections are by
just left mouse button holed and dragging over my materials,
actually dragging over my materials. And then if I hit the Saeki,
I will create a comet. Going to call this grass material. I misspelled it,
but whatever this is for demonstration. And now our collection of nodes right here are within a larger node
that can help us organize. So if I go down here, same
call this dirt material and down here to the same,
we call this that grass. So this is pretty helpful
for organization reasons. If you look at any of the materials
that are included within the starter content
or the BEGANTO total assets, you'll notice that almost all of them
have comments to just help the reader or whoever opens up his graph,
know where the general stuff is going on. And it's also just good
organization practice. And it's pleasing to the eye. Before we move on to foliage,
it's important to point out that landscapes are rarely made
within unreal engine. Normally landscapes are generated inside
another program like World Machiner, Gaia, that specialize in simulating
millions of years of erosion. And this landscape is then
imported into unreal engine as a hype map. And the only time I find myself using
the sculpting tools is when I'm trying to create
a stylized environment like Fortnite or I'm trying to touch up some areas
for gameplay purposes. So bottom line is, if you're looking
to create really realistic landscapes, I will look into fighting hyp maps online
or generating your own using other programs. So the fourth tool is pretty powerful,
but they're also also quirks to it, before we can begin with the false tool, we have to select what assets
we want to paint on our ground. And in our case, it's
going to be Garrus clomps underscore zero zero
that we downloaded from mega scans. So if you don't know
how to get these assets into unreal, just hop back in the sections,
go to the mega scan section and see how we download it and exported it
automatically into unreal. Now, I'm going to go
to Mode's and Rambo's. I'm going to click on foliage. As we can see, mega scans of smart enough
to automatically take our fuls messages and place them
within the foliage paint option. I can also, if you don't
see these messages and there you can just select all of these
and drag them into there. Now, if I press down with my mouse,
we can see we're able to now paint foliage and it automatically clumps
things together. So, again, just paint us
a bunch of foliage everywhere. And we can also change
the density of this foliage. So to change the density of the foliage. I'm going to click here, hold down, shift,
and make sure I have all of them collected
and now under density. I could increase this from 100 to 1000. So now. I get paid some ridiculously dense grass everywhere, and slowly over time,
I keep on painting. I'll probably get a really big slow
down, too. Unreal. But if we want to remove grass, it's just like pain
materials in our landscape. You want to hold down, shift and paint these away. That's pretty much all there is to forge. Probably the most important thing to know
is that you will only be editing the footage that you have active. And if you hover over these photos,
you'll see these check marks. These indicate that the fault is active. So if I uncheck this. Now, if I try to go in with my paintbrush, actually, I actually can't go in my paint
brush because I've been selected. I'm only going to select one of these. So if I go in with my
paintbrush and hold on shift. I will only be deleting the foliage that was selected here. But if I select all of these
now, activate all these people downshift,
I'll be deleting everything. So just keep it. So just keep that in mind that you can
actually just paint in individual foliage. So if you, let's say,
paint in a bunch of grass and you realize you want to delete that
grass, but there's also some flowers you have painting down beforehand
that you want to keep there. Don't worry. All you have to do is activate your grass
and make sure everything else is deactivated. And now you get Covid your press shift and
only delete that specific foliage brush. So if you want to know more about foliage, we're going to be using the force tool
a lot for our last landscape. So just skip to there
or wait for that section to come up. But for now, let's go and move in. Blueprints. Blueprints. They are the most powerful tool
of unreal engine since they allow us to program
entire video games without a single line of code.
And not only is it easier, but in my opinion, it's
faster than traditional coding. So it's a very important, though, that if you've been following
along this tutorial up to this point, that you know everything you need to know
to complete our final landscape. So if you're not interested in blueprints,
you can skip this section. But I highly recommend
you still learn blueprints if you don't plan on creating a game,
because we can use blueprints to create tools for use
within the unreal engine workflow. And I have another senatorial. The link should be somewhere right here that goes over how you can use blueprints
to create tools for unreal. Now, with all that being said, let's
do a brief introduction into blueprints. So let's open up a blueprint,
and the first blueprint we're going to open is the third person
Manakin group blueprint. So if I go to content, third person BP, then go into blueprints,
you'll see third person character. If you don't see this,
they come up to add new. Our future content
pack and then click on third person. So if we open up our character. Doc, this right here, we can see all the graphs and notes
that make up our character. So all the logic we have
for this third person character here. Oh, I'm falling. Going to play. I was moving forward
backwards, left, right. Panning the camera and jumping. All that logic is being driven
just within here. And we can add our own logic right now
by adding in new notes. But before we had our own notes,
I noticed an issue that when we pressed play, my players
just falling through the world. This is because we have yet
to set up a player start location. So it just picks location zero zero
as our player starting point. We can add in a player start location by going into our place actors. And type in a player starts and I Jackson. And if I go back to third person character in press play, we will start
where we want it right here. So Node's work on an event system,
so something will happen in the overworld or the player will press a keyboard
and then an event will then shoot out information and everything
within that event line will be called . So, for example, when I'm jumping,
if I go down a jump, you can see that when the player presses
jump, which in this case is spacebar, the press node will send out a signal
and the signal will tell the character to jump. And then when it's released,
another signal will be sent out and it will tell
the player to stop jumping. So we can actually set up our own event
by coming down here. And I forgot to mention controls
are the exact same as the material. So zoom in. Zoom out. Middle mouse button. Right click to bring up a search bar
for all the nodes and you can pan with left mouse button. Some are right click
and type in keyboard F for a keyboard AVF. And now whenever I press F, a signal
will be shot out from the pressed portion and we can check this
by dragging this out. And now typing in print string. And we could put out our message,
I want to say hello from blueprint's exclamation points, click bio,
go back to first landscape play. And now if I press F, you know, nose on top left, there we get a hello
from blueprint's print screen. So that's how you set up an event. So right now, our event is pretty boring,
and so what we will do now is add a rag doll effect. So when we press F, the physics
of our players body will take over and we'll see the player pretty much drop
dead and have a ragdoll effect going on. Well, we can do that by first leaving this dragging on a new line
and type in and set collision enabled and choose a mesh. And within this dropdown, I'm going to set collision
enabled query and physics. So what has happened is that when you press F
collision will be enabled on the mesh. And if you don't know what the message is,
if we go to our viewport, the mesh is our actual character. And we know that the meshes are character,
because if we go over to the components, which is which is basically the blueprints world outliner, we have a mesh
also highlighted, also selected. So going back into that graph,
I can drag out another line and I want to set
simulate physics. On the mesh. And then I want to drag out another line and do set physics Belén weights. Also on the mesh. I want to check this and click one. You don't really need to know
what is happening right here. All you need to know
is that we're disabling the player's input and then we're going to have the physics
of the actual character body drive, what our character is doing. So if I hit, compile and press play now. If I just walk around due
to do to do our players minding his own business and also an F. Rest in peace. So, again, if I press play. And the characters walk around
and pressive F on a technical level, will deactivate
the player's movements and have the physics of the player's
bones take control. So walk around and then jump in person f. And he falls down
as some nice rag doll to him. So let's add in an obstacle
that will actually activate the death of the character. And this gets into
blueprint's communication. So first, I'm going to create a blueprint
and we could create blueprints by. Right, clicking on the graph,
clicking on Blueprint class. And then I'm going to select actor. Now I'm going to call this obstacle. Double click to go inside of it. And this will open up
our blueprint viewport. What I want to add is a static mesh
obstacle, and I know which one I want. I'm going to go first
landscape in example's. Then we're going to go to like bounce mesures and cylinder. This will make for a good obstacle. I'm going to drag this up. And drag it in a year and hover
over a default seam route and make that a child
of the default state route. Here we go, so now we have a nice obstacle
in there, I'm going to actually shrink this on the X
and Y axis to make it much sharper. And then I'm going to add
in a collision to it, so I'm going to come up here
to add components and type in collision. And I want a capsule collision,
so I'm going to select this. And now with the capsule collision
selected, I'm going to bring this up and scale this up. That's how it goes a bit. Over our main mesh
and scalars in the Z axis. Shall I get this a line right
and maybe scale this a bit back? So what I want to happen is that whenever the player comes
into contact with this capsule collision, I want this capsule closer to then
tell the player, hey, you're now dead and we can do this by with the capsule
collision selected, going down into details and clicking on
on component began overlap. Now we have a big an overlap event that will be called
whenever an object hits that collision. But we have an issue, and that is
even if a bird flies into a collision or a or grass hits the collision,
this event will always be called. So we want a way to check that. We will only call all the logic
of this event when the player is hit. So to do that, I will drag out
another actor and I will go cast to third person character. So now this will only execute when a third
person character heads to collision. And this also gets out of benefit
of getting a reference to that third person character. So now we have access to all that
character's variables and events. So if I drag out,
I can just call an event. And we have one big glaring issue,
and that is we mapped the character's death to the event of F, and
we can't really call the keyboard event. We have to create a new event
and map that logic to it. So I'm going to a third person character
right click type in custom events, and I'm going to name this death. I'm going to plug death
into SEC collision enabled. And hit, compile. So now, whenever death is called, all this
logic will also be called just like AFH. So I go to obstacle. I'm going to call the death of events. Nice. So this is
very basic bluebear communication. So now we have two separate
blueprint objects that are able to communicate
with each other. I'm going go back to my blueprint
where that is located. By clicking on the magnifying glass,
I can hop to where that blueprint is located in the content browser
and not have to arduously search for it. So there drag this out and. Press play. If my character
walks up to this obstacle, boom, he gets hit, and
I didn't even have to press F so again, casually walking, he's not looking around
outside of this obstacle, comes in, comes in his way and hit. So this isn't really much of an obstacle if the obstacle isn't moving around,
so let's add a spin to our pipe. So if I jump back into the obstacle, we can do this by using the event tech. If you don't see the event, take care. You can right click
and type an event tech. But the event tech is already included
within our blueprints by default. So what advantage does
is that on every frame your game runs, this event will shoot out information. So if you have a print, let's go out of print string and let's just keep asking. Hello. If I press play now, every single frame that our game runs hollow is being ran. And this is good because now
we can have a constant spin to our object. We can add spin by
dragging out from events. A delete print stream
dragging out from a bentek typing at local rotation. And now we have Delta rotation
with a bunch of scalar values. I want this to rotate
five degrees on the X axis every event. OK, we can see that on every frame. Our object will rotate
itself five degrees. So this is great. But there's only one issue, and that is
our object is frame independent. So if we're running this
on a slow computer, then our obstacle
will be running really slow. If we run this on a faster computer or off
school will be spinning super fast. And that's not good gameplay. We want our game to run the same on
every single machine. And there is a way to fix us
by using Delta seconds. So what Delta SARS-CoV-2 will do is it
will convert our five degrees every frame to five degrees every seconds. To do that, we need to
multiply this by five. So we can just drag this out
and type and multiply. So float times float. If you don't know what a float is, a float
is a value that also contains decimals. So it's like one point one,
two, point three. All of that. And I must send us to five. Now I'm going to connect this into my X
and we can't do that. Now, we could change Delta rotation
to scalar values by. Right, clicking on this on this input. And clicking on Sput struck Penn. Now we can drag us into X. So ideally are obstacles to rotate five degrees every second. So now for play. And yeah, that's five degrees
every second or really slow. And we have the ability within our game
to increase that. So let's go. Three hundred and sixty
degrees every second. So one spin per second. Now, we got it pretty fast. One 1000 to 2000. Looks like it's working. So now I can just place around my level and create a really quick, awesome
obstacle course. So I don't want my player
starting in the middle office, of course. She can move this around. Skill this one up. Back on another one, rotate this around. Another one, rotators and another one. Rotate this summer, press play now. There it is. And we have a pretty wacky
obstacle course. But there's an issue
and there is no variation to it. We can tell that this is just going on one
rotation per second, and that's boring. But there is a way
to make each of these obstacles. So each instance of this
awesome of this obstacle blueprint spin a different way. And we could do that
using variables and instances. Just like materials, so just to get that one thing out of the way,
all of these obstacles are instances. So each of these obstacles
can contain their own variables. So if we go back to obstacle,
I can create a variable by going down here to honor my blueprints
and or my variables. Click on the plus icon
and we just create a new variable. Let's call this speed. Now under speed, it's at the Boulianne
That's true or false by default? I'm going to change this to a float. And hit, compile. So now I can change his default speed
and let's have the default speed be one hundred and eighty degrees per second. So now I can drag speed into my graph. I will select get. And I can drag this into my Delta seconds. So now if I can pile,
press, save and play. We can see and nothing changed,
and that's because we need a change. Are obstacles within the level, Ed? So go back here, click on this,
and we will not see an option to adjust our speed. That's
because we need to tell our blueprint. Hey, speech should be editable
on all of our instances. So we need to check instance
edible and expose on spawn within the speed details now
and compile save. Go back to my level. We can see that. We can adjust the speed here. So let's make the first one 180 degrees. Let's make this one 360. Make this war and 90. Twenty five degrees a second. And finally, the last one,
let's make this. I don't know something ridiculous. Seven hundred and twenty degrees a second. So now when I press play. We have different variation
for all of our obstacles. So now this is an actual course
and this is actually gameplay so I can try to go through this obstacle
course to make the other side so. And that did not work out well. But bottom line is, we have an obstacle
course and is working. So let's actually create
a goal for our player and let's have that goal
be a golden statue. So once he crosses
or she crosses the obstacle course, there will be a golden statue
waiting for them to pick up. So I want to go to start a content. Props and then statue dragged out in a scale this up. Go back to star content materials and let's use gold dragged out of that. There you go. Let's also
make the base gold. So a really nice trophy for our character
and let's have it where? Wherever the character gets close. To the statue, a screen will appear
telling the player, hey, you won the game, congratulations. To achieve that,
we need to create a user interface. So in Unreal, I'm
going to go back to third person BP folder in unreal user interfaces are called widgets that are right click
the user interface. I will collect. I will create a widget blueprint. And I'm going to name this you windscreen. I'm a double click on it, go into it, and now we have the widget editor,
I'm not going to go over the controls. That's a tutorial for another day. But what I will do is go to text,
drag a text into the center. Let's go and. Change this text to you when exclamation point, exclamation
point, exclamation points. And I will increase
the size of this Sonder font size Sergius, I don't know, 110. So now we have a new windscreen. That can pop up whenever
the player interacts with the statue. Take a pile, go back here. And this entire time, we've been editing
blueprints within blueprint objects. But one thing that will actually blow
your mind is that our entire level is actually a blueprint in itself. And we can edit this level blueprint
by going up here to blueprints and selecting open level blueprint. So this is the level blueprint
we have right now and. This is here by default,
I'm just got to leave it there if I go back to first landscape. I will add in a trigger volume. So box trigger and
I was around my box trigger to the statue right there. Skilled up like cop the statue. And I want this box trigger
so whenever the player enters this box to display that, you win screen. So to do that, I want to make sure
my box is selected. Go into first landscape. Right click and it's right
click is context sensitive. I can come down at event for trigger
box one, go to collision and I click on add on actor began overlap. So now this box will activate
whenever an actor is inside this box. And again, we've explained this will activate
whenever there is a bird or whenever it comes in contact with like a bug
or just any actor, even an obstacle. This will trigger. So we want to explicitly point out, hey,
I only want you to trigger these logic when the player is in contact
and we'll do the exact same thing we did with the obstacle
that is drag out cast to player that to third person character. And there we go. So now we're just going to check that
it's the player. So now I'm going to drag off of this
and go create widgets. Must select the U.N. screen widget. Drag out from here, but gone at Viewport
so our player can actually see it. And now if you play our game and go through and complete our obstacle,
there's a bug right now. And that is I could just go around
the obstacle course. We'll get a U.N. screen, so congrats. We just made the most basic
bad game possible. And that's Blueprint's in a nutshell. Well, congratulations,
somehow you're about to listen to me for about two hours and 30 minutes right
now, I'm guessing. And now it is finally time
to create our final landscape. So we're going to take everything
we've learned and apply it to a beautiful photo, realistic scene,
only using three assets by epic games. So there's going to be pretty cool. And before we can jump into that, let's first create an entirely new project
that will just be our creek. So you want to exit out of our
original project we've been working on? So it's a brand new project, I'm
going to go to games and then I want to select
the third person to play because I want this little guy right here
as a human reference to see how big our objects
and our landscape are within our level. I'm going to hit next and make sure you select a place
where you have easy access to. I'm just going to save it
to my desktop again and then leave everything as default. And I'm not going to use
any of the starter contents. So select no starter content. And I'm going to give this a name
correct landscape because I'm very creative
and hit Korei Project. Now, Craig Landscape folder was created
right here and it should load. So this is what you should see
once you open up unreal with a third person template. And we have a cool map right here
and a little guy, we get control, walk around, jump and just do
all the good stuff with some hit X. And down here in the content browser,
if I click on this icon here, I can see all my folders. And Unruled generated already
a bunch of folders that contains assets
to actually create this map here. And in my opinion,
this is kind of annoying. I want just my own folders
in the content location. So what I would do is I'm going to click
on geometry, hold down control, click on a mannequin
and third person PvP and drag this and move them into the third person folder
just to hide them. I would move here. And if you notice,
that didn't really work, we still have the geometry folder,
and if I hit delete and click on the key, we say, are you sure
you want to delete these assets? And they come with one meter cube
and a template flaw. And the classes object re director. I'm not going to go over what directors are right now, since
all he knows you ever get this issue. You could cancel. Right. Click on your content folder
and I click on fix up, read directors and folder. Now if we delay geometry. We won't get that issue. So let's create our creek map. I'm going to go to contents. Right click new folder,
and I'm going to call this maps. Now I'm going to go right
click and click on new level. And we're going to be creating
this level from scratch. That's all you could see, the entire
lighting process. And I'm going to call this creek,
double click on it. Safe, selected and blankness. Darkness. Nothing is here. Let's start by adding a sky. Some go to play soccer
type in sky atmosphere. Drag that in and then I'm going
to go out of that and type in directional light. Dragged out in and out to see our sky
and the directional light, I'm going to come down a light. Click on the arrow to show advance options
and I click on atmosphere slash fog, sunlight. Now we get a nice light and we still have a dark void
in the horizon, so I'm going to go at an exponential height,
fog to hide that and drag that in. And now our sky is pretty much done. What I want to do
now is import my landscape. So again, if you don't remember,
landscapes aren't made in unreal. They're made in other programs
like World Machine or Gaia. So I made the current landscape
we're about to use in Gaia. And that landscape is located
in our beginner assets folder. And it's this one right here, Kurichi Map. And if we double click on it,
we can see the high map for our landscape. Sorry, X. Go back into unreal. And to get a height map
in, what you have to do is go to Mode's landscape and is set up, create new we want to select import from file
and keep everything default. So if you have us separate. So if you have different values,
just change them to the values I have right now. And for the map file
and let's select on the three dots and navigate to desktop beginner assets
and select creek height map dot pinscher. Some I select that. And now I'm going to click on import
to get that head map in and immediately will notice
that this map is just surrounded by fog, a lot of fog, and I don't want this
I want this landscape to be kind of clear. So I'm not using I'm
going to get out of landscape mode by clicking on select what I just did. There was hold down shift
and one as a shortcut to get out of landscape mode and drag my landscape
up to just get it outside of the fog. And now we have a
much clearer view of our landscape, and the only issue now
is that if I zoom in, we can see our shadows are pitch black
and we don't want that. We can get rid of that by using a skylight to illuminate those shadows
and give it a bluish tint from the sky. So place actor type skylights
and drag that in. Now our shadows look a lot more realistic. OK, so I notice unreal Asain
lighting needs to be rebuilt here, and that is because our lights
aren't set to mobile. So I want these lights to be mobile because again, I'm
lighting a dynamic scene since I want to move the sun around
and not have to worry about rebuilding each time to do so, I'm
going to select all my light. So much to start with the skylights
and click on movable. And then I'm going to select
the directional light, click on movable. And now that warning went away. And we know that our landscape, our world, it has complete
dynamic lighting to it. So in terms of light in what we just did is that we added in a atmosphere
and that we added in a directional light to act as the sun
and then to make sure our shadows aren't pitch black, we added in a skylight
just to capture the color of our atmosphere
and projected onto those shadows. And then we set all those movable. And that was pretty much it. That's our lighting for forseen. So besides a couple of changes here,
there are lighting is done. And that's why I love Unreal Engine. We could get really
realistic results fast. So now I actually want to see what the scale of my landscape
is in relations to a person. So that's why I imported
the third person character. So I'm going to a third person
that a mannequin they go to a character mesh and S.K underscore score mannequin. I'm just going to drag this somewhere and. Immediately will notice our landscape is out of size. This is a this is definitely
not a small creek. This is more like a. Canyon. So what I will do
is I'm going to decrease this, so I'm a selected
go to scale and make this 10. By 10 and also on the Z axis, I'm going to make this scale 10 to now,
I'm going to press F to snap to it and. Now, if I drag in my character. All right, we can see
a much more realistic scale, and this now looks correct. Now I think it's time to import some of the downloaded assets
to be used within this creek landscape. So to do that, I'm going to go into. Begetter assets. Remember, we downloaded
this from Gumm Road, and then we're going to click on introd
on Real Project and open this up and we're going to do the same process
that we did and the texturing section. So we're going to select some assets
and hit migrate. So with this open now going to go show
my folder's, I'm going to go right click on Greek assets
and then go to migrate. Click OK. And then navigate to desktop and then wherever you saved your projects,
okereke, landscape. They go to content and hit select folder. Now, if it says that's OK, now I'm going to go xsara this and open
my Kreig Landscape Project back up. And if we go into content, we could see
Creek Assets is already there and looks like all my materials are correct
and mesures textures. There we go. We're going to use all these assets
to start creating our landscape right now. So included within the creek assets
is a really powerful, multifunctional landscape tool, specifically designed
to be used with mega scan materials. So if I go to materials and I can see that I have m underscore auto landscape
and if I double click this. We can actually open
up the material and it's. It looks complicated right now. Honestly, it's. Yeah, it's very complicated, but you don't even know
what's going on at all within here since I was able to create this
and make it into a nice material instance. That's highly customizable and also has
all the correct values set up right now, so we don't have to go through the boring
task of scaling and color Tenten. I hit X and I'm going
to apply this to my material. So I'm going to come out
and now take the auto landscape. So am I on a score auto landscape, on a score creek
and drag this on a landscape material? Again, we should just get pitch black
because we need to add a layer. Some are going to Mode's
landscape paint and then paint. I want to add the first layer. So material blend right here. This first layer hit on the plus icon and I click
on wait blended layer normal. And just leave it there is fine. Click OK. And wait for Schrader's to compile,
and there we have it. And right now, this is looking pretty bad. So this brushes pretty big right now,
so I want to decrease the relief racket. And what is special about this
landscape material I made is that it is an auto scattering landscape
or a auto slope, so it automatically textures the landscape
based on the slope of the landscape. So you can see whether
it's steeper. We get a cliff. Or I mean, that's
supposed to be a cleft texture. And then when it's not steep,
when it's just flat, we get our grass. And also, you know that automatically
we have grass populating this landscape. That's a cool, neat feature
where in the material you could set a material to have assets
being populated on top of it. That's how you don't have to go through
and add in all the assets manually. But right now, this is looking really bad
because I made us to be used with mega scan materials, not just these default
test materials I was using right here. So we're going to go into mega scans
right now and download some materials to be used for this. So in bridge, the materials
I'm going to be using is grass uncut. So I already have this download
as I click on this icon here to export it. And then I'm going to use grass dried for my dirt expert
that then for my cliff material. I'm going to use rough rock wall. And I'm also going to use a grassed ride. And a gravel on soil. So the way this landscape
material is set up is that the first material material,
a, this is our cliffe material. And that material B is our grasp material
and material C is our dirt material. So the dirt material is basically
I don't know, maybe you can see right now, but it's the blending material that's in
between the grass and the rock slopes. And then we have material and material e,
which will just be some extra paint layers. That's how we can paint the gravel
on the bottom of the creek here to just give it a nice water effect. So what I will do is open up my material and start placing my mega
scan textures into my material. So I'm going to drag this out here,
try to get it at a good angle. Stretch it out. At first,
let's add in our Clift's. So under surfaces,
I might go to rough rock wall or. Yeah, rough rock wall
and to drag out albedo into my color section, normal and roughness. And immediately we're noticing a change. Our texture, our material is starting
to look a lot nicer. That's because megastar materials
are absolutely amazing, since those are real materials
they scan in real life. So that's how, you know,
they're physically accurate. And then I'm going to go to surfaces
and let's use grass. So grass on cut. Dragged out here. There. Here. That I'm going to go back
to surfaces and let's go. I said grass. OK, yeah, for my dirt, I use grass dried two by two. So drag it there. Struck by normal into this one
and drag my roughness out here. Double check again. OK. And then for material,
that's going to be our gravell, because that's going to be
the essentially the lake bed actually for the Stones
and Stoya. And roughness. You know that and finally here,
I'm going to use this grass dry, so grass dry, it underscores
zero zero albedo normal and. Roughness. So everything is looking
correct right now, so I'm going to go save this and exit out. Before we continue on this landscape and I explain some other tools
this landscape comes with, I'm actually going to get out of here
and I notice everything is overexposed. Everything is too bright. So what we're going to do
is use a post-process volume to type in post drag it in. First thing I do
is enable infinite extend bounds. So you don't have to be in that
post-process volume to make it work. And then I'm going to come up to exposure. Good women brightness max brightnesses set these both two, not 12, one and one. OK, so now our landscape is starting to look really nice and really realistic,
thanks to mega scans. And let's actually go over
what is included within this material. But first, let's go add
some material layers, some exit out that kind of modes, go to landscapes. And within here, I'm just going to
fill out all these material layers. So clicking on the plus icon. Wait, Valetta, layer it, OK. Plus it, OK. Plus it, OK, plus normal rock. Plus, wait, blood layer, normal hit, OK, and for Folies Remover, very important
when you click the plus, do not click and I repeat, do not click , wait Bleaney layer
normal click on non weight blood layer. So this is the only time you would click
the second option and hit OK. And I'm going to
go save everything, so save all. Now I can go in and override
some materials, so let's say, hey, I don't want this to be grass right here,
I want this to be my stone, I could just click on the stone
and paid stone again. It's going to compile each time
you paint in a new layer to a section. Or I can pay dirt somewhere. I have access to my gravel. And my dad grass. And these materials are flooded
really nicely with each other. Some here control C, control C, control Z. And finally, that brings us
to the Folies Remover. So if I select this and let's just
go over to an area and if I paint down. I can remove the foliage that is there,
so again, sometimes a lot of people, they could find this automatic foliage
spawning and being annoying. So this just gives us an extra
level of control so I can paint away. And then if I want to bring back
the foliage, I can hold down shift to bring back the foliage
where that falls remover. So I will get out of patent mode right now
and go over what the material actually entails
or just a bit of what the material has. I'm going to double click
and read that said. And alternatively to the falls remover, if you ever just want
to get rid of all the foliage entirely. You can come down here and have the option right here. Xena's underscore
foliage material affords people. Just make sure all of these are unchecked
and nothing will spawn on your material. Also, if we go through here, we see that
there are five different materials here. We have A, B, C, D and E. And they all share the same property. So initially go through it. You might be overwhelmed,
but just know a lot of these properties are duplicated for
material specific reasons. In terms of what each
property actually does or why I did it and the reasoning behind them,
I will save that for another tutorial. Since then, there will be an extra
three hours long. So I'm making a secretive
landscaping tutorial. So if that's out right
now, top right hand corner, you should be able to clicks up there. But for now, everything is looking good. Everything is set up in my material. And I encourage you to use this material
in other scenarios so you could use this for a desert environment
or snow environment. All you have to do is just switch out
the material textures here. And remember, they're specifically
made for mega scans. So make sure you using it
with those assets or if you want if you have a color, texture or a normal
and a roughness texture, you can use your own textures
or other textures you found online. So I'm going to go back to Creak
and get out of there. And now let's bring in
some more assets into our sea. Also, if you do not like the current grass static measures that are spawning
right here, you can always go to a content creek, assets, materials,
and then go to L.G., underscore B. And you can actually switch out
the static measures that are spawning here, so if you have
another static message or another grass. Object that you want to use. Feel free to just drag it out
and replace the current grass objects. Now what I want to do
is add in the actual creek, so let's get some water
and fill up this area for a day that I'm going to move
this guy so he doesn't drown. Right here and remember, this is a shortcut
all the way back three hours ago. If you hover a static measure in the air
and click on the end key, they will snap down. So you don't have to. Really go in there
and try to fine tune it. So the water is allocated
and creek assets, mesures and esim underscore water plane. Drag us up and make sure my rotation right now is set to snapping. So with this water plane,
I can rotate this 90 degrees and then I want to increase
the scale of it. That's how it encompasses
pretty much my entire map. Again, a short reminder, W four remove E for rotation
and are for scaling. So now I'm going to
try to read my watered down. Like this and. Right, there's pretty good. Now, what I will do is come in here. Go click on the landscape. Go to Mode's. Landscape. Paint. And I'm going to bring my strength to one and I will select material,
which was my gravell, which was my Gravell tecture,
I just had a voice crack and then I'm going
to increase the brush size. I just go in here
and make sure the gravel. Is in the area of the water
since, as we all know. Grass doesn't grow in water. What we would see
is a little gravel texture within it. Just keep painting. Trying to get everything
or at least the main ones. OK, nice, so now we have a nice gravel texture that represents
what our waterbed is. And it's also. Actually, I'm gonna
go increase this a bit more. That's how the water is going around
this little area. So I'm going to select the water
and it's important to know that sometimes. You can't select the water, you're like,
why can't I select it? If you can never select,
if there's anything a moment where you can't select the water
or you can't select a glass object. Make sure you hit T. So that will turn on the ability
to select transparent objects. So you have that turned off.
So I just press t. And I can select my water again
and bring that up just a bit. There we go. And I'm going to go
have to repaint here. Oops. It's shifty as a shortcut
to immediately go into landscape mode. OK, so now if I go shift
one back to selects like my water age immediately without even knowing,
like you can just assume that there would be water here
and we had control to bring back that if this was an actual level,
it would be pretty apparent that this landscape
is literally just floating in a void. So we can actually give the illusion of it not floating in the void
and being a part of a larger system by adding a background mesh and also
artificially expanding out this landscape. So real quickly, what I'm going to do
is it shift two to again, go into landscape mode and hit select under manage
and just drag out to actually add and drag out some more
components for a landscape. Just to give it a little bit more. Area to work with. But delete that one right there. And I'm going to sculpt smooth,
and if if something's bothering you on this landscape, you can always go in
and smooth out details. So if these lines,
these detail lines are bothering you, you could just go over the smooth brush
and take that away. Or you can fine tune this
to your own lichens. OK, there we go. Now we have shift one to get out of that. And now let's add in the background mesh. So under creek asset mesures,
you want some underscore background land and drag it in and are meshes. That's not big enough. So I'm going to go to scale
and type in twenty five by twenty five by twenty five. And I'm going, hey, controls you
to demonstrate something right now. Instead of clicking each one individually and typing
twenty five, I kind of hit this little lock icon and that had twenty five
and it will automatically put 25 and all of them. So that's a shortcut and bring this down. Maybe angle everything in a way where. I want to increase my camera speed. And then positioned this landscape. So like. Hmm. Right here. I bring it up a bit. Fly back in and see what it looks like
when I'm in the landscape and. Decrease camera speed again. OK, and that was pretty good. So from this angle. And bring us up. It really does give the illusion of this landscape
not just being a floating island in space, but actually being a part of a
larger ecosystem as a whole. Before we out in the mountains,
I just want to point out a really cool shortcut or thing you can do
in the viewport if you hold down control one and fly away from that location,
if you hit one, that set a viewport. Bookmark and this works for all of the control, no,
so if I go over here, I do control to add that if I go up here control three,
I got one, two and three. That's just a cool, quick way
to navigate your world. So now I think it's time
to redo the mountain. So I'm drag is mounted in it and already
it's pretty big, but it's not big enough. So I'm going to make this one hundred
and twenty five. Scale. Then I click on F snapped them on just to bring it out quickly
and I'm going to make camera speed eight. I'm going to drag
them out and really far out. And one to go back,
I see I see what it looks like, and I'm going to rotate this. OK. That's right. That looks nice. Also, keep in mind, in real life, mountains are rarely just by themselves,
they're always a part of a chain. So I'm going to add more mountains
next to that one. Different angle. Control. On a scale this one down and rotate that one. Like that. She wrote this, and I make this one. Fairly large. She scale this one down
to skillet it out. OK, there we go. I mean, I could be fiddling
with these all day, but I should probably go quicker right now
because this is a story. So at this point, editorial,
all the technical stuff is out of the way. Now that what is left is going through
mega scans, finding objects I like and bringing them into unreal
and just playing with them. So it might be born on your end,
just watching me place objects. But I highly encourage
you not to follow me directly, but to create your own scene,
take in different objects, placed objects in different areas,
and really make the art your own. The best analogy I could think of is this
is just like playing with Legos as a kid. We could find cool new pieces
and we could put them together and create something new. So back in, unreal. All right, really quickly,
in case you forgot, the way you duplicate a static mesh
is that you hold down alt and with the move gizmo,
you drag out one of the arrows. So that is how you can duplicate an object
if you forgot that someone hit delete. So now let's actually create a house
and bring in some modular assets. So I'm going to go use these evil modular wall assets. And the Lego analogy is really strong,
is really strong here, since these assets are largely created to be snapped together
and create something of a larger hole. So these are just pieces
that we're going to place together. So I'm going to export this one. That one. That's one. That
one, that one and the roof. Obviously, if there are any other pieces
I want right now. Actually, I want this worn wooden beam, one Simon expert, that one to. And we just export a lot of assets,
so it will probably take a while for Unreal to pass through everything. OK, so I skipped ahead to where
everything is important, and I'm going to click on
Save All and Save Selected. And before we move on, I just. Oh, OK, my camera was set to speed at hour redesign
a three one to snap back to my location. So before I move on, I just want to play
with the lighting a bit and also try to fine tune that reflection. So right now, we actually don't have
a reflection capture. So if we start placing it in reflective
objects, they'll look really weird. So I'm just going to drag in a reflection
captures a spare reflection capture. Bring that in and then I'm going to hit the arrow next to build and then click
on Build Reflection, Capture. And then I'm going to go play
with the lighting of my son. So this is a really neat trick. If you hold down control
and then hold out l, we get a new gizmo and still win control
and L held down. We can now rotate our son so we don't have
to go and find our sun in our world. We could just rotate it wherever. And it's actually easier to rotate
than the rotation gizmo. So I was find a. Right there, that looks like
a good location. And another thing I would do is add
in a plainer reflection, because remember, plainer reflections are really good
for flat surfaces, so mirrors and water. So and played a reflection
and we got an arrow. It says Claytor reflection requires global Klip plane
project settings enabled to work properly. So this is actually going to take a while. But what I'm going to do
is go to settings, project settings, type and planner. So support global Klip plane for planner
reflections and click. Yes. Now it's going to ask me
if I want to restart. I'm a click restart now. If you don't want to, that's fine, because this will probably
take like 30 minutes uploading. But it's just something good that can really take our reflections
to the next level. So I'm going to click restart now. And I will get back to you in 30 minutes. OK, I take that back, that was 30 minutes,
that was five minutes. So it really depends on
how many assets you have in content. So if you have a lot of assets, it will take a lot longer
for everything to compile. But now we have a or reflection
within within our level. So I'm going to go scale this up
so that it encompasses the entire visibility
of my water. So like that. And now we get this weird. Reflection going on. This is not what the player would see
in game if I press play that we could see that it's
a really nice plane, a reflection. So this I have it selected. So this weird mirror thing right now
is actually a preview of what the reflection is.
So not the actual reflection. We could turn this on in details
and go down to show preview plane and unselect that. So now we have really physically accurate
reflections on our water. Let's take all the mega assets we just downloaded, all the Modula
medieval assets and put them together piece by piece to create a house
just like Legos. And the way we will do it
is I want a house right here. Or I'll first build it over here
and then I'll move it there, because this area is flatter,
so might be easier. And under Mega Scates 3D assets, we can see that each of our assets
are contained within their own folder. So there's one here's one,
there's another one. And this could be a hassle.
So whatever we we want to grab an asset. We have to navigate
to the folder, grab it out, and then we have to go and navigate
to another folder and drag that out. But there is a way to show
all the static meshes at once without having to go into each folder. And that's with filters. So I'm going to click on filters here
that I'm going to select static mesh. Now, nothing happened,
but if I select three D assets, it will show me all the static messages
that are under through the assets. And if I select content, it will show me all the static messages
within our project. So I go back to three assets,
and now I have a really quick and easy way to select three assets without having to
navigate the folder system. Now I will take these assets and kind of snap them together
and create a larger house. So I'm going to move the store
and I want to make sure that my rotation snapping is on snap this. Nineteen ninety degrees said
that I'm going to take this piece. And move it, that's
how it's kind of connected to the door there, and here's a really neat trick that I do often, is that
you can actually kind of mirror an object. So I want this side with the actual
what it beam to be on that side. And one way I could do
that is to go into scaling with our at all the X axis drag, drag, drag,
and then keep dragging until it flips. And now I could connect it to the door. So that's unique tip if you have an ace. A symmetric static mess,
and you want to kind of flip it around and move it to either side. And I don't move this down
and this one also down to it. OK, now what I want is a roof, just so I can know
the approximate width of this house. I'm a drag in my roof. Rotate this one around and bring it up. Put an end to it. And we can see this gap right here,
this is why I wanted the war and what it became. So that's why that's how I can fill
in that gap there. I kind of have the roof
be extruded outwards a bit. OK. Scale this one out, that's how it encompasses
the entirety of the roof. OK, there we go. And that's looking nice right now, so I'm going to select both of these
and move them up. Just so that we could get some of the wood
at the top of showing. And now another thing I will do is add in this kind of window boarded up
window looking piece. I'm going to connect up here
and we can see that our scales are off. So what I will do
is scale this down a bunch on the X axis and try to now
get it into the corner. Go back to this pace
and scale this one down. That's how they. Don't really intersect that much. There we go. I'll bring this one down. Now I will take this corner
piece, drag it in there rotators and try to connect it up here. And again, this corner piece is also a bit too large scale on the Y axis. Bring this one down. OK, there we go,
and we have the front of her house stud. Now I will work on the size of this house. So going over here,
I want to use two of these pieces. Ragnarsson. Kind of maneuver it there. Bring it down. And hold down alt and drag out
another one of those pieces. No, actually, that's too repetitive, so I'm going to try another piece,
this one right here. So that's one theme in modular buildings,
is that you want to try to hide anything repetitive
because that could break realism. OK. This looks nice, and one thing we can do
is that we can take these wooden beams and kind of create our own structures
to blend in with this. Static mesh, so something like that. So from a distance, you want to know that that's
just another static mesh sticking out. So that's a whole dalts. I'm going to add another one and slightly in the middle there,
but a bit off center. Hold down altogether again, drag
this one out and rotate this 90 degrees. Bring it up a bit. Scale this. Right. That's. OK, nice, and to actually get a feeling of what the length of this house should be. There's one issue, and that is the mega
scan's didn't come with a roof asset to actually go over
and connect the roof like that. So what I did was
I create my own roof asset. So when I click our content again
with the static mesh filter selected. And then I added in a roof module's,
I'm going to drag this one in and we don't have a material for that,
we'll fix that in a bit. Rotate this 90 degrees. And try to connect these up. Somebody like. This. Okay, there we go, that's looking nice
and the scale looks correct, but what I can do is just scale
this on the X axis a bit. OK. Yeah. Just to give us some leeway. So now I'm going to find a nice material that will help blend in this roof with the front of the roof right here. So if I go back in a bridge, I already
found one, and it's called Slate Wood. Old roof two by two am. And since I already have download it,
I'm going to click on the export button. So let's go find our new roof material,
and if I go in there surfaces and I have a bunch of boring folders,
I have to click on each one and nothing to show. And that's because I still have the static
mesh filter enabled to turn that off. All I have to do is click on this button
and now I can see all my stuff again. So I could just go through here
and try to find which fuller it's in and that drag it on here. But again, that's kind of boring
and that's really slow. So we can use filters
to filter out materials and buccleuch materials
and nothing happens. Nothing shows here. And that's because Mega Scan's
isn't using these materials as it is. They're actually created
its own mass of material. So these are material instances. So instead of going materials, I'm
a deselect that I'm going to go filters. Materials and textures
and then material instance. So right there is my slate,
what I'm going to drag it on to my. And I can see that it already does kind of London, but
there are some issues with this, and no. One, this is scaled way too large. I mean, these are some large roof
tiles to be able to do that. Also, I can see the sides showing a bit. So I'm going to move this first. And you're still in a bit. Yeah, I like that. And then I'm going to open up
this material instance. And within the material instance,
I will find where the sizes. So the master material of mega scans
is instead of using a single value for the size control, they're actually
using a collection of vectors. So this might be intimidating at first,
but don't worry, all you have to do is check tiling,
slash offset that hit the arrow. And now we can see
we control tiling X and tile it Y. So what I want to do is. Increase X a bit
and then also increase on the Y axis a bit just to get some more tiling. OK, that looks nice, and another thing I will do
is bring the color of this down since the colors aren't
really matching right now. I could do that with the albedo tents
so much like that. And open this up
and just make this darker. So just make it a lot darker. And right there now, it's really looking like it's a bludgeon in
and from a distance you couldn't even tell.
Those are two separate messages. Oh, another thing I will do
is increase the normals of this material. So we have. Let's see,
where would that be? OK, here it is, normal strength.
I'm going to bring that to two. And yeah, that's looking good right now. OK, before we finish this house,
I just want to customize my user interface a bit just to get my viewpoint
more screen space. So what I would do is
I will come to all the open tabs and right click and click on hi tab. Just to give you more space,
and I'm going to drag this one down. So make the content brother smaller. Make the place actors, they're smaller
and then I'm moved like this. Also, one thing I like to do is show
place actors again, take the place actors and drag it on
and talk it into this area. So now I have a kind of
widescreen version. Of my scene, and I think I'm actually
going to leave it like that for now. So now let's finish our house,
but I'm actually going to cheat just to save time
and I'm going to duplicate all of these pieces and just rotate them
180 degrees and place them there, so. If you're doing this
and if you can have a player walk around, don't do what I'm about to do,
since I would be very noticeable. But now I have everything select
him and hold alt duplicate everything, and I'll rotate this one
hundred and eighty degrees. Now I'm going to connect
this back up again. Trying to get the. Everything working correctly and. OK, nice. We just quickly
were able to duplicate one part of this house
and place it on the other side. So if you don't like what just happened
and don't do it, I'm just doing it to save time since
I'm trying to go kind of fast right now. Nothing I will do is take these beams and duplicate them to be on the corners. I saw there's a better blend
between some of the measures that's being put in the corner. Bring us up and actually
bring a scale out of it. No. Scale is out of it, and I'm going to take
this one and actually. Duplicate that and bring it here to just fill in that hole
and actually select all the static measures here. And bring them in some more. OK. Yeah, I like that. Then select this beam. Hold out. Drag it right there. She scales out a little bit more. OK. I like that. And hold control
like both of these beams and hold AltX and drag them up to the front here. OK, I just like that. It's actually going
to make this one a bit smaller. OK, there we go, and we're almost done. Just as an issue, and that we can see straight through
the house, sometimes at certain angles. So like right here, let's fill up this part
and to hold all duplicate the wooden beam. Rotate this nine day, bring it up. And just fill in that area. Now we're going to move it to the middle. And scale this and easy access or in the objects of locals, the access. And hold on, I'll bring it over
to this side and. OK, new shortcut
when you're moving objects, sometimes you are moving really far
and you have to go move it there. They have to fly over and keep moving it. But if you hold down, shift and move it,
your camera follows the object. So that's something
I do all the time. And. Nested in like that. OK, that looks good. Now I'm going to select
the front row of here and the roofs, what a beam. Duplicate this in the back. And rotate this 180 degrees. And put it back here. Just like that. OK, let's. Fly around,
see if there's anything wrong, and. These corner beams are kind of sticking
out of the roof there. Right here. Oh, no, actually. Oh, no, that's the spin. I've read that in. And come here, click on that and bring that in. So, again, I can just read this forever, but for now,
this looks like a pretty nice house. And I'm going to just select this
and that piece right there and delete it. Now I want to duplicate this building
around and create multiple versions of this house. But the only issue is that whenever
I want to move this house, I have to select all these pieces
and then I move it. And if I don't like the location again,
I have to select all these pieces again. So what I'm going to show right
now is a way to group objects together
and have them be treated as one segment. So to do that, I first
have to select all the objects. So this might take a while. And this is a good example
as of why you don't want to select your static measures all over again
each time you want to move this group of objects. And then I'm going to go to rush wireframe
to see if I miss anything. And I did miss the structural
beams of this house. I don't want to select the landscape. OK, there we go. And that I select everything,
let me move this up. And yes, I did. Looks like I select everything. Now, what I will do with this
house is I'm going to press control G and I will put all this into one group. And if I go out of game mode, you can see that
I have this greenish box around it. And this tells me, hey,
you just selected one object that contains
a lot of objects inside of it. So now I could move this around
and not have to worry about selecting each one all over again. So I will move one, obviously. I had one. And OK, so I'll move on to the side here. Just like that, it could be
inside the hill. Rotated that that way. Let me get out of snappy
mode or rotate this. That if I hold on Alz, I could just duplicate all the objects at once,
and it keeps that group. And rotate this around. Put it to the side there like that. OK. And I remember move this up. And if you ever want to edit an object or add in more objects to this group,
you can just right click and go down to groups
and click on Unlock, not on group. I'll just get rid
of the group, but unlock. So now our green box turn to red and we can move pieces around
and make any changes, add new pieces. And then when we're done with that,
I could just right click on any of these objects,
go down to groups and then click on Lock. And now these are all
acting as one group again. So before we get to Penfolds and Rocks, let's import
some trees into our scene now, unfortunately, mega scans
doesn't have any trees as of now. I know they're going to add trees,
but for now, we could use some other free assets created by epic games
on the epic games of Marketplace. So the first we're going to use
is from the open world demo collection. And what you want to do
is it's located the marketplace. So click on Marketplace and then search
for open world demo collection. And then you want to click on
ADD to your project. Find your project. Click on it and I click on
ADD to your project. I'm not going to vote,
but no, I will add to it and then it will automatically download
if it has a download it already. The next tree we're going to add
is the temperate vegetation spruce forest. And this is also permanently free. And we're specifically
just going to use the baby trees. So I'm going to click on ADD to Project. Greek landscape and also add to project. And wait for it to download. OK, once you have everything downloaded,
let's add in some trees. So I'm going to go to demo
and then to environments. Trees and I want hail tree
tall O2 and drag this in, and then I want some of the baby ferns. So I'm going to go to. Interactive spruce forest then to meshes and small. So I want to use these
I just drag these in here. Yeah, just a small ones. Just the really baby ones,
not these big ones. Although you can't use these if you want. And now I'm going to go scale down this tree
because this is way too big in my opinion. So I'm going to go to details and changes from one to zero point five. So what I want to do
is actually open up this tree and change the color from green to orange. And we're going to have to get
a bit creative about this. So first thing I'm going to do
is come down here and see what materials this static mass uses. So I can see that. Hillary Allwine leaves Mattu is. The material that controls all the leaves,
so I'm going to double click this. And go in here. So just looking around
here, I don't see any. Yeah, I don't see any parameters
that would allow us to change the color. So what I can do is just added it. So, yeah, drag this out. And again, this looks really,
really complicated right now. And Ötzi, I think it's just the way
that the set up is that complicated. So all the nodes are crossing.
So it looks like spaghetti. But bottom line is, remember, pretty much
the most important outputs are base color roughness, normal
and maybe metallic. In this case, there is no metallic. So I know that I could just add a tint overall to the base color,
and we could do that here. So I'm a whole down
to three to add color in. Right click go to convert to Premiere,
as I recall this. Color tents and change
the default value to whites initially hold down
em and left Klickitat in a multiply. And drag these together like that. And then I'm going to hit apply. So drag this out and try to get it in a way where I can still edit the colors
and look at the tree. I'm gonna go to a game for you
by pressing G and a double click and. Make an orange, they try
to find nice color and. OK, I like this color
and then I'm going ahead, OK, and hit apply. Save. And exit out of that. So now we have a really nice orange tree,
but there's still one issue, and that is when I back up,
we could see a kind of turns darker and then when I back up further. The tree just turns
into a weird greenish blur, and that's actually the level of details
do that so well that details are is that it's basically static messages are made up
of several other static messages, and these static messages decrease
in detail or decrease in vertices count. And that's how we're able to get
a large amount of objects on screen. And the further the object is,
the less detailed house. So I just want to deactivate that, so I'm going to go into the static mesh ed by clicking on tree
and then I'm going to hit control E to quickly
bring up that trees, Ed . So that's a shortcut. And I'm going to dock it up here. So here in the static measure,
Adobe can remove all the ladies by going into each one
individually and select and remove lytic. We can do that within the élodie picker. So I'm in the dropdown
select three Remove. Yes. Two. Remov. Yup. And then one remove. Yes. Save. And now within our level, if we go away, our tree
does not lose any detail. And that's exactly what we want in an actual game environment
or open world we will want to live on. But since I already know that this is
pretty much going to be a static shot, keeping everything as high of detail
as possible will be nice. Also, if you ever want to view
your holidays, you can come up Tillet, then to level of detail coloration
and go to mesh élodie coloration. All right, so I just got out of that
and now I'm going to go. Duplicate this tree around,
but we have one issue, and that is honestly, this tree isn't that dense,
so I'm going to go duplicate this, rotate this around,
trying to get it back in there. Keep rotating and maybe
Berean down the scale a bit. Just to make the tree a little bit more dense,
and I'm going to do it again a third time. So we're really packing on
geometry right here. You don't want to do this
and maybe keep the Eltis or just delete the last couple. If your computer can't handle it and bring that down. I create this vacuum like that. OK, now we have some pretty dense,
really nice fall trees. So selecting all three. Brant had to move them. Now I'm just going to place them, scatter
them randomly around. In this little area,
so this area is like a mini forest. Kind of. So like that duplicate. Rotates. Duplicate. Still duplicates. And that looks nice for now, and I notice
that this orange is too orange. It's kind of gross. And in my original, the project
I made to go test out the scene. It was more yellow. So I'm going to give it more of a yellow. Tent two, it's actually
yellowish greenish. Yeah, like that. And I had a pie. OK, so it looks like
our scene is coming along pretty nice. Now I'm going to go add in
some of the little baby trees over here around in this area. I will actually speed up the video. That's how you don't
go through the process of just watching me duplicate stuff around and place it. OK, so I think I'm done for now, and you should probably spend
a little bit more time than I am. I'm just going super quickly and yeah,
that's why I'm kind of super quickly. Now, look, there's like a floating tree. OK, so now I think I'm done. So again, you should spend
some more time on this. I'm just going quickly because this is
a tutorial and retrospective. I probably should have used the Folies
tool to move these trees around and place them. Now I think we're ready to start adding in
foliage like flowers, clovers and rocks. So what I'm going to do is I'm going to go
and open up back and bridge. I'm going to use these flowers right here. And it's important to know
that when you're downloading foliage, what I normally do, especially for a scene
like this, where honestly performance isn't really an issue,
I'm going to go to expert settings. And actually, when I download this,
I make sure to only download the first élodie. So I ignore all the other Allardice. Now, maybe you want those melodies in
if you don't really have that power of local computer. But for me, I'm just going to keep this
at zero for all of these. Download it. Now, I already have these downloaded,
so I'm going to go export this fern. This flower. Why, when flour. Purple with sorrow and what this has added benefit
of being purple flowers and clovers. And this small rocks pack. OK, so that took a while,
so I skipped over it. But we have everything in there,
so I'm going to hit save all. Don't forget to do that and look at all
these assets. This is insane. And if I go into modes. Foliage and mega scans, super cool, automatically populated my foliage types with all the foliage we just downloaded. This is the fun part. I'm just going to start randomly
placing foliage everywhere, so and creating little flower patches. So I'm going to hit shift and select
these ferns first and hit the checkbox
right there to activate them. And now if I paint them
in, we got way too many ferns. Also, I still needs to compile our Control Z and change this density right here. From 100 to let's go 10. Now, if I say, OK,
that looks like a good amount, maybe a little bit too much, so five. OK. Yeah, that's pretty good. So my go round is. Randomly scatter this around. Especially in here, we want a lot of. Actually, whether they're going
to bring that up to 20 cents, I imagine there would be more firms
in this general area. OK, that looks good. I'm going to select these firms and I'm
going to add some little flower patches. So paying this down and there are way
too many white flowers, some here controls maybe breed this to 10. Actually, I bring it to 15
and decrease the size so we can decrease the size of the flowers
being painted or the foliage by going on a scale or make sure
it's still such a uniform, and I want it in a range of zero point six to zero point
seven, actually, zero point five. Now, if I put this down. OK, there you go. That's much more realistic scale to it. And. Another thing I notice is
this is way to grade so I could make this less green
by actually going to where this material is
and I already have that open. It's right here. Double clicking on it. And within this material instance,
we can make this. Less green and blind
and more with the ground by going into color overlay. Overly attached to keep that one
and bringing that down to. Actually, no, not even black. So the issue is it actually the texture
itself, but the subsurface scattering. OK, really briefly,
what subsurface scattering is. It's basically when light bounces around inside object and illuminates
the object from the inside. So the best explanation and best demo
you can do right now to see subsurface gathering in action is to take your finger
and the light on your phone and just hover it over your finger. I don't know if you can see it
and your finger will turn red. That's actually the light
bouncing around inside your finger. And that's exactly what's happening
with the foliage right now. So we can decrease subsurface scattering by going to the SS TICT
and bring that down from white to black. And now we just decreased it
and it looks a lot better. OK, going back into the foliage mode. I'll just start actually increasing my density to twenty five and start painting
little patches of whiteness. So right there, maybe right
here, all the way over there. Right here, let's do the same for the. Dandelions, so select this once like that one
and hit the check button. And I'm going to paint down days. Let's go right here. And actually hundred. It looks like a good scale
because I want this to be more pronounced. So right there, right here. I just pretty much anywhere. This is your project. And again, I know this issue
of the subsurface scattering and being way too intense so we can actually see
the subsurface scouring fi angle. Yeah, like this. So we can see the subsurface
scattering right now. So what I will do is within a dandelion
to select one of them. Now, click on the magnifying glass to jump to that location in the contact
browser and go over. Let's open up the material instance
for this dandelion. Go down to SS tents and bring that down to really dark. Just turn that off. There we go and get out of that. OK, so now that blooded,
it must be much better with the landscape. Next up, I'm going to add some rocks, so select all these, hit the checkmark. And if I just put a place down. Hmm. That's way too many rocks, and
the rocks are also too small right now. So going into scale, we're going to bring this scale to two
and then the max to three. Snabe puts down the stocks. The rocks are much more noticeable. And I also know the issue of them
also being too bright. I mean, of course,
this is a subsurface scouting issue. This is just a color issue. So, again, I'm just going to select
one of these rocks, hit the magnifying glass, jump to that location. Let's open up this rock instance. And I will scroll down. Two color tents and bring this down just
actually now don't don't make a right. Those an accident. OK, that looks I actually
I want to make it in a way where it can blend in with the gravel here
and OK, that looks really nice. Yeah, it's blended
in really well right now. So I've had OK. You know that, and now I'm actually going to erase these rocks
because I just painted way too many. First, we're going to go over
a general rock pass. Over the entirety of the ground,
so one hundred is to dance. I will bring this to, let's say, 10. OK, ten's good. So
I'm going to bring up my brush using the right bracket key
and just go over this. Oh, tennis still to that's. Let's go four or three. OK, yeah, that's good. There. And be careful
because sometimes when you're place, it rocks the fullest tool is not
landscape independent. So if I come over here and click down, we can see we could even get rocks
on the roof right there. I have no idea how that I mean,
maybe you want rocks on the roof. I'm not going to stop you.
Think controls need until that one. And I want a bunch of rocks on the lake
bed or river bed right here just to help blend in that material
with the environment around it. So I'm going to set this from three to 20. OK. Yeah, like that. And just do a rock
pass on the water area here. OK, that's looking good,
we have nice rocks and some nice flowers. Now I want the purple flowers
so these so select all these are then on activate them. And go to the purple flowers,
I'm just going to select these all and hit the active button. Actually, I'm only going to select
these purple flowers, so select all those, because those are just Clover's,
there are no flowers with them and deactivate them now
with all these selected paint down and to dance, some bring up to 20 . PIN it down. And we still have that sub-surface
issue going on right now, and I'll actually bring that to 40. Select one of them. It the magnifying glass,
then open up the material here. Fine where the SS SS right there and bring that down
just to deactivate, lower that. Do we have any. OK. Right there. And yeah, that was looking pretty nice. It's blended in well, so let's start
painting in little patches. Of purple. Yeah. Forty years was. Yeah, I'm mean, a segregated
any so purple there. Purple over here. People right there. Some purple here
and I don't know just anywhere. And that looks good,
and now I want to do a general clover pass, so add
a random clovers everywhere. So to select these and activate these. And brain density 210. Increase my brush size again, using the fracking keys and adding random clovers. Also, one thing you could do,
a little touch of detail is I Clover's right
next to the water area. So that's one thing you can do. Also, this is really helpful
to know if you ever. Let's say I placed on a rock
and I love all the rocks, but there's one specific rock that I really don't
like being placed somewhere. I can go into this select and select any individual rocks and move them. So you can individually select foliage
if you don't like the location. So that's pretty neat. And these like these. OK, so before we move on from foliage, I notice that my foliage is still way
too bright compared to the material. So one thing I can also do is instead of if I go back into the clover material, instead of just decreasing the subsurface,
I can also decrease the actual color. To also make that dark, so there we go, so that's one way to blend it
in better with the landscape. I won't do that now
because I need to move on. But let's leave Foljambe mode. Go back to select. And now let's add some clouds
and give this area some more mist to it, because we're really missing that. So first off, I'm going to go
and fix the next batch of Haiphong, because right now
our high fog is way too low. I actually want to be able to see the fog
and we can't sit right now. So I don't know where that is. So in the world, Outliner,
I got to type in exponential height, fog. Click on this and f to jump to it. OK, now we you notice
the expanse of high fog is I mean, increase
my camera speed all the way down there. And why I like the exponential height fog
is because you're able to just control where the extra natural height
fog starts by just moving this widget. So I'm going to increase my exponential
high voltage, bring it up pretty far like. Probably to there that looks good, that
if I go back in here, there's not that much I missed,
I could keep increasing and actually. Yeah, right, that's pretty good. Now we got some fog in our world. Next up, I'm going to add some clouds. So unreal and unreal by default
actually comes with some clouds. So the way you get them
and this is kind of cheating. Real quickly, I'm going to save. Is that you go to file
new level, select time of day and then select these clouds up here,
so just select anywhere, you'll probably see you get a spear
at underscored time of day and control. See, now I'm going to go back into my. Map, if I can find a good
map and actually pass it. OK, Maps Creek. And control V. So now we get our sky inside here,
and there's one issue, and that is the sky is way too big and our mountain
is overlapping with that sky. So Crane, a weird little effect. I think we could get rid of this
by artificially just moving our sky up. So what I would do
is increase this to eight. And let me fly out here. And this guy doesn't have a guest right
now, and I was like, well, can move this up. And I can snap back here. OK, now the sky is up
and actually above the clouds now. Next up, we can add some fog planes. So we're just save
and then go to creek assets. Mesures BPE unescorted,
Cloudstreet, Trigorin. And if you zoom in on this, you can see this
artificially just a 2D cloud. And I mean, obviously,
this is way too small. I don't know any clouds like this. I mean, maybe this could be
like a puff of smoke from a gun. And I'm going to go increases. Two on a really high. Let's go. Let's try 100. OK, that's more of a sky texture,
and actually I'm going to go 200. OK, that's better. That's actual fog. Bring this back up to like five. The camera speed and. Let's just move this off
into the distance, and by default, this is way too opaque. So I will drink, so I will bring that down by going under opacity
and let's make this zero point three. OK, that's more Fargas like. And I'm just going to scale this. Like that. OK, and what is really cool about this texture
is that it is moving ever so slightly. So I can't move that there. I can. OT copy out another one
that they're all to copy out, another one without their. If someone's even further back,
every scale this up. And yeah, just play around
with the see what you like. Also, there are other fog textures of I come here and hit the magnifying glass
on jump to that into the content browser. And we have a lot more fog texture. So I could just select one and drag it on to just change out the texture
if I don't like it. Some of us zoom back in here. OK. What is really catching my attention
right now is the fact that over here by the homestead, you wouldn't expect there
to be grass around these areas since people will be walking back
and forth, back and forth. And it's hard for plants
to grow in an area like this. So it would probably be dirtier than anywhere else. So
what I would do is go to Mode's foliage, actually, no Mode's
landscape paint and then select a material and set this down up from strength one,
because, look, that's way too intense. I'm actually going to make this
probably zero point three. Just slowly go in here with the brush
and make this area darker. Actually blend us together. And I use materials, see, just add some more variation to this area. OK, yeah. Now we're really
starting to see some. Kind of Holmstead like. Ground material and. OK, yeah, that's looking better. One thing we could do
is actually I'd like a little dirt road go into this homestead,
so decreasing my brush. I'll just. Go out like that. And we didn't say,
I think, as I increase my strength. So now I'm drawing a little dirt path that probably a lot of people have
taken to get to this area. There you go and. Now I'm actually going to come in here
and go into these skop brush smooth jazz. Oh, no, smooth. To smooth it out like that. There we go. OK, so already
that was a nice improvement. And now it's time to actually start
going in and set dressing this area. So just really going through mega scans,
seeing what looks nice in this area and just place it at it and playing
with it and see what we can create, then that's the beauty of mega scans. And unreal is that really
if you don't like anything, that's fine. You could just delete it and download
something new and play with that. So back in bridge some assets I noticed that work
really well with this scene is. Pretty much everything here, so we only have wooden beams,
we already have the modular kit. We can add some dead trees. We can also add a hitching post
right next to the houses there. So that indicates
that horses have been there some barrels. So like the people are storing stuff. A workbench, just a regular bench, some wooden beams
and just some larger rock. So right now, we don't have any
large rock pillars. We can add that. And right now. And even a large volcanic cliff. And that's really nice
when you try to blend in and make this cliff area more poppy
and more geometric. OK, so what I will do now is download all these assets and speed up the video,
that's how you don't have to watch Rageous arduously, play stuff around
and move stuff around for like 30 minutes. But also, another thing I will do
is go through all the foliage and try to fix their colors by just
playing with a tent and decreasing them. All righty, so we are nearing completion,
a couple of things I need to point out. Number one, when I was trying
to get these cliffs in here and this was really helpful
and I should have gone over this, but there are a lot of women with us here. Yeah, just a little water, there are kind
of two different type of gizmo votes. You have world gizmo. So basically, if we're going to move this,
we're moving it along the world axis. But you can also move this along. The objects own local space
by coming up to here and switch in the world
icon to the square icon. So now we can move this
along the axis of this object. Like this. So now if I rotate this,
I go back into the gizmo, we can see that our move gizmo follows
the rotation of our object. So this was really good and trying
to get the exact rotation of the cliffs, trying to blend them
seamlessly with the material. Also, I don't know why maybe this is mega scans
or maybe it's the way I set up this scene. All of my rocks were way too bright. So I basically went
and went into all of this and the content I just decreased the value
to make these blend in better or not stand out
as much as they were beforehand. And finally, if we fly over here,
we can see what I used the wooden poles for. I use them in a kind of unconventional way as a substitute for broken down fences. So even though let me see
what this is called. So even the old wood
boards are old wood fences. I was still able to use them creatively
and turn them into fences. So with a lot of these assets.
See what you could use them as. Sometimes you can use them
as unconventional ways and it can actually improve on the art. Also, I just wouldn't
and I flat in some areas of the landscape just to have my static measures
blend in better. Also, you're probably noticed that
I place my mannequin around my level just to give my sense some scale,
and I know how big these objects are in relation to come in on the topic
on the topic of mannequins. One cool thing you can do is come over
to world settings and game mode, override select third person game mode
and then press play. And we can see our level
is completely playable and we could have a character walk around
or create your own characters that walk around
if you know how to use blueprints and just explore this world
for ourselves in a game like scenario. So that's pretty neat.
And if I hold down F 11. I can go full screen. And actually play this
like it's an actual video game. Now, I think we're ready to make some last
final adjustments by using the post-process volumes,
and I come over my post-process volume and click on that. And within the volume,
I'm going to come down on details and I'm just going to edit
the slope and the toe. So if I just maybe. Increase this kind of increase that we can get a more contrasty
look and feel to my scene. And if I go down to. Color grading, I can change the white
balance so I can make this scene. Warmer or colder? Or I could just mess around with the tent
and give it something weird. I'm not going to do that. And under Global. Saturation. Maybe we can bring this up
a bit to one point one. OK, and that's why
it it turns out one point zero five. So before or after. OK, I like what saturation is doing and pretty much post-process volume is one
of the more artistic tools of unreal. So we could just go in and play with different values,
different settings and see what you like. OK, so finally, we are going to delete
these guys right here. I'm going to go into full screen
mode with F 11 press G, and I would say now we are done. We have literally went
from opening up unreal for the first time
to creating this. I don't know. I think it looks pretty nice. Sane and final shortcut
how this material hold down all press P and you can play
this world like it's a game. Run around it, explore it. Admire the vegetation. Maybe go into this little forest
area and walk back. To the home state, it is turn around in. Admire the world you created. So we are finally now done. So congratulations. Make sure to like and subscribe
because in the future there will be a lot more unreal content,
especially with the upcoming release of Unreal Engine five. Also, make sure you look
to the sides of me for links to any tutorials if they are up. So go and check those out. And I would say all I have
to say right now is goodbye.