Material Layers In Unreal Engine 5

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  • Опубликовано: 18 дек 2024

Комментарии • 42

  • @JD_Main
    @JD_Main Месяц назад

    Hour long tutorial...but worth EVERY second of it. Keep it up bro!

  • @javieraraujo436
    @javieraraujo436 2 месяца назад +1

    Thank you for the awesome tutorial! Very complete and well explained 😁

    • @Vylocity
      @Vylocity 2 месяца назад

      I appreciate that! Hope you learned something 😎

  • @betraid
    @betraid 3 месяца назад +3

    Ty for tutorial, would be nice to see different approaches on how to implement turn in place mechanincs for 3rd person. Hard to find decent tutorial on that topic.

  • @whyareless
    @whyareless 3 месяца назад +1

    Yoo this is cool! Gonna dig through this and learn something new, thanks Velocity

    • @Vylocity
      @Vylocity 3 месяца назад +1

      Youre welcome @whyareless!

  • @JenisixR6
    @JenisixR6 3 месяца назад +7

    wait is this how call of duty handles their skins? they have one camo TGA file and it can easily wrap onto any gun and not have any issues?
    edit: well i just continued the vid and had this answered lol. been looking for something like this so glad you dove into this

    • @As_Ss
      @As_Ss 3 месяца назад +1

      well its for sure more advanced than that, the guns can be different, but more or less yes, especially for those parts where its not dependent on gun model

    • @JenisixR6
      @JenisixR6 3 месяца назад +1

      @@As_Ss ive been trying to make a camo system like cod where theres animated camos, one thing i noticed tho is when making each material slot on the mesh the animated camo, it would have certain spots on the gun that looked weird or moved against other moving parts and just looked ugly, im assuming this fixes that issue or am i thinking of this tutorial as something different?

    • @As_Ss
      @As_Ss 3 месяца назад +1

      @@JenisixR6 well hard to tell, can be anything, bad UVs, normals etc., but this is not a cod tutorial for sure, also games like cod, AAA etc., they tend to optimize everything, so they dont use multiple material slots or layers as is, they have optimized material for each version separately, but it depends, masks and packed textures are used extensively
      the material layers in ue have a bigger performance cost, its not for free, thus, there is an option to bake a version from the current configuration, how much more performance it is, not sure, but i guess with more players it can add up

    • @JenisixR6
      @JenisixR6 3 месяца назад

      @@As_Ss so does this set up just allow one material slot and breaks up the gun into multiple pieces? also how noticeable is the performance cost between this configuration and lets say a gun mesh with 5 material slots?

    • @ihateclownz
      @ihateclownz 3 месяца назад +1

      @@JenisixR6 This is NOT how call of duty handles their materials. Each Piece of the weapon has one material. Each lit_weapon material they use contains. Color Map with Albedo Tint. Ambient Occlusion Map, Normal Map. with 4 Detail Normal Maps if the material needs it. Color Specular (not normal specular), Gloss Map, Camo Mask Map.and a Thermal (heatmap)

  • @1contra
    @1contra 3 месяца назад +1

    nice work man 💪

    • @Vylocity
      @Vylocity 3 месяца назад

      hey I appreciate that! thanks 😁

  • @hotsauce7124
    @hotsauce7124 3 месяца назад +1

    Question about UV animation: How can we animate UV atlas with Control Rig? When you move a Control Rig on the X axis, it will slide the UV on the atlas as an integer; the UV will snap to the next UV unit. And since the Control Rig is controlling the UV position, we can keyframe the Control Rig in sequencer therefore animating the UV in a precise manner.

    • @Vylocity
      @Vylocity 3 месяца назад

      hello! I've never heard of animating UVs with control rig, whats the use case/what are you trying to achieve?

    • @hotsauce7124
      @hotsauce7124 3 месяца назад

      @@Vylocity there is a free UE project with a tiny robot. The robot’s face are UVs sliding around on an axis. The UV is attached to a control rig controller. I like the functionality of animating a 2D face on a 3D object. But I cannot figure out how they do it. I think Lego faces are done the same way.

  • @unreal_metronomus678
    @unreal_metronomus678 2 месяца назад +1

    Thanks for the video. How is the performance compared to normal materials? Would you suggest to use is method for game props that need high texture resolution and are made of different materials.

    • @Vylocity
      @Vylocity 2 месяца назад +1

      Yes the performance difference is minimal and the workflow gains are great, If your meshes dont have separate material slots, but you have a texture that masks the different "areas" or "materials" on your object then you can use this method

    • @unreal_metronomus678
      @unreal_metronomus678 2 месяца назад

      @@Vylocity Thanks! 😀

  • @JenisixR6
    @JenisixR6 3 месяца назад +1

    8:40 so what if all the channels on my mask have the black and white?

    • @Vylocity
      @Vylocity 3 месяца назад +1

      Generally thats a good thing, because you have more options to use as a blend between the different material layers. If each channel of your texture masks out different areas on the mesh, then you can have multiple layers. Did you finish the video? It goes into this

    • @JenisixR6
      @JenisixR6 3 месяца назад

      @@Vylocity got to 50 mins and stopped bc i assumed it kept going with how to make the grid material which i dont need, but im glad that that is a good thing that it has all the channels. Though i dont see the advantage of using that over separating the gun parts into materials

    • @Vylocity
      @Vylocity 3 месяца назад +1

      @@JenisixR6 it’s a tutorial about material layers and the power of them when you mask out parts of a mesh by a texture. There are plenty reasons to use them. For example if you don’t know how to 3D model, but bought a weapons pack online and they to have separate material slots. They are also great for handling dynamic features in blueprints. Thanks for watching!

    • @JenisixR6
      @JenisixR6 3 месяца назад

      @@Vylocity gotcha, i will def keep it in mind if i ever end up needing this, if not at least i learned some new tricks in unreal, thanks!

  • @reyn06
    @reyn06 3 месяца назад +1

    does true fps game series ended?

    • @PitchforkAcademy
      @PitchforkAcademy  3 месяца назад

      @@reyn06 Not necessarily. What would you like to see included?

    • @reyn06
      @reyn06 3 месяца назад

      @@PitchforkAcademy enemies with ai

    • @PitchforkAcademy
      @PitchforkAcademy  3 месяца назад

      @@reyn06 That's a whole series in itself, so no probably not gonna happen at this stage.

    • @reyn06
      @reyn06 3 месяца назад

      @@PitchforkAcademy ok

  • @NoneYuh-kg1qz
    @NoneYuh-kg1qz 3 месяца назад +2

    And ppl charge like $10 per skin

    • @PitchforkAcademy
      @PitchforkAcademy  3 месяца назад +2

      @NoneYuh-kg1qz For some F2P models it makes sense to have microtransactions like that, but Arrowhead showed us that it can be consumer friendly at the same time!