How To Create Atlas Master Materials in Unreal Engine 5

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  • Опубликовано: 1 дек 2024

Комментарии • 21

  • @thomasburbage5450
    @thomasburbage5450 2 года назад +8

    Thanks for the vid. It is surprising how little is said about material usage patterns beyond the most basic stuff. Trim sheet usage strategies are another example of lightly covered topics. How to approach texturing large objects. How to approach materials with a combination of opaque and translucent surfaces, and/or emissive. Use of 2nd UV set, detail texturing, decals, when to prefer a Layered Material over the single Material approach...

    • @zaxisup
      @zaxisup  2 года назад +2

      True there are not many videos covering complex UV setups inside the material editor. Most only cover the content creation side from Maya or Blender and don't show to much on the Unreal side of things. I have more videos in the works and I hope to cover a lot more of the topics you mentioned. So stay tuned!

    • @atkaygee
      @atkaygee Год назад +1

      You may find Dylan Abernathy's stuff quite helpful on this topic: ruclips.net/video/QcqJckp_q3M/видео.html

  • @maxwellbrengle7168
    @maxwellbrengle7168 5 месяцев назад

    This is amazing - I've been manually setting up UV's for atlases in Blender, being able to chose which one you're using inside of Unreal is so much better.

  • @KillerBearsaw
    @KillerBearsaw Год назад

    criminally underrated!

  • @FuriousLailla
    @FuriousLailla Год назад +1

    Bless you sir

  • @Dilligff
    @Dilligff Год назад +1

    I'm curious as to how to set up a color indexed texture. As in, using a greyscale map in combination with a variable LUT to create texture variations. The technique shown here looks like it would be applicable to the LUTs to reference differing offsets but haven't found any tutorials as to how to apply said 'palette' to the reference texture. As an example: Fallout 4 has a rusted metal panel texture in their Nuka World DLC that is based off of a single greyscale map and uses different offsets on an LUT to change the 'paint' color while still blending in accurately with the rust. The LUT is a strip of color gradient squares that use different colors that each fade to the same rust brown, with each offset representing a different paint color.
    Also curious as to whether or not it would be less or more resource intensive if you were to atlas a number of tiled textures and then tile the referenced portion or if it would still be best to keep those kind of textures separated (ignoring the idea of making future changes to said textures).

  • @RomanTimm
    @RomanTimm 10 месяцев назад

    Thank you for the explanation! Is it possible to use some sort atlasing for a character clothing system?

  • @hotsauce7124
    @hotsauce7124 Год назад +1

    Hello, how would we go about taking control of the UV on an Atlas on a 3d mesh and telling the UV to go to any particular index in the atlas?

  • @hotsauce7124
    @hotsauce7124 Год назад +1

    Question, in UE5 is there a way for an animator to control which sprite is used in an Atlas? For example, is there a way for the animator to control/keyframe which sprite they want to use in the atlas and possibly edit the keyframes in Sequencer?

  • @LFA_GM
    @LFA_GM 2 года назад +1

    That was very helpful. Do you know how to pack Metallic Roughness AO using UE material baking without external software? Thank you.

    • @zaxisup
      @zaxisup  2 года назад +1

      I've seen it done, but as far as I know it's not part of the standard Unreal tools. It's typically a custom integration. I'll look into it for a video though!

    • @LFA_GM
      @LFA_GM 2 года назад

      @@zaxisup Thanks.

  • @BennXdesign
    @BennXdesign Год назад

    very helpful, but limited to square. How could you make the same thing, but with some assets square, and some super elongated assets (long in U for some, and V for some others)?
    Is there a way to gather all the parameters needed to make those coordinates/proportions, then call them with a single value per asset (ID from data table??). Could be super helpfull to lets say, decorate a locations with lines on the ground, repeating pictograms etc...

  • @bobsort
    @bobsort Год назад

    3:53 Couldn't use the min and max slider value in parameter itself, instead of clamp?

  • @jacquelineh4120
    @jacquelineh4120 Год назад

    How do I make a tiling texture repeat itself?

  • @funkamoretheweird
    @funkamoretheweird 7 месяцев назад

    couldnt find MRA texture mask and other textures in the default folders :((

    • @maxwellbrengle7168
      @maxwellbrengle7168 5 месяцев назад +1

      He said he made them himself - all you need are some placeholders

  • @Raphaël_Alegria
    @Raphaël_Alegria Год назад

    Ho my god thank you

  • @coffeediction
    @coffeediction 9 месяцев назад

    So.. any way to have multiple selections in 1 drawcall? xD

  • @madeeasy7148
    @madeeasy7148 5 месяцев назад

    The textures are not in 5.4 😞