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Unreal Engine
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Industry / Case-studies |
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- 1.Optimization
- figure out what to model and what to simulate (geo vs texture)
- 2.Texturing
- Real-world scaling
- Bitmaps
- Original
- Base Color
- Normal
- Roughness
- Metallic
- AO
- Quixel / Photoshop /
- Bitmap2Material
- Use your photos to make bitmaps
- Substance Designer
- Seamless tiling
- Node-based
- Substance plugin (download via MarketPlace)
- sbsar files
- in SBS file > Sepcific Parameters > Expose Parameters
- Create a new material (node base)
- Add bitmaps from content browser: drag & drop into
Material Editor
TextureCoodinate
— UV tiling into Bitmapsblend
staticSwitch
3pointsLevels
- Description functionality
- Convert to parameter
- Hotkey
- C — create a frame to organize nodes
- 3 — create RGB
- hold 1 — Create a constant value
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- Child material
- Navigation
- wasd keys
- Sequencer
- Linear editor
- Change static mesh and state
- Camera Rig Rail
- Easily create motion path for cameras
- Cine Camera Actor
- Digital Film
- Crane
- Master Sequence
- Possess-able cameras- Exist in level (camera-centric projects)
- Spawn-able cameras - only exist in sequence
- New track
- Add camera > Animate via parameter panel
New Motion Design syllabus (real-time)
- Real-time,
- Otimized workflow (all stages can be worked on at the same time)
- Model
- Texturing
- Animation
- Editing & compositing
- Team: a texturer, animator, compositor, director, project manager
- 1.Cinematic
- 1.How to view through camera ?
- 2.Texturing
- 1.How to texture HDA in unreal
- 2.Subsurface scattering
- 3.Emissive and glow materials
- 3.Integration
- 1.How to get Houdini Engine in Unreal
- 2.Getting dynamics and simulations into Unreal
Last modified 3yr ago