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16 Creating wall textures using UV projections — Transcript

by JokerLiver · 2,056 words · 299 segments · language en · Watch on YouTube

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  1. 0:07[music]
  2. 0:14[music]
  3. 0:15>> Hello and welcome back everyone to
  4. 0:16Unreal Engine 5 beginners guide to
  5. 0:18building an environment. In the last
  6. 0:20lesson we left it off by getting
  7. 0:21ourselves to a roof set up with the
  8. 0:23texture and in this lesson we're going
  9. 0:25to continue on setting up the surface
  10. 0:27textures especially for the base of the
  11. 0:30house. So let's get it into it and right
  12. 0:32away think on the way we're going to set
  13. 0:34it up. Actually, I'm just going to grab
  14. 0:36all of these cubes and maybe instead of
  15. 0:39just setting up the planes we might be
  16. 0:40able to make use out of this mesh
  17. 0:42itself. So let's go ahead and try making
  18. 0:45use out of this mesh and
  19. 0:48try to maybe get ourselves a single mesh
  20. 0:52out of them. I'm going to duplicate it
  21. 0:54just to put it on the side and see how
  22. 0:56they look like.
  23. 0:57Just going to drag this.
  24. 0:59Oh, my I need to make a selection again.
  25. 1:02There you go.
  26. 1:03Just going to all day duplicate it and
  27. 1:05see how they look like together.
  28. 1:07And just by looking at it
  29. 1:10that might actually work out pretty
  30. 1:13well.
  31. 1:14We have a bit of a gap here. I'm not
  32. 1:16sure how that's going to turn out. We
  33. 1:18might need to set them up to be a little
  34. 1:20bit different.
  35. 1:22So I'm actually just going to
  36. 1:24grab both of them, delete it and
  37. 1:26see how it's going to look like on this
  38. 1:28end.
  39. 1:30So I think
  40. 1:31I'll try maybe moving it back just a
  41. 1:33little bit like so. I think that's going
  42. 1:35to look better.
  43. 1:36And yeah, let's go ahead and actually
  44. 1:39fix up this
  45. 1:40gap a little bit so
  46. 1:42the easiest way might be just to slide
  47. 1:44it up back like so
  48. 1:47and we're just going to make sure that
  49. 1:49the edge is actually positioned at the
  50. 1:50very corner and we're going to use a
  51. 1:53sort of a wood pile or something to hide
  52. 1:56the edges that away. Anyway, to break
  53. 1:58the entire shape, so I'm actually just
  54. 1:59going to grab this entire shape and just
  55. 2:02kind of hold
  56. 2:04this stretching bit and just
  57. 2:07stretch it out. Of course, the snapping
  58. 2:08tool, let's disable that. And now we're
  59. 2:10just going to reposition this entire
  60. 2:12section just like that.
  61. 2:14So, I think
  62. 2:16Yeah, let's go ahead and do that. Make
  63. 2:17sure that
  64. 2:19this edge is going to look quite nice.
  65. 2:21Maybe we need to do it a little bit less
  66. 2:23of that.
  67. 2:25So, I'm just going to stretch it back
  68. 2:26down.
  69. 2:27Put it to the side like so, and I think
  70. 2:30we're going to get a nice gap over here,
  71. 2:32and we're going to get a nice gap over
  72. 2:34here. I think that's going to look quite
  73. 2:35nice. Maybe it's a little bit too much,
  74. 2:37though.
  75. 2:38Maybe it's not enough, actually. Let's
  76. 2:40shrink it down even more.
  77. 2:42Like so. Kind of want to have a bit of a
  78. 2:45hanging area for the house, so it'll
  79. 2:49break up the edges a little bit more for
  80. 2:52our
  81. 2:53environment. And I think that's going to
  82. 2:55look quite nice. Just even more,
  83. 2:56actually.
  84. 2:58Like so.
  85. 3:00Let's check this out now.
  86. 3:02Of course, because we're scaling it in
  87. 3:04from the center, we've got to move it a
  88. 3:05little bit to the left as well, and that
  89. 3:08might actually look quite nice.
  90. 3:10I'm thinking that maybe this hedge needs
  91. 3:12a little bit of a hanging area as well.
  92. 3:14So, what I might do is I might just
  93. 3:17squish down this section instead.
  94. 3:20Just like that.
  95. 3:22And get a nice hanging overhang like so.
  96. 3:26So, all in all, I think this will look
  97. 3:28much nicer. We might need to make a bit
  98. 3:31of a hanging area over here.
  99. 3:33So, just going to kind of squish this up
  100. 3:35a little bit as well. Like so.
  101. 3:39And yeah, I think this turned out quite
  102. 3:40nice. Let's just make sure that this
  103. 3:43edge is being Yeah, we need to make sure
  104. 3:46we fix this up a little bit now as well.
  105. 3:48So, just going to squish it down and
  106. 3:50pull it to the side.
  107. 3:52So, the corner is going to be positioned
  108. 3:54to the side of this over here. So, the
  109. 3:57reason we're doing it, I haven't
  110. 3:58explained it properly, is because now we
  111. 4:00can grab both of these and we're
  112. 4:02actually going to be using modeling mode
  113. 4:04again. And this time we're just going to
  114. 4:06combine these two meshes together. So,
  115. 4:08let's go into the modeling mode. Let's
  116. 4:10go for the select mode tab and go into
  117. 4:13modeling mode. And this time we're going
  118. 4:14to drag it down until we find Yeah, once
  119. 4:18we have both of these selected, it's
  120. 4:19actually
  121. 4:21because some of them are going to be
  122. 4:23unselected and since we can't make use
  123. 4:25out of them, so we just got to drag it
  124. 4:27down until we see the mesh boolean. So,
  125. 4:29with this selected,
  126. 4:31we're going to make use out of it, which
  127. 4:33allows us to sometimes cut off the
  128. 4:34shapes and sometimes it allows us to get
  129. 4:37some nicer results out of our shapes.
  130. 4:39So, instead of the operation being A
  131. 4:42minus B, we're going to make a union.
  132. 4:46And what this will do is just it'll
  133. 4:48combine both these meshes together. So,
  134. 4:49if now hit accept, which by the way
  135. 4:52should put it into our auto-generated
  136. 4:54folder that is world relative. And now
  137. 4:57if you hit accept, it should give us a
  138. 5:00boolean static mesh. So, now this is
  139. 5:03just one mesh.
  140. 5:05And the reason we're doing it is because
  141. 5:07we're now able to have a really nice UV
  142. 5:10projection onto this entire environment.
  143. 5:13And this way we'll be able to cover up
  144. 5:15our material in a really nice and simple
  145. 5:18way. So, let's go ahead and actually do
  146. 5:20that. So, I'm thinking about just making
  147. 5:24use out of UV projection first because
  148. 5:27right away we're actually not going to
  149. 5:29get the right kind of results. The
  150. 5:31default UVs, I think right now are going
  151. 5:33to be stretched out and although we
  152. 5:34could do a similar kind of a way that we
  153. 5:36did for the roofs, for this area because
  154. 5:39right now we're having a single mesh, it
  155. 5:41might be a little bit harder because the
  156. 5:43ratio of where the stretched out areas
  157. 5:45would be
  158. 5:47they would have basically different
  159. 5:48results and of course we don't want this
  160. 5:49to have for our textures we don't want
  161. 5:52them to look like they're just
  162. 5:54completely stressed out. So, by going
  163. 5:56all the way down to the modeling mode,
  164. 5:58we're going to have a UV tab. And within
  165. 6:01the UV tab, we're going to project our
  166. 6:04UVs onto this static mesh. So, if we
  167. 6:07select project, we have a couple of
  168. 6:09options and the one that we want is
  169. 6:11actually going to be a box version. So,
  170. 6:14if we select this, it'll basically uh
  171. 6:16project the best angles and give us the
  172. 6:19nicest kind of results for those um
  173. 6:22shapes because this is such a basic type
  174. 6:24of a shape, all of the angles are in
  175. 6:2690°. It's going to get us the best kind
  176. 6:29of results for this particular shape.
  177. 6:32So, by having it set as a default with
  178. 6:35the default kind of values, I think it's
  179. 6:37going to be fine. If we're having a box
  180. 6:40that doesn't exactly fit our entire
  181. 6:42shape, just make sure to hit with in the
  182. 6:45actions tab, auto fill, and that'll just
  183. 6:47bring it to a like a proper projection
  184. 6:51box for our entire set.
  185. 6:54So, now that we have it set up like
  186. 6:56that, all we got to do is hit accept.
  187. 6:58Oh, and also make sure that the material
  188. 7:00mode is just
  189. 7:02set to original. If you want to see how
  190. 7:04the projection would turn out to be, we
  191. 7:06can visualize using this material mode
  192. 7:09by clicking on the checkerboard and
  193. 7:11you'll get this sort of result, which
  194. 7:13might be quite nice. And actually, that
  195. 7:15was a good thing thing to do because I
  196. 7:18see that the checkerboard is not
  197. 7:20actually completely square. So, I'm
  198. 7:23trying to figure out what is going on
  199. 7:25with that. Maybe I'll
  200. 7:27try playing around with the values.
  201. 7:29Trying to figure out why that is the
  202. 7:31case. Maybe Yes, let's go ahead. There
  203. 7:34you go. By switching on the uniform
  204. 7:37dimensions, it'll give us the right kind
  205. 7:40of dimensions for this checkerboard
  206. 7:43right away. It's one B stretching out
  207. 7:44and as you can see the squares within
  208. 7:46these textures are going to be set as
  209. 7:48proper now. So that is going to be quite
  210. 7:50nice. We can now finally hit accept and
  211. 7:53that is going to apply the UV
  212. 7:56coordinates onto this entire asset which
  213. 7:59is going to be quite nice once we're
  214. 8:01going to be starting to apply our
  215. 8:03texture map. And so I think we can just
  216. 8:06go back onto the select mode just to
  217. 8:08hide away the toolbar kit and open up
  218. 8:11the Quixel Bridge just like we did
  219. 8:13previously. And within this we're going
  220. 8:15to search for cracked
  221. 8:18wooden planks.
  222. 8:21Like so.
  223. 8:23So this will give us a couple of options
  224. 8:25to use and I'm thinking that maybe the
  225. 8:28best choice would be to make use Yeah,
  226. 8:32there you go. I already have this
  227. 8:33downloaded. So this is the one that I
  228. 8:35used and this is a real nice texture for
  229. 8:38we want to get some additional detail
  230. 8:40out of the size of the walls. So I
  231. 8:42recommend you using this one as I really
  232. 8:44like this one. So
  233. 8:46yeah, make sure to download this one
  234. 8:48then add it onto your project and once
  235. 8:50you had it have it added you can close
  236. 8:52this down. Make sure to go onto the
  237. 8:54surface folder and then we'll have a
  238. 8:56weathered wood slate Oh, sorry. Cracked
  239. 8:59wooden planks folder and then once we
  240. 9:01open up we get this material instance
  241. 9:04and I think we can just use the default
  242. 9:05one for now. Just drag it onto the asset
  243. 9:08and see how this looks. And already it
  244. 9:10is looking quite nice but it's too large
  245. 9:14for this scale. So we're actually going
  246. 9:16to
  247. 9:17open this up or rather Yeah, let's just
  248. 9:20in case let's make a duplicate out of
  249. 9:22it. So control C control V and I'll
  250. 9:23think I'll just leave this as is. Open
  251. 9:26up the
  252. 9:27original one since we already have this
  253. 9:28assigned
  254. 9:30and just going to lower this entire
  255. 9:31window like so to the bottom and
  256. 9:35enable the tiling offset and I'm
  257. 9:37thinking about just
  258. 9:39making it by 4 by 4 and seeing how this
  259. 9:42looks like and it's actually a little
  260. 9:43bit too much. So, 2 by 2 maybe? Yeah, I
  261. 9:46think 2 by 2 is going to give us the
  262. 9:48right kind of results. It's going to
  263. 9:51look quite chunky and quite cracked but
  264. 9:54at the same time it has that really nice
  265. 9:57look for the house and I think that
  266. 9:59definitely makes it look quite nice.
  267. 10:02We might want to increase the ambient
  268. 10:04occlusion strength though because right
  269. 10:06now it looks quite flat as a texture.
  270. 10:08So, what ambient occlusion strength does
  271. 10:10is it simulates kind of the depth within
  272. 10:12the PBR texture and it just kind of
  273. 10:15gives a bit more shadows in the deeper
  274. 10:17areas and it kind of works with the
  275. 10:18normal maps and in regards to where uh
  276. 10:22for example the light is hitting on an
  277. 10:24object. So, by enabling the ambient
  278. 10:27occlusion strength and setting this to a
  279. 10:2910 for example just to exaggerate it a
  280. 10:30little bit, we're going to get much
  281. 10:32different results and actually it's a
  282. 10:34little bit hard to see
  283. 10:36but let's go ahead. It's quite obvious
  284. 10:38in this one. So, let's just
  285. 10:41get it to set it to a 10 and I'm trying
  286. 10:43to figure out why it's not being
  287. 10:45affected in this one over here. Hmm,
  288. 10:48okay. It's a little bit hard to see.
  289. 10:50Maybe it's because of the way the sun is
  290. 10:51hitting
  291. 10:52but I think for now we're going to be
  292. 10:54done and uh in the next lesson we're
  293. 10:57actually going to continue working I
  294. 10:59think with
  295. 11:01this section over here. We're going to
  296. 11:03replace these areas and so yeah, thanks
  297. 11:06so much for watching and I'll see you in
  298. 11:07the next one.
  299. 11:11>> [music]

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