16 Creating wall textures using UV projections — Transcript
Full transcript
- 0:07[music]
- 0:14[music]
- 0:15>> Hello and welcome back everyone to
- 0:16Unreal Engine 5 beginners guide to
- 0:18building an environment. In the last
- 0:20lesson we left it off by getting
- 0:21ourselves to a roof set up with the
- 0:23texture and in this lesson we're going
- 0:25to continue on setting up the surface
- 0:27textures especially for the base of the
- 0:30house. So let's get it into it and right
- 0:32away think on the way we're going to set
- 0:34it up. Actually, I'm just going to grab
- 0:36all of these cubes and maybe instead of
- 0:39just setting up the planes we might be
- 0:40able to make use out of this mesh
- 0:42itself. So let's go ahead and try making
- 0:45use out of this mesh and
- 0:48try to maybe get ourselves a single mesh
- 0:52out of them. I'm going to duplicate it
- 0:54just to put it on the side and see how
- 0:56they look like.
- 0:57Just going to drag this.
- 0:59Oh, my I need to make a selection again.
- 1:02There you go.
- 1:03Just going to all day duplicate it and
- 1:05see how they look like together.
- 1:07And just by looking at it
- 1:10that might actually work out pretty
- 1:13well.
- 1:14We have a bit of a gap here. I'm not
- 1:16sure how that's going to turn out. We
- 1:18might need to set them up to be a little
- 1:20bit different.
- 1:22So I'm actually just going to
- 1:24grab both of them, delete it and
- 1:26see how it's going to look like on this
- 1:28end.
- 1:30So I think
- 1:31I'll try maybe moving it back just a
- 1:33little bit like so. I think that's going
- 1:35to look better.
- 1:36And yeah, let's go ahead and actually
- 1:39fix up this
- 1:40gap a little bit so
- 1:42the easiest way might be just to slide
- 1:44it up back like so
- 1:47and we're just going to make sure that
- 1:49the edge is actually positioned at the
- 1:50very corner and we're going to use a
- 1:53sort of a wood pile or something to hide
- 1:56the edges that away. Anyway, to break
- 1:58the entire shape, so I'm actually just
- 1:59going to grab this entire shape and just
- 2:02kind of hold
- 2:04this stretching bit and just
- 2:07stretch it out. Of course, the snapping
- 2:08tool, let's disable that. And now we're
- 2:10just going to reposition this entire
- 2:12section just like that.
- 2:14So, I think
- 2:16Yeah, let's go ahead and do that. Make
- 2:17sure that
- 2:19this edge is going to look quite nice.
- 2:21Maybe we need to do it a little bit less
- 2:23of that.
- 2:25So, I'm just going to stretch it back
- 2:26down.
- 2:27Put it to the side like so, and I think
- 2:30we're going to get a nice gap over here,
- 2:32and we're going to get a nice gap over
- 2:34here. I think that's going to look quite
- 2:35nice. Maybe it's a little bit too much,
- 2:37though.
- 2:38Maybe it's not enough, actually. Let's
- 2:40shrink it down even more.
- 2:42Like so. Kind of want to have a bit of a
- 2:45hanging area for the house, so it'll
- 2:49break up the edges a little bit more for
- 2:52our
- 2:53environment. And I think that's going to
- 2:55look quite nice. Just even more,
- 2:56actually.
- 2:58Like so.
- 3:00Let's check this out now.
- 3:02Of course, because we're scaling it in
- 3:04from the center, we've got to move it a
- 3:05little bit to the left as well, and that
- 3:08might actually look quite nice.
- 3:10I'm thinking that maybe this hedge needs
- 3:12a little bit of a hanging area as well.
- 3:14So, what I might do is I might just
- 3:17squish down this section instead.
- 3:20Just like that.
- 3:22And get a nice hanging overhang like so.
- 3:26So, all in all, I think this will look
- 3:28much nicer. We might need to make a bit
- 3:31of a hanging area over here.
- 3:33So, just going to kind of squish this up
- 3:35a little bit as well. Like so.
- 3:39And yeah, I think this turned out quite
- 3:40nice. Let's just make sure that this
- 3:43edge is being Yeah, we need to make sure
- 3:46we fix this up a little bit now as well.
- 3:48So, just going to squish it down and
- 3:50pull it to the side.
- 3:52So, the corner is going to be positioned
- 3:54to the side of this over here. So, the
- 3:57reason we're doing it, I haven't
- 3:58explained it properly, is because now we
- 4:00can grab both of these and we're
- 4:02actually going to be using modeling mode
- 4:04again. And this time we're just going to
- 4:06combine these two meshes together. So,
- 4:08let's go into the modeling mode. Let's
- 4:10go for the select mode tab and go into
- 4:13modeling mode. And this time we're going
- 4:14to drag it down until we find Yeah, once
- 4:18we have both of these selected, it's
- 4:19actually
- 4:21because some of them are going to be
- 4:23unselected and since we can't make use
- 4:25out of them, so we just got to drag it
- 4:27down until we see the mesh boolean. So,
- 4:29with this selected,
- 4:31we're going to make use out of it, which
- 4:33allows us to sometimes cut off the
- 4:34shapes and sometimes it allows us to get
- 4:37some nicer results out of our shapes.
- 4:39So, instead of the operation being A
- 4:42minus B, we're going to make a union.
- 4:46And what this will do is just it'll
- 4:48combine both these meshes together. So,
- 4:49if now hit accept, which by the way
- 4:52should put it into our auto-generated
- 4:54folder that is world relative. And now
- 4:57if you hit accept, it should give us a
- 5:00boolean static mesh. So, now this is
- 5:03just one mesh.
- 5:05And the reason we're doing it is because
- 5:07we're now able to have a really nice UV
- 5:10projection onto this entire environment.
- 5:13And this way we'll be able to cover up
- 5:15our material in a really nice and simple
- 5:18way. So, let's go ahead and actually do
- 5:20that. So, I'm thinking about just making
- 5:24use out of UV projection first because
- 5:27right away we're actually not going to
- 5:29get the right kind of results. The
- 5:31default UVs, I think right now are going
- 5:33to be stretched out and although we
- 5:34could do a similar kind of a way that we
- 5:36did for the roofs, for this area because
- 5:39right now we're having a single mesh, it
- 5:41might be a little bit harder because the
- 5:43ratio of where the stretched out areas
- 5:45would be
- 5:47they would have basically different
- 5:48results and of course we don't want this
- 5:49to have for our textures we don't want
- 5:52them to look like they're just
- 5:54completely stressed out. So, by going
- 5:56all the way down to the modeling mode,
- 5:58we're going to have a UV tab. And within
- 6:01the UV tab, we're going to project our
- 6:04UVs onto this static mesh. So, if we
- 6:07select project, we have a couple of
- 6:09options and the one that we want is
- 6:11actually going to be a box version. So,
- 6:14if we select this, it'll basically uh
- 6:16project the best angles and give us the
- 6:19nicest kind of results for those um
- 6:22shapes because this is such a basic type
- 6:24of a shape, all of the angles are in
- 6:2690°. It's going to get us the best kind
- 6:29of results for this particular shape.
- 6:32So, by having it set as a default with
- 6:35the default kind of values, I think it's
- 6:37going to be fine. If we're having a box
- 6:40that doesn't exactly fit our entire
- 6:42shape, just make sure to hit with in the
- 6:45actions tab, auto fill, and that'll just
- 6:47bring it to a like a proper projection
- 6:51box for our entire set.
- 6:54So, now that we have it set up like
- 6:56that, all we got to do is hit accept.
- 6:58Oh, and also make sure that the material
- 7:00mode is just
- 7:02set to original. If you want to see how
- 7:04the projection would turn out to be, we
- 7:06can visualize using this material mode
- 7:09by clicking on the checkerboard and
- 7:11you'll get this sort of result, which
- 7:13might be quite nice. And actually, that
- 7:15was a good thing thing to do because I
- 7:18see that the checkerboard is not
- 7:20actually completely square. So, I'm
- 7:23trying to figure out what is going on
- 7:25with that. Maybe I'll
- 7:27try playing around with the values.
- 7:29Trying to figure out why that is the
- 7:31case. Maybe Yes, let's go ahead. There
- 7:34you go. By switching on the uniform
- 7:37dimensions, it'll give us the right kind
- 7:40of dimensions for this checkerboard
- 7:43right away. It's one B stretching out
- 7:44and as you can see the squares within
- 7:46these textures are going to be set as
- 7:48proper now. So that is going to be quite
- 7:50nice. We can now finally hit accept and
- 7:53that is going to apply the UV
- 7:56coordinates onto this entire asset which
- 7:59is going to be quite nice once we're
- 8:01going to be starting to apply our
- 8:03texture map. And so I think we can just
- 8:06go back onto the select mode just to
- 8:08hide away the toolbar kit and open up
- 8:11the Quixel Bridge just like we did
- 8:13previously. And within this we're going
- 8:15to search for cracked
- 8:18wooden planks.
- 8:21Like so.
- 8:23So this will give us a couple of options
- 8:25to use and I'm thinking that maybe the
- 8:28best choice would be to make use Yeah,
- 8:32there you go. I already have this
- 8:33downloaded. So this is the one that I
- 8:35used and this is a real nice texture for
- 8:38we want to get some additional detail
- 8:40out of the size of the walls. So I
- 8:42recommend you using this one as I really
- 8:44like this one. So
- 8:46yeah, make sure to download this one
- 8:48then add it onto your project and once
- 8:50you had it have it added you can close
- 8:52this down. Make sure to go onto the
- 8:54surface folder and then we'll have a
- 8:56weathered wood slate Oh, sorry. Cracked
- 8:59wooden planks folder and then once we
- 9:01open up we get this material instance
- 9:04and I think we can just use the default
- 9:05one for now. Just drag it onto the asset
- 9:08and see how this looks. And already it
- 9:10is looking quite nice but it's too large
- 9:14for this scale. So we're actually going
- 9:16to
- 9:17open this up or rather Yeah, let's just
- 9:20in case let's make a duplicate out of
- 9:22it. So control C control V and I'll
- 9:23think I'll just leave this as is. Open
- 9:26up the
- 9:27original one since we already have this
- 9:28assigned
- 9:30and just going to lower this entire
- 9:31window like so to the bottom and
- 9:35enable the tiling offset and I'm
- 9:37thinking about just
- 9:39making it by 4 by 4 and seeing how this
- 9:42looks like and it's actually a little
- 9:43bit too much. So, 2 by 2 maybe? Yeah, I
- 9:46think 2 by 2 is going to give us the
- 9:48right kind of results. It's going to
- 9:51look quite chunky and quite cracked but
- 9:54at the same time it has that really nice
- 9:57look for the house and I think that
- 9:59definitely makes it look quite nice.
- 10:02We might want to increase the ambient
- 10:04occlusion strength though because right
- 10:06now it looks quite flat as a texture.
- 10:08So, what ambient occlusion strength does
- 10:10is it simulates kind of the depth within
- 10:12the PBR texture and it just kind of
- 10:15gives a bit more shadows in the deeper
- 10:17areas and it kind of works with the
- 10:18normal maps and in regards to where uh
- 10:22for example the light is hitting on an
- 10:24object. So, by enabling the ambient
- 10:27occlusion strength and setting this to a
- 10:2910 for example just to exaggerate it a
- 10:30little bit, we're going to get much
- 10:32different results and actually it's a
- 10:34little bit hard to see
- 10:36but let's go ahead. It's quite obvious
- 10:38in this one. So, let's just
- 10:41get it to set it to a 10 and I'm trying
- 10:43to figure out why it's not being
- 10:45affected in this one over here. Hmm,
- 10:48okay. It's a little bit hard to see.
- 10:50Maybe it's because of the way the sun is
- 10:51hitting
- 10:52but I think for now we're going to be
- 10:54done and uh in the next lesson we're
- 10:57actually going to continue working I
- 10:59think with
- 11:01this section over here. We're going to
- 11:03replace these areas and so yeah, thanks
- 11:06so much for watching and I'll see you in
- 11:07the next one.
- 11:11>> [music]
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