Unreal Engine: Materials for Architectural Visualization

Go to class
Write Review

Free Online Course: Unreal Engine: Materials for Architectural Visualization provided by LinkedIn Learning is a comprehensive online course, which lasts for 1-2 hours worth of material. The course is taught in English and is free of charge. Upon completion of the course, you can receive an e-certificate from LinkedIn Learning. Unreal Engine: Materials for Architectural Visualization is taught by Joel Bradley.

Overview
  • Learn how to create and optimize materials for architectural visualization in Unreal Engine. Explore the benefits and drawbacks of some of the most popular visualization workflows.

Syllabus
  • Introduction

    • Create materials that look as real as possible in Unreal Engine
    1. Important Workflow Considerations
    • Why is UVW mapping important?
    • Geometry detail vs. Texture detail
    • Why texture procedurally?
    • The advantage of bitmaps in Unreal
    • Understanding scale and resolution
    • Environment vs. asset texturing
    • Our choice of texturing application
    2. Building Materials Inside Unreal
    • How and when to use Unreal's Material Editor
    • Creating a new Material
    • Setting up the base colour
    • Adding the roughness
    • Blending the normal maps
    • Exposing parameters for reusability
    • Build flexibility into materials
    3. Using Substance Source and Share with Unreal
    • Downloading the Substance plugin
    • Using Substance Share
    • Accessing and navigating Substance Source
    • Using downloaded .sbs files in Designer
    • Taking .sbsar files into Unreal
    4. Putting Bitmap 2 Material to Good Use
    • What makes a good starting photo?
    • Using the B2M standalone application
    • Utilizing B2M inside Substance Designer
    • Using B2M inside the Unreal Engine
    • Working with patterns in B2M
    5. Benifits of Procedural Texturing
    • Understanding the Relative to Parent option
    • Creating tileability
    • Adding flexibility to our materials
    • Simplifying materials for game engine use
    Conclusion
    • Next steps