UnrealMatter is all about tutorials, cinematics and art in Unreal Engine and Blender. This channel shows you all from stylized to hyper-realistic scenes and how to make them. Whether movie- or self employed artist.. You will find your inspiration here.
@@larnus2548 Hello, make sure your normals are displayed correctly. You can do this by going to edit mode. Then mesh -> normals -> recalculate outside. Then make sure you got no duplicate vertices. You can do this by going to edit mode and then pressing A -> M -> merge by distance. Then you have to make sure you got a good UV map. With these steps and if you followed the video correctly you should get a clean ao map :)
Hey this was really useful. I'm looking are some rare stone types like Komatiite for my game and only really found photo's of the stone. So I used the cloning tool to turn the photo in to a 2k flat image, then got my normal and bump maps from this technique. Kind thanks
@@Starblendet Hey, thank you for commenting. I did some videos where I explain things in depth too but people tend to like shorter videos more where they can just get an easy solution :)
Hello, Eevee has built in ambient occlusion for the whole scene which you can activate. In Eevee you can't bake the ambient occlusion itself since eevee doesn't have the bake option. What you can do is bake your map in cycles and then use it in eevee :)
that works perfectly, could u please tell , how to bring this to sequencer ? i tried animating the speed parameter, but the values are extremely small , one light streak happens between 0.000025 to 0.00005 lets say, and if i click render it doesnt work, and if i restart engine , the sequence doesnt work at all, but the panner works in the viewport, i would really appreciate if there is a fix for this
You could use masks that go into the opacity channel to replicate this effect. It can be some work to do that for many models. I don't know if you could do that node based in UE5 and I haven't worked with ray tracing in UE yet.
create 1 material for your 3d model, then create alpha mask to mask out specific areas to isolate 6 textures, then use paint mask and import alpha mask for each textures.
@@UnrealMatter Hmm, maybe I should've explained it a bit better, for example Lethal Company renders at way lower resolution then stretches it onto whatever resolution player sets, therefore effect is pretty much the same but it saves performance as well instead of it being just a post process filter.
@@darkestdaysvideogame Yeah, I've understood what you've said but I never done that so yeah, maybe it is the wrong way. After a bit of searching the internet I found a forum article that is about this topic. Maybe you will find your answer there: forums.unrealengine.com/t/how-to-set-resolution-of-packaged-game/18950/15
I`m a long time Blender user wanting to learn Mixer and and Unreal, and I have no idea what`s going on here😁 Guess I need some more basics to understand why you did that thing in Blender and how it interconnected with your model
Hello, what I did in Blender was just a showcase that you need to have materials applied on your 3d model so you can texture the different parts later in mixer. I used the canister in mixer because the cube was too simple. Once you get into it, it gets really easy! :)