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Ultimate Custom Master Material!!

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    Ultimate Custom Master Material!!

    Hello everyone. Announcing my new tutorial series on vertex painting water puddles as requested! ( UE4 Materials For Beginners: Vertex Painting Water Puddles ) Here is the trailer! Available for purchase along with my first series on basic master material creation in UE4 here.


    Here is a splash page showing contents of the download!
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    The first series in my collection is available for down load here. To preview a quick intro/demo video check out my YouTube channel: https://www.youtube.com/watch?v=tZsEzOCETBM The next series will get into a deeper understanding of the material editor. Hope this helps!

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    I started this thread to demonstrate my new UE4 Master Material and get feed back on ideas for improvement. I am also hosting info regarding my new tutorial series here. Here are a couple of examples so far. This is a master material I created to cover most of the regular environment artist needs. There are certainly exceptions but this master can go a long way.



    An example of a shiny floor material with dirt pass and vertex painted footprints.
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    Another cross reference example:
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    Attached Files
    Last edited by aaronkaminer; 10-20-2014, 02:35 AM. Reason: Updates on my new UE4 Tutorial Series on Material Creation

    #2
    cool Man , a tutorial would be nice

    Comment


      #3
      Another Round With the New Master Material

      Here is another fun one. This is a material with a little bit of opacity masking and such. I think I got pretty close on this one. The goal is not to replicate the art... but to replicate the fidelity. Once again made from a material instance of the Master Material I made in UE4. Loving UE4 So Far!

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        #4
        Awesome Aaron! Division has some inspiring materials! You're nailing it

        What else do you have planned right now?
        Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

        Comment


          #5
          Fantastic job in the scenes aaronkaminer! All of the screenshots that you are sharing look amazing. I cant wait to see what you will share with us next. Keep up the fantastic work and have a great day!

          Comment


            #6
            Originally posted by Tom Looman View Post
            Awesome Aaron! Division has some inspiring materials! You're nailing it

            What else do you have planned right now?
            I am not sure right this moment. I was hoping for someone to drop me some challenging images to attempt. If not, I will probably find some other props to do from the division or ryse son of rome. I eventually plan to see if this is something that I can put in the market place. As I am making these materials I am slowly coming across improvements for the master material, once it is complete I will try to submit it. I am also considering doing a tutorial series...some people really took interest in learning how to replicate my water vert paint portion of my master material.

            Comment


              #7
              The poster is a good start, but could definitely be pushed more to achieve the look in the Division. The main area to focus on would be the fold lines. The are very pronounced in that Division screenshot, where not as much in your shot. Think about if the poster has been folded up a bunch of times and moved ar. Those lines are very pronounced, and have small rips and even edge grime on them. The normal map looks a little bubble and the roughness looks too low atm, but its a good start!

              The vertex paint puddle is very nice!

              Comment


                #8
                Originally posted by JoshuaMarlow View Post
                The poster is a good start, but could definitely be pushed more to achieve the look in the Division. The main area to focus on would be the fold lines. The are very pronounced in that Division screenshot, where not as much in your shot. Think about if the poster has been folded up a bunch of times and moved ar. Those lines are very pronounced, and have small rips and even edge grime on them. The normal map looks a little bubble and the roughness looks too low atm, but its a good start!

                The vertex paint puddle is very nice!
                Thanks for the feedback. After seeing it today I def agree the roughness is too low. Easy fix! Perhaps the lighting arrangement would help show the paper folds a little better. They are pretty extreme. I will give it a go and see what you guys think. I also have a normal intensity slider so i can pump it up a bit. If this still seems too weak I will get a new normal going. Maybe I will do a short video demonstrating these in engine tweaks and show how easy the UE4 material instance system can be for making changes on the fly!

                Comment


                  #9
                  Originally posted by aaronkaminer View Post
                  Thanks for the feedback. After seeing it today I def agree the roughness is too low. Easy fix! Perhaps the lighting arrangement would help show the paper folds a little better. They are pretty extreme. I will give it a go and see what you guys think. I also have a normal intensity slider so i can pump it up a bit. If this still seems too weak I will get a new normal going. Maybe I will do a short video demonstrating these in engine tweaks and show how easy the UE4 material instance system can be for making changes on the fly!
                  Sounds good! Look forward to seeing your progress!

                  Comment


                    #10
                    Originally posted by aaronkaminer View Post
                    I am not sure right this moment. I was hoping for someone to drop me some challenging images to attempt. If not, I will probably find some other props to do from the division or ryse son of rome. I eventually plan to see if this is something that I can put in the market place. As I am making these materials I am slowly coming across improvements for the master material, once it is complete I will try to submit it. I am also considering doing a tutorial series...some people really took interest in learning how to replicate my water vert paint portion of my master material.
                    Just picking some elements I enjoyed the most from their trailers:

                    http://youtu.be/O_j9uKBmUEk?t=1m28s - the 3D Overlay map looks amazing. Although I argue it's not very functional and mostly an eye piece in their presentation IMO. They updated this effect in a E3 trailer http://youtu.be/JhBAc6DYiys?t=57s

                    The other thing that really caught my interest is the flashback material they added in the Metro station http://youtu.be/JhBAc6DYiys?t=1m33s - I tried to replicate some of that (currently a placeholder for a cloaking material - I'll share more on that later)

                    It may not be the kind of challenge you're looking for, but they sure have some amazing shader artists working on this game!
                    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                    Comment


                      #11
                      Hey Everyone, I am starting a new HD Tutorial series on unreal engine master material content creation! I am wondering... should I create a well rounded material tutorial series that aims to help everyone learning materials?? Or simply explain the process I go through to make the master materials (assuming viewers are educated in the material editor?) This is for the viewer so let me know what you think!

                      Bump!

                      Comment


                        #12
                        Definitely do a TUT on concepts and applications in a PBR workflow! Users that know will skip to the actual implementation, the others will benefit from the added explanation.

                        Comment


                          #13
                          And this is just a personal advice: refrain from things like HD or AAA and all that hyped marketing stuff, it's gonna look silly to everyone knowledgeable (and you will want their endorsement).
                          Let's not turn the marketplace as unity's asset store, where every asset is AAA quality but will never be used in a AAA game uahhahah

                          Comment


                            #14
                            Originally posted by max.pareschi View Post
                            And this is just a personal advice: refrain from things like HD or AAA and all that hyped marketing stuff, it's gonna look silly to everyone knowledgeable (and you will want their endorsement).
                            Let's not turn the marketplace as unity's asset store, where every asset is AAA quality but will never be used in a AAA game uahhahah
                            Haha! All too true. No advertisement gimmicks here though. (Not intentionally anyway) I just meant 1080. -.- Thanks for the advice!

                            Comment


                              #15
                              New Tutorials Online!

                              Hey folks. Just a quick update. The first series in my material tutorial collection is online! Check it out!

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