Good day UE4 world!
I have hit a bit of a bump.
The tutorials are informative and have helped my understanding of varied aspects of UE4 by leaps and bounds. This has, however, brought me to a bit of a bump (and I expect many more to come).
I don’t quite understand the function of components of materials, and how they effect what I am creating. I can make a texture ‘work’ and I can muddle my way through making others (using the tutorial less and less each time).
So far, I have encountered four components of which I understand each at different levels: Base colours, normals, UVs, and noise.
Could someone explain (in simple terms) what each of these are and how they function in relation to each other? Such as, what does noise do to the texture, how does adding UVs change it, and what is the difference between them?
Here are my guesses based on previous experience working with 2D photo manipulation:
Base colours are textures that we are familiar with (such as, grass, or green, or clouds, or snow).
Normals are negatives, similar to 35mm film before it’s developed into a photograph (where white is black, etc).
UVs are directly responsible for how light is treated on the texture/material (this is as far as I’m able to guess).
Noise adds granular distortion (based on a pre-set value).
I realize that my understanding may be skewed and incorrect, or partially correct… but try as I might, I can’t find a clear description of each component and how they relate to each other (when referring to materials) and how they interact.
I don’t need a detailed document, I can run with simple explanations. I am just missing something, and I don’t know how else to ask the right questions to find the information through an internet search.
Ah, and before I go, one more thing… I’ve heard people talk about 2x2 (or 2 by 2) when referring to creating textures… I presume this has something to do with Mipmaps/scales… it seems to be the “ideal” scaling, but I don’t know exactly what it refers to. Could someone point me in the right direction?