Best way to make lighting from a material and where to make the best bump map

Hello there, I am attempting to make a somewhat of a high tech / sleek / metallic looking material, and as I am quite a rookie at that part, I just wanted to throw some questions out there to see if anyone have any good suggestions on how to make it look proper.

The material I am aiming for, is something similar to this, with the ridges from the bump map being clearly visible and built in lighting into the material itself.

I was just curious if this is something that’s best accomplished using a 2D drawing program like Krita, or if this is something I would need to get a 3D drawing program like Blender to get the best effect out of?

Any help in regards to this or links to any place with more information as I been unable to find any good sources with information, would be apricated.

/Amoe

If you’re just talking about a scifi material, you can make them with substance painter

Or this is quite interesting

and you can just get some from the marketplace

https://www.unrealengine.com/marketplace/en-US/assets?count=20&keywords=scifi%20material&sortBy=relevancy&sortDir=DESC&start=0

The panel ‘relief’ look is just coming from a normal map.

Or perhaps you are referring to the plant seeming to be part of the wall? I think it is just lying there, close by…

1 Like

Thank you for your reply, I was not thinking about the plant itself, plants are another can of worms I am yet to open, for now I am focusing on trying to get the materials of the floor and walls to look a way I want.

The main concern I have with the bump map and the gaps, is that when I looked at materials that exist, it seems that the gap is very small, rather miniature, like the tiling between bricks, which are a bit too small from what I am looking for.

I shall look into the guide and substance painter, thank you for those.

As a sidenote, what would be the best way to use light from a material to light up a room or corridor, is it possible? Or one would need to use actual light sources to make it viable?

/Amoe

1 Like

As of UE5, emissive materials impart light to the environment, so you don’t have to do anything special there.

The ‘slots’ in the material can either be achieved with the normal map, or actually cut into the mesh while modelling.

1 Like

Thank you very much for this information, I am going to continue on with this information =)

/Amoe

1 Like

PS: I’d look at normal maps first, because they can make the mesh look like all sorts of things without actually cutting anything… :slight_smile: