I've released a short video series on Gumroad on PBR in UE4. It's a pretty straightforward video, meant mostly for beginners, but I do go a little bit into gamma correction and clever ways to reuse textures using Lerps. Mostly basic stuff, but it may help others who are just starting out and just learning UE4.
I'm offering $1 off the video for the first 25 Polycounters who purchase it - just $4 for over 30 minute of video and the sample project.
https://gum.co/yJMoA/polycount
Thanks for your interest and please give me your feedback!
Also special thanks to
d1ver for letting me use
his awesome Materialing library as some of the base content for this video.
Replies
https://gum.co/KOkF/polycount
Shorter / simpler topics work best because I can keep the videos shorter and the costs down. A more complex series would have to be more expensive and will take longer for me to set up.
I've been cranking away at working on my first UE4 scene and one thing that I know I've been struggling with is understanding all of the requirements for what is necessary to "light" a scene. In other words, when I first started blocking in my environment, I wanted full control over what goes in to my scene, so I removed the skylight for the longest time. As I am starting to conclude my work, I learned how important the skylight settings are to the architecture of the shaders and lighting setup. Obviously, the skylight is back in my scene now, but it's caused me to go back and redo some of the work I thought was done.
Perhaps there could be a video on the "bare requirements for lighting your scene" and an additional video which goes over "lighting improvements/tips/tricks"
(edit: Also, Linh Nguyen is my co-worker and says hello!)
a skinshader /milk etc or an explanation on how skin could be archived in Unreal4 would be great.
another one would be layered materials like for example a thin water film on another material.
Saw you had Quixel Suite, be nice to see you make something in that and transfer the materials to UE4 as I been having issues getting mine to look like as it was from 3DO as well as Marmoset toolbag.
Thanks for this tut was helpful.
Click here for Intro to PBR In Unreal Engine 4
Click here for Material Pack Vol 1
Thanks for your interest!
I'll probably do a full Quixel suite tutorial soon. It's a great piece of software so I am happy to go over getting content from it to Unreal while maintaining that quality bar.
Sorry about that, some crossed wires going on in the settings. If you try again it should work.
That would be great man. Been using Quixel Suite since its release date but trying to get the things even with the UE4 checked can still not give it the full results. I know it's a different rendering style as Marmoset now has it inside of their tools but just like to see more
Will keep an eye out and Sub.
Honestly it isn't that different, especially now that Marmoset Toolbag has a GGX shader. When I created the PBR tutorial, I used the same cubemap and had Unreal and Toolbag next to each other, and it looked exactly the same in both (except for a minor difference in the highlight width).
3Do, however, won't match up perfectly. I find it is good to get a base and use 3Do, but I switch to UE4 or Toolbag as quickly as possible so that I know I'm getting the right results.
Alright I will try give that a go then. Thanks.