Hey everyone:
So, with the recent completion of an unexpected environment art test in UE4, I have realized that I need to put the brakes on additional individual art projects and spend time learning about the Unreal Engine 4 game engine beyond just learning how to import textures, FBXs, navigating the UI, etc. A lot of this, in my head and if I am not mistaken, are skills Art Leads need to learn.
My question: Assuming I want to be a working artist who can stay in the game engine modifying, creating content like materials, scripting visual assets with Blueprint, where should I start, and with what resources beyond UE4 Documentation, learning how to be an actually effective artist in UE4?
Big Issues I know I need to learn right now:
1) Lighting Environments to a final look
2) Control and understanding over all lighting and post-processing options
3) How to create materials from scratch in Material Editor. (There's so many nodes, what do they do? How am I supposed to use them?)
4) How to modify existing textures to a material to get effects like color palatte swaps, or animating text across a space
These are the big issues I ran into, and I felt really uncomfortable and helpless within the Material Editor and lighting tools.
A lot of this seems to be math, which I have not had to really think about in the way engineers have in several years since uni.
It felt terrifying, especially in the context of the art test (I'm originally a Character Artist, so this was a curve ball when they asked me to make an environment).
In terms of approach, am I to just meet the engine with specific questions as I NEED them? Or should I pull all stops and just recreate existing examples, just slowly learning what they do and are even if I have no personal use for them at this moment in time?
Replies
For example, I am still bothered by my approach to problem solving because it still involves just "fixing the texture" instead of figuring out a new solution through just the material editor. At best, I have confident experience using the sliders in Marmoset Toolbag 2, but that does not count in any real way, I would think.
Often times for a simple prop, all that's required is just the texture and there's no need for fancy shader tricks.
https://www.youtube.com/playlist?list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
Zak Parrish teaching how to use UDK since ancient times xD
Yeah, material editor is something you want to be good at if you want to use all UE4 potential, specially for environments can be a huge time saver. This one covers almost everything you may want to know about materials in UDK but it can be applied to UE4 easily:
http://vimeo.com/channels/udk