Huntn
Misty Mountains Envoy
@theSeb This seemed like the best location for this thread based on what is available In the forum. I’d ask for suggestions or make one, such as updating the name of the Photography Forum to Photography and Graphic, 3D Design.
In college, I majored in Graphic Design a BFA (Bachelor of Fine Arts) before becoming a professional pilot and let that degree sit there for 40 years with some casual delving into graphic design and photography. Last December I got this bug to create interactive 3D, eventually Virtual Reality settings for the purpose of relaxation using the Unreal Engine (UE), which is a game engine.
Why use a game engine vs a 3D modeling program? Because I want to create an interactive virtual space that the player can walk through, experience and UE comes by default with the basis of an environment already created for the author. I expect @Renzatic to possibly correct me which I look forward to. 🙂
To become a Unreal Engine Journeyman:
Regarding textures, I received this reply from :
forums.unrealengine.com
It is typical to use other programs like Quixel or Substance to create the textures even if the model is made in Blender. Blender model is imported there and then the textures are painted.
Sometimes maps are generated from the diffuse texture. There are plenty of lightweight alternatives for this task, some of them free.
There are some games that don’t even use textures and rather create the surface details with shader math. Those games would then do it all in engine.
In college, I majored in Graphic Design a BFA (Bachelor of Fine Arts) before becoming a professional pilot and let that degree sit there for 40 years with some casual delving into graphic design and photography. Last December I got this bug to create interactive 3D, eventually Virtual Reality settings for the purpose of relaxation using the Unreal Engine (UE), which is a game engine.
Why use a game engine vs a 3D modeling program? Because I want to create an interactive virtual space that the player can walk through, experience and UE comes by default with the basis of an environment already created for the author. I expect @Renzatic to possibly correct me which I look forward to. 🙂
To become a Unreal Engine Journeyman:
- Learn environment/atmosphere, lighting, weather, visual effects, and sound- UE provides this. You have to learn how to apply the lighting and visual effects built into the engine, and acquire the experience to do so. My impression, this is not tremendously difficult. UE has done the hard work (programming) for you, however, there are different types of lighting you have to learn how to light a scene, how to achieve an effect, when and how to apply such as static vs dynamic lighting and what impact it has on the performance of the project.
- Learn to create landscapes- the surface of the world the character wIll explore.
- Learn 3D modeling- outside of UE. This is huge.
- Learn to create textures- All are created outside UE for both the landscapes (created within UE) and the 3D objects and textures modeled outside of UE and imported in. Not sure how huge this is, but maybe it is…huge.
- Learn UE Materials- The manipulation of textures in a 3D space. Textures are all created outside of UE, and are then incorporated into UE materials. Think of it this way, a texture is the picture of a surface, a UE material is the UE programming converted into a GUI (graphical user interface) so you don’t have to learn computer programming, that allows the appearance of textures to be altered to add 3D qualities to those texture, qualities like roughness, and height inside of UE. At this point in my learning, this is huge.
- Learn how to put it all together into something that works. 😀
Think of the majority of the texture work you'll be doing inside of UE as extra detailing. Like you have your little building, completely textured, and you want to overlay, say, some moss and dirt on top of the wood boards of your building. You already have the foundation in place. It's been built and textured in Blender already. You just want to add some random details to flesh out your object.
There are two ways you could do that.
One would be to paint all the overlay effects in Blender, bake all the new details down to a unique PBR texture stack, then export it out to UE. That would work, and it'd look fine, but then every instance of the building you place will have all those same details in the same place. If you want more unique buildings, you'll have to create more details, export them out, and give each one it's own PBR texture stack.
Or you could make a building with more generic details, and use master materials, vertex masks, and other material tricks to give you more flexibility with your details, allowing you to create as many unique iterations on same base as you want without using as much memory.
The important thing is that you have your generic base to work from. And with something with as many bits and bobs as your average building, all needing to be aligned properly in all their right places to look good, you'll need to UV map that.
Remember, the more specific detailing you need to do, the more likely it is you'll have to UV map it. For simple objects, like your underlying landscape mesh, a planar projection will be enough to get you buy. A formless blob of a rock? A spherical projection of a simple featureless stone texture will do. Both of these UE can do. It's when you start getting detailed, when you need to be able to say "this should go here on my model," that you need to UV.
Regarding textures, I received this reply from :

How are Materials actually handled in a UE Project?
Thanks. So this is why this particular tutorial seems confusing, while in Maya, the author looks like he is adding textures to meshes. I understand Maya is where a rough block mesh would be sent to turn it into a finished product, and maybe somewhere it will be explained, but I’m not seeing the...

It is typical to use other programs like Quixel or Substance to create the textures even if the model is made in Blender. Blender model is imported there and then the textures are painted.
Sometimes maps are generated from the diffuse texture. There are plenty of lightweight alternatives for this task, some of them free.
There are some games that don’t even use textures and rather create the surface details with shader math. Those games would then do it all in engine.