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Sam Shaw / kirko-dev
  • Home
  • itch.io
  • About
  • Blog
    • UE5 Stuff
      • Runtime Audio Frequency Analysis
    • Template Blog Page
    • /// Avoiding Default UE5 Looks
      • /// Materials & You
      • /// HDR Haze
      • /// Vertex Painting
      • /// Material Gouraud
  • Projects
    • Starchaser
    • Gravity Knight
    • Maskless
    • The Rooms Between
    • The City Below
Sam Shaw / kirko-dev
  • Home
  • itch.io
  • About
  • Blog
    • UE5 Stuff
      • Runtime Audio Frequency Analysis
    • Template Blog Page
    • /// Avoiding Default UE5 Looks
      • /// Materials & You
      • /// HDR Haze
      • /// Vertex Painting
      • /// Material Gouraud
  • Projects
    • Starchaser
    • Gravity Knight
    • Maskless
    • The Rooms Between
    • The City Below
  • More
    • Home
    • itch.io
    • About
    • Blog
      • UE5 Stuff
        • Runtime Audio Frequency Analysis
      • Template Blog Page
      • /// Avoiding Default UE5 Looks
        • /// Materials & You
        • /// HDR Haze
        • /// Vertex Painting
        • /// Material Gouraud
    • Projects
      • Starchaser
      • Gravity Knight
      • Maskless
      • The Rooms Between
      • The City Below

<^ Back to Avoiding UE5 default look

/// Materials & You

To begin with, realistic lighting is the first thing I removed, and material wise, if you have a base color material in unreal, it comes out with nothing

Here's a very clear image for reference

I hear you ask dear reader
Great and powerful voice in my head, whatever should I do???


Make it unlit !!!

Tada!

Easy!

Now you can see your materials without any light!


This is very helpful, sure, but it's not without it's downsides... We can ignore those for now.


So I'm gonna go ahead and make a quick environment...

Very quickly you notice an issue...

You can't see anything without contrast...

so lets add some textures !

Well.. now I can see it, but it still looks a bit naff.

Certainly a lot better than a flat color

There's also all that warping of textures

The texture problem is actually an interesting fix for me.

Since I used a lot of big meshes, I built the materials for starchaser with blockout >> final level in mind, with speed as a focus

So I used world aligned textures


Warping all gone, no need to create specific meshes just yet (great for prototyping and getting a feel for things)

That's the basics of the material setup.
If you want a brief look at how I use some other elements of the material setup you can see so here

It has a handful of different things mixed into it, but the general process is like this
Base color
> world alignment (either base version, or sharp, since basic world aligned texture function uses bilinear filtering)
> Color Multiplier > Vertex Paint added with a lerp (alpha controlling how strong the vertex paint max is)
> Glow strength overall, though this more makes sense as a brightness scalar
> Hue shifter > In case I want to fine-tune some colors when I have a value I like already
> Material / Distance Based Fog

When it comes all together, it really does give the piece a bit more life, a bit more color, and a lot of control.
Materials are very powerful, if you put the time in to learn them.
I barely scratch the surface

This doesn't even use the shader I made...

  • To see how to do the vertex painting and give the material even more depth, go to the vertex painting page

  • For making the blur post process, go to HDR Haze

  • For a material based lighting alternative, go to Material: Gouraud

  • /// Avoiding the default UE5 engine look \\\

  • /// Materials & You - Basic Material Setup

  • /// HDR Haze - Its not even real HDR, that's the fun part

  • /// Vertex painting - Controlling Shadows

  • /// Material: Gouraud Faking an old lighting method


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