The intention of this course is not to show you how to create cool materials inside unreal engine, but understand them, you will understand why you need to multiply or divide certain numbers and what are the implications of those operations in real time.
Understanding materials The course is divided in several materials one more difficult than the another, it is important that you watch them in a linear fashion since the topics exposed in the first ones will be used in the next parts Download project empty files to follow along with this course This course includes a .zip file which can be extracted for you to follow along, it is important to mention the version we will be using is 4.25, the maths and logic exposed in this course can be used in old versions of UE but the assets are not compatible. This course will cover: Creating a soil material, where we will see basic math concept that are really necessary for the following tutorials Creating an animated fish, we will understand trigonometric functions while we do a cool animation for a fish Creating a toon shader, we will see in deep what is deferred rendering and how to create a custom cheap light model inside the material editor Creating a drawing effect, as complement for the toon shader we will create a cool post proccess effect using outlines, we will understand various concepts that are use inside image processeing Creating a radial blur, for this last tutorial we will use HLSL code, since is the only way to archive such a complex effec
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