Tag: graphics

UE4: Making a decent scene (Part 1)

UE4: Making a decent scene (Part 1)

In Unreal Engine 4, beginners mostly suffer because they can’t make a scene. But, %66 percent of people get across that very quickly, and almost everyone gets stuck on the issue of lighting, positioning props, etc. (Well, as far as I know). Well, I have a tactic. Which is, randomly making a scene, then getting inspiration from that scene to make the sceneĀ you desire.

Making the walls using brushes

To make the walls, start by placing a single cube brush:


How is this even shaped like a wall? See, that’s the thing about brushes, you can change their shape at will, without going to Blender, or using scaling tools. So when we pull the face of the cube inwards, we get this:


That’s more like it! Now, let’s put the second wall in. To do this I am going to duplicate it and move the duplicate at the same time by holding Alt and dragging the arrows. Then just rotate it. Note: I am only going to place 2 walls, because I want it to be visible from the outside, since I am building this in my Blog project.


And the roof:


Now, I am going to add the props and the floor in one frame:


That’s kinda nice! We could just leave it here, but nobody has a grey checkerboard pattern for all of the faces of the room. Time to spice it up a little.


I think that bricks look suitable for walls, I used the basic floor material for the floor, and I used copper for the roof, just for fun.

Now it’s really starting to take shape! Now let’s add a reflection sphere so the reflective surfaces on this scene actually reflect something.


Voila! Our random scene is finished. Now, in the next part, I am going to take inspiration from this design, to make a scene that I actually desire, not just a random scene. Take care!

Unreal Engine 4 Graphics: Material Instances

Unreal Engine 4 Graphics: Material Instances

Material instances are fairly simple, but they are really useful. If you use material instances, you won’t have to make ten whole materials just to have a variety of colors to choose from. They use a base material that limits how many nodes, values etc. you have by assigning parameters to the ones that are used, and keeping the other nodes and values constant in the base material, and when an instance is created only the nodes with parameters can be used.

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