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[flow_default] Transcription: 001 Introduction to Materials & Textures.json

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transcriptions/001 Introduction to Materials & Textures.json ADDED
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+ {
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+ "audio_file": "001 Introduction to Materials & Textures.wav",
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+ "text": "Alright, so before we continue and placing all of the assets inside our level, I wanted to explain to you what materials are and what textures are, so we get a better understanding of what all of these assets do. To begin with, I want to click on this texture, the cliff that we downloaded, and I'm going to click Ctrl C to copy it, and inside of the content folder, I am going to paste it. Now you don't have to follow along with me in this video, I just want to show you what the different things are and I just copied this texture so I have something to work with. I have also created a basic sphere through clicking create, shapes and sphere and I want to apply a material to this sphere so you can see what materials are. To create a material you can right click down here and click material. And as a good naming convention, you start the materials with M. And I'm just going to call it cliff. We are going to delete this one later, but I just want to show you how this works. And you can double click materials to open a new window. And this is the material graph. So what a material is, it consists of different textures and these textures will define the look of the item in the end. So to begin with we have this texture called Nordic Coastal Cliff and you can see here on the top right it says texture and with this one on the top right it says material. So this texture we can drag into our material graph and it will create a texture sample and this texture is the basic color so if I double click this texture it's looking very weird but this is how textures work they are created inside of the texturing program or inside of Photoshop and these textures and this texture is a basic color so if I open my material graph again I can drag this RGB and link has now the basic color on it. I can apply this material to my item or to the asset, 3D mesh that I have, by holding and dragging on top of the mesh. Or I can hold it and drag it over to the material section inside of the Details panel. But remember, now if I put it on here, it will add it to my ground. Because you can see, currently I have selected my ground. But what we want to do, you can click on your sphere and then you can drag it over to the materials. You can see here now it has, if I maximize it, click 11. I now have the material on top of the sphere I made. So now it has the basic color of the cliff texture. And I can add or I can edit some properties on this. If I double click and open the material graph again, you can see here I can give it a metallic texture. I can give it a specular texture, a roughness texture and so on. So if we go over to the other assets that we have, you can see that it has a basic color texture. It has a normal map. So this is also a texture. And this is actually this one called normal. So for example, for this cliff, if we can go back to the cliff, see if we can find it. This one, it has this normal map and you can click and drag and place it and you can drag it over to the normal map. Okay, so now it has more detail. The normal map will give, you can see here, it gives the material or the mesh more detail. So if I disconnect it and I click save again, you can see it loses more detail. So normal maps will give the mesh more detail. And if we wanted to add a metallic value to it for example we can hold the one button on the keyboard and click on the graph you will create a constant parameter and you can also create this by right-clicking on the graph and writing constant and the same thing appears. So with this constant parameter we can actually add a value to these values over here. So I will link this one to the metallic and currently it's set to zero but if I put it to one so the item we have will be fully metallic. You can see here it changes the color once it saves. Now it looks very metallic. The same thing if I delete this one again or actually I just I'll just unlink it save again and if I connect it to the roughness now the roughness if it's one it means it's fully rough so it looks dry but sometimes it's raining inside of your game and once it's raining we want to make this look more wet so for example if I put it to 0.5 and I click save you can see it has a subtle wetness to it If I go fully crazy with it and put it to 1 Now it's I mean 0 sorry now it's looking very wet from the rain All right, and this is pretty difficult to see with this texture, but it this is how it works Okay, so this is how it works. the texture. does all of this for you. So this was it for the materials and textures and in the next lesson I want to explain what material instances are and what master materials are.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 419.52
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+ }