Intro to Materials: Adding Textures to a Material | 03 | v4.0 Tutorial Series | Unreal Engine

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  • เผยแพร่เมื่อ 26 ก.ย. 2024
  • We now continue our Material creation process by adding some textures into our Material.
    A link to the wiki for further notes is available here -
    wiki.unrealeng...
    (00:05) - Intro and Normal Maps
    (01:45) - Creating a Wood Material
    (03:50) - Inside the Texture and Materials Editors
    (06:54) - Roughness and Lerps
    (11:21) - Texture Tiling
    (13:35) - Linear Interpolation Explained

ความคิดเห็น • 128

  • @TeaAndMinecraft
    @TeaAndMinecraft 9 ปีที่แล้ว +16

    These tutorials are so incredibly helpful and well produced, can't thank you enough! Cheers from a fellow Carolinian!

  • @chlbrn
    @chlbrn 10 ปีที่แล้ว +10

    This is so useful for me since I have been using 3ds max as my primary software for years and I am very unfamiliar with physically based shading. This part just hits the right spot and after watching this, I understand much better and get deeper into UE4.

  • @burnsy96
    @burnsy96 9 ปีที่แล้ว +69

    These tutorials are the best, this engine is the best, Epic Games is the best!

    • @alias6676
      @alias6676 5 ปีที่แล้ว +4

      Epic Games isn't the best. Only crew working on UE is the best.

    • @bharathjoshua9332
      @bharathjoshua9332 5 ปีที่แล้ว

      @@alias6676 +1

    • @jaymills6691
      @jaymills6691 4 ปีที่แล้ว +3

      @@alias6676 Epic games made the launcher free and made quixel bridge/mixer free for ue users

  • @Shrooblord
    @Shrooblord 10 ปีที่แล้ว +35

    Is wood made of metal? Oh, oh it is, huh? Alright, alright... moving on...
    You really made me laugh there.
    Thanks a lot for these - I'm incredibly excited for UE4 and will start using it shortly, I'm sure!

    • @GaryParkin
      @GaryParkin 4 ปีที่แล้ว

      It's not made of metal??? ROFLMAO

  • @masterforgames5210
    @masterforgames5210 ปีที่แล้ว

    who is this man that talks that well, like this level of efficiency in the talking is just insane!

  • @muathal-eisa9490
    @muathal-eisa9490 4 ปีที่แล้ว +1

    I have never come across such good videos explaining materials that good. Simple & Clean. Good job, and thank you!

  • @Defenceless_baby
    @Defenceless_baby 4 ปีที่แล้ว +7

    "then you have great imagination" Great save! :P

  • @sunny99179
    @sunny99179 ปีที่แล้ว

    An real technical and simple easy to understand lesson that i never found any class teaching so greatly. Thank you very much ❤❤🎉🎉
    I following tutorials would connect them and never undestood why i was connecting them. Now i know😮😊

  • @matthewpapageorge8441
    @matthewpapageorge8441 10 ปีที่แล้ว

    Thanks for taking the time to make the graph at the end. I was struggling with understanding how the linear interpolate achieved making the grain rougher, but you cleared it up for me with the graph.

  • @robob3ar
    @robob3ar 6 ปีที่แล้ว

    Wow the lero graph explanation was great, this is how math should be combined with programming and color

  • @LEGIT134
    @LEGIT134 10 ปีที่แล้ว +3

    I haven't watched it yet but I'm excited to see textures being placed on objects in the Unreal Engine 4:)

  • @LEGIT134
    @LEGIT134 10 ปีที่แล้ว +1

    Nice wood texture. I am very excited to see how far you go with textures.

  • @robertnewton9548
    @robertnewton9548 ปีที่แล้ว

    These are such good tutorials, thanks! Interesting that those textures in this tutorial have their alpha channels, which typically store transparency information, storing roughness information. Nice trick.

  • @husifps9305
    @husifps9305 4 ปีที่แล้ว +1

    I can listen to you all day.

  • @juanoncho
    @juanoncho 8 ปีที่แล้ว

    Best narrator ever. cool work. is impresive how is fun to watch these videos just for his witty coments. Congratulations.

  • @vernondjoe
    @vernondjoe 7 ปีที่แล้ว

    Wow this technology is awesome and so user friendly. We are heading for a very entertaining future.

  • @kenhall8092
    @kenhall8092 4 ปีที่แล้ว +5

    followed every step but when I plugged the lerp in to the Roughness on the Material I get an Error message

  • @王海-k2u
    @王海-k2u 7 ปีที่แล้ว

    I think these tutorials is very good,because I can understand it easier...

  • @RaPtOr9600
    @RaPtOr9600 10 ปีที่แล้ว +7

    haha if your are familiar with normal maps you are staring at the screen and like so what, hehe u are the best man

  • @muhammadahsan9189
    @muhammadahsan9189 5 ปีที่แล้ว

    Zak superb man..Explained everything in detailed..Also if anyhone wants to bring reflection to water.use specular easy!!

  • @davejones1977
    @davejones1977 5 ปีที่แล้ว

    Helpfully simple, but deep enough too. Thanks. And thanks for not explaining UVWs.

  • @mentionedfirebread1115
    @mentionedfirebread1115 6 ปีที่แล้ว

    Your sense of humour is so great..

  • @3d8bits44
    @3d8bits44 2 ปีที่แล้ว

    This tutorial was very precise and Helpful!

  • @adriandeveraaa
    @adriandeveraaa 9 ปีที่แล้ว +28

    These shaders shit on unity so hard.

  • @muhammadahsan9189
    @muhammadahsan9189 5 ปีที่แล้ว

    He explained rgb in detail superb !!!

  • @BarcelonaMove
    @BarcelonaMove 5 ปีที่แล้ว

    Please keep doing tutorials for Unreal, they are great!

  • @TheDarkman21
    @TheDarkman21 9 ปีที่แล้ว

    Great tutorials with great explanation on every thing you do and what each one you do on what it is :) you .. are gonna save me a lot lot of time friend

  • @Kiyamlol
    @Kiyamlol 10 ปีที่แล้ว +9

    any tutorials for displacement?. thanks for this :)

  • @likskirtspleetscreen
    @likskirtspleetscreen 3 ปีที่แล้ว

    Ok just getting the untold part where roughness is not just receiving a zero to one information, but has a deeper connection to LERP that tell him how to split it across the A and B channel of the lerp.

  • @dude3780
    @dude3780 7 ปีที่แล้ว

    thank you so much for this tutorial, the tiling really helped me.

  • @mistaque
    @mistaque 5 ปีที่แล้ว

    The more I study, the more amazing I feel.

  • @ShoSeijuro
    @ShoSeijuro 8 ปีที่แล้ว

    I love your tutorials, so clear!

  • @ZectricFOZ
    @ZectricFOZ 10 ปีที่แล้ว

    Thanks for doing these! They're a big help.

  • @FB-eq9vl
    @FB-eq9vl 2 ปีที่แล้ว

    Thank you very much! Very clear and helpful good sir!

  • @dissonantmind
    @dissonantmind 9 ปีที่แล้ว

    Best UE4 tutorial on the web!

  • @TheMrRatzz
    @TheMrRatzz ปีที่แล้ว

    Great tutorial! 👍🏼

  • @justnotg00d
    @justnotg00d 3 ปีที่แล้ว

    What? Trees are not made of metal? Oh Darn. Excellent set of videos !

  • @lakecityransom
    @lakecityransom 7 ปีที่แล้ว +3

    One thing I don't get:
    I'm thinking of it like in Photoshop the alpha channel designates whether its see thru and the mask is black/white to designate see through and non-see through areas...
    Why does the texture have a black to white (grayish) alpha channel for something that is completely opaque?

    • @22letis22
      @22letis22 7 ปีที่แล้ว +1

      Yeah I had the same thought. It doesn't make any sense in terms of Alpha/opacity it's probably just there to use it like it was in the video.

  • @evelin.design
    @evelin.design 5 ปีที่แล้ว

    Very Educational Thank you so much!

  • @lexmurden5221
    @lexmurden5221 7 ปีที่แล้ว

    these tutorials are fantastic, thanks man! quick question, what is that chalk board software you use? that's pretty neat.

  • @marcioventura3135
    @marcioventura3135 3 ปีที่แล้ว

    I already know about Normal Maps, but I was like "Wow!" anyways hahahaha

  • @katienelson8053
    @katienelson8053 10 ปีที่แล้ว

    Love Zach he's an awesome teacher

  • @rishabhlaheja7689
    @rishabhlaheja7689 5 ปีที่แล้ว

    U teach really well...thanks alot!!!👍

  • @cumuIonimbus
    @cumuIonimbus 3 ปีที่แล้ว

    I love the pace of your tutorials.

  • @JotoheKian
    @JotoheKian 4 ปีที่แล้ว

    Thank you, much appreciated.

  • @DancesofDragons
    @DancesofDragons 7 ปีที่แล้ว

    I am a self taught coder,,, and this visual kinda makes it difficult to read what the language is saying, however it seems to be more efficient, once you get the hang of it. Good videos by the way.

    • @tennicktenstyl
      @tennicktenstyl 7 ปีที่แล้ว +2

      actually blueprints when it comes to writing the game's code are way slower. but node based material editing is actually very easy when you want to instance textures and materials and is used in most 3D modelling software. Node based materials aren't slower than the ones created in window-style manner.

  • @Pulse2AM
    @Pulse2AM 9 ปีที่แล้ว +1

    How do you reduce the bump of the normal map? That wasn't covered in this video. Thanks!

  • @bazibada
    @bazibada 4 ปีที่แล้ว

    Thank you so much for this in depth knowledge ! Everything is clear and well explained. So using the Lerp node is a bit like using a gradient ramp node in Octane or Cycles to control more precisely the brightest and darkest values of a map ? When using a gradient ramp in these, you can also control the "contrast" by manipulating the small dot between values, sort of like the steepness between them, is there an equivalent do do that in Unreal ?

  • @jeanclaudedelaronde
    @jeanclaudedelaronde 3 ปีที่แล้ว

    Awesome! Good TEacher!

  • @ajodea1191
    @ajodea1191 8 ปีที่แล้ว

    Just what I needed thanks :)

  • @necrokamios
    @necrokamios 8 ปีที่แล้ว

    If this guy were teaching at my university, I don't think I would think twice about the university fees in the UK xD

  • @decorix
    @decorix 10 ปีที่แล้ว

    Does anybody know when you have your materialEditorWindow open and you goto your Texture folder (to pick texture) it closes my MaterialEdiorWindow. Its doest stay open. This way I cant dragg in a texture.

  • @Barcode6321
    @Barcode6321 3 ปีที่แล้ว

    excellent

  • @DiamondG_
    @DiamondG_ ปีที่แล้ว

    I have a question
    When I scale an object the texture will be scaled
    But I don't want to scale the texture
    What can I do to prevent this?

  • @JC00PER-08
    @JC00PER-08 2 ปีที่แล้ว

    I’m trying to add a texture to a small part of the model but it adds the texture to the whole model how do I fix it?

  • @M00NX1
    @M00NX1 6 ปีที่แล้ว

    im following all of this thank you so much, just wondering how did you get those objects? the objects where you imported the materials to? it says "Unreal Engine" on those objects

  • @XenarthrA28
    @XenarthrA28 7 ปีที่แล้ว

    seems like when i untick the colors to look for the alpha, the texture does not have any black lines to show depth, anyone know why is that? :/

  • @jakedavis7950
    @jakedavis7950 9 ปีที่แล้ว

    Hey can someone help me out with the multiply node? When i look at the materials in the starter map i see alot of use with the multiply node, especially in the macro texture variation part of the materials. it goes a little like this... they'll use a textcoord-multiply-sampletext- then a add node followed by another multiply to what im understanding from it, to blen the two texture to break up the tiling effect in the texture. but im not really understanding how its working really.... is the first multiply node to dictate how much of the black (cause its plugged into constant A) there gonna use out of that texture? Example: both of the same textures plugged into multiply nodes with different values in each of the a channels to get different black levels, followed by a add node, then use another multiply, to combine those same textures black values into one to break up tiling? please help

  • @ethansherr3281
    @ethansherr3281 8 ปีที่แล้ว

    Q: Can some explain what I'm seeing at minute 4:30 - where the alpha channel of the wood png 'highlights' the crevices of the wood.
    Why does this wood png have alpha values? I would have thought the alpha channel would of the wood would be all 1's. completely black, aka not transparent anywhere. The way it is highlighting the crevices makes me think the png is semi-transparent, mostly see-through where there is not a crevice and more solid along wood-cracks. Clearly it doesn't work like that tho...
    Has the artist who packed additional information in the alpha channel knowing it will not be used by the "Base Color" -- maybe the alpha channel alone will be used as a height map or something in a different texture field?
    TY

    • @ethansherr3281
      @ethansherr3281 8 ปีที่แล้ว

      ***** Thanks! I think the alpha channel here just has more data in it from the artist. I do not think there is a standard way of packing your textures (that I know of anyway). Alpha here is defnintly not meant to be transparency. Also we know it's not a normal map because normal maps are green, jutting out, red going in, and blue, even. It could be used as a height map though!
      These tricky guys try to pack as much data in to images as possible. May as well use the alpha channel for something since it's already "ready" on the graphics card!

  • @EagleTopGaming
    @EagleTopGaming ปีที่แล้ว

    Simple question, but where is that Unreal material preview sphere?

  • @myAutoGen
    @myAutoGen 7 ปีที่แล้ว

    I'm confused. Why doesn't the wood have a plain 'white' alpha channel? Doesn't alpha define transparency?

    • @myAutoGen
      @myAutoGen 7 ปีที่แล้ว

      Oh right, normally it does yes, but this texture simply 'hijacks' it to record what I'm guessing is something like the overall amount of colour for each pixel.

  • @ady7d77
    @ady7d77 5 ปีที่แล้ว

    wow, i learned more in this tutorial than in Udemy.
    In Udemy is more talk and they extend too much the courses. hahaha

  • @kaisavii
    @kaisavii 8 ปีที่แล้ว

    I can't find the particular textures that he chooses for the example. I figured that it wouldn't matter as long as I got something similar, but none of the other textures are delivering the same result. Does anyone know where to find the textures he uses?

    • @Gaff.
      @Gaff. 8 ปีที่แล้ว

      Starter Content. Just start a new project and start it with the Starter Content when it prompts you at the beginning of the process.
      If you want to add the Starter Content to an existing project, as far as I know you'd need to start a new project with Starter Content anyway, and then migrate the folders you wish to add, by selecting them in the new project, right-clicking, and telling it to migrate the assets, which will bring up a Windows Explorer interface (or other OS's equivalent) where you'd just navigate to where your original project is saved. Then it should immediately be there.
      You can delete the project where you got the Starter Content once you see it in your original project if you wish to reduce clutter.

  • @massimdq
    @massimdq 8 ปีที่แล้ว

    First of all thanks for the tutorial! This guy is awesome!! Does somebody know if I can change the scale on the preview sphere with out changing anything on the materials?

  • @TheBcoolGuy
    @TheBcoolGuy 7 ปีที่แล้ว

    This is so much harder than Unity. It looks much better, though.

  • @dilithium72
    @dilithium72 10 ปีที่แล้ว +2

    Why did you change from 0-255 to 0-1? Did you not see the need for 256 levels?

    • @Archimagus
      @Archimagus 10 ปีที่แล้ว +2

      0-255 only gives you 255 levels. 0-1 can be anything in between. 0, 0.00001, 0.9, 1, etc. So 0-1 gives you way more flexibility. Also, it's much easier to combine the 0-1 values as you can just multiply them together and never get more than 1.

    • @dilithium72
      @dilithium72 10 ปีที่แล้ว

      Archimagus OK. That's fair enough, if it has that many decimal places? I just thought it would only have two decimal places (like a percentage) and, therefore, only 100 sub-divisions... which seemed a bit weird. Never thought about the multiplication aspect of it, though.

    • @Archimagus
      @Archimagus 10 ปีที่แล้ว

      dilithium72 It is a percentage, with 0 being 0% and 1 being 100% but you can have out to about 7 decimal places, if you need them, not that you ever really would need that many.

    • @PLOFstudio
      @PLOFstudio 10 ปีที่แล้ว +2

      0-255 comes from the 8 bit old color system where you have 256 values (0 counts as one) for each channel, R,G,B and alpha. Now that the color systems are getting floating point (32 bits for each channel) we have a much bigger depth and you have to pick the colors in a different way, just that.

  • @shebbe
    @shebbe 10 ปีที่แล้ว

    Dat "gray" color on the chalkboard lol.

  • @ne4to777
    @ne4to777 9 ปีที่แล้ว

    hmm... my wood texture alpha is not the same as in this video. May be it's bug.

  • @RobCardIV
    @RobCardIV 5 ปีที่แล้ว

    only 1k likes.
    what the holy hell X_x.
    Thanks Buzz,Thanks Zack. 3dGoodTimes.

  • @andr101
    @andr101 10 ปีที่แล้ว

    the alpha channel wouldn't be supposed to be full white in this case?

  • @TTCh1en
    @TTCh1en 9 ปีที่แล้ว

    I still don't understand. why color is grey when turn red channel on and turn green, blue channel off.

    • @MoronicAcid1
      @MoronicAcid1 9 ปีที่แล้ว

      Thien Chien Tran A color with only one value is monochrome (i.e. black, white, or some shade of grey). RGB color has three values to describe a color and thus you see all components. Basically, selecting only one channel is like mapping the red value of a texture to monochrome.
      For example, consider the color RGB(0.5, 0.2, 0.05), which is some orangish color. If you selected only the red channel, you would get a medium grey, which on a monochrome scale would be 0.5. Selecting the red and the blue channel, would give you an RGB color where green is omitted, yielding RGB(0.5, 0.0, 0.05), a dark red, with a slight hint of green.

  • @trongnguyenvan6055
    @trongnguyenvan6055 5 ปีที่แล้ว

    pls for me question ! did u can cloading texture in outside into ue4 ?

  • @frezer748
    @frezer748 10 ปีที่แล้ว +2

    Does anyone know what the name of the program is where he draws all these concept things on?

    • @MrRobertantoniopgore
      @MrRobertantoniopgore 10 ปีที่แล้ว

      Yes. It's Photoshop.

    • @miranda.cooper
      @miranda.cooper 5 ปีที่แล้ว

      @@MrRobertantoniopgore Part of me doubts that but I suppose it could be done in Photoshop

    • @scav3167
      @scav3167 5 ปีที่แล้ว

      @@miranda.cooper its literally just drawing and writing photoshop can obviously do this.

  • @anselmschueler
    @anselmschueler 7 ปีที่แล้ว +1

    Isn't alpha transparency?

  • @xavierloux
    @xavierloux 10 ปีที่แล้ว

    Thanks you !!! :)

  • @youwhatmadeidk
    @youwhatmadeidk 10 ปีที่แล้ว

    So is the Alpha channel sort of like a separate channel that stores colour bias (red to blue - colour temperature) and power law (gamma)? I'm sorry if this is completely not what it is, it looks very similar to me. Can someone clarify to me what exactly the Alpha channel stores and if I was close.

    • @birdfreeyahoo
      @birdfreeyahoo 10 ปีที่แล้ว

      Alpha channel is simply opacity.

    • @youwhatmadeidk
      @youwhatmadeidk 10 ปีที่แล้ว

      birdfreeyahoo Thanks, after reading up on it a few weeks ago I now know this. This is why 24-bit colour in computer graphics is labelled as 32-bit colour as it stores an additional 8-bits for an Alpha channel rather than just standard RGB.

    • @Mordynak
      @Mordynak 10 ปีที่แล้ว +2

      Michael Walsh
      What birdfeeyahoo said isn't exactly correct. As you can see in this video, the alpha channel wasn't used for opacity.
      Typically an image file contains 3 channels, RGB. Each of these channels contains black and white information which when combined create a coloured image. The alpha channel is no different, except that it doesn't contribute to RGB. It can however be used for other things. Such as transparency, displacement, specular amount, or whatever you can think of.
      Hope this helps!

    • @youwhatmadeidk
      @youwhatmadeidk 10 ปีที่แล้ว

      Mordynak Thanks man :)
      Yeah it's kind of like an added layer of usable depth isn't it? The Alpha information can be used for texture mapping (to create 3D surfaces out of 2D textures), material based lighting (using the Alpha channel for specular highlights and sub-surface reflections) and as you have said, opacity (using the Alpha channel as depth for transparency calculations).

  • @HBGoneGlobal
    @HBGoneGlobal 10 ปีที่แล้ว

    Can we get a parallax mapping, displacement tutorial

  • @joegillum
    @joegillum 3 ปีที่แล้ว

    What is that chalkboard app he uses?

  • @nathanalgren288
    @nathanalgren288 4 ปีที่แล้ว +1

    'Is wood made of metal?' LOL

  • @MalpasDan
    @MalpasDan 8 ปีที่แล้ว

    Who knows the graph paper software he was using near the end of the video?

  • @chiboreache
    @chiboreache 8 ปีที่แล้ว +1

    It would be better to remember, if B was Black, and A was White

    • @tennicktenstyl
      @tennicktenstyl 7 ปีที่แล้ว +1

      but it isn't going to change lol.

  • @mememenene
    @mememenene 4 ปีที่แล้ว

    Hi, i found a amazing stairs, but, dont have material, only textures, and i dont know where conect, do you know?
    star_gr_Ambient_occlusion.tif - I KNOW
    star_gr_Base_color.tif - I KNOW
    star_gr_Metallic.tif - I KNOW
    star_gr_Normal.tif - I KNOW
    star_gr_Roughness.tif - I KNOW
    star_gr_Specular.tif - I KNOW
    star_gr_Curvature.tif - I DONT KNOW
    star_gr_diffuz.tif - I DONT KNOW
    star_gr_Glossiness.tif - I DONT KNOW
    star_gr_Height.tif - I DONT KNOW
    star_gr_output.tif - I DONT KNOW
    Thanks!!!1

  • @optimalstate3190
    @optimalstate3190 3 ปีที่แล้ว

    "Lacquered it for days and days" Lmao

  • @MoronicAcid1
    @MoronicAcid1 9 ปีที่แล้ว

    Any good tutorials for generating a normal map?

    • @Petey0707
      @Petey0707 9 ปีที่แล้ว

      MoronicAcid1 Bitmap2Material 3 on Steam

    • @shamanik1320
      @shamanik1320 7 ปีที่แล้ว

      MoronicAcid1 I found a Normal Map plug-in for Gimp2 that works very well. It seems it used to be in the software originally buy had since been removed to you gotta download the plugin, put the 4 files in the right folder and then restart and it shows up under filters.

  • @Rb39-ej5hh
    @Rb39-ej5hh 10 ปีที่แล้ว +1

    no parralax mapping why?

    • @Warbeast31
      @Warbeast31 10 ปีที่แล้ว +3

      Where parallax? In this example or in the engine? What did you mean?
      In UEd 4.0, put an alpha in the nm and then connect a bump offset node to the normal...there are some examples materials with parallax in the example map ;)

  • @steve122288
    @steve122288 9 ปีที่แล้ว +2

    linear interpolate very poorly covered. still confused as fuck.

    • @steve122288
      @steve122288 9 ปีที่แล้ว

      steve122288 you vaguely explain what A and B are then just plug something into the alpha. You dont even say why you are using the linear interpolate, or why it is commonly used. Then your explanation later barely connects to the previous example.
      You also never explained why the alpha channel of the wood has transparency in it (black)

    • @MoronicAcid1
      @MoronicAcid1 9 ปีที่แล้ว +3

      steve122288 Linear interpolation is basically mapping a value from 0.0 to 1.0 to a value from A to B where alpha is the percentage, B is the end value, and A is the start value. As you increase the alpha, the value moves away from A and closer to B. Basically, the result of linear interpolation is alpha * (B - A) + A.

    • @steve122288
      @steve122288 9 ปีที่แล้ว

      wuldnt it be more like, A + (B * Alpha) ? lolz ill have to check i forget what it is again

    • @steve122288
      @steve122288 9 ปีที่แล้ว

      hmm wait ur equation is starting to make sense now. Take A away from B using this percentage.. but then we put A back in huh wut

    • @steve122288
      @steve122288 9 ปีที่แล้ว +2

      dont be such a chode. U gotta start somewhere. I actually started in highschool tho to be honest. With better documented information almost any1 could get something going that was interested, reguardless. Moronic Acid's equation isnt even listed under the types of interpolation. There is something sorta close to it. Anyhow, in programming you only need to know the intended result of something, not necessarily the way it works. Same goes for this really.

  • @danielr.l.mccullough600
    @danielr.l.mccullough600 7 ปีที่แล้ว

    Wood is made from metal?
    I'm suing every teacher I ever had for making me think wood was made out of wood or cellulose

  • @bluegizmo1983
    @bluegizmo1983 3 ปีที่แล้ว

    Can't we just go back to 2d sprites for everything? Lol

  • @thegraphicgoose
    @thegraphicgoose 6 ปีที่แล้ว

    Helpful but Americans spell grey with an a?

  • @Trillion_Dollar_Extreme
    @Trillion_Dollar_Extreme 7 ปีที่แล้ว

    Haha is wood metallic that part was funny also unity is very very bad

  • @noahyoungunz7865
    @noahyoungunz7865 2 ปีที่แล้ว

    Sorry I over reacted

  • @galileo_omega1455
    @galileo_omega1455 4 ปีที่แล้ว

    blablablaaaaaa.... 🙄

  • @ruslandad365
    @ruslandad365 ปีที่แล้ว

    Actual To Unreal Engine 5

  • @PingHuaChou
    @PingHuaChou 5 ปีที่แล้ว

    Thank you so much for making these videos!

  • @stanleydegraef4442
    @stanleydegraef4442 9 ปีที่แล้ว

    from where do you get those textures
    ?