Welcome to the ultimate beginner's guide to creating materials for environment assets and props using Unreal Engine 5 Material Editor.
This tutorial covers everything you need to know to get started, including techniques, tips and tricks often overlooked by other.
By the end, you'll be ready to create quality materials for your environments and props.
For those looking to dive deeper after this tutorial, check out the "UE5 Master Material Creation" tutorial course to elevate your skills further.
Let's get started!
Navigate to the folder where you want to store your Material in the UE5 Content Browser. Organizing assets is key, so create a subfolder (e.g., "Materials") by right-clicking in the folder, selecting New Folder, and naming it.
Right-click in the empty space, select Material from the context menu, or use the Add button and choose Material.
Navigating the Material Editor
The Material Editor starts with a blank Master Material Node, where you'll connect textures and nodes to define your material's appearance. Key inputs for a standard Physically Based Rendering (PBR) material include Base Color, Metallic, Roughness, and Normal.
PBR materials rely on specific texture maps to achieve realistic results.
Here's a breakdown of the essentials:
To create a material, you'll need textures.
If you don't have textures, UE5's Starter Content folder offers sample textures for practice.
For packed textures (e.g., Roughness in the Green channel, Metallic in the blue channel), open the texture in the Texture Editor, disable sRGB and save. This ensures black-and-white values have no Gamma correction applied and remain Linear Color to appear correctly in UE5.
1. Base Color
2. Applying Materials to Static Meshes
To test your Material, apply it to a static mesh in your level:
Local Application: Drag the material from the Content Browser onto a mesh in the viewport. This applies the material only to that instance.
Global Application: Applies the Material to every used instance of the Static Mesh and this is done through Static Mesh Editor:
3. Normal Map
4. Roughness
For more accuracy, use a Roughness texture:
5. Metallic
By default, metallic is set to 0 (non-metal).
To create a metallic material:
For a partially metallic Material you'll need a Metallic Texture:
This creates a material parts that are metallic and parts that are non-metallic.
You now have a solid foundation for creating PBR materials in UE5. This basic material is usable but can be enhanced with additional techniques like color adjustments, normal map intensity, roughness intensity and more. Check out "UE5: Master Material Creation Tutorial Course" for in-depth, step-by-step guidance on mastering the Material Editor for environments and props.
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