Modular rigging
Embedded below are the screenshots of my notes taken during class time, as well as during my study and exploration of rigging in Unreal Engine.





Forward and Backward solve: rigging character of human-like posture






Embedded below are the screenshots of my notes taken during class time, as well as during my study and exploration of rigging in Unreal Engine.
The following presents instructions on performing physics within UE5. These are embedded screenshots of the Word document that I made as the result of the studies and exploration. When rendering a lot of simulation physics within Unreal, it is recommended that you switch to Nanite.
MF_PSR
) for UV mapping.Unreal Engine 5.4 does not provide built-in functions for adjusting the brightness and contrast of textures. However, these adjustments can be implemented through node-based coding by creating a Master Material. While this requires additional setup, it offers significant benefits, allowing for greater customization of materials. For example, layers such as dirt or surface imperfections can be added, conveying a story about the material—such as rusted metal that has undergone corrosion.
Implementing a Master Material also promotes efficiency and reusability across projects, provided the project structure is well-organized. All textures and functions referenced by the Master Material must be stored in corresponding sub-directories within the main Master Material folder to ensure seamless functionality.
Adjusting brightness can be achieved using the multiplication node, with values customized through a scalar parameter, which takes floating-point numbers. Similarly, contrast adjustments can be made using the power node, with a scalar node providing an adjustable slider.
Creating a Master Material also requires defining custom PSR functions (MF_PSR) following naming conventions. PSR stands for position, scalar, and rotation, which are tied to UV mapping. This process can be likened to wrapping a 3D object, like a chocolate Easter bunny, with decorative foil. The flat, 2D foil covers the complex 3D shape, ensuring accurate texture mapping.
To create my Master Material, I followed the tutorial Unreal Engine Materials in 6 Levels of Complexity. My implementation differs slightly as I utilized an ORM file. Based on class discussions and Serra’s advice to memorize RGB channel functions, I assigned the appropriate colour channels in my Master Material: green for roughness, blue for displacement (used as metallic in my case due to research I encountered), and red for ambient occlusion. In the tutorial, the texture was connected to the specular input of the main node. However, the texture I downloaded from the Fab library lacked a specular layer. Instead, I assigned a scalar parameter to define the specular values manually.
The importance of a specular texture is well-documented: “A specular texture defines parts of the surface that might be dirty, scratched, or darker. These areas react differently to light sources. Without a specular texture, light reflects off the surface like it’s a flat plane.” Based on this insight, I may need to refine my Master Material to better align with its intended purpose, avoiding the flat-plane aesthetic and aiming for a more realistic appearance.
Additionally, I explored using the Lerp function to interpolate between two textures. For instance, to create a material that appears dirty, such as a surface touched by greasy hands, I added a layer representing surface imperfections. By blending this layer with the roughness texture using the Lerp function and promoting the alpha value to a parameter, I achieved adjustable blending in the material.
tutorial source: Unreal Engine Materials in 6 Levels of Complexity
tutorial source: How to HIDE Texture REPETITION in Unreal Engine – UE4 Tutorial
Imperfection
Adding a surface imperfection layer on top of the roughness map provides a story about the material’s journey and wear.
Dirt and Filth
Adding a dirt layer on top of the albedo map creates the appearance of a dirty surface. The Static Switch Parameter, which acts as a Boolean, allows for toggling the dirt effect on or off.
The process of creating a Master Material has deepened my understanding of material design within Unreal Engine. By customizing textures and parameters, I can achieve a higher level of realism and storytelling in my materials. For instance, adding imperfections or dirt layers provides depth and context to otherwise flat surfaces. While these techniques require a strong foundation in node-based logic and texture mapping, the results are highly rewarding, offering endless possibilities for material customization
Ctrl + A
.ShotBased/Cameras
ShotBased/Lighting
Ctrl + X
and Ctrl + D
.Ctrl + Shift + P
.(image source: Comparison-shot-1024×572.png (1024×572))
.uasset
.Ctrl + A
to select the entire UV map, then manually select areas on the grid.Welcome to whoever will be reading this blog. This serves as a documentation of my learning and development on the project for this part of the module. I’m beginning this module with no prior knowledge or experience with game engines. To be honest, I don’t really play video games, so you might find my notes obvious, basic, novice-like, or perhaps dull and boring. However, I’ll do my best to keep everything concise and digestible!
I’ll be approaching this from the perspective of a creative technologist, so you will find plenty of technical information, notes from class, and tutorials that I’ll be exploring during my individual studies.
We’ve gone through the administrative aspects of the course, which is divided into two separate blocks of classes led by Sara and George. Sara’s focus group will focus on Unreal Engine for World Building, Development Pipeline vor Virual Production including Pre and Post-processing, (primarily used for real-time rendering), while George’s group will focus on the animation fundamentals, theory and practice within Maya software.
The project theme is open-ended, allowing for exploratory approaches to deconstructing familiar places. This theme must be approached with a clear and logical framework, supported by prior research to inform the implementation process.
Submissions shall be accompanied by process documentation. This includes a minimum of 12 entries, corresponding to the number of weeks in the term, to reflect your weekly progress and development.