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0:03

Hi there and I'm happy to see you on

0:04

Unreal Engine automotive masterclass

0:06

brought to you by post-processed and

0:08

double jump academy. In this master

0:10

class we will be covering whole process

0:13

of preparing car for rigging and

0:16

rendering the final cinematics. This is

0:18

also a disclaimer for me. Some things

0:20

which I'm making may seem to be done

0:22

effortless but I'm having a huge

0:24

experience of doing this like for

0:25

example camera animations and camera

0:27

shots. If you are not successful in

0:29

creating those shots from the first try,

0:31

don't get disappointed and just continue

0:33

doing what you're learning because this

0:36

one is only comes with experience and

0:38

unfortunately you can't speedrun your

0:40

life and your experience. I hope you

0:42

will enjoy this masterass and I'm

0:44

wishing you good luck and success in

0:46

automotive industry. Okay, let's start

0:49

with the first module uh where we will

0:51

be preparing our data and our models to

0:55

Unreal Engine. First we will start with

0:57

Blender and here we will be importing

1:00

the models, splitting it the way it

1:02

suits for the rig and so on. Then

1:05

exporting the whole model. For the

1:07

models I will be using some free models

1:09

which I found on Sketch Fab. The link is

1:12

in description. I have already

1:14

downloaded uh these models here. So the

1:17

first one is this Porsche 911

1:20

uh by Kevin.

1:23

So you will be able to download that.

1:26

The second one is another Porsche but

1:28

the GT3 version also by the same guy. He

1:31

is doing the great models. Those are

1:33

probably some game models. They are not

1:36

highly detailed in the interiors but

1:39

still they're looking good enough for uh

1:42

external view because we will be

1:44

focusing mostly on the animations and

1:46

the interiors. the quality of interior

1:49

and how you can show it or present

1:51

mostly depends on the quality of the

1:53

model. So this is how it looks. This

1:57

this one and the second one it's it is

2:01

fine like in terms of quality but still

2:05

I would probably avoid showing the

2:06

interior of this model.

2:11

The third one would be the Polestar

2:15

one which is looking good. That's also

2:17

free model. It is really suiting the

2:23

environments which we are going to

2:25

create later in this master class which

2:27

will be the minimalistic environments

2:31

like the pole star does something like

2:33

that. So we will deep you know deep dive

2:36

into this and uh see how we can we can

2:39

create something similar using the

2:43

mega scans and the Unreal Engine

2:45

modeling tools. So this car is just the

2:47

perfect fit for this sort of

2:50

environments which we're going to

2:52

recreate. So I downloaded all three of

2:55

those models and uh we are going to

2:58

prepare them first and then input to

3:00

Unreal Engine and uh set up the Unreal

3:03

Engine project.

3:06

So let's start with the first one uh

3:08

with the Porsche 911. So we go file

3:12

import FBX

3:14

and we'll go with a Porsche source and

3:18

get the FBX file.

3:20

So the thing is that Unreal is actually

3:23

using centimeters instead of meters like

3:26

Blender. I think centimeters only used

3:29

in Maya or maybe also VR but most of the

3:32

3D packages are using meters in the

3:35

scaling units. So I noticed that if you

3:39

set up the scale unit unit scale to

3:42

0.01,

3:44

it will switch to centimeters. And

3:47

before uh in Unreal Engine 5.1, I really

3:51

had issues with the scaling when I get

3:55

models from Blender and I really needed

3:57

to set it up, but something was fixed in

4:00

Unreal in uh I think version 5.3 that

4:04

you don't need to do that anymore. So

4:06

you can keep it at one. And let's have a

4:09

look at our model. So I instantly can

4:12

see it's like huge. It's enormous. And

4:14

there are some problems even with the

4:16

display. So first of all, what we need

4:18

to do is to scale that down to the

4:21

proper value. So if I try to measure for

4:24

example the length of the car, it's 4

4:27

kilometers in the size which is

4:31

uh not the proper size indefinitely. Uh

4:35

you should keep all selected and when

4:38

you're working in a view port hit S

4:41

button on keyboard and type 0.01

4:48

and that should be probably much better.

4:50

The model is oriented oriented the wrong

4:53

way but we'll fix it later. So this is

4:57

already better. Let's measure that again

4:59

and see if that works. Uh nope. It is

5:03

still 10 times bigger. It's like super

5:05

huge. So yeah, it's 45 m. Uh so let's

5:09

scale it down once more. So press S on

5:13

the keyboard and t type 0.1.

5:19

Now it should be proper size. Let's see.

5:22

The wheelbase is 2.4

5:24

m which is which is realistic and is

5:28

close to real size of the Porsche 911.

5:31

Yeah. 4.6 meters the whole length of the

5:34

car. So the thing is how Unreal Engine

5:39

works with axis and how the rig is

5:41

actually done. The rig done the way that

5:44

the car should always

5:48

face be facing X forward because the rig

5:52

which we'll be going to using in Unreal

5:54

Engine is made this way that Z is always

5:58

up and X always forward. So let's switch

6:02

to front view

6:05

and now use rotate or press R and rotate

6:10

it on Yaxis

6:13

to put it Z up by holding control and

6:16

rotating it with your mouse. So right

6:18

now it is standing properly on the

6:21

ground. Let's see again.

6:24

Yes, it's straight forward. All looking

6:27

good. Now we need to face it X forward.

6:31

So let's switch to top view.

6:36

Hold control again and rotate it to X

6:41

forward. So here it's X forward and it

6:45

should be facing this way.

6:48

Uh half of the work is done. But

6:52

what we need to check also that we don't

6:55

have any wheel camber. So if you select

6:58

the wheel and uh let's hide everything

7:01

else with the shift H. You should see

7:05

that the wheel is

7:08

straight. it just like going straight

7:10

down and it's not

7:14

angled somehow or doesn't have camber

7:16

because you have the you will have the

7:18

camber in the rig and when you're

7:20

getting the data from the modeler or

7:23

from your client or from I don't know VR

7:26

expert from your colleague if you're

7:28

working in the automotive industry they

7:31

either should prepare the wheel

7:35

that it stays straight or they should

7:38

give you the values

7:40

for how much camber is that. Usually

7:42

it's like one degree or something. So it

7:45

is like one degree camber or maybe maybe

7:48

even less maybe like 0.8°

7:52

but yeah there are there are sometimes

7:54

some camber. You need to avoid the

7:56

camber. There should be no camber at

7:58

all. It always should be standing

8:01

straight because you can put the car

8:05

put the camera on the car inside Unreal

8:07

Engine. So you don't need to u do that

8:12

in Blender or something or in the car

8:15

model because most of the like VR red or

8:18

uh like automotive presentations they

8:20

are done with the static cars and with

8:23

the static car they want to wheel to be

8:27

with the camber. So because it has the

8:29

load on the car.

8:31

Okay. So here we have everything we need

8:36

and now we need to split the model the

8:40

way it will work with the rig. So the

8:43

rig logics is built like you don't need

8:46

any bones. You don't need that at all.

8:48

So you don't need to rig the car in uh

8:50

blender, prepare the bone bones, assign

8:53

weights or assign geometry to the bones.

8:55

You just need to export separate parts.

8:59

So

9:00

first we will take the wheels.

9:05

So here we have the front wheel and we

9:08

first exporting

9:10

the rotating part. The rotating part is

9:13

basically like everything here

9:17

and uh also the brake disc,

9:21

the inside and the tire. Let's try

9:24

again. I just picked too much. By

9:27

holding shift, you can click all of

9:29

those parts. Sometimes there are a lot.

9:32

Unfortunately, this model, as you can

9:33

see, is not grouped properly. Sometimes

9:36

you have the model grouped properly and

9:39

you just can select one group of the

9:42

wheel and so on. And we will select all

9:46

the parts of the wheel. can check if you

9:49

selected everything by pressing H on

9:52

your keyboard and see if it's like

9:54

hiding all the parts which you need.

9:56

Here I definitely didn't select all what

9:58

I need. Still not there. Also this one.

10:04

Okay. Almost there.

10:08

Okay. So good. This last part it's the

10:11

part of the brake caliper. So we are not

10:15

going to take that one. Uh the thing is

10:18

like with this which wheel you should

10:20

pick

10:22

you should always pick the passenger

10:26

wheel the right one because for the rig

10:28

you don't need all four wheels you just

10:30

need two of them because they will be

10:33

basically rotated and uh they will be

10:35

like mirrored in the rig. So you just

10:38

need uh on one side of the car. So

10:42

that's the passenger side or driver's

10:44

side if you are from UK. So you pick the

10:47

right wheel of the car.

10:50

Here we have it. It's all selected. All

10:53

proper.

10:54

Now we need to export that. Click file,

10:59

export

11:01

FBX.

11:02

Here I will create a new folder and

11:04

we'll name it Porsche

11:09

Unreal Engine.

11:11

Open this folder and this is going to be

11:14

front wheel.

11:20

In terms of settings which you need to

11:21

check, you always limit it to selected

11:25

objects because we don't want to export

11:27

the whole car. We want to split that

11:29

car. And this is just the way I used to

11:33

it. And I think it's just like better to

11:36

do it this way instead of exporting the

11:39

whole car mesh and then putting the

11:42

whole car mesh inside Unreal Engine and

11:45

you won't be able to define which parts

11:48

you are just putting in. And sometimes I

11:50

prefer to merge them. Sometimes I prefer

11:53

to import them not merged and this is

11:55

just like faster and better because it

11:58

takes much more time to split it in

12:00

Unreal Engine and prepare that for the

12:03

rig than just export these few things

12:06

from Blender. So you limit that to

12:09

selected objects. You select mesh and

12:12

other by holding shift button. Then in

12:17

transform select forward X and Z up.

12:24

Then we don't use the bake animation. We

12:28

don't have any animation. So don't use

12:30

that bake animation. Uncheck this box.

12:32

In armature

12:34

remove the dick from add leave bones.

12:36

And in geometry

12:39

smoothing groups, select face and keep

12:42

the apply modifiers because sometimes

12:47

there are modifiers in the cars and they

12:50

are mirroring the geometry and if you

12:52

don't apply modifiers they will not be

12:57

used and you will have half of your car

13:00

disappeared.

13:02

So this one is correct and we hit

13:05

export.

13:06

Okay, we have one wheel already

13:10

prepared. So, we can hide it. Now, let's

13:14

select everything. What is for the

13:16

caliper? With the calipers, it is a

13:20

little bit different. If the caliper is

13:23

not standing like with a straight angle

13:26

or if the caliper has something written

13:29

on it,

13:31

you can't export only one caliper. you

13:35

you would need the caliper from both

13:36

sides because it's a little bit

13:38

different how it works with a rotation.

13:41

If you rotate the wheel on 180°, it will

13:45

be like that. But if you rotate the

13:48

caliper on 180°, it will not be here. It

13:53

will be on the other side. So basically,

13:55

it will be there. And we don't want

13:59

that. We want it to sit at the same

14:02

spot. And also even if you use

14:05

multiplication by minus one for example

14:09

and it will mirror the geometry

14:12

you will not have the proper writing on

14:16

the caliper. So the calipers we would

14:18

need to export from both sides.

14:21

So I will export the caliper right now

14:23

with all its parts.

14:29

Okay. And now the writing. Okay, good.

14:38

And now I will do the same way uh when

14:41

you expert in the blender remembers the

14:43

settings. So I just need to name it

14:46

front

14:49

right or just FR which will be front

14:53

right caliper.

14:58

Okay, export.

15:02

Now I will hide it too because I don't

15:04

need it anymore. Let's go further and

15:07

see what is happening here. Let's export

15:10

the rear wheel.

15:14

Okay, the same way. Just select

15:17

everything. Don't miss any parts.

15:20

Be sure that you picked uh

15:24

all of the

15:26

wheel including the

15:29

brake disc and if you hide it. Okay, so

15:32

yeah, almost there. Just the writing.

15:35

Okay, cool.

15:39

Now I picked all the wheel. So I hit

15:41

file export again FBX and now I will

15:47

have it as

15:49

rare wheel.

15:53

Export FBX.

15:55

Nice. Now I can hide it. And let's get

15:59

the caliper.

16:01

Taking all of these parts again.

16:08

Okay. Let's check. Yep, everything is

16:11

selected. File, export, FBX. Now that

16:16

would be

16:18

rare, right? Caliper.

16:21

Export. Done. Now I can hide it. So I

16:25

don't need it anymore. I can hide the

16:28

entire wheel here.

16:31

Okay, cool.

16:39

and this one. Okay, great. Now I would

16:43

select all parts of left caliper. Okay,

16:48

export FBX

16:52

front left caliper

16:56

export also hide it. Same we are doing

17:00

with this

17:05

rare wheel. Oh, oops. This one should be

17:08

there.

17:12

Now is the question if I if I exported

17:17

this uh caliper holder. No, I did not.

17:21

So, I also hid that which is bad.

17:26

So, yeah, I would need to unhide

17:28

everything.

17:30

and

17:31

do that again for the front caliper.

17:34

Sometimes that happens. Not a big deal.

17:40

Okay.

17:47

Okay. Nice. Now it's better.

17:50

This is all of the parts. Yes. File

17:55

export

17:57

front left caliper.

17:59

We're going to replace it and hide.

18:03

Good.

18:06

Now, the rare one.

18:14

I'm hiding those parts because uh I will

18:16

be selecting everything afterwards and I

18:19

would need the body.

18:21

Okay.

18:23

And the writing here. Cool. File.

18:27

Export. FBX and that would be rare left

18:31

caliper

18:33

export

18:34

and now I can hide it. Okay, we are left

18:37

with the body but with the body there

18:39

also

18:41

some limitations which uh we need to

18:43

consider. Uh there's some also specific

18:46

way to export the

18:49

body and uh I prefer to split the glass

18:52

of the body because

18:55

sometimes in lumen there are problems

18:58

with emerged meshes and we would like to

19:00

avoid it. I will show you later how that

19:02

looks and what happens usually with the

19:04

glass if you are not splitting that.

19:07

Also I just prefer to you know separate

19:10

it. So I'll go with this

19:14

this glass the windshield

19:17

windows rear glass

19:20

and the glass which covers the back here

19:26

and I think this is it if I hide it.

19:29

Yeah this is fine that yeah that looks

19:31

fine. So yeah uh now we will be

19:35

exporting the glass separately. file

19:37

export FBX and that should be glass.

19:45

Now we can hide it. Select everything

19:47

else.

19:49

File export and that would be our body.

19:53

I'll name it 91

19:56

body.

19:59

Okay, cool. This one is done with the

20:04

body of this

20:07

uh 911. Now let's try doing the same but

20:13

with the

20:16

other Porsche. So let's file import that

20:20

FBX. I know that other Porsche has a

20:25

little bit of difference and there are

20:27

some troubles. I wanted to make that on

20:30

purpose and pick this car on purpose

20:32

because there are few minor issues that

20:35

you may encounter and I would just like

20:38

you know to show you what you can do in

20:42

terms of that because sometimes people

20:44

uh who are preparing the models are

20:46

merging stuff by materials.

20:50

Again, this one doesn't have any groups.

20:51

It's just like merged in weird way but

20:54

that doesn't matter. Uh you can do that

20:56

with any model basically. So here's the

21:00

thing.

21:03

The tires

21:05

are merged by material. You can see

21:08

there is just like rear and front tire.

21:11

They are the same mesh. And when you

21:14

import that into Unreal Engine, you will

21:17

have it also the same mesh, which is not

21:19

kind of comfortable. Same goes with the

21:22

rims. They're just all four rims and

21:25

they are here all the same just like

21:28

it's it's one mesh but but we need only

21:31

one front wheel. In that case I think

21:34

like the people who work with Blender

21:36

they know what to do. They just like you

21:39

press tab on your keyboard and you enter

21:43

the edit mode.

21:45

In the edit mode you can just select

21:48

only

21:50

this part. But like if you go into

21:52

wireframe

21:54

and just do like this and you will have

22:00

one rim. So we need to separate that.

22:04

This is our one rim which will be for

22:06

the front tire. Right?

22:11

And we will split that a little bit

22:13

later. First of all, let's again

22:15

position our car in the proper way. So

22:18

that should be facing X forward.

22:23

Rotate

22:26

and turn that

22:29

facing X forward. I'm just releasing the

22:33

control button too early. Yeah.

22:36

Okay.

22:39

Seems good. Maybe let's move it and make

22:42

it touch the ground. Now let's check the

22:45

sizing that all these

22:48

measurements are correct.

22:52

Yes, sort of it is right. Okay, good. Um

22:57

and also

22:59

before inputting don't forget to check

23:01

the normal orientation.

23:03

So if you go there

23:06

and check the face orientation here,

23:09

everything is fine. But sometimes you

23:12

may have it like different way. So when

23:16

it's red because Unreal doesn't

23:20

have by default, it doesn't have the

23:24

uh double-sided materials. And sometimes

23:28

even double-sided materials doesn't

23:30

help. It just looks bad and blacked and

23:33

really really strange.

23:36

Pass tracing doesn't care. It always

23:38

renders geometry just like it it is uh

23:42

double-sided.

23:44

But really don't forget to check the

23:46

face orientation because sometimes it

23:49

can be red here and if it's face like

23:52

not the prop the proper way then you'll

23:55

have it's you know completely trans

23:58

transparent and unreal and you will not

24:00

see you know if there is should be some

24:03

net or something it just will not be

24:05

present it will be completely

24:07

transparent and that may give you some

24:10

weird results

24:12

and let's go back to

24:14

our wheels. So, let's switch to edit

24:18

mode. We have our wheel there and you

24:21

just like right click, click separate

24:24

selection. Now you have separated rim

24:29

and if you click on that you have only

24:31

one. Now you need to do the same for the

24:35

tire mesh. Select the tire mesh. Click

24:37

tab.

24:39

Switch to wireframe mode.

24:42

Go and select only this tire.

24:47

And right click, separate

24:51

selection.

24:53

The next thing is just this small part

24:57

which is the brake caliper. And for some

25:00

reason the mount also the brakes are

25:05

looking terrible.

25:07

So we are not going to use them. I think

25:09

we will use the one because how the rig

25:12

made. You can use any other model uh

25:16

brake calipers and just you know get one

25:19

from this part and another from that

25:21

part. It doesn't matter. So you can you

25:22

can mix them whatever you want. So yeah,

25:26

we will not be using this break. It just

25:29

like looks really really bad. It's

25:32

terrible. Okay. Um let's split this one

25:36

too.

25:38

So again we will be selecting through

25:42

the wireframe because when you use the

25:44

wireframe mode it selects everything

25:46

behind.

25:48

Great.

25:50

So this one also separate selection

25:53

and boom we have one wheel which we can

25:58

export. So

26:00

let's check it. Yeah, all correct. All

26:03

all looks fine.

26:06

File export FBX. Now let's create the

26:10

new folder

26:15

for GT3

26:18

a real engine.

26:20

And that would be

26:26

wheel font.

26:30

Okay,

26:33

now let's do the same with the rear

26:34

wheel. Okay,

26:38

here we go. Wireframe mode.

26:42

Separate selection.

26:44

This one

26:48

separate selection.

26:50

This one.

26:54

This one is already separated. Okay,

26:56

cool.

26:58

See,

27:01

we hide it. Yes, correct.

27:03

again.

27:08

Wheel rare.

27:14

Export.

27:20

Okay. Now, let's see.

27:24

Yeah, there's some sort of suspension

27:26

probably. Yeah, it's merged with some

27:29

other different things because we

27:31

already have the suspension in the rig.

27:33

So, I believe we can just remove this

27:36

part or hide it. Let's do it a little

27:39

bit later after we hide all the wheels.

27:43

So, we don't have the wheels anymore.

27:47

Mhm. Okay. Now, we need to

27:51

Oh, there is also some sort of

27:53

suspension here and there. Nice.

27:56

I like when there are so so much details

27:58

in the car models.

28:01

Mhm. So let's switch to edit mode. And

28:05

as it has a lot of stuff, I don't want,

28:08

you know, to go through the whole

28:10

material list and do this checking out

28:15

how much of the materials we have for

28:18

each part. Probably this one is one. Uh

28:21

anyway, so here what I'm going to do is

28:24

just like check there what I can select,

28:27

what I should not select.

28:30

I think all of those paths may be safely

28:33

removed or hidden.

28:36

If I hit Ctrl L to select more of this

28:39

geo.

28:42

Okay, let's select everything.

28:48

Okay, wireframe mode. Oh my, that's

28:51

that's also taking a hood into

28:52

consideration. Okay, no, not a problem.

28:58

So I think this is the the worst case

29:01

scenario which you can have uh during

29:05

the car input or preparation.

29:12

Oh my

29:14

there's a lot of things which are linked

29:16

and which should not be linked to be

29:18

honest.

29:20

Okay I think we can hide this one.

29:24

Okay cool. Looks much better.

29:27

this one too. Let's hide it. Oh yeah,

29:30

that that actually works.

29:33

Okay, you can hide also in the edit

29:36

mode. So you don't need to, you know, go

29:39

through the whole of bunch of things

29:43

and separate it or delete it. So yeah,

29:46

you can preserve the the model itself

29:50

and not hide anything or delete

29:52

anything.

29:56

Okay.

30:09

Seems pretty fine.

30:14

Almost there.

30:21

Okay, cool. The front wheel is done.

30:30

Good. And don't worry that it's showing

30:32

in the edit mode. That's fine. Uh it

30:34

will be hidden during the export.

30:39

Okay. Let's see what is this. This is a

30:43

lot of stickers or something which

30:47

are just everywhere. But we don't care.

30:49

We can easily hide this.

30:53

Nice. This one is hidden

30:56

because we don't want to hide all parts.

30:58

We're just hiding this ones.

31:03

Okay.

31:08

Okay. Cool. And now we need to hide the

31:12

rear suspension

31:14

and rear caliper. My god, they are ugly.

31:19

Okay, wireframe.

31:21

See what we get.

31:23

Yeah, too much.

31:29

Ctrl L to expand the selection. Okay,

31:34

let's see.

31:37

Hide this one.

31:40

This one too, I think.

31:45

Yep.

31:51

Is this also

31:55

good? That that works.

31:59

And now the last part.

32:11

Okay.

32:37

Okay, that's it.

32:39

That is it.

32:42

Now we can

32:45

select this and export as the body file.

32:49

Export FBX. And that should be our body.

32:54

Oh no, wait, I forgot. We need to

32:58

uh export the glass separately first.

33:05

Okay.

33:10

This one, this one,

33:14

and the front one. I think there is also

33:16

the glass inside. I think it's

33:19

two-sided.

33:23

Yep. It's two-sided.

33:27

Okay.

33:29

Yep.

33:31

Hide. Oh, there is like three glasses or

33:34

what is happening?

33:38

Feels like it. There's another layer of

33:41

glass. Yes.

33:51

Okay,

33:53

good. Really, that's that's really good

33:55

model.

33:57

Despite the calipers are super ugly, but

33:59

yeah, that's really good.

34:01

Okay,

34:03

so we've got the glass. Now we can

34:05

export that separately. Expert Apx

34:09

gloss.

34:12

and hide this one and export the rest.

34:18

It's GT3 body.

34:28

Yep. Looking cool.

34:33

I'll keep it for now

34:35

and we can actually jump into Unreal

34:40

right now.

34:42

As we have already two cars prepared.

34:45

Let's do this. So with the project which

34:48

you are receiving,

34:51

this is the project which is in the

34:55

files which you get with the

34:56

masterclass.

34:58

It contains the rig and one of the

35:01

environments.

35:12

First time when you open it, you need to

35:14

enable few things. Let's close all of

35:16

those windows. You will be greeted with

35:18

this empty scene with this rig already

35:22

sitting in the scene. But before we

35:25

start doing anything, we need to enable

35:28

few features in a project which are

35:32

really needed for our pipeline. So you

35:35

go to settings and go to plugins. Here

35:39

you need to find modeling tools. You

35:43

need to enable both of them. Modeling

35:46

tools editor mode. Click yes. And static

35:50

mesh edit editor modeling mode. Click

35:53

yes. Also, you need to uh ren to add

35:57

render passes.

36:00

Move your render Q additional render

36:02

passes. We would need that later when we

36:04

will be rendering the files. Hit yes.

36:09

Uh also check that you have progress

36:13

media enabled because this one is also

36:18

going to be used for movie render queue

36:20

to render in progress for uh data

36:23

saving. Check that you have movie render

36:26

Q

36:28

enabled.

36:30

So this plug-in should be also enabled.

36:33

And before we restart, don't restart

36:36

yet. Go to project settings and make

36:41

sure that you have

36:45

the hardware rate tracing enabled.

36:51

Use hardware rate trace rate tracing

36:54

when available and support hardware rate

36:57

tracing and

36:59

also check that you have the path tracer

37:03

enabled. Past tracing is enabled.

37:07

And the last one is high quality

37:11

translucency reflections.

37:14

So enable this one too.

37:17

And after that you can restart the

37:21

project.

37:52

Okay. So when you have this prepared

37:58

and the project is set, we have all the

38:01

plugins which we need for our work. We

38:03

can import the models. Let's start with

38:05

our Porsche 911, the usual one. So in

38:10

the content, hit new folder

38:14

and create Porsche

38:18

911

38:20

the usual version.

38:22

Here

38:24

you can open the folder this one which

38:27

we have created Porsche Unreal Engine

38:30

and just drag and drop the body.

38:35

We do not want to create materials and

38:38

do not want to create instances or

38:40

anything else and we don't want to

38:41

import textures anyway. It will not find

38:43

textures because it's in different

38:45

folder.

38:47

Uh

38:48

in advanced uh settings, make sure that

38:52

you have combined meshes. We are not

38:55

going to use combined meshes for all of

38:58

the parts which were important. But here

39:01

this is just necessary because you'll

39:03

have only one mesh which is easier to

39:06

handle and easier to place in the rig.

39:09

So hit import all.

39:15

It will be significantly faster than

39:17

importing lots of meshes and and also

39:20

faster than importing skeletal mesh. And

39:22

with skeletal mesh you can sometimes

39:25

have some troubles. Unreal doesn't read

39:27

it doesn't see the bone. You addit leave

39:30

bones or something and just like it's

39:32

causing issues. This one is unnecessary

39:36

completely. That's that's not a problem.

39:37

And there's just like some names of the

39:40

materials were not correct or had

39:43

duplicates and it was just like renamed.

39:45

So don't worry about that. That is all

39:47

fine. So here we have our rig and just

39:50

drop the body into the scene and check

39:52

if it is correct sizing. If it's like

39:56

somewhat nearby the size of the rig, it

39:58

is correct. And also this is the front

40:00

part of the rig where you have the

40:02

steering controller. So yeah, this is

40:05

the front. And if you drag and drop your

40:08

car here and the front is matching, all

40:11

is good. You are fine to go. So

40:15

let's do other parts.

40:20

Let's go with this. Just

40:23

calipers, front wheels, rail wheels. All

40:26

of that will be

40:29

with a combined meshes. Don't forget it

40:32

should be there. Combined meshes. import

40:35

all. It will import all of the meshes.

40:39

And if we pick all of them, we will have

40:43

almost a proper car because we only have

40:46

the wheels from one side. The next thing

40:50

we need to import the glass.

40:53

With a glass, there is a different

40:55

trick. When you import the glass, you

40:58

should not use the combined meshes for

41:01

the glass. I will explain later why but

41:05

just for now remember so when you're

41:07

importing the glass and this is the

41:08

reason why I have split the glass from

41:11

the body mesh so just be sure that you

41:15

do not combine meshes when you're

41:18

importing the glass yes you will have

41:21

like multiple stuff but to be honest

41:25

it's not the problem because splitting

41:27

that in Unreal would be a little bit

41:28

tougher and uh will take some time But

41:33

our mesh is completely fine. So it's all

41:36

sits well. Everything is good. We have

41:40

for each window we have separate glass.

41:43

And there is a reason for that. When we

41:45

start shading, you will see what was the

41:48

purpose for this trick.

41:52

And for this module, it is everything

41:54

what I wanted to share. This is the

41:56

input. Next, we are going to adjust

41:59

model pivots, shade the car, and put it

42:03

on the rig. Okay, right now, let's step

42:06

into the model number two. It will be a

42:10

little bit more complex than the first

42:12

one. The data preparation is easy,

42:14

especially if you are working already in

42:16

Blender and familiar with Unreal a

42:18

little bit.

42:20

Uh in module two we will be talking

42:22

about adjusting model pivots in uh

42:25

modeling tools in Unreal Engine

42:27

automotive material pack description. We

42:30

will create our own material for

42:32

blinkers for example. Uh we will get

42:35

into some reflection fixes.

42:38

We will do some car rig adjustments.

42:40

basically rig our car

42:43

and we'll have a look at all the

42:46

functions that this rigging solution

42:48

provides. First we will start with the

42:51

adjusting model pivots. The thing is

42:53

that the rig works the way that wheel

42:58

has its pivot in very center of the

43:01

wheel. So if we try to rotate the wheel,

43:05

it will be rotating at the center point.

43:08

And this is why I said that you don't

43:12

want any camber in it. So if you have

43:14

any camber and when you try to rotate

43:17

the wheel, it will go like this and it

43:20

will look really strange and it doesn't

43:24

you know work well. So this is why you

43:26

should not have any camber on your

43:29

wheels when you're preparing the model

43:31

before importing into Unreal because in

43:33

Unreal changing the pivot of that wheel

43:35

will be

43:36

just really problematic. So before we

43:40

put our car on the rig, we first need to

43:46

prepare our wheels, calipers,

43:49

and basically this will be it. So for

43:53

now, let's delete the body and delete

43:56

all other things which I added to the

43:59

scene before.

44:02

Oops, this one. Yep. So we have two set

44:06

of wheels. As I said, we have the front

44:08

wheel, rear wheel, and the calipers. The

44:10

calipers are made this way on purpose.

44:12

Um, so it is really easy to do to change

44:16

the pivot in Unreal. Just in selection

44:19

mode, go into modeling.

44:23

Just remember as we just enabled the

44:26

modeling tools plugin,

44:29

those two they should be enabled. And if

44:33

you don't have them enabled, enable and

44:35

restart the engine because otherwise you

44:37

will not have this modeling tab here.

44:40

Here in form you should go and edit

44:43

pivot and just click center and accept.

44:50

This is this is this is it. And your

44:52

wheel is probably rotating

44:55

in the center of its axis and there are

44:58

no problems. It is always you know

45:01

straight. It it's working fine. No

45:03

problem here. Let's reset the rotation.

45:06

Now you need to do the same for the rear

45:09

wheel. So go here, edit pivot, and hit

45:12

center and accept. With a caliper, that

45:15

will be a little bit more complex

45:17

because the caliper

45:19

doesn't have this center, but it should

45:22

have the same pivot as the wheel itself.

45:27

So let's first

45:30

try to do that with a

45:35

with a caliper on the rear wheel. So

45:37

select the caliper, click edit pivot.

45:40

You see it's somewhere over there. What

45:43

I usually do, I just select the wheel

45:45

and copy and paste these values here for

45:50

X, X, Y and Z axis and hit accept. So if

45:55

you select both right now holding shift

45:59

the wheel and the caliper and rotating

46:04

that it will be fine. it will be working

46:08

together really really good. So yeah,

46:11

that works really well. The same we can

46:14

do with this front

46:17

uh caliper. Just edit pivot, select the

46:21

front wheel, copy and paste those values

46:28

and hit accept. So yeah, the caliper now

46:31

has the same pivot with the wheel as it

46:35

should with the caliper.

46:38

So now we need to do the same but with

46:42

the

46:45

with the wheel

46:47

on on the left side with the caliper on

46:49

the left side. So, we need first to

46:52

rotate this to 180°

46:56

and just basically go here,

47:00

go to unlit mode by holding here or by

47:03

clicking alt three and let's get into

47:07

inside and see what we have with in

47:12

terms of the caliper

47:17

and uh the brake.

47:19

disc. So, we can just like go inside and

47:23

see if it's matching.

47:26

Let's see here.

47:29

Yeah, that that is pretty fine. That

47:32

that works good. That works good. So, it

47:36

will sit properly in the wheel.

47:41

Yes. All fine. Now, do the same. Just

47:45

select the caliper. Go to modeling tools

47:50

form edit pivot and copy and paste

47:56

the location

47:58

of

48:00

all of these

48:02

axis into the pivot

48:07

of the caliper and hit accept.

48:10

So if we select it and we rotate it, it

48:14

looks all fine. That works really,

48:16

really well. Now, let's go further here

48:19

and do the same procedure with the rear

48:24

wheel. Again, 180 degrees rotation.

48:29

Go here and match the position of the

48:32

brake disc

48:34

with the

48:39

brake caliper.

48:41

See if it's fine.

48:45

Yeah, looks looks good to me. Looks good

48:47

to me.

48:51

Now we can do the same for the caliper.

48:54

Pick the caliper modeling mode again.

48:59

Edit pivot and copy and paste the

49:02

values.

49:08

Okay, accept.

49:10

So yeah, this is it. Uh now you can

49:15

actually

49:17

delete this from the scene. We don't

49:20

need to adjust position of

49:23

the body.

49:26

So we can just go straight to the rig.

49:30

And here's our rig uh pass and jumping

49:33

platform.

49:35

What we do usually

49:38

don't work with this rig. You should

49:41

always have something that you can, you

49:44

know, go back to. So, basically, click

49:48

Ctrl D to duplicate that one and name it

49:52

blueprint

49:54

rig

49:56

911.

49:59

Okay. And now let's get into this

50:02

blueprint.

50:06

When you open viewport, you see that it

50:09

is rigged with a model of the wheels.

50:12

You can use these wheels if you don't

50:13

have the proper ones. This one is

50:15

actually really nice high poly uh rims

50:19

with this uh tires and with the uh some

50:23

sort of brakes. Everything is like high

50:26

detailed. It's looking really really

50:28

good. You can keep this one if you don't

50:31

have the car with good wheel models.

50:33

This should be just fine. So usually

50:37

what you do, you have the body which you

50:39

put in the body. You have the wheels

50:41

which you put in the front wheels, rear

50:43

wheels, front calipers and so on. That

50:47

is like absolutely fine. But sometimes

50:50

as I mentioned in the beginning the

50:52

caliper may have some writing on it and

50:54

it will not work you know properly with

50:57

a rotation or multiplication by minus

50:59

one. So you would need to attach it

51:02

manually and I will show you how to do

51:04

that. So first let's put the body mesh.

51:08

Let's go to our Porsche 911. Select the

51:10

body and just simply use selected asset

51:14

and place it like this. You can drag and

51:17

drop. It doesn't matter. It can be done

51:21

different ways. Just like applying that

51:23

or drag and drop it.

51:25

Uh now let's add the wheels. Don't worry

51:28

about the position. We will fix it uh

51:31

just in a second. So, let's go with the

51:34

front wheel and apply to front wheel

51:37

mesh. See how well it was replaced. Now,

51:40

let's go with the rear wheel. Do the

51:42

same for the rear wheel mesh. Apply it

51:44

here. Looks good. And with the front

51:48

caliper, what what should be done? So,

51:51

if you take the front caliper and apply

51:54

it, bam, it works. It sits just there.

51:58

and there but the thing is that the

52:01

writing of the Porsche will be written

52:04

like other way around. So if I go to the

52:08

mesh and apply to the Porsche writing

52:11

some uh emissive material for example.

52:14

So we will see. So let's go for the lamp

52:17

or something.

52:20

Okay. Now see it is just

52:25

not written in the proper way.

52:27

And if you try to mirror that somehow

52:30

for example by minus one that that will

52:33

not give you like the proper result it

52:36

just it just doesn't work properly and

52:40

this is the problem of uh the wheels

52:43

which have some writing here. But we are

52:46

going to fix that. Don't worry in that

52:48

case if that happens. So to maintain the

52:51

proper writing on the mesh of the

52:54

caliper, you can go back to the rig

52:57

structure. You can reset this one, clear

53:01

the calipers.

53:03

And

53:05

here where you see calipers and those

53:08

are those components, you can select the

53:11

front right caliper.

53:14

Go to the mesh, select front right

53:17

caliper and drag and drop it here on the

53:21

front right.

53:23

Okay, good. Now let's go to the front

53:25

left.

53:27

We have also front left caliper here. So

53:30

what we do, we do the same thing. We put

53:32

it on the front left. And when you when

53:35

you add it, it it will be rotated not

53:38

the proper way because because the wheel

53:41

itself is just like rotated 180 degrees

53:45

to you know maintain the position of the

53:47

wheel and the writings which are

53:49

happening here. Um what you need to do

53:53

is to select this caliper and multiply

53:57

it by minus one on y axis and you have

54:02

the proper position. Let's also apply

54:05

some material on this one on the correct

54:09

one here on the left. Uh here we go.

54:14

Just to see see so this one now is

54:19

properly aligned. You can read the

54:22

writing on here. It is placed properly

54:26

and sits how it should be just the same

54:29

as the one on the front. Now we need to

54:31

do the same for the rear one. So pick

54:33

the rare uh right caliper first the

54:37

component here in the rig and go to the

54:40

meshes of the Porsche and select the

54:44

rear right caliper. Drag and drop and

54:47

put it here. Remember you need to keep

54:49

this one selected first otherwise it

54:52

will not be attaching properly and uh it

54:55

will drop somewhere below here or you'll

54:58

be just looking for it uh a lot of time

55:01

before you can drag and and connect it

55:04

to the component. Now let's go to the

55:07

caliper rear left.

55:10

Pick the rear left caliper. Assign it.

55:13

Now select the mesh which you just

55:15

brought here and multiplied by minus

55:18

one. All done, all working and all is

55:22

good. Uh remember this only happens if

55:26

you have the calipers with some writings

55:28

on it. If you don't have any writings,

55:31

it's just the caliper for the regular

55:33

car.

55:34

It's not a problem. It it will never

55:37

happen in that case. But I wanted to

55:39

pick the case which is just a little bit

55:42

more complex to show you what can happen

55:45

and what you might face and how to fix

55:48

it. So this is the easiest way how to

55:50

fix it. If you have the calipers with

55:52

writings also

55:55

you can separate the writings and then

55:58

just put the writings on top as the

56:01

separate geometry. But yeah doesn't

56:04

matter how you do that. But this is

56:06

really the quickest way. Now we need to

56:09

adjust the car body height and uh body

56:13

position. So let's see from the right

56:16

side. Let's select the right side and

56:19

just let's put the car. Let's go back to

56:23

the blueprint

56:25

at the very top of uh our structure and

56:30

adjust the body height. So because the

56:32

pivot of the body is somewhere in the

56:35

bottom, it sits higher than it should.

56:38

The pivot should be in the center. But

56:40

to be honest, I don't care about that. I

56:43

don't want to change the pivots because

56:45

we also have the glass which has the

56:47

separate pivots. Sometimes you can

56:49

separate this border which will also

56:52

have the separate pivot. So yeah, it's

56:54

just gives extra complexity if you're

56:57

changing the pivots for multiple

56:58

objects. It's just much much easier to

57:02

use the body height parameter.

57:05

So let's just go and put minus 30 cm

57:10

and adjust the position of the wheel. So

57:12

front axle offset it is deter it it

57:16

determines how far the axle offset

57:21

goes to the front. So if we lower this

57:23

value it will go to the center. I think

57:27

122 is fine value and for the back wheel

57:32

122 is also the fine value. Yeah, seems

57:36

so. Now what you can notice in

57:39

perspective that see is just two outside

57:44

it's not also the problem. Front axle

57:47

offset.

57:49

Now we need to pick the front wheel side

57:51

offset which should be something

57:52

probably 80.

57:55

Yeah, looks fine. And the rare one.

57:58

Let's try also 80.

58:03

Maybe even 79.

58:06

So, yeah, that that looks good. I think

58:08

that looks fine for me. It's pretty much

58:11

enough.

58:13

Uh, as you noticed, that suspension is

58:16

just like a little bit off, I would say,

58:20

but that's not a problem. If you scroll

58:23

very very to the very very bottom

58:26

there is the suspension setup which

58:30

allows you to move and do the

58:33

corrections. The thing is as the body

58:35

was a little bit higher by default not

58:37

in the center of the pivot and we needed

58:39

to you know lower that car the

58:42

suspension also went down but we can

58:45

return the suspension to the proper

58:48

uh correction. So this is the height

58:52

offset. So if we go and set up something

58:54

like 50, that should be the proper

58:57

value. Now we have the suspension

59:00

sitting in the proper position and the

59:02

knob of the mount is actually holding

59:05

the wheel where it should. So the same

59:08

uh we should do for rear suspension

59:10

height offset by setting to 50.

59:15

If you have any troubles and uh or your

59:18

model has some naked parts and you don't

59:21

want the suspension to be seen, just can

59:24

hide it and it will not be displayed at

59:26

all. So yeah,

59:29

now

59:31

the car rig setup is finished and we

59:36

need to add the glass.

59:39

So

59:40

we pick all of the parts of the glass

59:44

and

59:46

select body. As I say, always select the

59:49

component first. Select body and drag

59:53

and drop it here.

59:55

And because the pivot is the same for

59:58

each part of the glass for the car, it

60:02

will be correctly placed and you don't

60:05

need to worry about that. And it will

60:06

work with suspension and with all other

60:09

parts and with everything else. So just

60:12

to be sure it should be attached to the

60:14

body here.

60:16

So it works really nice and well.

60:21

After that you can hit compile and save.

60:27

And now let's shade our car because we

60:30

really need to see the rig in its old

60:33

beauty after we shade the car. So for

60:38

most of the time I'm using the Unreal

60:42

Engine automotive materials

60:45

and it is free pack. It works really

60:48

well. Sometimes I modify this materials.

60:51

They are really good to use. So there is

60:54

nothing better. I think they will update

60:57

substrate and when the substrate

60:59

materials is out of the beta stage

61:01

because right now it's currently

61:02

unstable and I had a lot of issues with

61:05

it and when it is out of the beta phase

61:09

and probably it will be updated when the

61:11

5.4 will be released out of the beta

61:13

phase they will update this automotive

61:15

material pack and this master class will

61:17

be updated to with the substrate

61:19

materials but currently usage of the

61:21

substrate materials not stable. We will

61:24

be fine just with the automotive

61:25

material pack. First you need to edit

61:28

the project

61:30

and

61:32

Unreal Engine first will tell you that

61:34

you don't have any compatible projects

61:36

because it was updated only for 5.1

61:40

but we don't have to worry about that.

61:41

So you click show all projects and it

61:44

will show you your project which is 5.3

61:47

or higher. But the asset pack is not

61:50

compatible with version 5.3. But the

61:52

thing is there were no adjustments to

61:55

the materials from 5.1 to four to 5.3.

61:59

So you can easily just pick the version

62:03

5.1 and hit add to project and hit yes

62:07

and that will work. It just like it will

62:10

download and will add to your project.

62:13

So there there is no problem with that.

62:16

It just works as easy as that.

62:19

So automotive material pack is just

62:22

enough for shading most of the cars and

62:25

I never had problem you know shading.

62:28

There are few material slots in the mesh

62:32

which are actually like we will be using

62:35

from the textures or we create our old

62:38

materials that doesn't matter. It's not

62:40

a big of deal but because this

62:42

automotive material pack has just enough

62:45

of the materials. So if you go here in

62:47

your content browser, you can find all

62:51

these materials here. So there's just

62:53

like exterior, there are car paint,

62:55

caliper paint. There are a lot of things

62:57

which you can use and that is basically

63:00

enough. So let's shade our car first

63:04

with the materials from an automotive

63:07

material pack and then we will import

63:09

the textures which came with the model

63:12

and we'll create our own materials to

63:14

cover the rest of the car with this

63:18

details. So first of all let's keep

63:21

first two. This is just the materials

63:24

which are coming with the textures. So

63:27

the first one is body which is basically

63:29

the car paint. So, let's pick the car. I

63:32

would like to use the charcoal. You can

63:35

do whatever you want, whatever you like

63:37

the most. I just think this one looks

63:40

really good because it has flakes. It

63:43

has some details, orange peel, and all

63:45

of these features that act the actual

63:49

car paint has. You can see there. So,

63:51

there's some flakes, dust, and all of

63:54

that. It is like very detailed material.

63:58

Interior carbon. So that's the carbon

64:00

fiber. To quickly search for materials,

64:03

you just click here on automotive

64:06

material pack and go for carbone

64:09

and yeah, we need this carbon fiber.

64:13

Apply this one to the interior.

64:16

So there is some interior color that is

64:18

probably the texture which is coming

64:20

with the model. We will check it out.

64:23

Otherwise, we can I think this one all

64:26

of that can be covered with the black

64:28

leather and it will be looking really

64:30

really really really good.

64:33

The black mat is basically plastic.

64:37

That's that's the basic plastic and I

64:40

think that is glossy or satin. So, let's

64:44

go with a satin plastic

64:48

and apply it here by clicking on that

64:50

button. I just prefer, you know,

64:52

clicking on this button because it's

64:54

it's just so much easier than, you know,

64:57

just dragging here each time. That is

65:00

like problematic. Interior black. That

65:04

should be plastic too. I guess this one

65:08

should be also plastic satin because I

65:12

don't believe there is some glossy

65:13

plastic should be involved in this part.

65:16

So yeah, this is plastic satin. Looks

65:18

pretty much fine.

65:20

Interior red

65:23

that is actually can be used with this

65:27

with a also red plastic or like yes

65:32

plastic smooth red. I think that should

65:34

be working fine here too if we use this

65:37

one. Yep, pretty much good. I think

65:39

looks really really good.

65:42

We are not focusing too much on the

65:44

interior but yeah interior silver. I

65:47

think this will be good with a chrome.

65:52

This one. The second one.

66:01

Yep. Good. Good.

66:04

Interior color too. That probably also

66:07

should be black leather. Let's Let's use

66:10

the black leather. I think that would be

66:12

just really good. Leather. Black. And

66:15

apply there.

66:18

Okay, good.

66:26

See, so it looks really, really nice

66:28

with the leather and it is so detailed.

66:32

I really love this material pack. It's

66:34

really good and can be used for such

66:36

cases.

66:38

Chrome,

66:40

those are chrome paths.

66:44

Let's apply here again. So what I

66:46

usually do, I just click here to get the

66:49

material shown and then I just apply it

66:51

here because before I had leather

66:54

material selected but I needed to select

66:55

the one which I would use black again.

66:59

So I think this one will be really good

67:02

with this rubber.

67:05

And if we check we have

67:09

rubber smooth.

67:11

I think we we don't need this capsule or

67:15

something. That should be shiny or

67:17

smooth. I think the shiny will do. Let's

67:21

see how it looks like.

67:25

Not quite sure.

67:28

[Music]

67:31

Well, I guess this is fine for now.

67:33

We'll see. Maybe we will change it if it

67:37

is getting too much attention through

67:39

the glass later on.

67:41

Okay, interior bump. Those are

67:46

some buttons. We will have a look at

67:49

that later. Uh we will compare this

67:51

model. I think this one can be home

67:53

easily. Those are just like the buttons.

67:57

So this one can be just home here. Yep,

68:01

I think that should work.

68:04

Black shiny. Okay. So, this one

68:08

definitely should be

68:11

plastic

68:14

glossy

68:17

cuz that those are insides of the lamp.

68:21

That should be like really really glossy

68:24

and

68:25

reflective here. Lights.

68:30

It's lights gloss. Okay, that that is

68:34

fine. Let's see

68:37

what we can do with that. If we apply

68:41

lamp white. I think that should be the

68:44

proper one.

68:47

Yes. Looks really nice.

68:50

Glass.

68:52

Good. Let's go for the glass.

68:56

This one should be gloss clear because

68:58

we should see through that one.

69:05

Okay. Looks looks really good. Looks

69:07

really good.

69:12

White. It is okay. That is white paint.

69:15

I think this is just the writings in the

69:17

in the interior of this

69:21

headlamp. So, let's go with this silver

69:24

plastic because it is really wide.

69:33

Nice

69:34

interior stripes.

69:37

That should be some

69:40

dynamics or something like that. We will

69:42

look at that a little bit further. We

69:44

will compare this model from the shading

69:46

which we had uh on the website on the

69:50

sketch fab where we have it. This is

69:52

gold. Thankfully, we have gold here.

69:57

Let's go with this metal called dirty

70:00

and see how it looks like here. I think

70:03

it just looks phenomenal. It's all cool.

70:06

Yeah, really, really nice. Amazing. And

70:08

those will be red interior glossy part.

70:13

That's plastic glossy. Probably that

70:16

should be the one.

70:21

Okay. The carbon fiber also looks really

70:23

good. So, it's all fine. Nice

70:28

grid.

70:29

[Music]

70:31

Yes, if we compare that to our model

70:33

here,

70:35

there is some grid and the texture is

70:38

here. But I really don't like that too

70:41

much. So, what I'm thinking about is

70:45

that for this one, I'm going to use the

70:48

plastic holes. There is a plastic with a

70:51

holes material, but I will duplicate

70:54

that and name it silver color.

70:58

And this one has already holes, but I

71:01

will change the tint to something more

71:03

silver-like.

71:05

And set it as metallic. So, it will have

71:09

this metallic

71:12

bump.

71:13

Save it and use this material instead

71:17

and see how that looks like. I think

71:20

that should look fine.

71:24

Yeah. And even it can be it even can be

71:27

a little bit a little bit brighter, I

71:31

think, because this one is like totally

71:33

white.

71:35

So, let's see if we change it to even

71:38

brighter.

71:40

Oh, yeah. That's nice. That's nice. I

71:42

like it much more than this grid. It

71:46

just feels more natural. I know that

71:48

probably I'm not right here, but anyway,

71:51

it will be barely noticeable, but I

71:54

really like how it went out and how it

71:56

looks.

71:58

Rome. So, that's probably for the turn

72:02

signals. No problem. Let's assign here

72:05

again.

72:08

Okay.

72:10

And this one is

72:13

just a blackout

72:15

or basically

72:17

Oh yeah, that's even better. That's that

72:19

contains even the ceiling. Okay, so that

72:23

one should be

72:25

some of the textile. I think

72:32

striped setting me. Wow. And I think

72:34

plain black should work.

72:45

Oh yeah, here it is. Yes, it looks nice

72:49

like black ceiling in the car looks

72:52

expensive

72:54

lights. So those uh back lights. So that

72:58

should be red

73:00

lamp because LED doesn't look doesn't

73:04

have the feeling of gradient. So this

73:09

one would be much much better.

73:11

Our glass. So this one is the glass on

73:15

the brakes and the reflectors. So this

73:18

one should be red tint

73:21

material

73:26

because behind of that there is a

73:28

reflector which is the geometry which is

73:31

really really nice.

73:34

This one is the brake.

73:38

So D red it's the brake. It's a breaker

73:40

because because this one is the day

73:43

running lights. It's a DRL and this one

73:46

is the brake. So I had a look at this

73:48

one. So

73:50

yeah. So this is DRL for now. Let's keep

73:53

it chrome because it should be only

73:56

working uh on the animation because we

73:59

will do the animation

74:01

uh thing for that one. So it will be

74:05

clickable that will be a parameter which

74:07

you can use in the rig and which you can

74:10

animate in the sequencer later. So for

74:12

now let's keep it home and I will show

74:14

you like what we can do there. So

74:17

interior blue that's

74:20

it's actually interesting because that

74:21

should be the

74:25

safe belt but seat belt but for some

74:29

reason it's blue. I will not be touching

74:32

it right now. logo. We have the logo

74:34

texture. Silver

74:38

obviously, but we will not see it

74:39

because it only for the door opening

74:42

will not be touching that red. That

74:45

probably should be here.

74:50

For the red here, um I will use just red

74:54

paint. I think that red car paint will

74:57

be really nice there.

75:02

Mhm.

75:03

Lights.

75:06

So this is the day running lights also.

75:10

I'm not sure if I should turn them on

75:13

right now. We will also do that

75:16

separately as the day running lights. So

75:19

let's put it right now on the

75:24

just chrome. So, it's turned off, but we

75:28

will turn it on later. Okay. And this is

75:32

silver. This is the radiators. Okay.

75:34

Let's make them silver. So, there there

75:36

is actually uh metal silver.

75:40

Mi metal silver here.

75:43

Put it there.

75:49

Yep. And this is our car. Let's change

75:53

the car to car paint to white. So we

75:57

will have a little bit more of

75:59

difference because we don't see those

76:01

black parts which are black plastic.

76:04

And yeah, right now we can see much much

76:07

better what we have here.

76:10

It's looking great already. Let's jump

76:14

into our Porsche folder. Create the new

76:17

folder and name it textures.

76:22

and get our textures from

76:26

the Porsche textures and just grab all

76:31

of them and drag them here.

76:36

Okay, so that our decals. So the decals

76:39

is the first part. Let's examine this a

76:44

little bit more.

76:46

Okay. So that should probably have also

76:49

emissive map. That's not a problem.

76:53

So

76:55

to create material out of the texture

76:57

which is provided, it's pretty easy. You

77:00

right click on this material and then

77:03

you go to create material and it will

77:06

use it as the diffuse map or base color.

77:09

So basically is any PBR material

77:13

here we need to add some emissive color

77:18

because it doesn't look really you know

77:21

glowy. So we can use this one RGB and

77:25

connect it to emissive color. It's

77:28

already looking better but I think that

77:31

should be also reflective and rough

77:33

because it's plastic or screen or

77:35

something like that. It should be always

77:40

you know glossy. So by holding one on

77:44

your keyboard number one click here

77:48

and add this value to roughness. So it

77:52

will be just super glossy

77:55

and all of that should be glowing.

78:00

Hit save. I think this is just enough to

78:04

have it. We will see. I'm not sure if it

78:07

has the alpha channel, but let's try to

78:09

also add the alpha channel. So before

78:12

that, we need to select it to blend mode

78:15

to masked. So we will have opacity mask

78:19

and drag the alpha channel into opacity

78:21

mask. Yeah, it doesn't have the alpha

78:24

channel. So

78:26

that should be applied as it is. Let's

78:29

get this material which we just created

78:32

and apply to interior decals. Let's see

78:35

how it looks like.

78:38

Well, I think it looks good. Pretty

78:42

pretty fine, right? So,

78:46

looks really really

78:49

on spot, I think. So, yeah, it is it is

78:53

kind of good.

78:55

No problem there at all. Looks looks

78:58

perfect. Now

79:02

we can create the same for the logo.

79:05

Create material. Logo. Material. I think

79:09

this that should be also metallic. So

79:12

again by holding one. Add the keyboard.

79:16

Click here. Connect it to metallic. Put

79:19

one here.

79:21

And roughness should be something also

79:25

the same but

79:27

55 approximately. No, I think even a

79:31

little bit less.

79:34

Let's try 0.2. I think this will work.

79:38

Okay.

79:40

Um, let's see how it works.

79:43

So, there was somewhere in the very

79:46

bottom, I think. Yeah, logo. Yeah, here

79:49

it is. Let's apply that one. It's really

79:51

good that the logo on the outside is I

79:55

think yeah, it's fine. It's really good

79:57

that the logo outside is actually 3D and

79:59

looking really good. So, yeah. Again,

80:02

this car is not prepared for displaying

80:06

the interiors of the car.

80:09

Also, we have the brake caliper, the

80:10

tire, and the plate. So, okay, let's

80:14

create the plate. Create plate material.

80:18

Here we go. And again that should be

80:20

metallic.

80:22

I just think so.

80:25

That looks good. Uh we can take some

80:29

roughness maps from some materials from

80:34

from the pack. So let's see metal for

80:37

example aluminium. There is like

80:39

scratches. This is the roughness map

80:41

which you can use. Just go there.

80:45

Navigate to asset by clicking this

80:47

button with a magnifying glass. Go to

80:50

this material and drag and drop this

80:54

scratches here and apply this into

80:57

roughness.

80:59

That will be

81:01

like this will be looking like that. If

81:03

you think this one is too much, you

81:06

always can adjust this roughness map by

81:08

doing so.

81:10

drag the pin and hold and click L on the

81:17

keyboard and you will have lur node.

81:20

What it does it allows you to use this

81:22

mask as alpha and blend between two

81:25

values zero and one. So if you connect

81:28

it like this, you'll have the same

81:29

result. But you can lower this value to

81:32

0.5 for example. Or other way around.

81:36

Put one here and instead of zero, put

81:39

here 1.3.

81:41

And now it looks better. Save that.

81:46

And in the body again, let's apply our

81:50

new material which we created here in

81:53

textures, the plate mat to the plate.

82:00

And here it is. And it's looking really

82:02

really good with this small details of

82:05

the scratches of the aluminum because it

82:08

gives some sort of realism. So you can

82:12

get a little bit more of details there.

82:15

Okay, let's go to the materials which we

82:17

haven't done signed yet. So, silver.

82:20

This one we can't see because it only is

82:24

visible when the car has opened doors.

82:26

We are not going to open the doors of

82:28

the car. So, we may forget about that

82:33

interior blue. That is the seat belts.

82:37

Like really I don't like that so much

82:40

that it uses the same material for

82:43

tur blue but doesn't matter. We can look

82:46

for some blue

82:49

uh leather. There's some leather but

82:52

maybe we should

82:54

look for the seat belt

82:58

and we can always adjust the seat belt

83:02

color so it will match and that will be

83:04

fine. But yeah, looks good. Again,

83:08

interior is not the best part of this

83:11

car. Just like let's add some tint and

83:13

make it blue.

83:16

Just like that.

83:19

Okay, this is fineish. I'm not the fan

83:22

of that, but when you have the car with

83:24

a proper material assignment inside, you

83:26

won't have this problems.

83:29

Again, let's continue. Silver. We don't

83:32

see that. interior stripes. So, I think

83:36

here should be the dynamic or like music

83:41

system. So, let's go with the holes and

83:45

apply this one with the plastic with the

83:47

holes and see how it looks like.

83:51

Yep. Yep. Pretty good. Pretty good

83:54

actually.

83:58

Interior color one. I think that should

84:01

be leather.

84:05

black not perforated.

84:08

The perforated I think for this amount

84:12

of

84:14

of material will not work really well.

84:17

So yeah, so this one is

84:21

really nice.

84:23

And interior speakers. Do we have the

84:26

speakers texture?

84:29

[Music]

84:30

Nope, we don't. So, we again use the

84:34

plastic with holes.

84:38

Here we go.

84:42

That would work really nice for the

84:44

speakers. Really nice.

84:48

So, yeah, this is it.

84:51

The body is shaded. Let's switch to the

84:54

color purse and the wheels. That would

84:56

be much faster and much easier. So,

85:01

let's start with a front caliper.

85:05

There just four materials that should be

85:07

white. Easy as that. Let's

85:11

get their car paint white.

85:14

Nice. Um, black material.

85:18

For that, I'm using anodized metal

85:21

because it's black. It doesn't have any

85:23

like reflection. It is really close to

85:27

the material of the brake pads. So, that

85:30

kind of looks real. Then we go with this

85:33

silver parts. Yes, not a problem. Let's

85:36

use the metal silver.

85:40

And for this one, black shiny. It's like

85:44

caliper

85:46

black. I think gray will be looking

85:49

better, but we can we can put even red.

85:51

We don't care. We can do whatever we

85:53

want here. So,

85:57

next one is

86:00

other caliper. We should do the same for

86:03

the rest of them.

86:59

And the last part is glass. It's pretty

87:02

simple. They have all the same material.

87:06

So, we just need to open every

87:10

single one of them.

87:12

And in automotive materials, look for

87:16

glass

87:18

clear. And we will apply the clear glass

87:20

for all the lights. So this is for the

87:22

rear lights. This is for the front

87:25

lights. This is also for uh rear side uh

87:29

like indicators.

87:31

Now we are going with the glass tinted.

87:34

We applied here on all of this other

87:38

sides. Apply. And on the front glass

87:41

too. So yeah, it doesn't matter. Let's

87:44

save all. And

87:47

last part,

87:50

the wheel.

87:53

It's a little bit more of the things to

87:54

do, but we'll manage. So, this one is

87:56

silver. I doubt that because I don't

88:00

think so that can be silver. Let's go

88:02

with a metal. Probably

88:05

metal. Steel would be

88:09

steel. Sand blast. Something moral for

88:12

that case. brakes. Let's go for the

88:17

rotor.

88:19

And here we have the brake rotor iron.

88:22

But I think we have here the carbon

88:26

caramic with this all small cracks and

88:30

stuff. So let's use the carbon curamic

88:34

and apply it here. See here we are just

88:39

lucky. It immediately applied. But

88:41

sometimes

88:42

if it doesn't work, you can open this

88:45

material and disable or enable use

88:49

objects. So right now we disabled use

88:53

objectives and see it's like it's huge.

88:57

Uh the cracks are just off. They should

89:00

not be such you know big size. So we can

89:04

either tile the cracks. So here's like

89:07

the cracks intensity and crack scale. So

89:10

we can try to, you know, change the

89:13

scale a little bit, making it smaller.

89:16

That looks a bit better. So yeah, I

89:19

think I will leave it like that. That

89:21

looks better. But I don't like that it

89:22

is stretched. So and there is no tiling,

89:26

I guess, for the cracks. Yeah, there is

89:28

no tiling. So let's keep use object UVs.

89:32

And yeah, that looks much better in my

89:36

opinion. Just let's scale the cracks

89:38

back to 10 value.

89:42

Yep. Yeah. That that is I like the most.

89:45

Right. That's the the best option we

89:49

have.

89:51

Okay. This one is

89:53

white again. Car paint white. Here we

89:56

go.

89:58

This black material.

90:03

I think that should be metal. Painted

90:08

painted metal. That looks pretty dark

90:10

and fine.

90:13

Black shiny

90:15

metal painted.

90:17

I don't like it too much, but we'll fix

90:19

it. This one should be silver.

90:24

Metal silver. Here we go. Just like

90:28

silver frame here. and tire mat which is

90:34

here. We need the texture and create

90:38

material. This is tire mat. Let's let's

90:43

again steal the roughness map from the

90:45

automotive material pack. So if we go to

90:48

here and look for rubber, we can have

90:52

some rubber roughness maps. I think this

90:55

one will be okay. And let's apply that

90:59

one to this one. No,

91:03

there's another one.

91:06

Roughness. Yeah, this one is looking

91:08

better already, I guess.

91:13

Okay.

91:15

Unfortunately, this

91:18

car doesn't have the texture for

91:21

uh for normal map. So unfortunately

91:24

we've got to

91:26

we got to do what we got to do. So

91:29

currently it's what we have

91:33

and what we can have for this particular

91:36

situation. But anyway during the moving

91:41

when the car is moving we won't see this

91:45

happening anyway. But yeah, it it would

91:48

be really nice to have them normal

91:49

texture for this car. But unfortunately,

91:52

this is the free model and not all the

91:54

textures are present and at least this

91:56

one is fine to have.

92:00

I'm actually curious because I have

92:03

other model which is like polestar and

92:06

there is a texture for the

92:11

burlli. Is it the same UV?

92:14

No, it's it is not.

92:16

It's not. Yeah, unfortunately

92:22

because this one is completely different

92:24

texture. Yeah, it works different way.

92:26

It's really strange. It feels like it

92:28

has the

92:30

uh the normal map like or the light just

92:32

burned in. But yeah, whatever.

92:35

Unfortunately,

92:37

uh we can try to do that with Photoshop,

92:39

but really it's not the purpose of this

92:42

master class.

92:44

Okay. So, uh I really don't like that

92:47

this wheel is black. So, I think I'll go

92:49

to automotive materials and look at the

92:52

car paint black. Duplicate that and name

92:56

it uh gunmetal. So, I would like to have

93:02

the gunmetal color for

93:05

for the wheels. So, it should be a

93:07

little bit more grayish.

93:10

I think that that should look much much

93:12

better.

93:14

Let's see. Oh, yes. Yes. Much better.

93:19

Let's see if I can put it here, too. I

93:21

think I think that works. That really

93:23

works. Okay, so that was our front

93:26

wheel. And now we have the last one is

93:30

our rear wheel.

93:33

Okay, let's just copy the materials.

94:08

Okay.

94:10

Okay. That looks that looks fantastic, I

94:13

think. Okay. Now, let's delete this from

94:18

the scene. Don't need this anymore. We

94:21

have all prepared.

94:24

Let's move our rig and let's

94:29

take our rig into the scene.

94:36

And this is how it looks like. It's all

94:39

prepared, all working. I think we just

94:41

need to adjust the height of the body

94:44

because it's too up and it should be

94:48

much much lower. So, let's try to do

94:50

that.

94:51

Let's go back to the rig and set it to

94:54

minus 34.

95:02

Yes. So this is it.

95:06

I think that looks pretty much fantastic

95:10

especially like even in lumen. So it's

95:13

all really really great. Okay. Now we

95:17

need to find out why I told you not to

95:21

import

95:23

the glass

95:25

as the combined mesh.

95:30

So here I will demonstrate you what

95:32

happens with the lumen. So there is a

95:35

thing that when you have uh fog or

95:38

something like that in the scene and

95:41

when you have the glass in between the

95:43

lumen just behaves strangely. It cannot

95:47

calculate the multiple translucent

95:49

objects and you will have a small issue

95:51

with that and this is why I prefer to

95:53

split the glass. So you will avoid those

95:55

issues if you have the glass split from

96:00

the model and having separate meshes for

96:05

the glass. Now let's continue fixing

96:08

reflections and glass issues. So if you

96:12

see the glass reflections, not sure if

96:15

it's possible to see. Yeah, here for

96:17

example on the left side here you can

96:19

see that the reflection is like choppy.

96:22

It's like squareish. It has some issues.

96:26

So to avoid that, we need to open every

96:30

glass asset and look for settings which

96:35

is called high precision dungeon bases.

96:38

So you need to apply that to all glass

96:42

models. Unfortunately

96:46

unfortunately it's not possible to do

96:49

in a batch edit. You can only enable

96:53

that when you are importing with the

96:55

datas smmith. But the datas smmith is

96:57

imported through the Mayer or uh other

97:01

applications. So you would need to do

97:03

that manually unfortunately. That's not

97:06

a big deal. But yeah, that is why I

97:09

prefer merging for example the border

97:12

mesh because otherwise it is just like

97:16

really time consuming to fix this. So

97:18

you see the reflection is wobbly or

97:21

something. You need to enable that

97:24

checkbox for use high precision tangent

97:27

basis and hit apply changes. And after

97:31

that the reflections are much smoother

97:33

and that will be especially

97:36

visible in uh past tracing. So okay

97:40

apply changes. It's getting better.

97:46

Apply here.

98:02

And also do that for the body because

98:06

the

98:07

car paint is also

98:11

affected by this setting.

98:19

And you will get much smoother and

98:21

softer reflections

98:24

which will not be like you know looking

98:26

like a letter or some sort that will be

98:32

smooth and good.

98:35

So okay

98:38

we need to save everything when we

98:40

closing this window. And right now it is

98:44

looking

98:46

better as we have steering wheel also in

98:49

our rig function prepared. We need to

98:52

split that one. I forgot to split one in

98:55

Blender. So we can do that again in

98:57

Unreal Engine by using the modeling

98:59

tools. So let's drop our body mesh and

99:04

split it. I think that would be faster

99:07

to do in Blender. But in order to avoid

99:11

jumping there and back and shading the

99:14

car again, it can be done here like

99:16

within 5 to 10 minutes depending on the

99:19

geometry. Sometimes it can be hard to

99:22

do. So let's have a look. Go in mesh and

99:25

three select.

99:35

Now we need to select all of the parts

99:37

of steering wheel. So sometimes it's

99:41

really complex and there's a lot of geo

99:44

which is like inside which we don't see

99:47

and we need to select that. So here we

99:50

need just to be very

99:54

attentive paying a lot of attention to

99:56

what we select. So even though right now

99:59

it seems like I have selected almost

100:02

everything probably it's not like that.

100:05

So uh we can switch through the modes by

100:08

pressing on A or

100:11

and see different modes. So you can see

100:13

better what we have selected

100:16

by pressing just A.

100:19

it will be showing you the different

100:21

view modes so you can easier

100:25

see what is available here and what

100:29

you're selecting. So currently I think

100:32

it's just like I have selected just

100:34

enough and I would like to go with the

100:36

volutric brush and peak what is inside

100:40

because if we go to wireframe mode

100:42

you'll see that there is something

100:44

inside and still blue and not selected.

100:47

So for that reason we really need to

100:50

jump with a voluometric brush. Let me

100:52

pick other parts selected by the

100:55

material which is connected.

101:01

Fortunately there is no such function as

101:03

Ctrl L in Blender when you can just

101:07

select all the links all the linked

101:10

triangles or faces or points. So yeah,

101:15

you really need to go and check what

101:18

you're selecting here.

101:21

It is a little bit frustrating, but

101:23

that's really sometimes just helping you

101:25

not to jump into

101:28

3D software which you're using for model

101:31

preparation.

101:38

All of that is just for you to know and

101:42

get familiar with the

101:44

3D tools that are in Unreal. Okay. So,

101:49

let's now try voluometric brush

101:53

and just brush it. Make it small and

101:56

brush it over. Let's make it even

101:57

smaller and brush it over. So we will

102:01

get something which is located inside

102:05

our

102:08

steering wheel and we will be able to

102:14

remove then if we select something what

102:16

we don't want or we don't need we will

102:19

be able to remove that from the

102:21

selection anyway.

102:23

Just making sure that we have everything

102:27

here is selected.

102:30

All of those small bolts

102:33

which we have inside

102:36

because it's it's really not like in

102:38

Blender or any other 3D software when

102:41

you can click on something what is

102:42

inside. Fortunately, these brushes which

102:45

are in Unreal, they don't allow to do

102:47

that. They always, you know, stick to

102:50

the gel

102:52

and collide with it.

102:58

Just working really carefully here so I

103:01

don't touch anything what we should not

103:04

be touching.

103:06

Okay, let's see with the wireframe

103:08

again. If we selected something outside

103:11

of this selection.

103:16

Oh yeah, there there is still something

103:18

inside which is

103:21

not selected. This steering wheeltric

103:34

brush sometimes just really helps to

103:36

paint the geometry inside.

103:39

Okay,

103:43

selected something different that that's

103:45

not a problem. You can click by material

103:47

the brush and uh go to this point and by

103:51

holding shift deselect this part which

103:54

we don't need.

103:57

Okay, I have high hopes for that. I

104:00

think we did really well here. So we can

104:04

separate this right now by clicking on

104:07

separate button

104:09

and we will see that the model will pop

104:11

up and will appear here the new sub

104:13

mesh. Let's move it high and see we have

104:18

any triangles missing or hanging in the

104:20

air. No, this is the perfect separation.

104:27

Yes, it is. It is perfect.

104:30

Okay. So, we can hit accept right now

104:34

and we will have now separate steering

104:37

wheel

104:39

from the body. The next step is to

104:41

adjust the pivot because when we

104:43

separated this mesh, the pivot is in the

104:47

center of the like car origin. But we

104:49

don't want that. We need to adjust that

104:52

to a proper position. So let's go to

104:55

modeling tools

104:57

again and go to the form edit pivot and

105:01

hit center

105:04

and click accept. Let's see what we'll

105:06

get there. See the steering wheel is

105:09

still like rotated. It should be

105:12

standing straight. So let's go into the

105:15

right view and see if it is aligned

105:17

properly. It should be just very very

105:21

like straight.

105:24

Let's unlock this one and go to edit

105:26

pivot.

105:28

Pass it center rotation zero.

105:32

Accept. And first let's just move the

105:35

steering wheel so it is like standing

105:37

really really straight. Edit pivot. Set

105:41

any rotation to zero. Hit accept. And

105:44

let's go to lit mode into perspective.

105:48

So it looks fine right now. And now we

105:52

need to add it to our

105:56

car rig. So let's delete it from here.

105:59

Let's navigate to the body mesh of the

106:03

steering wheel and uh edit the blueprint

106:08

in viewport. Under body, you can find

106:11

the steering wheel component.

106:15

So

106:17

we need to take this mesh and put it

106:21

into

106:23

this component. Sometimes you will have

106:25

it in different place because always

106:28

like this model is not aligned anywhere.

106:31

It has some rotation degree. So

106:35

you need to align it. Let's switch to

106:38

visibility collision so we can see

106:39

everything better. And you need to align

106:42

that and pick the proper angle. The

106:44

thing is the function works this way

106:46

that it it always rotates uh the

106:49

steering wheel by X uh coordinate

106:52

rotation and you need just to place it

106:55

properly and see if the angle is like

106:59

matching here with the mount place. So

107:02

let's try minus 14°.

107:05

Place it

107:07

as best as you can.

107:13

Switch to lit mode again. Compile. Save.

107:17

And let's see how that works. So if we

107:20

pick the controller here and go inside

107:23

and try to turn the wheels, that will be

107:26

working. Maybe some little pivot

107:28

adjustment is needed because it's going

107:31

like two on the side. But but the

107:33

steering wheel is never like it is never

107:38

completely round. It is different shape.

107:42

So I think it's just too high. The pivot

107:45

is too high. I think we can lower that.

107:48

So it will be rotating a little bit

107:49

lower where the mount is actually is

107:52

because the rotating part is this center

107:55

circle.

107:57

So let's go back to our static mesh. Go

108:01

to modeling tools by clicking shift F5

108:05

and let's go to pack perspective and

108:09

look at this point. Yes. So we need to

108:12

find because the geometry the steering

108:14

wheel is not completely round and we

108:16

need to find our center by ourselves. So

108:21

that should be somewhere over there. You

108:23

can just like match it by your eye

108:26

something like here in the center of the

108:28

pot logo because this one should be

108:31

rotating.

108:32

Hit accept and that will immediately be

108:35

applied to the rig because it changed

108:37

the static mesh uh position.

108:41

And in that case, we need to put it a

108:43

little bit lower in the rig because

108:47

the static mesh just get different uh

108:51

pivot. Let's compile, save it, and let's

108:54

see how it works again with the

108:56

controller.

109:04

Yeah, it's much better. Remember the

109:06

steering wheel is never like completely

109:08

circle or it doesn't have the actually

109:11

the center

109:13

uh the part which is rotating is

109:14

different from this distance. It's made

109:16

for a purpose. I'm not actually well

109:21

known with the regulations. Why is that

109:23

made on purpose? But this is how it

109:26

works. And now we have everything

109:27

functioning. And the wheels are turning

109:29

together with the wheel with the

109:31

steering wheel

109:35

and we can use that

109:38

before we jump into the settings of the

109:42

rig and suspension and all of those

109:44

functions. We would need to prepare the

109:47

function for brake lights and uh I think

109:51

also we will include blinkers for that

109:53

one because we really need to prepare

109:58

the car for complete

110:02

animation

110:04

process.

110:06

So let's start with the braking lights

110:08

because that would be the easiest part

110:09

to do.

110:11

First we need to get into the blueprint

110:15

and also open the body mesh. So we need

110:19

the material parameter uh the material

110:21

ID.

110:24

As you remember I mentioned before that

110:26

here we have the

110:30

uh I think not the lights the red this

110:34

one it's the brake light basically it is

110:39

covered under the red glass but we need

110:43

to make this emissive. So,

110:48

but this emissiveness should only be

110:51

enabled by your desire

110:55

and we need to create the parameters. We

110:58

need to create the function and

111:01

make it work. First of all, we need to

111:04

create the function which is brake

111:06

light. Let's name it break light.

111:13

And here it is like really simple

111:15

approach to do that. So we pick the body

111:20

and now we need to find the material

111:25

number which is element number 25.

111:29

Here we go. And check set material.

111:35

Here we need to create a branch

111:37

basically condition on which this

111:41

material will be will be applied.

111:45

By default when it is false we will have

111:49

MI chrome

111:53

chrome material. So MIL

111:57

chrome 02

112:00

that is when the brake is turned off.

112:04

When the brake is turned on, we will use

112:07

the material

112:11

lamp red.

112:15

And again, the target should be our

112:17

body. Unfortunately,

112:20

there is no way to

112:24

use the same material slot. Well, you

112:26

you can, but you need to redo that in

112:28

Blender or um in Unreal for each car

112:32

which you're using. But unfortunately

112:34

for this one, you would need always, you

112:37

know, check the material number or

112:39

material name and material name also can

112:43

be different each time. But yeah,

112:46

it's the easiest way currently. So,

112:48

element number 25, element index 25, 25.

112:54

And we need to create the boolean which

112:57

will be a variable for turning the

113:00

brakes on and off. So let's go to car

113:03

setup and create the new variable and

113:07

name it break.

113:11

Put it in car setup.

113:14

Put it here.

113:16

Get break because we need to get this

113:18

condition and put it into the condition

113:22

of the branch in the break.

113:25

Check the boxes exposed to cinematics

113:27

and instance is editable. So we will be

113:30

able with the exposed to cinematics we

113:32

will be able to control this parameter

113:35

in the sequencer during our animation

113:38

stage.

113:39

Editable instance makes it work just

113:42

like in the editor. So you can switch on

113:45

and switch off this parameter.

113:49

So the default value we first compile

113:52

and the default value is off. But this

113:55

is not all. We have created the logics

113:58

for enabling the brake light. Now we

114:00

need to add it to construction script.

114:02

So if you go to construction script,

114:04

there's like bunch of things which are

114:05

happening all the time and we just need

114:10

to set it up here. look for our function

114:15

brake light

114:18

and connect it to the whole blueprint.

114:21

So hit compile, save and also don't

114:24

forget to add this brake light function

114:26

into event graph because the

114:28

construction script only shows you what

114:30

is happening inside the editor and we

114:33

need that also to work in the sequencer

114:35

with the cinematics. So go to event

114:38

graph and add the brake light here to

114:42

connect it. Compile and save. And let's

114:45

have a look. So let's go back there.

114:51

And it was in the car setup in the very

114:54

first one. Here is our variable brake.

114:58

And if we turn it on or off, we are able

115:02

to show that the car is breaking, right?

115:06

But I saw the pictures of Porsche

115:10

breaking. And this part is also should

115:16

be glowing, but it isn't. So, we need to

115:21

reassign the materials. Don't worry, we

115:23

don't need to jump into Blender yet or

115:27

probably never. We can redo that right

115:31

in the Unreal Engine.

115:34

So how we do that?

115:36

Drop the body into the scene.

115:40

The thing is like with this modeling

115:43

mode which we have enabled with our

115:45

tools, we can change also the materials

115:48

in and reassign them. So we need to find

115:52

out what is the material there. There is

115:54

some issue that it's covered by the

115:56

glass but it is not a problem. It's some

115:59

part of raw material. So we will be

116:02

okay.

116:04

Right now, let's go into attributes and

116:09

look for edit materials.

116:15

Let Unreal load the model because it

116:18

will draw right now the wireframe. We

116:21

don't need the wireframe. It's just like

116:22

I find it really really, you know, thick

116:27

and just distracts you. So disable the

116:31

visible and it will disappear. So in

116:35

order to get inside we won't be able to

116:36

do that because like see it's just like

116:40

selecting

116:41

the glass. But the thing is that you

116:45

can't you know pick what's inside,

116:49

right? So that's the problem of the

116:52

Unreal because in Blender for example

116:53

you can easily go inside and pick

116:55

whatever you want. But here it just

116:57

doesn't work this way. I think that the

117:00

material is chrome. So I can go into

117:03

brush type selection by material all and

117:07

basically click in this one and it will

117:10

select everything which is covered with

117:12

current material slot. It doesn't matter

117:14

that it is uh material because we can

117:18

have the same material like chrome here

117:20

on the front or somewhere else but it

117:24

will select the current material slot.

117:27

What we're going to do now uh we will

117:31

deselect the part which we don't need.

117:34

So this is the I believe this is the

117:38

turn signal

117:40

and we will assign the separate material

117:42

for that one. But first let's try to

117:45

disconnect this one. Let's select the

117:48

brush type selection mode to material

117:51

connected and by holding shift click

117:54

here. Okay. So you can see that those

117:58

parts are not connected and it will take

118:00

you a lot of time you know to get rid of

118:03

that. There is easier way to deselect

118:07

some parts like that. Let's select

118:11

voluometric brush and change the brush

118:14

size to very very small. So it will also

118:17

select what is inside and behind. So

118:21

let's make it really really small. And

118:23

by holding shift, just paint over this

118:27

part which you don't want to be changed

118:30

with the material.

118:32

Just as easy as that. And you have it

118:35

clean. And we have selected what we want

118:37

here. Now let's switch to other side

118:40

because it's the same here. And we need

118:42

to clean it up by holding shift. Just

118:46

draw that material and deselect it.

118:52

Now we need to assign the same material

118:55

which we have here right. So it will

118:58

also be affected by our switch which we

119:02

have created just a few minutes ago.

119:06

To do that you need to go to the

119:09

material array look for material that

119:12

was material number 25. I remember that

119:16

correctly. And now you need to select

119:19

active material. So we go and pick the

119:21

material number 25. Right?

119:25

And after that do this selection. Let's

119:28

let's see in wireframe that we don't

119:30

have anything else selected.

119:34

No everything is fine here. All good.

119:36

Aha. There is something. See there is a

119:39

small dot. Yep. It's all good. We don't

119:43

have anything else selected here. All

119:46

looks pretty fine. Oh yeah, there is a

119:48

small spot. Yes,

119:51

which I missed. All is fine. Right now

119:54

we have proper selection. We have active

119:57

material selected. It's number 25 which

120:00

we want. And now we click assign active

120:04

material.

120:08

Done. And hit accept.

120:11

Wait and re wait for Unreal to prepare

120:13

the model.

120:16

And after that our function will be

120:19

working with these parts too.

120:23

Let's go and check it out.

120:26

So if I select the blueprint rig again

120:29

and click on the brake.

120:32

See

120:34

now it's working properly

120:36

how it should be. So this is the brake

120:39

part and this one is day running light.

120:42

So it is working as intended.

120:46

Now let's check out what we can do with

120:48

this

120:50

side here. Do we have here the turn

120:54

signals on the left? No. So now let's

120:58

work with the

121:02

day running lights.

121:06

The process is pretty much the same. So

121:10

if you go to the rig

121:12

you can create new function which is day

121:15

running lights.

121:20

Okay DRL

121:24

can go to the brake light just copies

121:27

this thing. Go back to DRL

121:30

connect it.

121:35

Okay, now we need to check out which are

121:39

okay. This is rare lights. This number

121:41

23

121:43

and the front lights uh something like

121:46

lights or something like that. Or maybe

121:48

this one we can also use.

121:54

Okay.

121:58

Not sure probably this one I will be

122:00

using also for turn signals.

122:04

Let's go with this one with this four

122:08

which are light glass. Here it is. It's

122:12

number 14 and number 23. So here we just

122:16

type 23 23. In the true we like we got

122:21

to use lamp white.

122:26

Copy that. Paste it here.

122:31

and do with rare lights. That should be

122:34

lamp red

122:37

again. Connect body.

122:41

Let's check it out. That's 23.

122:44

This one is 14.

122:48

This one is 14. Now we need to

122:52

create another. We can duplicate the

122:54

break and name it daylights.

122:58

and the DRL is connected with the

123:01

daylights condition. Compile and save.

123:04

Let's go to our construction script

123:07

again and connect the DRL here. Connect

123:13

it. And also again, as I said, do not

123:16

forget to add it to event graph because

123:18

this one only will show you the changes

123:20

in the editor, but we also need to make

123:23

it work during the renders. So go to

123:27

event graph and again connect the DRL

123:31

here compile and save.

123:36

So right now we can turn on and turn off

123:39

the daylights which is really cool for

123:41

cinematics. You can do that for starting

123:46

some sort of starting sequences where

123:48

the car is not yet present in the frame

123:51

or you want you know to implement it

123:57

or show that. So you can just turn the

124:00

daylights like boom and they work. Okay.

124:04

See I missed there a little bit of the

124:05

glass. I need to select this

124:09

and

124:10

see this model. And that should be

124:14

tinted red.

124:18

Yep.

124:19

Tint red. Yeah, because when the light

124:23

is turned off, it should be also red.

124:27

And this is it.

124:29

It's looking beautiful.

124:33

Perfect.

124:35

Here it works. And here it works too.

124:38

Okay. Now

124:40

we shall try creating

124:49

the blinkers. So we will have also to do

124:52

the same approach for the blinkers.

124:56

I think let's go with the rare side. And

124:59

probably we would need to use this one

125:02

for the blinker.

125:05

And I guess this one too maybe is Oh no,

125:08

this one this one should be acting as

125:10

the as the blinker.

125:14

So we will be assigning material to

125:16

blinker left and blinker right.

125:22

So let's go again to

125:25

modeling and try to pick the materials.

125:30

So what we can do right now is go to

125:33

mesh and pre-select.

125:39

After that select all this glass which

125:42

is on our way by material all just click

125:47

on that. That would be much much easier.

125:50

should click separate

125:54

and we will have the separate body mesh

125:56

right now for the glass which we

125:59

disconnected. If you pick this one, we

126:02

can move it somewhere like higher and

126:06

hit accept.

126:09

So we will have our separate glass

126:12

separate body and it would be much much

126:14

easier for us to select

126:17

the triangles or polygons for material

126:20

assignment which we will be using for

126:23

the blinkers.

126:25

Now again select the body go to

126:27

attributes select edit materials

126:36

and after edit materials

126:39

enter in this mode just select by

126:42

material

126:45

connect it

126:47

select this one

126:51

this one is should be only only This

126:54

tube will be lighting. So I think this

126:57

one is fine.

127:00

Now this one if we select by material

127:04

all that will select a lot of stuff here

127:08

and there which we don't need which is

127:10

inside also some stuff which we don't

127:13

need. So this one is better to be

127:17

selected by voluometric brush. So let's

127:20

use the voluometric brush paint it over

127:25

and then just select material

127:28

by all and holding shift deselect the

127:32

the ones which you don't want to be

127:35

affected. So this one is done.

127:40

See if we can also by material connected

127:42

disconnect this one.

127:47

Okay, so that works fine. This one is

127:50

good. Nothing else is connected. Let's

127:53

go back to this one.

127:58

Material all

128:00

select this

128:02

and by material

128:04

voluometric brush and clean up this one.

128:09

Okay. So this is going to be our left

128:12

blinker

128:14

material which will be assigned and

128:16

which will be using the same function

128:19

which we had

128:24

because it will be different material

128:27

the new one which we will create. We

128:30

also need to assign a new material slot.

128:33

So here in the materials, click on plus.

128:39

Scroll down and let's assign something

128:42

here. It doesn't matter. We just need

128:44

the representative for that one. So let

128:47

it be metal chrome one. But just

128:50

remember the index of this material. So

128:53

index 33.

128:55

So active material pick the 33

129:00

and hit assign active material. So now

129:05

you have new material slot which is

129:08

assigned to this and we will use that

129:10

for the blinker. Let's do the same for

129:13

the right side.

129:16

Add another material that will be number

129:19

34.

129:21

And do just absolutely the same. Pick it

129:25

with this using different brushes. Pick

129:28

this one. This tube for the side. This

129:32

one we would need to use

129:34

the voluometric brush to paint over.

129:38

Then deselect

129:41

what we don't need. See here also.

129:47

Yes. All fine. And now here

129:51

by material all this should be working

129:54

good because we already separated it

129:57

from the previous part.

129:59

Okay, good. So this is going to be our

130:02

turn signals

130:08

and this we should also pick active

130:12

material number 34.

130:15

Also, let's assign Rome here

130:20

and assign active material on the slot

130:24

number 34.

130:31

Okay, I think this should be fine.

130:36

So, that hit accept

130:38

and let's create the blinker material.

130:45

But before we do that, we should not

130:48

forget to put this glass back into the

130:51

rig because we basically separated it

130:54

from the body mesh, but it maintained

130:57

uh the pivot and all of those parts

131:01

should be on place. So this is here in

131:05

generated your username and here there

131:08

is this mesh. So we need to go to

131:10

blueprint viewport

131:13

select body again the component drag

131:16

this and put it here. So it will be the

131:21

sub mesh here will be assigned here. As

131:23

you can see it is all in place where it

131:26

should be.

131:29

Compile save. Now

131:33

we can delete this from the scene

131:37

and let's create

131:40

the blinker material.

131:43

For the base of the blinker material,

131:44

I'll be using the master material which

131:47

is master emissive material in

131:49

automotive pack. It's called M emissive

131:53

master. Just Ctrl D and I will name it M

131:59

blinker.

132:01

master.

132:08

Here it is. Oh, just made a typo. So, it

132:12

should be blinker master. Uh, creating

132:16

the the blinker material is pretty easy.

132:20

There is nothing special in it. You just

132:23

need to add time s and multiply nodes.

132:26

Nothing more. That should be just it.

132:30

So,

132:32

first of all,

132:34

we need to expand this a little bit

132:36

because we would need more space. Add

132:40

the node time

132:44

and multiply this node. Just drag the

132:46

spin and type multiply. Or if you put

132:51

the star here by pressing shift 8, you

132:53

will have the multiply node too.

132:56

Multiply it.

132:58

Then by holding one on the keyboard,

133:03

click with your mouse button on the

133:05

field and you will have this parameter

133:07

node. Right click on it and convert to

133:10

parameter.

133:11

Name it blink frequency.

133:17

This should be one.

133:21

And connect it here. So we will be able

133:23

to edit that in the material instance.

133:27

Now we need the node sign which will be

133:31

actually doing the blinking over the

133:33

time

133:35

and what is left is just to multiply

133:39

that

133:40

a lot of times. So you need to

133:43

disconnect this and you need to

133:44

disconnect this.

133:46

After that you go to multiply

133:51

node here.

133:55

Connect this to

133:58

connect this to A. Connect this to B.

134:06

Then we should multiply that again.

134:09

That's really strange. Yeah. But that's

134:11

that's how it works. And connect it

134:14

here.

134:16

We are almost there.

134:19

Then you

134:21

do multiply from here. Again,

134:25

it should be going B. That should be

134:27

going A.

134:30

And connect this multiply result into

134:32

this multiply result.

134:38

But the thing is that I don't want this

134:43

one to be black when it's turned off

134:47

because it should be having something

134:49

and we will have black matter between

134:52

those blinks and I really would like to

134:55

avoid that. So by selecting the material

134:58

result node, switch from shading model

135:02

from unlit to default lit. And here

135:08

to make it look good,

135:11

add again the parameter one. Connect it

135:13

to metallic. Set the value to one.

135:19

Then add another parameter and connect

135:22

it to roughness.

135:26

The base color should be white. So by

135:28

holding three on your keyboard, click

135:30

here, connect it to base color and make

135:35

it white.

135:37

Now you have the metallic chrome ball

135:39

which will be

135:42

blinking. And you'll be able to adjust

135:45

the color when we create the material

135:47

instance parameter.

135:50

So I don't like the roughness. It's it's

135:51

pretty much super rough. So let's do

135:54

something like 02. Yes, that looks much

135:58

better.

136:02

And save that.

136:06

And create the material instance. Right

136:08

click, create material instance. Name it

136:13

MI Blinker.

136:19

This would be fine. And here we will be

136:24

able to change the color tint. For

136:25

example, for something like orange.

136:29

As you can see, it looks pretty

136:32

impressive. Also, you can change the

136:35

speed of the blinker, but the one is

136:39

fine and looks real.

136:42

Now, we need again to make the logics

136:44

for left and right blinker. Let's go

136:48

back to our rig and create new function

136:53

here in functions.

136:56

Name it turn signals

137:02

logic again is just the same. So you can

137:06

use the brake light. Copy that including

137:10

the branch.

137:12

But we need two. We need for left and

137:15

for right. So this one is left. This one

137:20

going to be for right.

137:23

And we need to variables. So we can

137:27

again copy our day or break light uh

137:33

variable. It doesn't matter. So

137:35

duplicate, turn left.

137:38

Duplicate, turn right.

137:43

So let's take turn left first. Go here.

137:46

Get turn left. Connect. And here. Turn

137:49

right. Go here. Get turn. made a typo

137:52

again. Turn right

137:56

and connect right to the branch.

137:59

So when it's false, it's chrome and when

138:02

it's true, edge should be blinker. But

138:04

we need to change the material number.

138:06

So 33 is turning left. 33 and 33 here.

138:14

And for turn right the material index is

138:16

34 and 34.

138:21

Here we need to because if we would like

138:23

to have it working sim simultaneously

138:27

we need to make a sequence

138:34

sequence this and then this.

138:38

Compile and save.

138:42

For true, we need to set mi

138:47

blinker material which we just created

138:50

material instance. So we can go and

138:53

check it here

138:57

and my blinker material here is

138:59

connected

139:00

and here to

139:03

compile save and let's see how it works.

139:07

Let's turn right.

139:12

Oh yes, I always forget to do that. You

139:16

should, you know, learn from my

139:18

mistakes. It should be connected to the

139:20

construction script and event graph in

139:22

order to work in editor and in the event

139:25

graph. The function doesn't do anything

139:28

unless it is connected to construction

139:31

script and event graph. So don't forget

139:33

to do that. Continue. Save. And let's

139:38

turn right.

139:40

And it works.

139:46

And if we have them both at the same

139:50

time, turn left and turn right, because

139:51

it uses the same function with the time,

139:54

they will be always in sync. So you can

139:57

just like turn right, turn left, and you

140:00

can change them whenever you want and

140:02

the order you desire. So it's not a

140:05

problem to do that. And it perfectly

140:08

should be working in past tracing too.

140:10

Yep, this is it.

140:13

Okay, we have now all working. We have

140:16

brakes, we have turn signals, we have

140:19

the lights turning on and off. Let's add

140:22

some more spice to it and create the uh

140:26

the braking rotors which will be hitting

140:31

by the parameter setup. So let's open

140:35

our wheel and check the material which

140:39

we have here which is the brake rotor

140:43

carbon ceramic.

140:45

Let's open this material and let's go to

140:48

the parent like master material. So here

140:52

we can add the function which will make

140:55

our brakes heat and emit light.

140:59

So first by holding number three on the

141:02

keyboard and clicking on the mouse we

141:05

will create the parameter for the color

141:08

let's make it really really saturated

141:12

red orange color something like that and

141:15

now let's multiply that by the value

141:20

which will be defining how much emissive

141:24

light we will be producing from our

141:26

heated brakes. So right click here and

141:31

click promote to parameter. Name this

141:35

parameter heat.

141:38

Nice.

141:39

Now connect it to emissive color. Let's

141:45

use our parameter heat and put it into

141:48

the group of base color.

141:51

Click apply and save. Now let's switch

141:55

back to our router.

141:58

If we increase the heat, it looks really

142:02

strange because the whole material is

142:05

becoming

142:07

red. But we don't want that. We want our

142:10

material to be also showing those lines.

142:17

And by to do so, we need to just grab

142:21

the roughness map. The thing is that the

142:23

brake rotor uses this metal wear lines

142:26

roughness map. There are three channels

142:29

like red, green and blue. And we can

142:32

pick the one which we like to basically

142:36

mask out what we don't want to use for

142:41

heat and what we want. So we need either

142:43

green

142:45

or blue channel. I'll be using the blue

142:48

one. So let's go to our master material

142:52

and there is already roughness mask

142:55

prepared for us.

142:57

So let's

142:59

do it this way. So we will disconnect

143:01

this for now and create another multiply

143:05

node

143:07

and let's connect the blue channel here

143:10

to multiply.

143:12

And the result of our emiss emissive

143:15

color and the heat value we will connect

143:19

here to the multiply node and to

143:22

emissive color and hit apply save and

143:26

let's see how it works now. So if we

143:29

increase, see, we still see those wear

143:33

lines.

143:35

Even though

143:38

our brake is emitting light.

143:42

So if you see that on the car, you can

143:45

see that there are lines still there,

143:47

the cracks are there, and it's emitting

143:50

light. Now we need to control this

143:53

parameter over in the blueprint to being

143:56

able to animate that not putting each

144:00

time in the sequencer.

144:02

So let's reset this one,

144:05

save this material and get back to our

144:09

blueprint. So now we need to create the

144:12

function actually two functions for this

144:16

particular brake heat. So let's create

144:20

first the function for

144:24

break

144:26

heat creation.

144:29

So here we will create the function for

144:33

creating the dynamic material and store

144:36

that function. I'll explain why a little

144:39

bit later. So let's start with grabbing

144:43

front left and front right wheel because

144:45

I believe only front wheels get the most

144:48

of the pressure and they will be only

144:50

heated. You can do this for or four of

144:54

them but currently we'll be doing for

144:57

two but you can do that for all of the

144:59

wheels. So what we need to do is to

145:03

create dynamic material instance. So

145:07

create create dynamic material instance.

145:10

it will switch the material which is

145:12

currently assigned and will create the

145:16

dynamic instance which we will be

145:18

editing later. Unfortunately, you can't

145:20

plug both of those

145:24

components into this node. So you would

145:26

need to create and duplicate this node

145:29

basically copy paste it. So the material

145:33

element index is uh let's check on the

145:36

front wheel it's number one. So material

145:41

index will be one.

145:43

Let's copy that and paste.

145:46

Here we connect the target. We'll create

145:49

this one.

145:51

And

145:53

after that we need to store this value

145:56

into the variable. So we need to create

146:00

the variable

146:02

break

146:05

front

146:07

left. And that should be

146:10

dynamic

146:13

material

146:17

instance object reference.

146:20

Put it here.

146:22

Set. Duplicate this one for the right

146:25

one.

146:26

Right. And that would be for the right

146:29

set. You need to connect those pins.

146:35

And what it will do it will create this

146:38

dynamic material instance once. And if

146:42

we put this function into the event

146:45

graph, it will be creating the dynamic

146:47

material on each tick which can affect

146:50

your performance.

146:52

So we just need to create this once.

146:56

Let's drag it here. So this script will

146:58

be running only once in the construction

147:01

script because when you start the

147:06

simulation during the render it will

147:09

perform the construction script only

147:10

once but we need the construction script

147:13

for previews also. So this one is the

147:17

creation. Right now we need the

147:20

different one

147:22

for editing this material. So we create

147:27

another function name it break

147:33

heat

147:34

modify.

147:37

And now we can take both of those

147:43

material functions like we store that in

147:46

the variable the material

147:49

uh dynamic material instance. And from

147:52

each one we need to set scalar parameter

147:56

value one.

147:59

And we again we now here can connect to

148:03

both of them because the parameter name

148:06

is the same. parameter name is heat

148:08

here. So we type it here

148:15

and connect it like this.

148:20

So now we need to

148:25

create another parameter which will be

148:27

modifying this value. Right?

148:32

Let's name it brake temperature. Let's

148:35

create a new variable. Name it break

148:38

temp.

148:40

Make it a float

148:43

because we are going to scale this

148:46

value. The default is zero. Let's

148:49

connect it and set the slider range from

148:53

zero to three. I think this would be

148:57

enough.

148:58

After that we need to go to construction

149:01

script and add break heat creation.

149:06

We'll create this material and then we

149:09

will use break heat modify. After that

149:13

in the event graph we would need only

149:16

the break heat modify here.

149:21

Connect it there.

149:25

Compile. Save. And let's see how that

149:29

works. Oh, before that, make sure that

149:32

you make this instance editable and

149:36

exposed to cinematics. Put the brake

149:38

temp in the car setup. These materials

149:41

can be hidden. We don't see them

149:47

and we are not going to touch them

149:48

anymore because they are not for

149:50

editing. And basically here you can now

149:54

see you can edit the heat amount of the

149:59

brakes

150:01

for both of them.

150:04

Right? And now if we create the sequence

150:08

like that where we have the brake

150:10

temperature it will be working.

150:19

And if we go into simulation mode,

150:22

that also will be working here.

150:25

That means it will be working in the

150:28

render.

150:30

Now our car is ready for animation with

150:35

all the functions with the turn signals

150:38

with the daylights and additional brake

150:41

lights here for example. And all of that

150:45

can be done

150:49

in the sequencer.

150:52

So it is completely ready for

150:56

animations.

150:58

All right. Now let's give our Porsche

151:01

some sort of arrival or I would say

151:04

brother in speed. So we prepared the

151:07

second model 2. So the GT3 version like

151:11

not the road one. This is the street

151:13

legal but we need also another one. So

151:16

we will make them race each other. So

151:20

here I will create the new folder for

151:22

the content which will be Porsche GT3.

151:28

And just as before we have all the body

151:31

meshes. As I mentioned I will be using

151:34

those brake calipers from this model

151:37

because they look better. They are more

151:40

high poly. They have better quality. So

151:43

I will be using the calipers from this

151:46

one. Right now let's import our meshes

151:50

again. So we'll go with the body. For

151:54

the body, we will be using combined

151:56

meshes. I'll be doing that a little bit

151:58

faster. Uh not as detailed as with this

152:02

rig, just for time saving. But repeating

152:06

this process uh multiple times just

152:08

gives you better

152:11

experience in that and you'll be

152:14

understanding better how to rig this

152:17

thing. Okay. And the last one is the

152:19

glasses. Remember we do not merge the

152:22

glass. So we import this

152:25

with not combined meshes. So with the

152:27

combined meshes disabled for other

152:30

measures we need them to be combined.

152:32

And first we what we're going to do is

152:36

check our wheel pivot. So actually it

152:40

has the wheels the same. I think I think

152:42

they are the same size. So we can

152:45

technically use both of the wheels. But

152:47

for the sake of the tutorial, let's keep

152:49

it

152:51

for uh rear wheel and front wheel

152:54

different meshes. But if the wheels are

152:56

the same, you can keep them as it is. So

153:02

form pivot center accept. Let's see if

153:06

it is rotating properly.

153:09

Yep. All good. All works. Nice. Okay.

153:13

Amazing. So now we do the same for the

153:15

rear wheel. Edit. Pivot. Center and

153:19

accept. Great. That works.

153:23

Now I will just go to the car rig

153:26

blueprints and duplicate the rig and

153:29

name it GT3 because I don't want to

153:32

align again the position of the brakes.

153:35

They are already there and we have some

153:37

functions for the brake uh and so on.

153:40

But we would definitely need to edit the

153:42

material indexes after that because the

153:44

shading is not the same. So here we have

153:50

our body. We can go to brick structure,

153:52

clear all of that. Clear the wheels

153:56

and delete all this additional meshes

153:59

that we have here.

154:05

Okay. Now we have only brakes, brake

154:07

calipers, and the suspension prepared.

154:10

So let's put on the body from the GT3

154:13

version.

154:14

Apply it here to the body mesh wheel

154:18

front. Let's take it to the front wheels

154:21

and wheel rear one. Put it here. We

154:25

already have the brake calipers and this

154:26

the brake calipers had a position in the

154:31

center

154:32

of the offset of the pivot. So that will

154:35

not you know change. It will be fitting

154:37

pretty good. As you can see there's some

154:40

already materials assigned because it

154:42

has the index which is different from

154:44

the previous one. And those probably uh

154:47

should be the lights

154:50

and brake lights. But currently we are

154:52

not going to fix that. First we need to

154:54

prepare the rig.

154:56

Okay. We need to set the offset. I think

154:58

this one is wider because well obviously

155:01

it is the the racing version. So let's

155:05

set the front side. We'll offset about

155:07

88. I think that will work good. No too

155:10

much. 87 is probably the best option.

155:14

because it's really really wide and it's

155:16

really low always. All these cars are

155:18

super low. This one should be 87

155:22

probably too because the wheel size is

155:24

the same. Yeah, kind of like that.

155:28

Correct. And we need to do the rear axle

155:32

offset a little bit

155:34

back so it will be in the center. Let's

155:37

put something like 129. That looks good

155:41

for me. Good for me. Perfect. Now, let's

155:45

check the suspension. So, it is a little

155:48

bit off, I guess. Yeah, right. It's a

155:51

little bit off. We can put it even more

155:54

inside. So, to offset the position of

155:56

the suspension, you can use this mount

155:59

correction. So, the mount correction

156:02

should be something like five or four.

156:04

Yeah, four works the best, I think. Yes,

156:07

it doesn't protrude through other

156:09

geometry of the wheel and the brakes. So

156:14

it all works good here. Probably the

156:16

same we can do for the rear suspension.

156:19

You see there's even like space cut out

156:21

for this purpose. So let's also put it

156:26

to four.

156:28

Maybe we can put it even higher. Just

156:31

just a wild guess. So let's go with a

156:33

rear suspension like 55 probably. Yeah,

156:36

I think I think that works really nice.

156:38

Okay, good. Not quite realistic

156:41

probably. So let's go back to 50 because

156:45

this should be in the resting state,

156:47

right? Okay. Uh the only one thing with

156:51

the caliper is that they are a little

156:53

bit bigger because we have the rim which

156:57

is smaller than the previous model of

157:00

the Porsche. So we need to scale the

157:02

caliper a little bit. That's not a

157:04

problem. We can do that by selecting the

157:06

caliper mesh and maybe the sizing should

157:10

be something like 0.95

157:13

so it will not you know get inside the

157:16

wheel. Maybe even 0.9

157:19

just for the sake of it. Yeah, we can

157:22

offset it a little bit. So probably

157:26

higher and a little bit to the inside

157:29

because it's not touching

157:32

the brake disc. It's It should be like

157:33

really really close to the brake disc.

157:36

Okay.

157:38

Okay, that looks better. Maybe a little

157:41

bit to the inside.

157:43

Nice. So, can copy this sizing

157:48

and put it here 0.9

157:53

and adjust the position also. The same

157:55

way you can copy the positions, the

157:57

location of the caliper. Let's see how

158:00

that works. Paste. Yes. A little bit

158:03

higher and a little bit inside.

158:07

Nice. Nice. That looks good. Let's go to

158:10

the rear caliper. It's It is also a

158:13

little bit bigger. So, probably we can

158:15

try here, but it's smaller in the case.

158:17

Yes. 095 would be okay. And maybe a

158:21

little bit to the right. So, we can so

158:25

it doesn't touch the the wheel itself.

158:29

Same. We go here.

158:32

So 095

158:35

and let's copy the position of this

158:38

wheel

158:41

and paste. Yes, correct.

158:47

Yeah, the front brake looks a little bit

158:49

off. So probably I wasn't right with the

158:52

sizing. So they should be 095.

158:56

But in that case, it just goes a little

158:58

bit inside the wheel. So we need and to

159:01

readjust the position.

159:03

So the purpose is just to make it not go

159:06

through the brake disc. I think this is

159:09

okayish

159:12

95 and the position let's go here

159:16

position paste here and 95

159:21

that that's fine for me for this current

159:23

model. Now let's quickly shade the body

159:28

and check the material ids. I think we

159:32

also have the

159:34

some textures with this model. So let's

159:37

import the textures. Let's create this

159:41

folder for the textures

159:44

and that should be Porsche GT3 textures.

159:49

Okay. So it doesn't have the car paint

159:52

texture or the car paint color. So, we

159:54

will use the one from the automotive

159:57

material pack. Car paint.

160:00

I don't know what should that be, but

160:03

let it be.

160:05

Actually, this one probably may look

160:07

good.

160:10

Okay, let's give it a try. Or maybe

160:13

silver paint. I would like to have

160:16

something gray or maybe even matte gray.

160:20

So, we can get this car paint silver and

160:23

make it

160:26

dark silver

160:31

and assign it here

160:33

and change some of the parameters. You

160:37

can do a lot of things with this

160:39

material pack. There is a lot of

160:41

settings which you can play around with.

160:44

So, let's make it a little bit darker.

160:46

And I probably reduce the paint

160:50

roughness. Make it more matte because I

160:54

just believe this one should be

160:58

a little bit more

161:02

matte. Not not like the usual car paint.

161:05

So, yeah, more matte color looks good

161:08

for me. Maybe we'll change it later, but

161:11

doesn't matter. This one is the

161:12

mechanics. Let's see. It's It's all

161:15

inside basically. It's all covered.

161:19

What we can see from this part,

161:23

it's most of that is just blackout

161:26

volumes.

161:30

So, I think something like black

161:33

plastic should work or plastic setting.

161:38

Let's use the plastic here. Or maybe we

161:41

have the texture for that. Just curious.

161:45

[Music]

161:47

No, we don't. Fortunately, this model

161:50

also don't doesn't have any sort of

161:55

I would say roughness maps on normal

161:57

maps. So again, it's a free model. The

162:02

details I think those are just metallic.

162:04

So let's use the steel

162:08

material. Am I metal steel? The look how

162:11

that looks like.

162:13

Yeah, I think that is good. Oh, maybe

162:15

because there is a logo. So that details

162:17

should be in the textures.

162:21

Yeah, this one I think this No, that's

162:23

the display.

162:26

Yeah, there are not a lot of textures

162:28

which are provided with this model. So

162:32

that's really strange. But that's that

162:34

is fine, I guess,

162:37

for now. We'll see what we can do later.

162:41

The great it's probably carbon.

162:47

Carbon fiber

162:50

there.

162:53

Oh, there are the lights. Headlights.

162:56

That's the plastic. That's That's not

162:58

the emissive one.

163:01

Plastic. Clean

163:04

light front. That's that's what is going

163:07

to it's not

163:09

now it's not what what is going to be

163:11

emissive. So this one is Rome I guess

163:21

but it says that it is emissive. So

163:23

probably this one will be glass. Let's

163:25

put chrome for for now.

163:29

And this one is emissive rare light

163:33

which is quite interesting because it's

163:36

hidden partially.

163:38

So that is that is going to be breaks.

163:43

Just curious. Let's first try how it

163:47

looks like and we will see later. So red

163:49

lamp here.

163:52

because for me it doesn't look proper.

163:55

But maybe for the GT3 version they just

163:58

didn't bother with all of these details

164:00

and just went like this.

164:03

Oh yeah, that's the that's the glass

164:07

glass clear.

164:10

So this one which is chrome will be our

164:13

headlights. They will work afterwards.

164:17

Looks pretty legit. This one it's also

164:20

let's use the satin plastic because it's

164:23

basically again the blackout so the

164:26

light will not leak through this exhaust

164:30

but we can use steel.

164:39

It's not kind of super realistic because

164:43

it should be a little bit burned but

164:46

looks fine. Let's assume this the new

164:48

one just straight out of the

164:52

from the factory

164:54

front. This one should be a grill, but

164:58

we will use the plastic holes.

165:02

The black one

165:05

front grill

165:08

looks pretty legit.

165:10

Car paintane plastic.

165:12

I doubt that. I think that should be

165:14

rubber. So that's

165:17

rubber smooth.

165:19

Here we go. Yes. Looks good.

165:24

Wink metal.

165:26

I think that should be carbon. Carbon

165:29

fiber. I'm just like assuming they're

165:31

doing my

165:34

own understanding of that. Mirrors. We

165:38

have the mirror material also in the

165:40

automotive pack. I design it here.

165:46

That is the number plate. I'm just

165:48

curious if we at least have the number

165:50

plate.

165:55

Nope, we don't have any of this.

166:01

That is really really strange. But let

166:04

it be. We will probably use the

166:06

transparent material for that or just

166:10

create the texture in the Photoshop for

166:12

that a little bit later.

166:18

Interior

166:20

that is aluminum. If I know something

166:23

about the interiors of

166:26

these kind of cars,

166:29

that should be like really metallic

166:32

part, bare aluminum. They they remove

166:35

everything usually.

166:37

The seat

166:44

again.

166:45

Nothing here

166:47

with the texture.

166:51

It's the net

166:53

display belt, but no seat unfortunately.

166:58

Let's leave it like that for now.

167:01

Plastic.

167:02

Okay, I can trust this naming in this

167:05

case.

167:08

Plastic clean. Here we go.

167:18

Oh, this is the roll bar. The part of

167:20

the roll bar should be soft. I'll just

167:23

put with the plastic right now.

167:25

Dashboard. The dashboard.

167:28

That's also should be plastic, but I'll

167:30

go with this plastic small grain

167:38

because it has a lot of like texture. It

167:41

looks realistic and it's cheap. They are

167:43

not going to put expensive materials on

167:45

this one. Interior leads.

167:49

I doubt that we have dashboard. We'll

167:51

have it the look for that a little bit

167:54

later. interior glass.

168:00

Don't think it's worth because it won't

168:02

be seen. Electronics,

168:06

all of the electronics. That's really

168:09

interesting as there should be a lot of

168:11

different materials.

168:14

And I doubt again that we have the

168:17

interior electronics. We have only the

168:19

dashboard,

168:21

but there's basically no

168:25

electronics whatsoever for using of that

168:27

one. So part of the textures are not

168:30

provided with this model, but it's not a

168:33

big big of an issue. still can use

168:37

any sort of plastic for that just to

168:41

cover that and make it

168:43

black but not the default material.

168:47

Even though right now it looks pretty

168:48

fine.

168:50

So if we switch a little bit to pass

168:52

tracing

168:55

that looks

168:57

pretty real I would say.

169:01

Okay.

169:03

electronics metal.

169:08

Let's go with this metal steel.

169:13

There are a lot of details. Just a lot

169:15

of them.

169:18

Okay. And electronics, too. I guess

169:22

those pipes also should be plastic.

169:28

Plastic clean. Here we go. That's the

169:32

display. Okay, that's the dashboard

169:34

which we want. So, as I did before,

169:38

we'll create the material.

169:42

Check if we have alpha channel, but

169:44

probably yeah, the display is plain, so

169:46

we don't need to worry about that one.

169:49

So, let's go to emissive color and add

169:51

some roughness and make the roughness

169:53

zero. So, it will be a glossy display,

169:55

which we can use here.

169:58

take this material and put it on the

170:01

display. Works fine.

170:05

Okay. So, let's continue with this one.

170:07

What we have here, decals, they're just

170:10

black. Uh I checked it with this model

170:13

and it doesn't have the textures, too.

170:15

So, this is fine. We will be working

170:17

with this one with this type of shading.

170:22

Okay, let's continue with this one.

170:24

Interior carbone. That's pretty easy.

170:27

We have the carbon fiber. Quickly add

170:30

here

170:32

welding

170:34

that should be metal. I think the cage

170:37

is the aluminum. So I think we will go

170:39

with this one too. So to just match the

170:43

color of the welding, we don't have the

170:45

texture for the welding. So this is what

170:48

we get.

170:50

Okay. Let's try the sand blast to here

170:54

and for the interior cage.

170:56

Okay,

170:58

this is just the soft paddings

171:01

steering wheel

171:06

that is also missing the texture. So I

171:09

think this one should be well that

171:11

should be split by the way. This should

171:13

be other

171:16

part that should be grip with this some

171:19

sort of

171:21

rubber or leather. But

171:25

I don't think we have something like

171:26

that. So just let's use the plastic

171:29

leather.

171:31

So it will look something okayish

171:35

steering carbone fiber again. So we will

171:38

apply carbon here.

171:41

Belt.

171:42

At least for the belt I think we have

171:44

the texture.

171:46

So yeah, that's the belt. Let's create

171:48

the material.

171:52

It also doesn't have the normal map but

171:54

we will not be looking inside for this

171:57

particular

172:00

project. So this is just enough

172:03

unfortunately. Yeah, this is the thing

172:04

when you're dealing with a free models

172:08

which you download from the internet

172:09

most of the time they have some sort of

172:11

textures but sometimes they don't net.

172:15

We also have the net. Yeah, here we have

172:20

here we have it. Can we can apply it

172:22

here.

172:24

Okay,

172:26

looks fine, I guess, for this one.

172:31

This one is the display.

172:36

So, this is the one. Yes. So, let's

172:39

create material from this display.

172:42

also

172:44

doesn't have anything, but I want it to

172:46

be glossy and probably with some

172:49

emissive light because those are

172:52

some sort of LEDs.

172:56

But let's do that just for now

173:02

for roughness

173:04

and make it glossy. Let's see how it

173:06

works with the emissive color.

173:08

Not quite good, but let's keep it this

173:12

way. Assuming it is off

173:15

and apply this material here.

173:20

You can actually go to Photoshop and put

173:23

the number you like on here by making

173:27

the mask for the emissiveness just by

173:30

painting some of these squares white and

173:33

then apply that as the emissive mask.

173:37

plastic again.

173:45

Little bit plastic clean and some other

173:48

parts. The last one is I guess it's

173:51

rubber.

173:55

Here we go.

173:59

This one also should have probably the

174:02

logo, but maybe they remove the logo.

174:04

Here we have it

174:07

black and dark. So, let's probably keep

174:09

it that way and go for metal painted.

174:17

It was somewhere in the very beginning.

174:19

Yeah, here we go.

174:24

Yeah, looks interesting.

174:27

At least for now.

174:30

Okay.

174:38

Now, let's get with the wheels.

174:42

GT3 front wheel.

174:45

I just hope that the brake caliper is

174:47

separate. Yes, it is. But strangely

174:50

enough, this one is connected with the

174:53

mount. So, we have to disconnect this

174:56

one. So, let's go to the modeling tools,

174:59

grab the wheel,

175:02

and basically

175:07

go into modeling tools, attributes, and

175:10

edit materials. Disable the visibility

175:13

of this one

175:15

and see how we can connect it by

175:18

material connected.

175:21

I just hope that it is not connected

175:25

somewhere else with this part.

175:28

Fortunately, it's really really

175:30

uncomfortable

175:32

to pick it like this.

175:37

But we've got to do what we've got to

175:39

do. So, we don't want to switch to

175:41

Blender back again redoing the pivots.

175:45

You can do that from the very beginning

175:47

in Blender. Still you never know that

175:49

what you are expecting here expected to

175:53

have.

176:12

I think that would be just easier if I

176:13

pick the material all

176:16

click on that one and then just deselect

176:22

the brake rotor.

176:25

This one is the mount and this is the

176:27

brake ro and deselect this one.

176:32

And we will assign the new material

176:34

here. We'll create the new material

176:37

slot.

176:39

Select number three. Let's put the bold

176:42

grid material here and assign active

176:45

material for this one.

176:48

Okay, I'm not going to repeat this

176:49

procedure for the front wheel because we

176:53

saw that the wheels are actually the

176:55

same. So, I'll just assign it here.

176:59

Let's see how the

177:01

rotor

177:03

right now works. So, this is the carbon

177:05

kamic.

177:07

Okay, this is good. We will be adjusting

177:10

that because there is a thing how to fix

177:13

when the UV maps uh on the model are

177:16

really bad and they don't apply

177:18

properly. We will going to fix that a

177:20

little bit later. Let's first

177:23

apply our again gunmetal

177:26

color for the rim and for that for this

177:30

one that should be something like

177:34

maybe maybe this one will work too

177:36

actually. Yeah, looks looks nice.

177:40

And for the tire, we have the tire

177:42

texture which we will create the

177:45

material of. Again, doesn't have

177:47

unfortunately any sort of

177:52

normal map, but we will add some

177:55

roughness to it by basically again

177:57

stealing from the automotive material

177:59

pack.

178:00

uh from the rough rubber

178:04

will be still in the roughness map for

178:08

this

178:10

tire

178:12

roughness map

178:15

and connect it to roughness. So yeah, at

178:17

least it gives us some texture and some

178:19

feeling of the rubber which we need.

178:23

Okay, now we will apply

178:27

this material.

178:30

to our tire.

178:33

Okay,

178:34

actually it looks pretty legit.

178:38

And we will now apply this wheel also to

178:40

the front because as I said, they are

178:44

the same size

178:47

as the front one and the rear one

178:50

probably. Let's move a little bit inside

178:51

the front wheel. Yeah.

178:56

And we are actually got lucky

179:00

because we have the same material slot

179:04

for the brake. So if we now going to use

179:11

our

179:12

function for brake heat, it will be

179:16

working also with this new car. So if I

179:20

place it into the scene and try right

179:24

now to use the

179:26

brake temperature,

179:29

it will also be working here for both of

179:33

our wheels. Okay, right now let's fix

179:35

this thing with the wheel. As I said, we

179:39

having like the worst case scenario with

179:41

this with this model.

179:44

Okay, get the wheel and let's turn it to

179:46

the light side so we can see what is

179:48

happening. So the thing is we have this

179:51

problem with the wheel here but the

179:57

thing is that

180:00

actually

180:02

we can't change it as as you see here it

180:05

is working fine. All the cracks and all

180:08

of the wear lines are in the proper

180:10

position. But if we change this values

180:13

for this wheel it will be also changing

180:15

here. So we can create another material

180:18

instance. So if I open this model again,

180:22

go to material instance and I can name

180:26

it for example GT3R

180:29

for this new model and apply it here. So

180:33

we have different material instance

180:34

which we can now work on and tile it as

180:37

we want. So I'm opening this new

180:40

material instance which we created. So

180:42

basically material instance is what

180:44

allows you to do the changes of the same

180:47

master material but for each mesh

180:49

separately. And here we can try to

180:52

disable use object UVs because object

180:55

UVs are really really like bad here. As

180:58

you can see it immediately

181:01

works properly because in that case it

181:04

uses the global UVs and right now it is

181:07

fine. the wear lines are on the spot.

181:10

But what we also can see here that there

181:14

is a difference in the cracks because

181:17

they are

181:19

a little bit scaled not properly. So we

181:24

can change the scale but by increasing

181:26

this value it will give us smaller size

181:30

of the

181:32

uh cracks. Also, we can try to use the

181:36

tiling to see if it changes also. Now,

181:41

the the cracks doesn't have the tiling.

181:43

So, unfortunately, yeah, we can have it

181:46

like this. And if you look from here,

181:48

it's looking fine. So, we can actually

181:52

disable the cracks uh for this

181:55

particular

181:58

for this particular break. So we will

182:02

have some difference. So if that looks

182:04

not proper, we can always disable that.

182:07

And with the material instance because

182:09

we also have the heat uh it will be

182:13

working all going to work as we intended

182:16

because we also have this parameter in

182:18

the material.

182:21

So

182:23

the next thing is to change few settings

182:26

in our

182:28

blueprint because we have the different

182:30

material numbers right now for the

182:32

brakes for example and for

182:36

the headlights.

182:39

So I just don't want to waste a lot of

182:41

your time. Let's go and quickly redo

182:44

this. This one emissive light number

182:49

five. So that's going to be daylights

182:54

DRL

182:55

daylights.

182:58

It's number five.

183:00

So number five, number five. This one we

183:03

don't need right now because the rare

183:05

one is just completely off and not

183:09

correct with the

183:12

materials and the geometry itself. Next

183:16

thing what we're going to do is we're

183:18

going to use the brake lights. The brake

183:20

light index in our model is number six.

183:28

Okay, good. Number six. So, we just

183:31

change this material for the brake

183:32

number six.

183:34

And for the brake uh for the blinkers, I

183:38

think we are not going to use blinkers

183:40

for this particular model because well,

183:44

that will just take a lot of time. But

183:45

you know the principle how we did we can

183:47

do that the same as we did on our

183:49

previous model. So not a big deal for

183:52

that just time consuming.

183:56

And let's put the glass on body.

184:00

We need to select the component first.

184:02

As I said component first and then just

184:05

apply this six models here and it will

184:09

fit perfectly.

184:12

Okay.

184:14

This is the whole glass exterior. So

184:16

this one should be

184:20

glass glass clear.

184:22

Put it here. The thing is that this

184:25

model have like two layers of glass

184:29

environment. Okay.

184:34

This one is the covers. They are

184:36

plastic.

184:45

Let's make it plastic setting.

184:51

Oh, there's this one. This one.

184:58

This ones we already had. Okay.

185:02

So, that's the rare one. Should be just

185:07

I think just glass again.

185:10

clear.

185:14

And for this one also glass clear

185:17

because it's the headlights.

185:21

So that looks pretty nice. Almost almost

185:24

the two

185:27

layers of glass and we'll see how it

185:29

will work because I believe that might

185:32

be a problem. But actually that case we

185:35

don't need this one. We already have one

185:38

layer of glass. We don't need multiple

185:40

layers for this purpose.

185:47

So, let's remove this one and this one

185:51

as we already have this.

185:55

Okay.

185:56

Compile and save. And if we drop right

186:00

now our rig

186:02

into the scene

186:06

and check the functions which we have

186:08

such as daylights

186:12

this model really strangely split break.

186:20

That actually looks fine to be honest

186:23

but still I think not correct. We can

186:26

split this one differently, but it's

186:29

just again, you can do it yourself or

186:31

you can do that in Blender. I'm not

186:33

going to waste your time anymore for

186:34

this one. I'll probably just fix the

186:38

daylights because this is not how it

186:41

should be working because we don't have

186:42

the emissive map. We should have had

186:45

emissive map for this particular part.

186:49

So we can just split that one and assign

186:52

the home to the path which should not be

186:58

glowing. So because this one is really

187:01

really looking strange.

187:05

Okay.

187:07

So let's do this quickly.

187:11

P the body.

187:15

Oops.

187:29

Okay, let's attributes edit materials.

187:33

Let's see what we can do. Material

187:36

connected.

187:38

So, this one should not be the emissive

187:40

one. This should not be the emissive

187:42

one. I think that one can actually be,

187:47

but those are not. Definitely are not.

187:55

Those are reflectors.

188:35

Okay, that looks a little bit better.

188:39

Let's see what we have.

188:42

Material number nine will be fine.

188:45

Nine

188:47

sin active material except

188:54

And let's try again to see how that

188:57

works.

188:59

Daylights.

189:03

Yes. Now the reflector works as it

189:06

intended.

189:09

Still, it's not the very good result

189:12

because

189:14

I think only the lamps, the small lamps

189:18

should be actually emitting light and

189:21

they will be reflecting all of that

189:27

inside of this chrome reflectors.

189:32

So anyway, for this we also would need

189:36

some texture probably here. So we can

189:38

create one in Photoshop just by create

189:42

new.

189:45

Let it be 2000 by 2000.

189:53

Just add some text.

189:56

It be black color

190:01

like 27 for like double J double jump

190:07

and make it huge

190:10

huge.

190:14

I hope the UV maps on the on this car is

190:16

fine.

190:23

And we don't need any background. And

190:25

save it as PNG.

190:57

Okay. And we will create the material

190:59

right now out of it

191:03

number material. Make it

191:06

masked and connect alpha channel into

191:09

opacity mask.

191:11

Save it and let's see how will that

191:15

work.

191:22

Yep, the UV maps are just

191:28

not there.

191:30

They're not proper and they're not

191:32

correct. Can fix that.

191:37

Texture coordinate. Let's see. like this

191:47

and let's see how will that work. Yes.

191:51

So it is four times or like two times

191:54

smaller or bigger. So basically this

191:57

texture coordinate coordinate node can

192:02

define the tiling of your texture. So in

192:06

that case we tiled the texture two times

192:08

by U and V basically by X and Y uh axis

192:13

and made it

192:15

four times in one square

192:19

and that actually worked. So the UV

192:21

there was not correct or like not plain

192:25

but right now it looks just enough.

192:29

Yeah, I really like it. I think it's

192:31

really good like for that quick result.

192:34

So here we have two cars prepared.

192:38

One is a little bit

192:41

worse, but otherwise it looks

192:45

really, really good.

192:49

And that's it for module two.

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