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These are the user uploaded subtitles that are being translated: 1 00:00:01,024 --> 00:00:05,888 So we have just finish our base colour paint here 2 00:00:06,656 --> 00:00:09,216 I'm going to make sure that we save this image 3 00:00:10,496 --> 00:00:14,848 And now it's looking at bringing this into Andrea 4 00:00:15,616 --> 00:00:21,760 Settle on the first thing I want to look at just like we do with the tail set as we need to make sure we know where the 5 00:00:22,016 --> 00:00:23,808 Waiting for this piece should be 6 00:00:24,320 --> 00:00:28,672 So I'm let's go ahead in open or unreal Project 7 00:00:29,440 --> 00:00:35,584 Here is where we left off in our project we have made our tilesets and replaced all our 8 00:00:35,840 --> 00:00:37,888 Walls in floors and ceilings 9 00:00:38,400 --> 00:00:39,680 I have not 10 00:00:39,936 --> 00:00:43,776 Personally made a different texture for the 11 00:00:44,288 --> 00:00:48,640 On here but once we get the essential 12 00:00:49,408 --> 00:00:55,552 The process is going to be the same as it was for this and for the product for however you want to make it 13 00:00:55,808 --> 00:00:56,320 Pizza 14 00:00:58,112 --> 00:00:59,392 Words 15 00:01:00,123 --> 00:01:02,875 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:02,876 --> 00:01:07,328 Mesh pieces we just made early replacing these blocks here so just a little bit to look at 17 00:01:08,352 --> 00:01:09,120 Ok so 18 00:01:09,888 --> 00:01:16,032 It appears as though we have our pivot right at the corner the bottom corner of our peace here 19 00:01:18,080 --> 00:01:19,872 How you want the 20 00:01:20,128 --> 00:01:23,968 Filenet pieces to be oriented is entirely up to you 21 00:01:25,504 --> 00:01:27,808 Obviously these please hold her 22 00:01:28,320 --> 00:01:32,672 QS they're the same on every side but doesn't really matter which way they are pointing 23 00:01:33,184 --> 00:01:39,328 The weather in Knightley you want the face is facing out this way so that when you walk into the room 24 00:01:39,584 --> 00:01:40,096 See them 25 00:01:40,352 --> 00:01:44,960 Or if you want them facing this way on this face so that you know as your 26 00:01:45,472 --> 00:01:47,264 Running through that you're Singing the Faith 27 00:01:47,776 --> 00:01:50,848 That's totally up to you and you can you don't try 28 00:01:51,616 --> 00:01:53,152 Variety of different 29 00:01:53,920 --> 00:02:00,064 Orientation and see what works best for you but we need to know here is that the parrot is in the bottom 30 00:02:01,344 --> 00:02:06,976 So we need a match that in here so currently our paper is right at the Brow 31 00:02:07,488 --> 00:02:08,512 Which is not a word 32 00:02:08,768 --> 00:02:09,280 South 33 00:02:10,048 --> 00:02:12,608 Let's move it around a little 34 00:02:14,656 --> 00:02:19,008 I'm just going to come into Frank orthographic by pressing 1 on my keyboard 35 00:02:19,520 --> 00:02:22,592 And I'm going to Tab into edit mode 36 00:02:22,848 --> 00:02:28,992 Now remember if we move something in edit mode it will leave the payment where it is relative to the world 37 00:02:29,248 --> 00:02:33,600 So we can effectively move the Pit by moving the mesh relative to it 38 00:02:34,112 --> 00:02:38,208 So I make sure everything is sorted by pressing a on your keyboard for all 39 00:02:38,720 --> 00:02:40,000 And 40 00:02:40,256 --> 00:02:41,536 What's the news 41 00:02:42,048 --> 00:02:48,192 Snotty on for the moment but instead of having it on face which we had for our retail colleges 42 00:02:48,448 --> 00:02:49,984 Let's make sure you change it back to Ingram 43 00:02:50,496 --> 00:02:52,800 Otherwise it will not to have correctly 44 00:02:54,080 --> 00:02:54,848 So 45 00:02:55,104 --> 00:03:00,480 Because this is a round in peace the is going to be slightly more proxxon 46 00:03:00,736 --> 00:03:02,016 Ok 47 00:03:02,528 --> 00:03:05,088 SG in Ze to bring it up 48 00:03:05,856 --> 00:03:08,928 Until approximately resting on the ground again 49 00:03:09,440 --> 00:03:15,584 This is a more organic form so you never going to have these exact lines that we were having with our wall pieces 50 00:03:18,144 --> 00:03:20,960 So it's a little bit in French if we can too 51 00:03:22,496 --> 00:03:24,800 Pressing 7 hour keyboard 52 00:03:26,080 --> 00:03:29,920 Over in the extraction so I'm just going to play some G and x 53 00:03:30,944 --> 00:03:32,480 Inevitable 54 00:03:32,992 --> 00:03:33,504 Here 55 00:03:35,552 --> 00:03:41,696 This may be a little bit so let's try to bring it it's in till that like this area is more in the centre 56 00:03:42,208 --> 00:03:45,280 Control and 7 to bring up the bottom view 57 00:03:46,048 --> 00:03:47,840 Pleasure into about 58 00:03:52,448 --> 00:03:54,240 Approximately work 59 00:03:55,520 --> 00:03:57,824 Because this is sort of a unique prob 60 00:03:58,592 --> 00:04:00,128 Only using 61 00:04:00,640 --> 00:04:06,784 In this one instance so far is not going to be too hard to adjust I just don't want them to be why 62 00:04:07,040 --> 00:04:09,344 Mismatched women bringing in 63 00:04:12,160 --> 00:04:16,768 We have a pivot said let's make sure all locations are zero doubt by 64 00:04:17,024 --> 00:04:19,327 End up this side panel 65 00:04:20,095 --> 00:04:24,191 So we see we have our scale is a little bit off here as a rotation 66 00:04:24,447 --> 00:04:30,591 The witches apply all these transformations by pressing ctrl and a on the keyboard 67 00:04:30,847 --> 00:04:31,615 Turn off 68 00:04:32,383 --> 00:04:36,991 For all transformations that should be released out in 1 days out 69 00:04:39,807 --> 00:04:43,647 I've just passed save if you haven't saved recently make sure to save your work on 70 00:04:44,927 --> 00:04:49,279 Ok so now that we have we have our Transformers we have our parents 71 00:04:49,791 --> 00:04:53,119 Let's go and export the son just to make sure that 72 00:04:53,375 --> 00:04:54,399 Please select 73 00:04:55,167 --> 00:04:55,679 File 74 00:04:56,191 --> 00:04:56,703 Explore 75 00:04:57,215 --> 00:04:57,727 FBS 76 00:04:58,495 --> 00:05:04,639 Choose a location on your machine and make sure that we have selected on Jackson 77 00:05:05,151 --> 00:05:06,431 I need to be have 78 00:05:06,687 --> 00:05:10,015 The satellite Freesat in some earlier versions of blender 79 00:05:10,783 --> 00:05:14,879 You can see your export options at any time in blender 80 00:05:15,135 --> 00:05:16,159 For reuse 81 00:05:16,927 --> 00:05:23,071 So if I made some changes here instead ok this is how I want to export every time 82 00:05:23,327 --> 00:05:26,399 So I can set that as a preset by pressing this plus key 83 00:05:26,911 --> 00:05:29,215 Annealing my preset and snowman and real 84 00:05:30,239 --> 00:05:35,615 Ok so now everytime I choose this from the operator presets drop down it will automatically 85 00:05:36,127 --> 00:05:39,711 Make any changes that I make here I'm in this case it's just too 86 00:05:40,223 --> 00:05:41,503 I like my selected Homme 87 00:05:41,759 --> 00:05:43,551 If you had more specific 88 00:05:44,575 --> 00:05:46,111 Settings 89 00:05:46,367 --> 00:05:47,647 Saving for readers 90 00:05:48,927 --> 00:05:52,767 SM4 static mesh 91 00:05:55,839 --> 00:05:57,375 An expert 92 00:05:59,167 --> 00:06:00,191 Alright 93 00:06:01,727 --> 00:06:03,007 Bag in unreal 94 00:06:03,263 --> 00:06:07,359 Let's go into our mesh folder where we have all our finalise match pieces 95 00:06:08,127 --> 00:06:10,175 And let's import that 96 00:06:11,199 --> 00:06:12,735 File we just created 97 00:06:17,599 --> 00:06:18,879 Make sure that these 98 00:06:19,135 --> 00:06:20,159 Material fitting 99 00:06:20,415 --> 00:06:25,279 Import settings are set correctly do you have retained my last import settings 100 00:06:25,535 --> 00:06:28,095 So I just want to make sure that in case anything 101 00:06:28,351 --> 00:06:34,495 Got messed up the correct we do not want to import textures with the material and we do not want to create a material 102 00:06:34,751 --> 00:06:37,055 I'm going to do that all our selves so it's in for 103 00:06:38,847 --> 00:06:42,431 Don't worry too much about the smoothing group information and let your things and errors 104 00:06:42,943 --> 00:06:46,015 Ok so here is our mesh with no materials applied to 105 00:06:48,575 --> 00:06:49,343 So 106 00:06:50,367 --> 00:06:53,439 Now you've just been using the same material for everything 107 00:06:53,951 --> 00:06:57,023 Set a timer at the obviously this is not 108 00:06:58,815 --> 00:07:00,607 Say let's bring in 109 00:07:01,119 --> 00:07:01,887 H 110 00:07:03,423 --> 00:07:07,263 New material textures that we have saved 111 00:07:07,775 --> 00:07:09,055 You are hard drive 112 00:07:09,311 --> 00:07:12,383 Sell.an in my texture folder on Sky 113 00:07:13,151 --> 00:07:16,223 Select these three pieces that hear that I've made 114 00:07:18,783 --> 00:07:22,367 Ok so this is where things get interesting 115 00:07:22,879 --> 00:07:29,023 You might think I'm watching going in create a new material and just a sign all these pieces and you could do that 116 00:07:30,815 --> 00:07:34,655 After MORE4 a performance in unreal 117 00:07:34,911 --> 00:07:39,519 Performs much better if you use what is called material instances 118 00:07:40,031 --> 00:07:46,175 So just add all these different pieces in my level are instances of 119 00:07:46,431 --> 00:07:47,711 Single mesh pieces 120 00:07:47,967 --> 00:07:53,087 We can basically do the same thing with our materials to save on some performance 121 00:07:53,599 --> 00:07:57,439 So I'm going to make an instance of this wall material 122 00:07:58,463 --> 00:08:02,559 Basically change some settings to that it displays different textures 123 00:08:03,327 --> 00:08:09,471 Cell in order for the store properly different things we need to about this material but let me just say 124 00:08:09,727 --> 00:08:11,007 You what happened 125 00:08:11,263 --> 00:08:13,823 If I were to create an instance of this right now 126 00:08:14,847 --> 00:08:20,991 Search a creator material instance all you have to do is click on a regular master material such as this one 127 00:08:22,271 --> 00:08:26,111 Right click and choose create material instance 128 00:08:26,879 --> 00:08:29,695 So you can give it whenever 129 00:08:29,951 --> 00:08:33,535 We're gonna make this eventually our own material select just make it bad 130 00:08:34,303 --> 00:08:40,447 Now your notice at the bar at the bottom here is a dark green and the one on the master is bile 131 00:08:40,703 --> 00:08:45,823 This is just to tell you that it is a material instance and not a master material 132 00:08:47,615 --> 00:08:53,759 When you have it already as well we'll see the next one is a material in this one is a material inside 133 00:08:54,527 --> 00:09:00,671 Now we have actually worked with material instances before we just didn't get into the details of them 134 00:09:00,927 --> 00:09:07,071 Sell all of our grid prototypes here were instances of a master grid material 135 00:09:07,327 --> 00:09:08,095 Template 136 00:09:08,863 --> 00:09:15,007 So let's get into a little bit more harder to work by opening up our own egg material instead 137 00:09:16,287 --> 00:09:22,431 Right now we don't have any changeable settings here all we have is the parent instance 138 00:09:22,687 --> 00:09:23,711 This is coming from 139 00:09:24,223 --> 00:09:26,271 Give me Caroline change anything about the 140 00:09:27,039 --> 00:09:29,087 That is because we need to 141 00:09:29,599 --> 00:09:33,695 Go into this master material here and tell 142 00:09:35,231 --> 00:09:40,351 Values are going to be variables in you should remember variables from r blueprints 143 00:09:40,607 --> 00:09:41,887 Scripting section 144 00:09:42,143 --> 00:09:43,167 But we can use 145 00:09:43,679 --> 00:09:48,799 We can using variables in materials as well as in coding cell 146 00:09:49,055 --> 00:09:53,663 If we do a click and open of our master material of course getting this graph here 147 00:09:54,175 --> 00:10:00,319 So all I need to do to make this work as a material instant is Kelly what part 148 00:10:00,345 --> 00:10:02,504 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 149 00:10:02,505 --> 00:10:02,367 I need to be variable 150 00:10:02,879 --> 00:10:04,415 And I'm in 151 00:10:04,671 --> 00:10:08,511 Materials in unreal variables are actually called parameters 152 00:10:09,279 --> 00:10:13,887 But essentially they function you know theoretically under the same 153 00:10:15,167 --> 00:10:16,703 This texture here 154 00:10:16,959 --> 00:10:18,495 For my wall 155 00:10:19,263 --> 00:10:21,055 For my wall base colour here 156 00:10:21,567 --> 00:10:27,711 This material instance I need to be able to switch out all these textures essentially 157 00:10:28,479 --> 00:10:29,759 Actor change this 158 00:10:30,015 --> 00:10:36,159 Search that I can switch them out under the Instance all I have to do is in the master material 159 00:10:36,671 --> 00:10:38,975 Click on the texture sample 160 00:10:39,487 --> 00:10:41,535 Convert to parameter 161 00:10:42,559 --> 00:10:45,631 Pick up a little bit but it will keep the 162 00:10:45,887 --> 00:10:46,655 Original 163 00:10:46,911 --> 00:10:51,007 Text you hand and now we can name it something for listening this one beef 164 00:10:51,263 --> 00:10:52,287 Colour 165 00:10:53,823 --> 00:10:55,615 With these two 166 00:10:57,407 --> 00:11:00,223 Convert to parameter with colours 1 a.m. 167 00:11:02,271 --> 00:11:05,855 Convert to parameter and call this one month 168 00:11:07,135 --> 00:11:07,647 Cell 169 00:11:09,695 --> 00:11:11,231 Save this out 170 00:11:16,095 --> 00:11:22,239 And now when I come in to my material instance here you can see I have these parameters 171 00:11:24,031 --> 00:11:24,799 Cell 172 00:11:25,055 --> 00:11:29,407 I have to do is enable the override by clicking knees checkboxes here 173 00:11:30,175 --> 00:11:36,319 And is coming to the stuff down and swept whatever texture I want to replace this text 174 00:11:37,855 --> 00:11:38,367 Cell 175 00:11:38,879 --> 00:11:42,719 I can also do it from the content browser 176 00:11:42,975 --> 00:11:45,791 Faster for you all I have to do is click and drag 177 00:11:47,071 --> 00:11:47,839 I can drive 178 00:11:49,887 --> 00:11:53,215 You can see it instantly updates here in a Previa 179 00:11:53,471 --> 00:11:59,615 And you may know the service after getting much faster than it would if you were trying to make this a new Mass 180 00:11:59,871 --> 00:12:00,383 Play material 181 00:12:00,895 --> 00:12:03,455 So not only our material instance 182 00:12:03,711 --> 00:12:04,991 Bastard to calculate 183 00:12:05,503 --> 00:12:11,647 We also now don't have to redo all this information for the roughness it's basically using 184 00:12:11,903 --> 00:12:15,231 16 exact setup it's just replacing these input 185 00:12:15,999 --> 00:12:18,303 With whatever we tell it to write here 186 00:12:18,815 --> 00:12:24,959 So now he can come into our method itself instead of using this master material was dragon on 187 00:12:25,215 --> 00:12:25,727 Material 188 00:12:26,239 --> 00:12:28,287 And you can see right here how that works 189 00:12:31,871 --> 00:12:33,663 That is looking pretty good 190 00:12:34,431 --> 00:12:35,199 Let's see what 191 00:12:36,991 --> 00:12:43,135 The last thing we need to do to get this working is to replace these static with our new 192 00:12:43,391 --> 00:12:44,415 Nastya 193 00:12:46,463 --> 00:12:48,255 The way that I'm going to do this 194 00:12:49,279 --> 00:12:51,327 Is that coming into my blueprints folder 195 00:12:51,839 --> 00:12:53,119 Opening up my blueprint 196 00:12:55,679 --> 00:12:57,471 You coming to the Newport 197 00:12:58,751 --> 00:13:00,543 So I can see this change happen 198 00:13:02,079 --> 00:13:04,895 Advantage of selective static mesh please 199 00:13:05,663 --> 00:13:11,807 Have to do really much all I have to do is come over here to the details panel in work 200 00:13:13,087 --> 00:13:14,879 Instead of having the selected 201 00:13:15,391 --> 00:13:18,719 Well we're just going to drop in our new owner campaign 202 00:13:19,487 --> 00:13:24,863 We did get a little bit of hair with the location of it but that's not really a problem 203 00:13:25,375 --> 00:13:31,519 The size because our original cube piece was too small so we doubled 204 00:13:32,799 --> 00:13:38,943 Because we just replaced the static Mesh a retained that doubled information so that reset the 205 00:13:39,199 --> 00:13:39,711 Is here 206 00:13:42,783 --> 00:13:44,575 Actually I want this back 207 00:13:46,111 --> 00:13:52,255 Not be attached so I can move this one independently because if I would leave this attach when I try to move 208 00:13:52,511 --> 00:13:54,047 Move the collision 209 00:13:54,303 --> 00:13:55,583 Which meaning 210 00:13:56,351 --> 00:13:58,655 Detach this box buy 211 00:13:58,911 --> 00:14:04,543 Clicking and dragging it up onto the static mesh and it says drop here to detach so let's do it 212 00:14:06,335 --> 00:14:09,919 And now I can move this piece independently 213 00:14:10,175 --> 00:14:11,199 Ann Skelly 214 00:14:16,575 --> 00:14:21,439 Felt this should be right size but we can always check by coming into a level here 215 00:14:22,719 --> 00:14:25,279 And those are pretty get there a little bit 216 00:14:25,535 --> 00:14:27,583 I'm going to fix that we can fix 217 00:14:27,839 --> 00:14:29,119 Directly in here 218 00:14:29,631 --> 00:14:34,239 Andrea exploring important or somewhere only using it really on this one place 219 00:14:34,751 --> 00:14:38,335 What's the scale to 1.5 in the blue predators 220 00:14:39,615 --> 00:14:41,407 And position 221 00:14:47,039 --> 00:14:52,415 So the last step here and just tested out to make sure that they still work 222 00:14:52,927 --> 00:14:55,743 With our gameplay functionality so 223 00:14:57,279 --> 00:14:59,071 Let's click over here 224 00:15:00,095 --> 00:15:00,863 Play from here 225 00:15:02,143 --> 00:15:03,679 Properly 226 00:15:09,055 --> 00:15:13,663 That is how you go about making you need props in replacing your prototype 227 00:15:14,943 --> 00:15:15,711 In engine 18678

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