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Unreal Engine Game Development Cookbook

You're reading from   Unreal Engine Game Development Cookbook Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (18) Chapters Close

Unreal Engine Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Acquainted with the UE4 Interface FREE CHAPTER 2. Level Design – Building Out Levels or Greyboxing 3. Creating Quality Interior Environments 4. Building the Great Outdoors – Exterior Environments 5. Lights, Camera, Action – Cinematics 6. Lighting and Shadows 7. Art Pipeline – Working with Materials 8. Blueprint Scripting – Level Effects 9. C++ Programming – Gameplay 10. User Interface 11. Publishing and Deployment Index

Applying materials to geometry brushes


Once you have your level blocked out, you'll probably want it to look better than just some greyboxes. We can very simply add some life to our world by adding materials to the surfaces of our brushes. Let's do this now.

Getting ready

This recipe assumes that you have a project open with the Sample Assets included as well as a room created with Geometry Brushes (BSP). If you do not have that yet, feel free to follow the instructions for the Building a room recipe.

How to do it…

Now that we have our room created, let's add some materials to it:

  1. Inside the Content Browser tab, go to the StarterContent/Materials folder. Here, you'll see a number of materials that we can apply to the surfaces in our world. Select the M_Wood_Floor_Walnut_Polished object and drag it onto the floor of our room.

    You can already see how its making the room look a lot nicer. This works well for a one-time event, and technically, we can do the same thing for the walls, however, it can...

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