Tutorial: Beginner’s guide to working with Metahumans in Unreal Engine 5.6

Tutorial / 06 August 2025


In this tutorial, I'll guide you through the essential steps to get started with MetaHumans in UE5.6. By the end of this tutorial, you'll be ready to bring your MetaHumans to life in Unreal Engine and take your projects to the next level.


Step 1: Enable the MetaHuman Creator Plugin

  1. In the Epic Games Launcher, open the Intallation Options for version 5.6 and make sure you have MetaHuman Creator Core Data enabled.
  2. Create a Third Person Project.
  3. Navigate to Edit → Plugins.
  4. Search for MetaHuman Creator and enable it.
  5. Restart Unreal for the changes to take effect.

Step 2: Create a MetaHuman

  1. Right-click in the Content Browser and go to the MetaHuman menu. From here, choose MetaHuman Character and rename the Character to something like MC_Character.
  2. Open the Character you just created. If you see alerts for any missing plugins, make sure to enable those plugins before proceeding.
  3. In the center of the window is the Viewport where you can view your Character.
  4. The RMB or Scroll Wheel can be used to zoom. The LMB is used to rotate around the Character. Using the MMB allows you to pan around the Character.

Step 3: Customize Your Character

  1. On the left, you will see your customization options.
  2. Open the Presets at the top of the list and choose a Preset for your base MetaHuman.
  3. Next on the list is the Body. Here you can Blend different body types together.
  4. You can also use Conform to import your own external file for the MetaHuman Character.
  5. The Model option allows you to change the proportions of the Character.
  6. Now you can move on to changing the Head. Here you can Blend different head types together.
  7. You can use Conform to import your own external file and use it for the MetaHuman Character.
  8. The Transform option allows you to make broad adjustments to the facial features.
  9. Sculpt permits you to make fine adjustments to the facial features.
  10. The Teeth and Eyelashes option allows you to make granular changes to your Character’s teeth and eyelashes.
  11. You can use the Materials controls to customize the skin, eyes, makeup, teeth, and eyelashes of you Character.
  12. To further change the style of your Character, you also have the option of changing the hair, eyebrows, and clothing of your Character. There are many options that you can import from Fab and use on the MetaHuman Character.

Step 4: Rig and Export Your Character

  • The Assembly option is how you can export the Character. This is where the process of building the Character to use in your project is.
  • You have four different options but the two most people will use is the UEFN Export for the UEFN engine and the UE Optimized for the UE game engine. You can choose the Quality, Save Location, and Name of the Character.
  1. You will need to Rig the Character by selecting the ‘Create Full Rig’ button. You will then be taken to a separate site where you will need to log in using your UE account.
  2. Once the Character is rigged, click on the ‘Download Texture Source’ and choose the Resolution you want to use.
  3. When the Textures are downloaded, you are now able to export the Character.
  4. There is a slight glitch, so switch to one of the other panel options and then back to Assembly. Now you will see the Assemble button which allows you to download the MetaHuman.

Step 5: Character Blueprint

  1. In the MetaHumans folder, open the Character Blueprint and open the Viewport.
  2. If you notice the eyes missing when you zoom in, select the LODSync.
  3. Change the Number of LODs to 2 and the Forced LOD to 1.
  4. Compile and Save the Blueprint.
  5. Leave this Blueprint open if you want to swap the Mannequin for your Character.

Step 6: Mannequin to MetaHuman

  • You do have the ability to exchange the default Mannequin for your new Character.
  • In the Third Person folder, open the Third Person Character Blueprint.
  • In the Components panel of the MetaHuman Character Blueprint, SHIFT-Select everything from Body to MetaHuman and copy (CTRL + C) the Components.
  • Open the Third Person Blueprint and select the Mesh (Character Mesh). Paste (CTRL + V) the copied Components onto this Mesh.
  • Select the Body and drag it onto the Mesh to Parent it to the Mesh.
  • In the Details panel, reset the Location and Rotation to zero. In the Viewport tab, you will now see your Character.
  • However, the Mannequin is still present.
  • To hide the Mannequin, select the Mesh (Character Mesh) Component and in the Details panel, search for Visible.
  • Disable the Visible option.
  • Search for Visibility and set the Visibility Based Anim to ‘Always Tick and Refresh Pose’.
  • Compile and Save

Step 7: Retargeting the MetaHuman

  • To animate your Character, open the Construction Script.
  • Drag in the Mesh Component.
  • Drag off from the Mesh Pin and search for ‘Set Leader Pose Component’.
  • Connect the Construction Script to the top Pin and connect the Mesh to the ‘New Leader Bone Component. (You will need to hold down the ALT key and disconnect the Target.) This will replace the Mannequin with your Character.
  • Drag in the Body, Face, and Skeletal Mesh Components and connect them to the ‘Target’ of the Set Leader Pose Component. This tells Unreal that you want to use the Character and not the Mannequin as your Target.
  • Compile and Save the Blueprint.
  • When you go back to the Level, you will now see your Character being properly animated.

Step 8: Exporting as an FBX

  • To export the Character to be used in external software, open the MetaHumans folder.
  • In your Character folder, open the Body folder.
  • Right-click on the Skeletal Mesh and under the Asset Actions menu, choose Export.
  • Open the Materials folder and export the Material using the same actions.
  • You will need to do this for each component of your Character.

Conclusion

You’ve now learned how to create, customize, and animate your MetaHumans in Unreal Engine 5.6. With the powerful MetaHuman Creator plugin, you can bring incredibly lifelike characters into your projects with ease, whether you're creating games, films, or interactive experiences.

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Tutorial: Create your own HDRI in Blender 4.4 [Cycles]

Tutorial / 30 July 2025


In this tutorial, I’ll show you how to create custom HDRI images using Blender, and then use them to light your scenes. By the end, you’ll have a high-quality HDRI image that can illuminate any 3D project.


Step 1: Set Up Your 3D Scene

1.1 Add the Basic Objects

  • Start by adding a plane (Shift + A > Mesh > Plane) and scaling it up using the S-key.
  • Place some basic objects on the plane (e.g., cubes, spheres) to create interest for your HDRI. These objects will allow you to see how the lighting interacts with your scene.
  • To better visualize the lighting, apply a UV Grid Texture to the objects. This will show how the light affects different parts of your model.
    • Open the Shading Workspace and with the Plane selected, open the Material.
    • Use SHIFT + A to add an Image Texture node.
    • Create a new Image and change the Width and Height to 4K (4096 x 4096).
    • Change the Generated Type to either Color Grid or UV Grid.
    • Apply this Material to all of your meshes.

1.2 Lighting the Scene

For your HDRI to be effective, good lighting is essential. We’ll use a Sky Texture and a Sun Lamp to create a nice, natural daylight setting.

  • Make sure you are in Render mode.
  • In the World Properties, change the Color option to ‘Sky Texture’.
  • Add a Sun Lamp for stronger directional lighting (Shift + A > Light > Sun). Adjust its strength and position to simulate sunlight.

1.3 Camera Setup

Now, let’s set up the camera for the HDRI render.

  • Add a Camera (Shift + A > Camera).
  • Position the camera at the center of the scene so it can capture the full 360-degree view.

1.4 Camera Settings

To ensure the camera captures the full 360-degree image needed for an HDRI, we’ll adjust some key camera settings.

  1. Under the Render Properties, change the Render Engine to ‘Cycles’.
  2. In the Camera Settings, change the Lens Type from Perspective to Panoramic.
  3. For the Panorama Type, select 'Equirectangular'. This will allow you to capture the full 360-degree environment.

Step 2: Adjusting the Output Resolution

2.1 Set the Resolution

The next step is to adjust the resolution of the render. HDRI images need to be large enough to avoid stretching and maintain detail across the 360-degree image.

  1. In the Properties Panel, change the Resolution:
    • Set the Resolution X to 2048.
    • Set the Resolution Y to 1024.

This ensures your HDRI has the correct aspect ratio, and it will be rendered in a high resolution suitable for 3D rendering.


Step 3: Rendering the HDRI

3.1 Render the Image

Once everything is set up and you’re satisfied with your scene:

  1. In the Render Setting, change the Max Samples to ‘250’.
  2. Before you render, make sure to save your project.
  3. Press F12 or go to Render > Render Image.
  4. Blender will now render the 360-degree HDRI image based on your camera’s perspective.

Step 4: Saving the HDRI

4.1 Save the Rendered Image

After the render is complete:

  1. In the Render Window, click Image > Save As.
  2. Name the file (e.g., “CustomHDRI”).
  3. Choose the file format as Radiance HDR (*.hdr).
  4. Save the image in your preferred location.

Step 5: Adding the HDRI to Your Scene

5.1 Setting Up the World Shader

Now that your HDRI is rendered, let’s use it to light your scene.

  1. Make a simple scene or open up a scene that you have prepared.
  2. Go to the World Properties and change the Color field to ‘Environment Texture’.
  3. Open the new HDRI that you just made.

5.2 Adjust the World Lighting

  • Make sure you are in Rendered Mode.
  • After adding the HDRI, you’ll see that it automatically begins lighting your scene.
  • Adjust the Strength of the Environment Texture to control the intensity of the lighting.

Conclusion

You’ve now learned how to create your own HDRI image in Blender! Custom HDRIs give you total control over your lighting, and with practice, you can create stunning environments that will enhance the realism or stylized look of your renders. You can now use this HDRI in any of your Blender projects or even share it with others!

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Tutorial: Create a procedural cartoon animated flame in Blender 4.4

Tutorial / 23 July 2025


This tutorial will guide you through creating a simple, wobbling flame with some smooth, animated characteristics. By the end, you’ll have a cartoon-style flame effect ready to be used in your projects.


Step 1: Starting Fresh

  1. Delete the Default Cube:
    • Left-click the default cube and hit X to delete it.
  2. Add an UV Sphere:
    • Press Shift + A and go to Mesh > UV Sphere.
    • TAB into Edit mode and use the O-key to turn on Proportional Editing.
    • Use the C-key for Circle Select and select the top, faces of the UV Sphere.
    • Pull the Top Faces of the UV Sphere up into a rough teardrop shape using the G- and Z-keys and the Scroll Wheel. This will act as the base for your flame.
    • Use the O-key to turn off Proportional Editing.
  3. Shade Smooth and Add Subdivision:
    • In Object Mode, right-click your UV Sphere and select Shade Smooth.
    • Add a Subdivision Surface modifier from the Modifiers Panel, and set it to Level 3. This smooths out the geometry, giving it a nice soft look.

Step 2: Adding the Wobble with Displace Modifier

We’ll add some randomness to our flame shape to make it wobble.

  1. Add a Displace Modifier:
    • With your UV Sphere selected, go to the Modifiers Panel and add a Displace Modifier.
    • Click New Texture and call the texture Flame Ripple.
  2. Change the Coordinates:
    • Under the Displace Modifier, change the Coordinates to Object.
    • We’ll use an Empty object to control the displacement.
  3. Add an Empty Object:
    • Press Shift + A and choose Empty > Plain Axis. This will serve as the controller for the displacement.
    • With the UV Sphere selected, go to the Modifier Stack and tie the Empty to the Object of the Displace Modifier by selecting it from the list.
  4. Modify the Voronoi Texture:
    • Go to the Texture Properties of the flame ripple texture and add a Voronoi texture.
    • Set the Size and tweak the Contrast in the Colors tab. Adjust these until the appearance is to your liking.
  5. Make the Flame Wobble:
    • Move the Empty object around. You should see the flame wobble as the Voronoi texture reacts to the Empty’s position.

Step 3: Adding Drivers for Animation

Now, let’s get that flame wobbling smoothly with animation.

  1. Add a Driver to the Empty:
    • Select the Empty object and using the N-key, open the Object Properties panel.
    • Select the Z Axis under Location and input #frame/10 to make the flame wobble over time. The number controls the speed—feel free to adjust it.

Step 4: Setting Up the Flame Material

Now, let’s give this flame some color and style with a material.

  1. Create the Flame Material:
    • Make sure you have the Node Wrangler add-on activated.
    • Go to the Shading Tab and add a New Material named Red Flame.
  2. Add an Emission Shader:
    • Delete the default Principled BSDF shader.
    • Use SHIFT + A to add an Emission shader. This makes the flame glow like a real fire.
    • Connect the Emission Shader to the Surface input of the Material Output.
  3. Set Up the Voronoi Texture:
    • Use SHIFT + A to add a Voronoi Texture node and connect it to two ColorRamp nodes – using the Distance output of the Voronoi Texture.
    • Move the White Color Stop of the first ColorRamp to the left – around Position 0.7.
    • Set the Interpolation of the second ColorRamp to Constant and adjust the White Color Stop to control the size of your flames. [0.725]
  4. Add Transparency:
    • Add a Transparent BSDF node and mix it with the Emission shader using a Mix Shader node.
    • Connect the second ColorRamp output to the Factor of the Mix Shader and disconnect it from the Emission Shader.
  5. Alpha Clip:
    • In the Material Properties tab, set the Render Method to Blended to control the transparency and edge sharpness.
  6. Invert the ColorRamp:
    • Add an Invert Color node between the second ColorRamp and the Mix Shader to reverse the gradient. [Color]
  7. Add Mapping & Texture Coordinates:
    • Select the Voronoi Texture and use CTRL + T to add a Mapping and Texture Coordinate node. This will help you to control the scale and positioning of the Voronoi texture.
    • Set the Voronoi Scale to 8 for the initial flame detail.

Step 5: Flame Details

Now, let’s add some finer details with multiple flame layers.

  1. Small Flames:
    • Using SHIFT + D, duplicate the Mapping, Voronoi, and first ColorRamp nodes.
    • Set the Voronoi Scale to 16 for finer, smaller details.
    • Connect the Texture Coordinate to the second Mapping node.
  2. Large Flames:
    • Using SHIFT + D, duplicate the Mapping, Voronoi, and ColorRamp nodes.
    • Set the Voronoi Scale to 4 for larger, more spread-out flames.
    • Connect the Texture Coordinate to the third Mapping node.
  3. Mixing Small and Main Flames:
    • Use SHIFT + A to add a Mix Color node to combine the Main Flames and Small Flames.
    • Connect the ColorRamp from the Small Flames to the B-input of the Mix Color node.
    • Connect the ColorRamp from the Main Flames to the A-input of the Mix Color node.
    • Connect the Mix Color node to the Factor of the second ColorRamp of the Main Flames.
    • Change the Mix Color node Blending Mode to ‘Soft Light’ and change the Factor to 1.
  4. Mixing Large and Small Flames:
    • Use SHIFT + A to add a Mix Color node to combine the Large Flames and Small Flames.
    • Connect the ColorRamp from the Large Flames to the B-input of the Mix Color node.
    • Connect the Mix Color node from the Small Flames to the A-input of the Mix Color node.
    • Connect the Mix Color node to the Factor of the second ColorRamp of the Main Flames.
    • Change the Mix Color node Blending Mode to ‘Soft Light’ and change the Factor to 1.

Step 6: Organizing the Flame Details

  1. Group Main Flames:
    • Select the first group of Mapping, Voronoi, and first ColorRamp nodes.
    • Use CTRL + J to create a Frame Node.
    • Right-click and rename the Frame to ‘Main Flames’.
  2. Group Small Flames:
    • Select the second group of Mapping, Voronoi, and ColorRamp nodes.
    • Use CTRL + J to create a Frame Node.
    • Right-click and rename the Frame to ‘Small Flames’.
  3. Group Large Flames:
    • Select the third group of Mapping, Voronoi, and ColorRamp nodes.
    • Use CTRL + J to create a Frame Node.
    • Right-click and rename the Frame to ‘Large Flames’.

Step 7: Adding Movement to the Flame

Now, let’s make the flame flicker and flow like real fire.

  1. Peetering Out the Flame:
    • Add a new Mix Color node and connect it to the A-input of the Small Flames Mix Color node.
    • Add a Gradient Texture node and connect it to the A-input of the new Mix Color node.
    • Connect the Main Flames to the B-input of the Mix Color node.
    • This will make the flame taper off at the top, adding some nice details.
  2. Angle Adjustment:
    • Add a Mapping and Texture Coordinate node to the Gradient Texture.
    • Rotate the Y Axis to -90° and adjust the X Location to position the flame at the bottom of the UV Sphere. [3.25]
  3. Animating the Flame Movement:
    • Add drivers to the Z Axis of each Location of the Flame Mapping node:
      • Main Flames: #frame/-30
      • Small Flames: #frame/-60
      • Large Flames: #frame/-15
    • This will create a nice staggered flame movement.
  4. Emissive Power:
    • Set the Emission Strength to about 6 and change the color to a bright red for a bright, fiery effect.

Step 8: Final Touches

  1. Duplicate and Color the Flames:
    • Duplicate the UV Sphere and scale and rotate it slightly.
    • Duplicate the Flame Red material and change the colors to create variations (orange, yellow, white flames).
    • For each new flame, tweak the ColorRamp and Voronoi settings so they look unique.
  • Add Bloom:
  • To add Bloom in Blender 4.2 and above, under the Shading option, make sure ‘Compositor’ is set to ‘Always’, [arrow next to render]
  • Open the Compositing Workspace and activate ‘Use Nodes’.
  • Use SHIFT + A to add a Glare node between the Render Layers and Composite nodes.
  • Change the Glare Type to ‘Bloom’.
  • To see how this is affecting the flames, add a Viewer node and connect the Glare node.
  • Use F12 to Render the image,
  • You can use the Strength and Saturation fields to make adjustments to the Bloom.
  • Animation:
  • To see the animation, go into Render mode, open up the Timeline, and use the Play Button.
  • If you want to slow the animation down, under the Output Properties, select ‘Custom’ for the Frame Rate and lower the FPS.

Conclusion

And there you have it—Procedural Cartoon Flames in Blender! You now have a flame effect that wobbles, flickers, and has multiple layers of animated fire. Feel free to tweak the parameters further to get the exact look you want.

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Tutorial: Creating frosted glass in Substance Painter

Tutorial / 16 July 2025


Creating frosted glass in Substance Painter involves several key steps to give the glass a semi-transparent, blurred, and frosted effect. Here’s a detailed tutorial on how to achieve this effect.


Step 1: Setup Your Project

Import Your Model and bake the proper texture maps. I’m using a simple model I made in Blender and a wood texture I made in a previous tutorial.

Choose Your Template under the Shader Settings based on your needs. For glass, the best Template is the PBR-Metal-Rough-With-Alpha Blending. This will allow you to use the Opacity Channel.


Step 2: Add the Glass Material

Set Base Color for Glass:

Select the Glass layer and add a Fill Layer – naming it ‘Glass’.

Under the Texture Set Settings, add an Opacity Channel.

Turn off all channels except Color, Roughness, and Opacity.

Set the Base Color to dark gray. This will assist you with the Opacity.

Set Opacity to a value around 0.15 depending on how transparent you want the glass. Frosted glass often has a subtle opacity, not fully transparent.

Set the Roughness to Low:

To give the glass that frosted effect, you need a Roughness value, typically around 0.015. This will simulate the blurry, diffused reflection on the surface.


Step 3: Create the Imperfections

Add a new Fill Layer and rename it ‘Scratches’.

Turn off all channels except Color, Roughness, and Opacity.

Change the Base Color to a dark gray so it will contrast with the glass and be more visible when the Opacity is applied.

To add the scratches, you need to right-click and add a Black Mask to the Fill Layer.

To add scratches to the glass, make sure you have the Black Mask selected. Under the Textures Panel, search for a Grunge Texture you want to use to the scratches. [Grunge Scratches Rough]

Drag and drop this Texture onto the Grayscale Property of the Black Mask.

To increase the number of scratches, you can increase the Scratch Tiling. [3]

The other Parameters can be adjusted to your liking. [Balance 0.4, Contrast 0.3, Scratch Blur 0.2]

Duplicate the Scratches Layer and rename it ‘Smudges’.

To add smudges to the glass, make sure you have the Black Mask selected. Under the Textures Panel, search for a Grunge Texture you want to use for the smudges and replace the current Grunge Texture. [Grunge Dusty Powder Soft]

Drag and drop this Texture onto the Grayscale Property of the Black Mask.

Increase the Roughness to around 0.7 in order to make sure the smudges are more opaque.

The other Parameters can be adjusted to your liking. [Balance 0.45, Contrast 0.1]


Step 4: Create the Frosted Effect Using a Height Map

Search for a Smart Mask.

To add frost to the glass, search for a Dust Smart Mask and drag it onto the Layer Panel. [Dust Dirty]

Rename the new Layer and turn off all channels except Color, Roughness, Normal, and Opacity.

To change the Parameters of the Smart Mask, select the Mask Editor. [Global Balance 0.375, Occlusion 0.8, Blur 0.2]

For the Base Color, use a very cool, off-white with a blue tint.

It is also a good idea to decrease the Roughness to make this Layer more glossy. [0.25]

Duplicate the Frost Layer and rename it ‘Frost 2’.

To add more frost to the glass, delete the Smart Mask and add a Black Mask with a Fill.

Search for a Grunge Texture under the Textures Panel and drag it onto the Grayscale of the Black Mask Fill. [Grunge Folds]

To change the Scale of the Grunge Texture, increase the Tiling to around 1.5.

To decrease the effect of the Grunge Texture, right-click on the Frost 2 Layer and add a Generator. We will use the Ambient Occlusion Generator with a Blending Mode of ‘Subtract’.

Changing the Balance will allow you to add or subtract the Frost amount. [0.15]


Step 5: Saving a Smart Material

You can easily save this material as a Smart Material for future use.

Smart Material:

Add a Folder and name it appropriately.

Move all the Layers into the Folder.

Right-click on the Folder and choose ‘Create Smart Material’.


Conclusion

You’ve now created a frosted glass material in Substance Painter! This material should have the classic frosted look with a combination of translucency, roughness, and height-based textures. You can always further adjust the material based on your project's needs, especially when fine-tuning for real-time engines like Unreal or Unity.

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Tutorial: Creating a Water Shader in Unreal Engine 5.6 Using Blueprints & Material Editor

Tutorial / 09 July 2025


Creating a water shader in Unreal Engine 5.6 using Blueprints and the Material Editor is a great way to visually simulate water surfaces with waves, refraction, and reflections. Here’s a step-by-step tutorial on how to create a basic water shader for your game in Unreal Engine.


Step 1: Set Up the Basic Scene

  1. Create a new project (if you haven't already):
    • Open Unreal Engine 5.6 and create a New Project.
    • Make sure to select Blueprint as the project type.
    • Add a plane to your project. This can be done by opening the Add Menu, then under the Shapes sub-menu, choose ‘Plane’.
    • You will also need to add the Starter Content to your project. This can be done by opening the Add menu and under ‘Add Feature or Content Pack’, choose ‘Content’ and then ‘Starter Content’.
  2. Create a new Water Surface Material:
    • Right-click in the Content Browser and choose Material.
    • Name the material M_Water.

Step 2: Open the Material Editor

  1. Double-click the M_Water material to open the Material Editor.
  2. In the Material Editor, you will see a grid where you can create and connect nodes to build your material.

Step 3: Create Water Material

  1. Shading Model:
    • In the Detail Panel, change the Shading Model to ‘Single Layer Water’.
  2. Create the Material:
    • Right-click and search for the ‘Single Layer Water Material’ node.
    • Hold down the 3-key and left-click to add a Vector 3 node.
    • In the Details Panel, change the Red to 0.0033, Green to 0.0016, and Blue to 0.0011.
    • Connect the Vector 3 to the ‘Absorption Coefficients’ of the Single Layer Water Material. This means all red colors will be absorbed by the water material.
  3. Refraction:
    • Hold down the 1-key and left-click to add a ‘Parameter’ node.
    • Change the Value to 1 and connect it to the Refraction input of the Water Material.
  4. Opacity:
    • Hold down the 1-key and left-click to add a ‘Parameter’ node.
    • Leave the Value at Zero and connect it to the Opacity input of the Water Material.
  5. Roughness:
    • Hold down the 1-key and left-click to add a ‘Parameter’ node.
    • Leave the Value at Zero and connect it to the Roughness input of the Water Material.
  6. Base Color:
    • Hold down the 1-key and left-click to add a ‘Parameter’ node.
    • Leave the Value at Zero and connect it to the Base Color input of the Water Material.

Apply and Save the Material.

In the Details Panel, apply the Material to your Plane.


Step 4: Add Waves

  1. Waves:
    • Right-click and search for a Texture Sample node.
    • In the Details Panel, for the ‘Texture’, search for T_Water_N.
  2. Movement:
    • For the water material to move in both the X and Y directions, duplicate the Texture Sample.
    • Right-click and search for a Panner node and connect it to the UV input of the Texture Sample.
    • Change the X Speed to 0.1.
    • Duplicate the Panner node and connect it to the second Texture Sample.
    • Change the Y Speed to 0.1.
  • Blending
  • Right-click and add a Blend Angle Corrected Normals node.
  • Connect both Texture Sample nodes to the Blend Angle Corrected Normals node.
  • Connect the Blend Angle Corrected Normals node to the Normal input of the Water Material.

Conclusion

Congratulations! You've successfully created a basic water shader using Unreal Engine's Material Editor. This shader includes dynamic waves, color control, transparency, reflections, and refraction, making it a solid base for realistic water effects in your game.

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Tutorial: Creating a Procedural Plaid Material in Blender 4.4

Tutorial / 02 July 2025


In this tutorial, we will create a plaid pattern using Blender's powerful procedural texturing system, which allows for a plaid texture to be made without any image textures, purely through node-based setups.

________________________________________

Step 1: Set Up Your Scene

Make sure you have the Node Wrangler add-on activated.

Switch to the Shading workspace by clicking the “Shading” tab at the top of the window. This will open the Shader Editor and the 3D view, where we will create the material.

Select your mesh in the 3D view, then click on the "New" button in the Material tab to create a new material.

In the Shader Editor, you’ll see the default Principled BSDF node connected to the Material Output node.

We will create the plaid pattern by using several nodes to control colors, stripes, and their positioning.

________________________________________

Step 2: Create the Base Color

Press Shift + A to bring up the "Add" menu and under the Texture menu, choose ‘Checker Texture’.

This checker texture will create a base alternating pattern of black and white.


Connect the Checker Texture node’s output to the Base Color input of the Principled BSDF node.

We’ll need to manipulate the Scale and Color 1 and Color 2 of the checker texture later to get the right look for a plaid pattern. For now, change the Scale to 3.

________________________________________

Step 3: Add Stripes to Form the Plaid Pattern

With the Checker Texture selected, use CTRL + T to add a Mapping and Texture Coordinate node.

These nodes provide information about the object’s UV, position, and other properties.

Use the UV output to drive the checker texture’s coordinates by connecting the UV output of the Texture Coordinate to the Vector input of the Mapping node.

Using SHIFT + D, duplicate the Checker Texture and Mapping nodes. Connect the Texture Coordinate node to the Vector input of these Mapping nodes.


Use SHIFT + CTRL + RMB and drag over the two Checker Texture nodes to mix them.

On the first Mapping node, change the X-Scale to 0.5 and the Y-Scale to 10. This will stretch the Checker Texture pattern.

On the second Mapping node, change the X-Scale to 10 and the Y-Scale to 0.5. This will give us a cross-hatch pattern.

________________________________________

Step 4: Mixing the Textures

Use SHIFT + D and duplicate the first Mix Shader twice and place each duplicate between the first Mix Shader and the Principled Shader.

Change the Blend Mode of the first duplicated Mix Shader to Multiply and change the Color to a pure white.

Change the Blend Mode of the second duplicated Mix Shader to Multiply and change the Factor to 1. Change the Color to a your base color. [#3D797E]

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Step 5: Final Adjustments

To refine the plaid material, change the Specular IOR Level on the Principled Shader to 0.1. This will decrease the shine.

Increase the Roughness to 0.9 to make the cloth even less shiny.


Use SHIFT + D and duplicate the two Mapping nodes and connect the Texture Coordinate node to the Vector inputs.

Change the third Mapping node Scale X to 10 and the Scale Y to 0.5.

Change the fourth Mapping node Scale X to 0.5 and the Scale Y to 10.


Use SHIFT + A to add a Wave Texture. Duplicate the Wave Texture.

Connect the Vector outputs of the Mapping nodes to the Wave Textures Vector inputs.

Add two Color Ramp nodes. Use SHIFT + CTRL + RMB and drag over the two Color Ramp nodes to mix them. Change the Blend Mode to ‘Constant’ and change the White Color Stop Position to 0.9.

Connect the Color output of the Wave Textures to the Factor inputs of the Color Ramps.

Change the Direction of the Bands on the second Wave Texture to Y. Increase the Scale for both Wave Textures to 100. Set all the other fields to zero.


Add a Bump node to give some 3D bump to the texture. Connect the Bump node to the Normal of the Principled Shader.

Connect the Mix Shader to the Height of the Bump node and change the Strength to 0.5.

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Conclusion

You’ve now created a procedural plaid material in Blender! Since everything is procedural, you can adjust the size, color, and style of the plaid pattern without needing any external texture images.

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Tutorial: Using the Paint Mixer Brush in Affinity Photo to Create a Hand-Painted Texture from a Photo

Tutorial / 25 June 2025


In this tutorial, we'll walk through the process of using Affinity Photo's Paint Mixer Brush to turn a photo into a hand-painted texture. This is great for artists or designers who want to give their photos a painterly, textured look without using a traditional painting tool.

Step 1: Set up the project

1. Launch Affinity Photo and open the image you want to transform into a hand-painted texture. I am using a tileable texture map I made in a previous tutorial

2. Duplicate the Photo Layer by using CTRL +J to keep the original intact. Hide the original layer.

3. Make sure you have your final resolution set for this layer because we need to Rasterize it.

4. Right-click on the Layer and choose ‘Rasterize’.


Step 2: Set Up the Paint Mixer Brush

The Paint Mixer Brush is a powerful tool that simulates traditional brush techniques and allows you to blend paint and create textures in a more realistic manner. Here's how to set it up:

1.          In the toolbar on the left side of the screen, select the Paint Mixer Brush.

2.         the Brushes Panel, click the drop-down and choose a brush that mimics a natural media look. You can use a soft round brush or any texture brush you prefer.

3.         Set the flow to a medium level (around 30–50%). This controls how much "paint" is applied as you brush.


Step 3: Start Painting

Now, let’s get creative and start using the Paint Mixer Brush to apply a hand-painted effect.

1.          Adjust the brush size based on the area you’re painting. This can be done quickly by using the right and left bracket keys. Larger areas require larger brushes, while smaller details need smaller brushes.

2.         Start painting over your photo. The brush will pull colors from the photo and blend them as you paint. You can use different strokes and apply more paint in some areas and less in others to mimic a hand-painted texture.

o          For light stroke, use light, quick strokes to build up texture slowly.

o          For heavy strokes where you want more intense paint, apply more pressure or larger strokes.

You can also use the ‘Clean Brush’ button to clear out any color you have from various sections you have already painted. Think of this as washing a real-world brush in some water to clean it off.

Remember that painting is about experimentation, so feel free to make random strokes to see how the texture evolves.

Conclusion

Using the Paint Mixer Brush in Affinity Photo is an excellent way to create realistic, hand-painted textures from your photos. With the right adjustments to brush settings, layer management, and post-painting effects, you can transform your photographs into beautiful, artistic pieces.

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Tutorial: Creating Modular Fence Gates for Games in Blender 3D

Tutorial / 18 June 2025


In this tutorial, we'll walk through the process of creating modular fence gates for games in Blender 3D. The goal is to design assets that can be reused and easily placed within a game environment.

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Step 1: Setting Up Your Blender Scene

Open Blender and create a new project or open a project you are working on. I do have a tutorial showing you how to make this modular fence. The link is in the description.

You'll be working with modular assets, so we'll start by creating a simple base unit for the gate. This gate will then be combined with other modular parts like the fence posts and rails.

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Step 2: Create the Gate Frame

We will begin by creating the main frame of the fence gate.


Use Shift + A to add a plane and rotate it around the X-Axis by 90-degrees.

Scale the Plane to match the proportions of a fence gate. Make sure you make the height a bit shorter than the fence. If you followed my previous tutorial, you can use the fence as a guide for your gate proportions.

This will form the base of the gate. You can adjust these values later if necessary.


In Edit Mode (Tab), and in edge select mode, use CTRL + R to add two horizontal edge loops.

Scale both of these edge loops along the Z-Axis to form the horizontal bars of the fence gate.

Add a horizontal edge loop just above and below these two horizontal edge loops.


To make the gate look more realistic, add support beams. These will be vertical bars connecting the top and bottom of the gate.

Add as many edge loops as you want for the vertical bars of the fence.


Select the two horizontal faces and use the P-key to separate them.

Select the unneeded edges, right-click, and dissolve them.

In Object Mode, add a Solidify modifier. This will produce the solid shape of the mesh.

Use ‘Even Thickness” and increase the thickness to your desired value.


Select the remainder of the fence gate and Tab into Edit Mode.

Select each of the faces of the gate and press the I-key twice (to inset the faces separately). Then key in the thickness you want to use.

Delete the inset faces.

In Object Mode, add a Solidify Modifier. This will produce the solid shape of the mesh.

Use ‘Even Thickness” and increase the thickness to your desired value.

Move the support beams to the center of the gate frame.

Use CTRL + A to apply the Modifiers.

Select both parts of the gate and use CTRL + J to join them together.

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Step 3: Add Rails and Wheels

Now, let's add some functional details such as rails and wheels to make the gate more realistic.


Move the gate toward the back of the fence – aligning it to the edge of the fence

Use Shift + A to add a Cube. Scale it to the same length of the gate and fence combined. Scale it along the Y- and Z-Axis to the proper size for a rail.

In Edit Mode, use CTRL + R and your Scroll Wheel to add two horizontal Loop Cuts to the top of the rail. Scale these Loop Cuts along the Y-Axis.

Select the new interior face and use the E-key to extrude it down along the Z-Axis.


In Object Mode, use Shift + A to add a Cylinder. Rotate it around the Y- and Z-Axis by 90-degrees and scale it to the proper proportions to fit into the a rail.

Place the wheel inside the rail. This will allow the gate to roll inside the rail to open.

Use CTRL + A and apply all the transforms for the wheel. This will ensure you don’t experience any odd geometry when you inset the faces.

In Edit Mode, select the front and back faces of the wheel and inset them.

Select the inset faces and use ALT + E and choose ‘Extrude Faces Along Normals’. This will allow you to easily extrude both side of the wheel.

Select the four top-center faces of the extruded faces. Extrude these selected faces along the Z-Axis until they are just below the gate.

Use the S- Z- and zero keys to scale these faces flat along the Z-Axis.

Select the four top edges on the interior of these extrusions. Right-click and Bridge the Edge Loops.

Select these new edges on the right and left of the extrusions. Extrude them along the X-Axis and the Z-Axis to form the attachment point to the gate.

Move the wheel into place. Duplicate this wheel and move it to the other end of the gate.


Use Shift + A to add a Cube. Place it on the back of the fence and scale it to a proper size to act as a guide for the gate.

In Edit Mode, select the top and two shorter faces. Inset the faces and then delete the inset faces.

Select the two shorter edges and use the F-key to add a face. Repeat this process to add faces on the sides.

Duplicate this guide and rotate it around the Y-Axis by 180-degrees. Place this guide at the top of the fence.

Duplicate these guides and move them to the other end of the fence.

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Conclusion

You’ve now created a modular fence gate in Blender 3D! By following these steps, you can create assets that are not only reusable but also compatible with a variety of fence parts for modular game design.

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Tutorial: Using the Stylization Filter in Substance Painter

Tutorial / 11 June 2025


In Substance Painter, the Stylization filter is a powerful tool to help achieve unique and artistic textures that can give your 3D models a hand-painted or cartoon-like appearance. In this tutorial, we’ll walk through how to apply and use the Stylized filter in Substance Painter.

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Step 1: Setting Up Your Project

First, you need to create a project or open an existing one in Substance Painter.

Make sure you have your texture maps baked so you have more control over the Stylized Filter.

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Step 2: Applying Materials to Your Model

You can use the Stylized filter in combination with various materials to get a stylized look.

In the Shelf window, go to Materials.

Drag and drop a material onto your model in the 3D View.

You’ll now see the basic texture applied to your model.

If you want to use the same material I am using, I do have a tutorial showing you how to make it from scratch. The link is in the description.

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Step 3: Applying the Stylized Filter

The Stylized filter works as a post-processing effect that modifies the way the materials and textures look.

Go to the Layer Stack panel, right-click in the Layer Stack and select ‘Add Filter’. Make sure to turn off all the channels except Color.

In the filter list, choose Stylization.

Alternatively, if you're working with a particular layer (like the Base Color), you can also apply the Stylized filter directly to that layer by right-clicking and selecting Add Filter.

After applying the Stylized filter, you'll see the Properties panel for the filter.

Here, you'll have several sliders and options to tweak the effect.

In addition, you have Presets that can be used.

Play around with these settings to get a feel for how they impact the look of your model. There is no “right” setting—this is an artistic process, and the exact settings depend on the style you're aiming for.

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Conclusion

Using the Stylized filter in Substance Painter can quickly give your models a unique, hand-painted, or cartoonish aesthetic. By adjusting the various settings such as Stylization, Contrast, Saturation, and Outline, you can create a wide range of stylized looks.


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Tutorial: Using Blueprints to Change Intensity, Contrast, Saturation and Color of the Albedo Color Map in Unreal Engine 5

Tutorial / 04 June 2025


In this tutorial, we'll walk through the steps needed to use Blueprints in Unreal Engine 5 to dynamically change the intensity, contrast, saturation, and color of the albedo color map of a material applied to an object in your scene.


Step 1: Set Up the Material

Before diving into Blueprints, we need to create a material that has a parameter for its albedo color and intensity.

  1. Create the Material:
    • In the Content Browser, create a folder to contain your texture maps and material.
    • Drag-and-drop your texture maps into your folder.
    • Right-click in the folder and select Material.
    • Name it something like M_Rock
  2. Create the Material Graph:
    • Open the material by double-clicking on it.
    • In the material editor, you'll see the Material Graph. We will add nodes to manipulate the albedo texture and color.
  3. Import Textures:
    • Drag in the texture maps and connect them to the appropriate inputs.
    • If you need help setting up a basic material in Unreal, I have already made a tutorial which will help you. The link is in the description.
    • Once you have your basic material set up, save the material.

Step 2: Create Intensity Parameter:

    • Add a Multiply node by holding down the M-key and left-clicking. This will allow you to multiply the Albedo Color and the Albedo Intensity parameters.
  • Place this between the Albedo Color and the Material Output. Connect the Albedo node to the A-Input and then plug this node into the Base Color.
    • Hold down the S-key and left-click to add a Scalar Parameter. This will be used to control the intensity. Name it Albedo Intensity.
      • Connect the Albedo Intensity to the B-input of the Multiply node.
      • Since this is currently set to a Default Value of 0, the material will appear dark. However, changing this Default Value to 1 will restore the material’s color.
      • Save the Material.
    • In the Content Drawer, right-click on the Material and create a Material Instance. When you open the Material Instance, you will now notice that there is an Albedo Intensity Parameter.

Step 3: Create Contrast Parameter:

    • Hold down the E-key and left-click to add a Power node.
      • Connect the Multiply node to the Power node and then connect the Power node to the Base Color.
    • Hold down the S-key and left-click to add a Scalar Parameter. This will be used to control the contrast. Name it Albedo Contrast.
      • Connect the Albedo Contrast to the Exponent input of the Power node and change the Default Value to 1.
      • Save the Material.
      • In the Material Instance, you will now have access to this Parameter.

Step 4: Create Saturation:

    • Right-click in the graph and search for Desaturation. This will be used to control the saturation.
      • Connect the Power node to the top input of the Desaturation node. Connect the Desaturation node to the Base Color.
      • Hold down the O-key and left-click to add a 1-minus node. Connect this to the Fraction input of the Desaturation node. This will invert the Desaturation node.
    • Hold down the S-key and left click to add a Scalar Parameter. Name it Albedo Saturation.
      • Connect the Scalar Parameter to the 1-minus node and set the Default Value to 1.
    • Save the Material.
    • In the Material Instance, you will now have access to this Parameter.

Step 5: Tint:

    • Hold down the M-key to add a Multiply node.
      • Connect the Desaturation node to the A-input of the Multiply node. Connect the Multiply node to the Base Color.
    • Hold down the 3-key and left-click to add a Vector 3 node. Connect this to the B-input of the Multiply node.
      • Right-click on the Vector 3 node and convert it to a Parameter. Name it Albedo Tint.
      • Change the Default Color to White to preserve the original Albedo color.
    • Save the Material.
    • In the Material Instance, you will now have access to this Parameter.

Conclusion

You’ve now created a system using Blueprints that allows you to modify the albedo color and intensity of a material at runtime!

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