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  • Writer's pictureЕмили Иванова

Making materials


I have made all of the materials I used for the project by myself. I used Adobe 3D Sampler Adobe, 3D Designer, and Adobe 3D Painter. I also tried creating materials into Unreal Engine 5 but that didn't turn out so well so I didn't use them.


The first material I created was the bricks in Adobe 3D Sampler. There I used the clay material and applied the brick simulator. Within the options, I played a lot around with the amount of crack, the age of the bricks, and the colour variations. It was simple and easy I found myself playing around with a lot of things in Sampler I really enjoyed the program.


When it comes to Adobe 3D Designer I managed to make bricks there too but it is much more complicated and I didn't like how they turned out. I found Designer useful for creating tiled roof material. I followed a YouTube tutorial made by FastTrack tutorials, consisting of two parts: Part 1: (https://rb.gy/vr6v2), and Part 2: (https://rb.gy/qpvze). Although the result is really nice I found it quite tiring and I had issues with the program itself same as the author of the videos had while working. You must be very patient with this program to get results. Or just gain experience with it. Here is what my final graph looks like. In my opinion, it is quite bizarre.



I made a few attempts to make materials in Adobe 3D Painter. The first one was making wood. For making this I followed a step-by-step guide provided by the University. I quite enjoyed it, but the main problem with 3D Painter for me was that I struggled to make the attempted materials feel 3D. I managed to make them look good within the 2D world but that was not enough.


With all my materials and the maps, I need to import them into the Unreal Engine. The challenging part was the tiling materials (bricks and roof). Luckily I managed to rescale them and I duplicated them because I need different scales for different parts of the building. The graph from the photo below represents my method for rescaling. I use two Parameters that represent the U's and V's from the maps. I then multiply them and connect them to the Texture Coordinate in Unreal and multiply them again, then apply it directly to the UVs in my maps. I used that method to rescale all of my materials however I wanted.


I don't claim any affiliation or endorsement with Harry Potter, J.K. Rowling, or any current or future copyright holders of the Harry Potter franchise. This project was simply inspired by the location of Diagon Alley within the Harry Potter universe.


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