Character Editor

Cyberomance Character Material tutorial

Video Tutorial - Character Material Panel. Press F4 to open the edit panel.

The left panel is the Browser window. Here you can access the assets in the game.

The Right panel is the Material Editor window. Here you can edit the material parameters such as color, values, textures etc...

Material  Basic

Material : A Material is an asset that can be applied to a character to control the visual look of the scene.

Material Instances : Material Instancing is a way a wide variety of different-looking child Materials

Material Instance Group : These buttons are located on the left side of the material editor panel. These buttons select all the child material instances below them. The first group sets all the skin surfaces of the character

Material Parameters : These buttons are located on the Right side of the material editor panel.

Material Color : Here you can set the colors of the selected character material.

Material Values : Here you can set the values of the selected character materials.

Material Textures : Here you can add new or remove textures of the selected characters.

Texture Sorter : Here you can add Character textures. These groups allocate all textures to the good instance. For example, the character face texture is used by 4  material instances. If you add it here, it will allocate it to all 4 material instances that use it.

Diffuse : Top Left button. It contains the necessary elements for each basic character  material

Decal : Top Middle button. Decal settings can be set on it, very similar to diffuse. Decal for example a tatoo or a makeup.

Emissive : it contains one parameter. It practically generates light on the material.

Material Values

Glossy Roughness : The property controls the roughness of the surface. The higher the value, the less shine the surface will have.

Metallic Weight : This value generates a metallic light reflection.

Normal Map : A normal map is an image that stores a direction at each pixel. These directions are called normals. The red, green, and blue channels of the image are used to control the direction of each pixel's normal. With this we reach depth on the material.

Opacity Strength : Strength of visibility. This allows you to turn off material visibility

Roughness Multiplyer : Multiplies the Roughness Offset value

Roughness Offset : The Roughness input controls how rough or smooth a Material's surface is. Rough Materials scatter reflected light in more directions than smooth Materials, which controls how blurry or sharp a reflection is (or how broad or tight a specular highlight is). A Roughness of 0 (smooth) results in a mirror reflection and roughness of 1 (rough) results in a diffuse (or matte) surface.

Specular Offset : When you're editing a non-metallic surface material, there are times when you'll want to adjust its ability to reflect light, specifically, its Specular property.

Transparency Offset : Transparency is used to describe if a surface is see-through or not


Textures :....are images that are used in Materials. They are mapped to the surfaces the Material is applied to. We can add textures directly from windows to the game.

Diffuse :  It contains the necessary elements for each basic character material. This is the main texture of the character.

Normal : A normal map is an image that stores a direction at each pixel. With this we reach depth on the material.

Metallic Weight : This texture generates a metallic light reflection.

Cut Out Opacity : It is a mask that uses black and white color. What is white on the texture, it seems what is black disappears.

Subsurface Alpha : Subsurface scattering is the term used to describe the lighting phenomenon where light scatters as it passes through a translucent / semi translucent surface.

Translucency : Surface materials receive image based reflections from the reflection captures placed in the environment.