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Now, having both the final (engine ready) Prop Static Meshes and their respective Textures, imported in Unreal Engine 4 i had to start setting up the materials that would use said textures and be applied to said Static Meshes.
For this project i decided to use 2 unique materials, one would be a Master Material, from which a number of Material Instances would be created, and a Material for the background windows.
The more complex one ended up being the Master Material, since i wanted it to give me the flexibility of beeing able to change various visual aspects of the material intances in engine, without the need to go back into Substance Painter if i decided that i wanted to change something.
For this i created 6 Parameters, controlling Ambient Occlusion, Color, Normal, Roughness, Emissive and Textures.
Starting with the most simple, the Textures parameter was used to change which set of textures were in use. Whenever a new Material Instance was created, if it was meant for a diferent set of props i was able to, in the new Material Instace screen, change to the correct set of textures.
The Normal, Roughness and Ambient Occlusion parameters were used to tweak the ARM Texture values if need be.
The Color parameters has a set of subparameters that allowed me to change the brightness, saturation and contrast of the base color of the base albido texture as well as add a tint over it.
These were particularly usefull when making variations of the same mesh without the need for creating completelly new sets of textures as well as make any adjustments to the look of the Mat Inst.
The Window Material was simpler, with only needing to put the correct values for the various settings, and since there was only a set of windows there was no need to set up parameters.




