 In this step we're going to be putting together the material for the window that has this emissive texture on it And what that will do is make the window look like it's emitting light like it's got a bit of a glow to it Before we do that though I won't leave you hanging in case you struggled with the last step which was putting the material together for yourself So we'll just have a look at how those come together just so you can see that for your own reference So we've got the M underscore beam M underscore chimney M underscore door And then over here we've got M underscore slats and M underscore tiles I'll just show you how they go together just in case you're wondering so we've got the slats one here So you see but you three texture samples and they're all plugged into base color roughness and normal And I think the textures name for that is wood slats underscore and then whatever you want Same for tiles We've got three texture samples plugged into the appropriate place and these are called roof tiles underscore whichever one you need So in this case is D For the chimney, however It would appear that in the the textures pack that I put in there I didn't see the need for a separate roughness texture So what I've done there is I've got the two texture samples and then I've used a constant Expression to plug into the roof and so I'm giving that zero point seven although I might change my mind later For the door three texture samples again the texture samples or door underscore whichever letter and the final one is Beam again three texture samples beam underscore whatever so that's all those they're all safe so I can close these for now Give it a tiles chimney and beam Okay, and now before we start putting all these materials onto the cabin We need to make one final one, which is the window so let's right clicking on materials folder and make a new material I'm gonna call this one window underscore M And let's open that up So this is going to be very sim similar to the other texture, so we're gonna need four texture samples this time one two three and four I might just have to zoom out a little bit just so I can see everything Okay, so the first one is going to be a base color. Let's search for that So we've got windows D for that one Okay, the next round I'm gonna do is roughness So let's search for window again, and we're gonna do the roughness one The third one because I like to do them in order. So the next one down is going to be emissive So I'll put that one in next so window and you see this one is the emissive It's got an underscore E on it. So we'll use that and what this texture does is tells The material which parts can glow and what color to have them glow as well So that'll be really useful and the final one. We're just gonna have our window normal And then we need to connect these to the appropriate inputs on The main material nodes. So we need roughness here emissive just there and They're normal Okay, so now that's updated what I want to do is change because this view is not particularly useful to me I'm gonna change this to this view here so I can see what's going on and I want to be able to see this glowing so at the moment. It doesn't really look like it's glowing And that's because we need to make the strength of the emissive texture greater So what I'm going to do to achieve that is use a multiplier node So to do that I'm going to hold M on my keyboard and just left click And then what I'll do is I'll drag the output of this text sample into a and Then the output of the multipliers going to go into emissive color Like that. So that's going to work as kind of a it will intersect The values from that and we now need to multiply them to make them stronger. So clicking on your multiply expression You've got a constant being now. I find that a number greater than 10 looks good I think I'm going to start with 16. I seem to remember. I liked that one. So let's do 16 in there press enter and When this updates you should see that emissive starting time. So you see that now looks a lot brighter So I kind of like that. Let's now go. Let's go to 20 see if I like it any better Yeah, I like that So that we will leave there if you wanted to instead of typing a number into constant B You could put a scalar parameter into there and you could turn this into an instance material And you could control that kind of more dynamically in your level but I'm not going to do that in this one because We may come back and do some sexy effects to make this this glow like it's flickering like there's a firing side in A much later step when we're just doing the finishing touches So I'm gonna leave it like this now so as not to confuse things later But that's the window material mate. So we've now got that kind of glow effect going on as well. So we'll save that Okay, so we can close that window down now and the final thing we'll do is in the static mesh editor We're gonna assign all of these so we're gonna put on the window one here Window underscore and you see that now looks like it's doing its thing We need the beam one to go here That's what I'm gonna leave default material alone because I don't know what that is We'll do the tiles one that one there The chimney and is there one more or is that it? There's one more. We've got to do the door. Oh, there are two doors. Which is the right one Yeah, that one's mine. Okay So now you can have a look around this see how it's looking so very very simple asset But it's doing its thing. It's doing what we need it to do and I'm happy with it So we've got the nice kind of brighter looking window And at the moment that doesn't like it's glowing so much But when we put it into a darker level because we're gonna make this look kind of sunsetty That will really show really nicely So make sure that you now save your cabin asset and That makes sure that the changes that we've made to it will remain and in the next step We're going to actually get this cabin into our level somewhere and we'll do a little bit of work on the landscape as well To make it look like it fits So I'll see you in our next video for all of that goodness Thanks for watching If you really want to take your learning further than I can cover in this series, then I highly recommend checking out plural site They have loads of really detailed video courses covering game art and game development using Unreal Engine 4 When I learned how to use unreal a couple of years ago This is where I went and I log in regularly to take a new course and improve my skills I recommend checking out the introduction to Unreal Engine 4 course by Joshua Kinney This is really good and offers a good overview of what you can do in Unreal You can get a free 10-day trial by using my link in the video description And you get full access to all of their courses for that time at the end of your 10 days You can either subscribe for more or cancel totally up to you. 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