

After importing the FBX model into Unreal Engine (UE), I needed to reassign and adjust its materials. To streamline the process, I initially obtained the base materials by importing the FBX file. These materials provided the foundational textures and attribute parameters for the character. However, as the default materials did not fully meet the requirements of my project, I refined them in the material editor to optimize their visual effects and better align with the overall style of the animation.
Specifically, I focused on fine-tuning the surface roughness, color saturation, and detailed parameters. Adjusting the roughness was particularly crucial as it directly affects how light reflects off the character’s skin. To create a non-reflective skin texture, I increased the roughness parameter, making the character appear more natural on screen while complementing the lighting setup in the scene. This approach not only minimized excessive highlights that could distract the viewer but also gave the character a unique stylized texture that harmonized with the cartoon-like environment.

Despite the tight project schedule, I managed to complete these fundamental adjustments within the limited time, ensuring that the material effects were consistent with the rhythm of the animation. Additionally, during the modification process, I considered the compatibility with the rendering phase. For instance, I ensured that the character’s material maintained a stable appearance under varying lighting conditions, avoiding any abrupt changes caused by shifts in illumination.
Through these material optimizations, I successfully enhanced the character’s visual appeal while laying a solid foundation for the animation’s final presentation.