I saw you in the facebook group, your channel is awesome for beginners and intermediate in 2.80, weve got not that many tutorials about 2.80 and that needs to be changed :D good work man :)
definitely you can use this technique to create some of the coolest textures which can be used later for games as you can generate all kind of map texture and export it into a gaming engine.
But the stones on the muddy texture you showed in the beginning and end of the video are placed on different heights, so how did you color them differently? Did you mix maps to make those stones? *Also its a little respect less showing textures in the beginning saying that you will teach how to make them when you're actually teaching how to make a different & simpler texture in the video*
20:44 you can see how I manage to give the mesh colors in the same manner you can color the mesh even if you have rocks on different heights you just need to place the pointers differently , Even if that doesn't work then you just need to take the height map of the rocks inside any software like photoshop and just delete the negative area by using the magic wand which will help you to select the negative area after that just use the gradient map which is also present in photoshop it has the same function as blender has so it will help you alot. The reason of showing the pic in the thumbnail is to show how I manage to create the map by using this method it was created way before when I wasnt making tutorial so it was done to show the people whom were following me to let them know thats how I manage to create the tutorial and thats it , The technique is same as one showed on the first few seconds of the video. Here is the original texture which I had posted on artstation which was created and posted way before making tutorials:- www.artstation.com/artwork/1JQ82
You're an excellent teacher. Subscribed! If you make a Blender 2.8 course on Udemy, I'll be there. Thanks for the tutorial; it's very easy for beginners to follow.
thanks,glad you like my tutorial. I was already thinking of making a course at Udemy i am much concerned about the topic let me know what are your thoughts on it and what you really want to learn about blender?
@@SaqibHussain88 Blender 2.8 is so different that I think you will get many people to buy your close if you make a crystal clear course from scratch. If you want experienced users to also get it, maybe have a separate segment with the basics, that experienced users can skip. But mostly I jsut think one long course teaching as much as possible, designed for total beginners, is best, because experienced users don't have a problem deciding which videos they dont need to see.
4 года назад
@@SaqibHussain88 Don't know if you're still on this, but game development modeling sounds ideal, just found your tutorials recently. Probably start with environmental modeling with an emphasis on modular.
Yeah you can use it but I will advise you try to use scan data these days .Cause making your own texture takes alot of time to achieve realistic results . If you don't then it waste's of time . It's better to use premade pbr texture which are available for free .
@@SaqibHussain88, ty for your response. I should have been more specific. You use an emission node to create at least one of the bakes. I haven't seen that in tutorials recently. Just because something is old, doesn't make it bad, so I was asking about that. I've started to learn procedural texturing, given I use UE4, Blender and started to learn Substance Designer as an adjunct to the process, because for things like mapping something seamlessly to a sphere (if you can't make a equirectangular map, anyone can apply one), or platonic solid for my "work," seems to be most easily tackled with procedural textures... So maybe my real question to you, given I know you use trim sheets and it's freakin' awesome and fast, and I will too, how best have you found to learn procedural texturing, it's a pretty big subject and seems to rely on knowledge of many math functions Idr from grad school, honesty. Or it's just, suck it up buttercup, and spend the time, there are no shortcuts?
Whilst the video is old, I would like to inform that Metallic map shouldn't have grey values. As Andrew Price said, either something is Metal or Non-Metal (DiElectric), no material exists somewhere in between. So for PBR workflow, it should be a black and white map, not greyscale. Pretty good video tho.
Hi! you're certainly a great teacher! but I don't understand one thing: how come you have managed to change the global shape of mesh by mapping scale in shader editor? Isn't it with displacement modifiers?
I did it with both with shader and as well as with modifier . For the displacement I have used the displacement modifier to match the mapping of the map.
similar to substance designer... I would like to export materials as smart materials ...but it is not possible I guess . wonderfull place to start learning more about eevee
thanks, the whole purpose was to show blenders 2.8 power to create textures by combining the 3d meshes (like particles system or sculpted mesh) and the builtin textures to create a process like Substance or even you can say Quixel. These textures are tile-able so we can scale them by using unreal engine nodes system and can modify there color roughness metallnes too but its better to do it in unreal i have already did it so take a look at these material i have made in blender and exported them inside unreal . Muddy texture: www.artstation.com/artwork/1JQ82 Snow rock texture: www.artstation.com/artwork/AzG6o