I must say, you are by far one of the best teachers for blender out there. You don't skip quite frankly anything. The pace is perfect and there's constantly a summary of what has been done so far. Great work man, keep it going!
I couldn't wrap my head around texturing realistic buildings in Blender for the better part of at least a decade. It always seemed so daunting. But this video is something else. Everything just clicked and I almost feel like I get it. I'm on multiple watches and doing practice for a couple days on and off now. This is amazing, thank you.
Hello, how would you take this model into a game engine? Is it possible to export the finished model and shader setup directly to a game engine? Or would you need to re-create this shader node system in your engine? Thankyou :)
Amazing to see your tutorial here Covingsworth! I watched the whole thing and never felt bored a single second, it very clear and precise, with a good tempo and we feel like we acquired a new skill at the end ;) I'd just like to add it's always a good idea to bake your textures in the very end, mostly if you're using Curvature and Ambient Occlusion maps. It helps your RAM not getting overwhelmed by too many texture files, and fasten the render for curvature and AO maps you created. Of course, do it only if you have UV's already haha, but since you showed a good tip for quick UV's (which I didn't know before watching the tutorial, so thank you for that), it should be a fun process.
node and layer based systems are at odds with each other, it's always one or the other, I don't know if blender would ever add such a system. People switch to the substance programs for texturing and shading.
Blender needs to take a look on texture painting improvements to at least have an alternative to substance painter, so we don't need to make too many nodes for just these materials. I'm okay with making it as long as there's a tutorial like this one. I noticed that blender is more focused on geometry nodes, for me it's way too hard to learn as it's a visual programming tool, I should focus on creativity rather than doing geo nodes setup.
I can’t wait until someone creates a wonderful addon to do all this as well. I bet one already exists. Still it’s great knowing how to do this from scratch!
Its important to note that this AO and edgewear mask only works in Cycles Render Engine. If you want to replicate it in EEVEE use ambient occlusion node.
Anyone know why my wall turns out pink instead of the intended color? Using Cycles to render. Fixed: Shader (for the missing mats) > File > External Data > Find Missing Files > Direct towards where textures are stored > Find Missing Files (bottom right)
excellent video, very clearly explained, I could suggest as a complement to show how to import your finished model correctly and without errors into an engine like unreal
i would take this as more of a showcase of his workflow rather than a tutorial. I know he said he wouldnt be going far into detail but the way he then started explaining stuff in decent detail, then just vaguely did other stuff felt odd, until i had to remind myself that it wasnt really as "tutorial" if it makes sense
Stopping quickly at around 8 minutes to say: at this point, when you've created what you call your 'base shader', I suggest that you should only have one PBSDF at this point. All the color, roughness and bump variations can be mixed on the texture level and drive a single SHADER. Mixing shaders like you do is less performant and not optimised. You are basically just mixing either color information or black/white values to drive roughness and bump. Do all of that work before the first PBSDF. Just a tip. ADDED: btw, I'm only adding this since this is official CG Boost where people might come to learn 'best practices'. Since it works for you and you probably don't see any performance issues on a scene of this small scale it's still fine. 100% meant as "constructive criticism". 👍🏻
i think a lot of people overcorrect from the super clean ‘perfect’ look of unrealistic cgi to make something that looks way more grimey than it would be in an attempt to be ‘realistic’ but making it actually unrealistic in the process i say this as someone who loves the grimey look. its much more visually interesting imo and feels more lived in and alive than a more realistic thing. but labeling it as realistic is inaccurate
another great thing is when people try to have realistic lighting and just make everything super wet to show off reflections and then label it ‘realistic’ when it is anything but
Great tutorial! Good texuring is all about layering, from low frequency to small frequency details. I'm going to add some useful information below: 8:20 Instead of duplicating materials, you can expose parameters within that material network (like saturation, scale, etc), that way you can use multiple instances of the same material, which is useful if there's any changes to it. Currently if you want to, lets say, change the texture, you will have to do that multiple times instead of doing it in only one node. 9:20 UVs is not the only way to do that, you can also use vertex patient! the disadvantage is that it relies on vertices so you normally need more vertices and even topology (but this is also useful for tesellation). One of the advantages is that you don't need extra texture maps, as the data is stored in the geometry itself.
3:43 could you make a short tutorial in how to bake those Informations to textures? So that you can bake all the stuff from the blender Material to diffuse and normal and maybe to height mal
Ya they never cover actual game ready workflow it's kinda frustrating/laughable. No I am not paying money for anything that isn't specifically focused on making game assets.
I actually never thought that you could just mix Displacement Nodes by using Color Mix node and attach it directly to Displacement input. I've just always done it otherwise around that I've mixed displacement color (Black/White) information first and then using only one singular Displacement Node for that. - So my quick question would be that is is my own method _wrong_ / somehow different, or does both of those methods have basically the same result in overall? _Well, whatever the answer is, in the end the method that you are showing seems much more simple and clear as it breaks materials better on their own groups._
First of all, thank you for your tutorial, which has given me a much better understanding of how to texture an object. I just have a problem with some of the textures from polyhaven. The image returned on my object and in length what it makes that I have a smoothed texture, is what somebody would have a solution?
Love the tutorials, they are really helping me. Question: If I made an asset similar to this in the exact same texturing way, could I export it to unreal engine 5 and all the textures would be the same?? Anybody know?
@@MonderMurshed I didn't end up following it because of the no answer, I don't think it would come out the same due to blender nodes and unreal not mixing
Amazing tutorial and stunningly beautiful results! One question though: Do you also have a workflow of baking all of this, so it can be used in a game engine like Unreal?
I really like this workflow First of all special thanks to you And I want to ask something that these Grunchs and brushes which you are providing can be used for commercial purpose ?? Which lisence it holdes
Hi, it depends. You can use the brushes to create something you will sell, but you can't sell the brushes. Like if you're collecting a brush pack to sell, you can't add these brushes to it. But If you're texturing a project with that brushes, you can totally then sell this project. Of course if you mention CG Boost as brush creators it would be great but it's not necessary. ~ Masha
Fantastic! What if I would want to export this for a game engine? I would love to see a process like this, to have uvs and bake the textures to use for games ❤
Awesome result, but too time consuming, aspecialy for indie gamedev, and such a workflow more easy and fast with quixel mixer. Im looking pipeline which Valve using. Maps in CS looking awesome, realistic enough, but also very simple. Simple geometry and simple tilling texturing. For details variety and decals, may use separate geometry and alpha in blender, I guess Valve guys still use Hammer editor for that, I don't now exactly decails working in there in depth, but I think it's planes with alpha. They are using simple tilling even on some props, and if look closely it's not ideal. That guys know price for time and they didn't waste it.
This is a great tutorial - however one thing you don’t touch upon is whether this material can be baked and be used in a game engine such as Unreal Engine. I use Simple Bake, I’m sure this could be baked, but have you tried it yourself?
Hi, haven't tried this file, but I always use the same techniques for texturing stuff in blender and if you properly bake all the pbr maps I'm pretty sure it will work fine.
Hello I hope you are doing, i had a question where did you create the 2nd material, was that a new material or you create same 2nd material in 1st material properties.
11:01 You can automatically use a selected face as a mask using vertex paint without having to draw by hand. Detailed instructions can be found in Blender guru's How to make an abandoned house in Blender - Tutorial 16:00.
great process, but when it comes to exporting it to GLTF,FBX,etc for a game engine, how much this information is preserved in those file formats? Especially about the decals. I know GLTF partially supports the principal shader. Do you have info on this?
Hi to make all the setup work in a game engine or a different software, you would need to bake out the PBR maps. I personally use the principled baker add-on, which makes the entire baking process quite easy. ~ Masha
As a beginner to Blender Textures, this is a godsend! I'm having one slight issue, I have this as Material A, creating a different material and cpy pasting the code and changing out the textures effects the original material A. Should this be doing this? Material A is applied to object A Material B is applied to object B but I change one and it changes both
it depends on how they are organized, if they are grouped into a node when copying and pasting blender creates copies as connected instances by default. You need to disconnect them by clicking the number button on the group node. ~ Masha
Could you have also you have also used the gradient map for the blue paint as a factorial, even though that would also cover the pilars from the doors ?