This might be a bit nick-picky, and this addon does look really great, but the "Blender's New Texturing Addon" in the title made me think this was featuring a new built-in addon *from* Blender, not a preorder advert for a paid addon *for* Blender. I'm by no means against artists monetizing their work, I get and respect the hustle, I just think the wording is a bit misleading (not even intentionally). Anyways, I love and appreciate your videos, and the addon does look cool, just my 2 cents there.
Thank you for including the studio option! I enjoyed your hard surface jumpstart course but missed the reduced complete courses pack. Now I was able to get it, this is a great opportunity.
Price seems too high unfortunately. Seems like a great product otherwise, not that useful for me since I'm making game assets. Still better than some addons that promise similar functionality(kitops materials) ,I'd probably get it if it was a more reasonable price for what it is .
Edit: He's changed the title so it no longer says this product was made by Blender. So this comment may no longer be relevant. Not to pick, I don't like misleading titles and products. This intentionally states it was a new blender feature - not a $400 third party purchase for 50 materials "on sale for a limited time"... In addition, saying we will never ever need to use blender materials again when you are only providing a very basic plugin with a very limited number of materials ... is a dishonest statement. This isn't replacing anything in my workflow - certainly not blender materials or substance (and is almost 3x the price of substance on steam). Personally I don't like assumptive marketing and I think there are better material libraries out there. And the deceptive marketing and original title here is enough to have me completely put off and unsubscribed. Anyway, on the flip side, I'm glad to see anyone trying to create products. I hope you maintain that in an honest way with future subscribers.
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Yes, and if you know nodes, you know that the seemless is from box projection mode from the texture node and the bevel effect at rendering time is the bevel node connected to normals.
I've already adjusted the title. You're looking wayyyy to deep into a title I dropped in 5 seconds my man. I'm more worried about launching, not some minor interpretation of a title on a RU-vid video. Anyways, it's adjusted to avoid confusion.
The implementation looks really cool and well thought, but I think the script is a little bit misleading. The industry standard for well made assets in videogames and films, use UV's and are textured in software's such as Substance. Please, if you are a newcomer into the 3D world, let us be clear that this type of workflow is surely useful in personal projects and/or concept or illustration art, but it won't substitute industry texturing. Procedural texturing takes a lot of RAM and if you build a whole scene without knowing how to optimized it, problems will arrive sooner than later. If you want to get a seat in the industry as an asset artist, learn about the foundations such as UV and texturing before relying in tools like this one.
UVs are required for external use outside of Blender. For general concept work within Blender it isn't needed at all. That's why we've added UV support.
You'll always have people moaning something is too expensive. It's better to serve people who want to be served rather than those who want handouts or borderline free products. They're also the most difficult to deal with.
Probably non-existent , but its a solid addon, don't think you'd have cause for refund if you want to buy it in the first place, they were pretty upfront on what its used for.
As a new 3D artist(still learning the basics of mesh creation), I'm not sure how useful this addon will be to me right now, but the results look amazing. My focus is on modeling for games; Is it feasible to rely entirely on MaterialWorks for texturing without ever touching nodes?
The process for GameDev would be pretty simple: 1) UV Unwrap your model (we have a separate UV Assist addon sold separately with your order for quicker unwrapping) 2) Use the 'UV Projection' feature inside the addon 3) Export your model 4) Take the maps from the MaterialWorks library and bring them into your texturing software I'll record a video later this week.
1. Where can we get an overview of every single material in this pack? 2. Will new materials get added along the way. As an industrial designer it woud be nice to have some real life textures like SPI, VDI or Yick Sang.
I can drop some images to the sales page, we'd love to add more in the future, for now these 50 were the 'most essential' in terms of hard surface mats.
Probably going to pick this up in the morning. I do a ton of sci fi stuff and texturing is always the biggest waste of time. I enjoy environment design and designing ships etc I just want to get to the lighting and rendering when I have a cool design. It’s a buzz kill to have to use nodes and UV unwrap stuff.
5:07 why blender not fixing this issues... in CGI much of issues, with textures, which not resolve it.. Besides problem with textures/mapping, there is no density like of shape. Only polygons.. Much of issues...
Where can i get this!!!! I want it so baaadly. I recently discovered your channel bud amd I'm obsessed with your talent...looking forward to learning from you
Material Works questions (already pre-purchased full version and UV addon): Does it have a bake function? What would be the best game asset pipeline using Material Works to Unreal (yes I see the UV addon supports Substance Painter)? How does it differ from something like Sanctus?
No bake function, you'd want to do that in either Marmoset or Substance directly. Blender's baker isn't the best. Basically, unwrap your model, export it, bring it into Marmoset for baking maps like AO, then bring the MaterialWorks textures directly over to your game software (assuming you want to use our textures directly). I'll record a video later this week.
What if I want materials more geared toward less sci-fi works, but medieval/fantasy with more natural and magical materials? Stuff like wood, crystal, metal for swords, leather for grips, cloth, etc.
Then you’ll need to buy a different material pack or addon. Ours isn’t made for that stuff. You can, however, import your own materials and use all the customization sliders.
Can you assign these materials to group of faces in one mesh? or do they have to be separate meshes?! If not I would like to see this functionality added.
I know you have the transparency controls but as someone who's no pro at nodes and doesnt enjoy UV unwrapping either, could a functionality be made to stack textures? Say I want to use a metal surface texture but then I also want fingerprint surface imperfections on top. I know its doable in Blender but I never see a streamlined way to do it any of these texture add-ons. Adding that functionality would be a gamechanger.
I'm a little confused on how to use material works with cutters. When I use Everscroll to select a specific cutter and then use material works to apply a material, it doesn't do anything. For example I have a cube in which I used boxcutter to create a hole partway through the mesh. I want to apply a material inside that hole. Do I have to perform Smart Apply or some other step first?
Will future materials be added to this add on if I have already purchased this addon? Let's say that i buy full version , 50 materials and you release more un the future will I get them for free or how are you working towards that idea ?
Throws wallet at screen. SOLD!! You two just solved my harrowing nightmare. I am currently developing a game. Metal material options currently are not great. Just in the previews I saw 4 great candidates. Yahoo!
killer app Josh. nice product. early purchasing for the excellent saving$. simple question: when does an artist have to unwrap (u-v) a model, other than prior to importing into Substance Painter? believe most game asset artists unwrap. mahalo Proxe !
Wait a sec, but you can also change the texture mapping to 'object' and then set projection method to 'box' (for example) and you don't need to play with UV's :P
I don't understand why brothers are always talk crap about free stuff? I mean, did they ever heard about triplanar mapping? And you can blend triplanar seams even in real-time engines. And like forever in offline renders. And many free textures are even better than commercial. It' is more about if you know how to use textures and have some knowledge about surfaces.
@@JamesBond-xv1ly Brother if you wanna tinker with nodes and connect shit up all day feel free, for $57 and a customizable addon and materials that removes the headache I believe that's a very fair trade.
@@JoshGambrell Man, I don't understand why you and Ryu attack free stuff all the time, being a part of Blender community. And Blender has asset browser to not connect nodes all day every time. I mean, can you stop telling people that free stuff is somehow inferior to paid stuff. It is not always true. I don't have anything against your addon, it's cool, but telling crap about free stuff whenever you can, makes you and Ryu look bad. And maybe it is bad in terms of marketing? Did you think about that? I, for example, stopped watching your and Ryu videos because of that. I mean, in the beginning I watched every video, and now like almost never. Because they always feel like you are trying to sell something, tell crap about Blender and setera. I mean, it's your channel, do whatever you like, but...
@@JamesBond-xv1ly They just work hard and adapt to hustle culture , I respect that. I'm not too excited by their rants about free stuff , after all if they had to write all the code for this addon from scratch it would cost them way more. They know that and we know that . Not easy being an indie artist, especially if you expect to make money out of it.
Tried to buy this with PayPal with the UV tool extra and PayPal didn't add the extra $27 so I cancelled. If I use PayPal will those be two separate transactions or should they be one transaction of $84 (i.e. $57 + $27)?
@@paulcass6357 Perhaps it processes separately. Either way, you'll be charged $57 + $28. It's not on our end, it's up to whoever is processing the payment.
Well it depend on what model type are using. But knowing the blender is open src and people will have choice. But some time it a lot of work. As for export to game engine format it hard some time what ever it works.
would love a tutorial later down the road specifically for Game Development. Go through the process of simple UV unwrapping, implementing this texture add on, and exporting for game development.
@@JoshGambrellYes I would love to see a tutorial for that too! Seeing that feature in action would really be the deciding factor for me. But the add on looks great!
Me too. I know its not Blender Bros style, but some turtorial on swords,spears,axes,maces would be so cool. When I search other videos with those topics they are not on the point. The only one I trust when it comes to hard surface is Josh but sadly all weapons he covers are just firearms. Would love to see some medieval stuff :)
Thank you BLENDERBROS you guys are awesome, shit yeah I preordered I would by the biggest fool in the Blender community not to get this awesome addon. Can't wait! Also screw substance painter they ruined it, I went to 3D coat and I can do way more than I ever could in SP.
Question: Are the procedural textures included with the materials something that can be applied to displacement maps for having the actual geo match the render? I ask because I do a lot of 3d model design for printing, and it would be *really* convenient if I could just match the render texture to the final print texture using your tools. :)
I know this is optimized for hard surface modeling, but can you add non hard surface textures in if you are doing character modeling? Say building a warrior character with armor pieces.
WOW...that sounds great 🤩 No UV, no nodes... I, too, am part of the group of people who don't like nodes 🙃 I have only one criticism to make. The ice cream is not that bad 🍦 I understand that you only specialize in science fiction and technology but this is an addon with much more potential. I mean, you could have a much larger buyer's market if the future the addon could handle all kinds of existing materials, such as wood, cloth, etc.
@@JoshGambrell Totally agree with you - for example, raw wood textures wouldn’t make sense - but maybe some processed wood textures for paneling! Definitely picking this up, great work.
This sounds like an awesome add on! I was wondering when the material textures are applied if you can export them out of Blender into Keyshot? I currently model mainly in Blender and render in Keyshot.
I’m not super familiar with Keyshot, but if there’s a way to important texture maps I’m sure it’s possible. I only use Cycles for rendering, it’s what I know best.
@@JoshGambrellI imagine if the textures are not baked in or embedded into the 3D file, you would probably need to apply the textures via a texture node through a label or surface material. If that is the case, it may need a UV unwrap or you can use one of the standard projection methods in Keyshot like Planar, Cylinder, Spherical, etc. If that is the case, do the texture maps in this have multiple texture maps like Roughness, Specular, Subsurf maps to create the texture like the poliigon materials? Or are these texture more just normal/bump maps to apply to material nodes? A big selling point for me is not requiring UV unwrapping, which I am still not really great at and use just the UV Unwrapping tool in Keyshot which has mixed results. May just have to invest time to master UV unwrapping in Blender so I can take those maps into Keyshot for better texture and label applications.
@@JoshGambrell Thanks! And the stuff is already previously released or is it unreleased? Since I was a patreon for lot of months and now in the coach service.
@@JoshGambrell I already but it. It says coming soon in the coaching page where I already was member since several months ago (from the transition from patreon)
@@g0me2z You need to drop the mats either to the 4k or 1k folder, make sure that maps have proper tags, so the addon can auto sort them (for example steel_ something or something_plastic, etc)
@@JoshGambrelloh and maybe further down the line. It would be great to have a surface imperfections with scratches and edge wear. Maybe a different version of each material. That would be sweet.
@@phantomapprentice6749 so is it texture based or procedural? If it’s procedural does it support octane or only cycles? Can you use the materials inside substance? You didn’t answer the question, but thank you for responding 👌
@@JoshGambrell if it’s texture based then octane can use it, it’s similar to cycles. It just depends how the add on is adding stuff as octane uses a universal shader instead of cycles principal. So if it’s automatically linking in textures to the principal shader I’m not sure how that would work when it’s presented with a different shader. I imagine it would add it all to a principal shader then you’d have to go into the nodes and replace/link it all up to the universal shader instead. I’m happy to test it with you as octane is a very popular alternative to cycles. And could provide a good base of communication with looking things up by screen sharing or whatever with your coder. It’s basically cycles just with different names so your coder could do this easily I imagine!
This is all texture maps, yes, but proxe made custom node groups for additional customization within Blender Cycles. You can simply take the maps from the MaterialWorks library folder if you need them outside of Blender.
Man that’s not the topic of the video, but i really want a tutorial on how to make this kind of video with my 3D models. I am also literally smiling while watching this video, the materials are very cool