The last texture tip using photoshop is genius and one I had never considered. As a photographer that now uses blender commercially, using this black and white texture map method makes perfect sense now you have mentioned it.
Good info, but the best part was your comment about nodes! First, it means you really *_are_* human, and two; you make me feel like there's hope for me, too.
Nodes are good, Nodes are fun :), like making UVs. It's just relaxing, and awesome watching the things you do, change the material drastically. I would take days to make just the little difference on a procedural Rust material in Blender, just to make it a little more realistic. I've started using Substance Painter, cause it's just faster at baking maps (i have a 4gb, low/medium tier GPU from 2019), and this is the only thing i miss, you got no seams, the texture can be scaled how much you want, and it will not be repeated. I think they should add something similar to Painter.
what do you mean using Principled would be “less realistic” than material packs? unless they chose to use a different base shader like plain glossy or diffuse most of those materials probably link to a principled…
@@clonkexwell textures depending how you texture can indeed make your model look more realistic, how ever I agree that using just the principle bdsf without any further tweaking doesn't meant its not realistic but man just using principle bsdf produces really boring results for example let's say you make a gun, sure with the principle bsdf you can add the metal and all that mumbo jumbo but you are not gonna get, dirt, scratches and believe me those elements are very important, just think for example an apocalyptic game said you enter an abandoned house and you find an AK 47 chances are those weapons are gonna be old, probably with dirt and a lot of scratches and also depending on the house it could have gotten some mold depending on where it was sit, see how a simple element as a weapon could have those tons of extra details? You are never gonna achieve this with just using a principle bsdf. Usually stuff is made by a bunch of materials, textures elements or however you wanna call it otherwise you are gonna have really boring textures which consist only of physical properties that's why a texturing software that is good helps so much, the model isn't just geometry. The colors, the textures, those intricate details also tell stories and those are details that would be a nightmare to model or virtually impossible. Not to mention that with special software of texturing you can add custom normal maps, height etc. Things that you wouldn't be able to achieve with a normal principle bsdf
I was wondering why the Photoshop option looked so weird and unrealistic. Until I realized that there's no vanishing point, perspective warp or perhaps a bit of displacement map used in the example shown.
Hi bro. I am struggling with baking textures. Every time I bake texture in blender, it gets blurry (even high Res 2k texture) .Baking doesn't really create small fined details on the texture When I import my texture to Unity, it doesn't look that clean.
Great video! Concise and informative. 👍 As an alternative to Substance in this breakdown, how well do you think 3D Coat would fare (considering it also brings other functionality with it)? Thanks!
This is a little misleading. Sure #1 just using a Principled BSDF node alone will not look realistic, but what do you think those material packs are using? They're using the same node, just a much more dynamic and complex node tree, possibly multiple PBSDF's inside the one material.
Hi Josh, One thing I'm having difficulty learning as a newbie is that , say you want to build a shape or vehicle that fits to a track...you know like say a mag Lev. How do you fit the vehicle to the contours of the track?
Substance no concurencu but quixer mixer is right from the cormet i try and have,sim, problems but adobe is the wors company in the world, its realy big damage for algorermik when gou out from the buisniss.....
I love Blender but to texture it's like being put in a torture chamber for a few hours, UV and texture is the weakest part of Blender. Substance painter is no where near the power of 3d coat for texture, coat is the king of the hill for texturing even with the many bugs!
Substance isn't hard, just a lot that probably wouldn't make sense to someone not used to photo editing software. I feel like the only reason I got the hang of it almost immediately is because it really just functions as 3d Photoshop. Blending modes, levels and curves, it's all the same.
The last texture tip using photoshop is genius and one I had never considered. As a photographer that now uses blender commercially, using this black and white texture map method makes perfect sense now you have mentioned it.
Now i can texture my moths
what is this, a crossover episode?
And then teach them how to love.
I love moths
Good info, but the best part was your comment about nodes! First, it means you really *_are_* human, and two; you make me feel like there's hope for me, too.
ucupaint and Matlayer are both free add-on in Blender
thanc you josh valuable information
your "overlay" photoshop layer can be done in substance painter to look realistic.
You do amazing work.
Big fan your Art❤️❤️❤️ .
Cool I will have to check the last solution for texturing.
Sounds like a plan.
Thanks for the share, Josh.
clean, concise, and constructive. dig’n these micro-temporal vids. #keephammering
unwrapping and texturing go hand in hand and should be taught together.
Good stuff here. Thanks Josh.
Was looking for texture tutorial! Thank you :)
Thanks for the tips 👍
Nodes are good, Nodes are fun :), like making UVs. It's just relaxing, and awesome watching the things you do, change the material drastically. I would take days to make just the little difference on a procedural Rust material in Blender, just to make it a little more realistic. I've started using Substance Painter, cause it's just faster at baking maps (i have a 4gb, low/medium tier GPU from 2019), and this is the only thing i miss, you got no seams, the texture can be scaled how much you want, and it will not be repeated. I think they should add something similar to Painter.
Where do you get ideas for all this kind of abstract hard surface models.
Pinterest
Really great video as always ❤️.
Thank you
what do you mean using Principled would be “less realistic” than material packs? unless they chose to use a different base shader like plain glossy or diffuse most of those materials probably link to a principled…
I think he means just using Principled without adding nodes for effects like noise or other texture details.
@@dolliquette Yeah I think, but it's kind of silly. "Rendering with textures will look much more realistic than rendering without."
@@clonkexwell textures depending how you texture can indeed make your model look more realistic, how ever I agree that using just the principle bdsf without any further tweaking doesn't meant its not realistic but man just using principle bsdf produces really boring results for example let's say you make a gun, sure with the principle bsdf you can add the metal and all that mumbo jumbo but you are not gonna get, dirt, scratches and believe me those elements are very important, just think for example an apocalyptic game said you enter an abandoned house and you find an AK 47 chances are those weapons are gonna be old, probably with dirt and a lot of scratches and also depending on the house it could have gotten some mold depending on where it was sit, see how a simple element as a weapon could have those tons of extra details? You are never gonna achieve this with just using a principle bsdf. Usually stuff is made by a bunch of materials, textures elements or however you wanna call it otherwise you are gonna have really boring textures which consist only of physical properties that's why a texturing software that is good helps so much, the model isn't just geometry. The colors, the textures, those intricate details also tell stories and those are details that would be a nightmare to model or virtually impossible. Not to mention that with special software of texturing you can add custom normal maps, height etc. Things that you wouldn't be able to achieve with a normal principle bsdf
I was wondering why the Photoshop option looked so weird and unrealistic. Until I realized that there's no vanishing point, perspective warp or perhaps a bit of displacement map used in the example shown.
Dear sir!How to make simple basic hard surface model and please guide some Hurd surface basic texture thanks and appreciate your work sir.
Is blender better or quixel mixer for texturing
Ok so how does hardops and boxcutter topology wprks for substance painter?
Hi bro. I am struggling with baking textures. Every time I bake texture in blender, it gets blurry (even high Res 2k texture) .Baking doesn't really create small fined details on the texture When I import my texture to Unity, it doesn't look that clean.
Why does the flat/2D surface imperfection texture work on a 3D image in photoshop?
Great video! Concise and informative. 👍
As an alternative to Substance in this breakdown, how well do you think 3D Coat would fare (considering it also brings other functionality with it)? Thanks!
This is a little misleading. Sure #1 just using a Principled BSDF node alone will not look realistic, but what do you think those material packs are using? They're using the same node, just a much more dynamic and complex node tree, possibly multiple PBSDF's inside the one material.
1:58 my timestamp
Hi Josh,
One thing I'm having difficulty learning as a newbie is that , say you want to build a shape or vehicle that fits to a track...you know like say a mag Lev. How do you fit the vehicle to the contours of the track?
Try using constraints. Watch some tutorials regarding constraints
Bruh... Why i even watch this till the end...
I'm forced to use Nodes :( other options aren't free
Me too
❤
Substance no concurencu but quixer mixer is right from the cormet i try and have,sim, problems but adobe is the wors company in the world, its realy big damage for algorermik when gou out from the buisniss.....
🙌🏾✨
FLUENT MATERIALIZER .
The video footage of you needs some color grading or better lighting, its too white out or cool
Are you at a rave? whats up with the techno music? lol
Not even loud calm down
Hm, aint got money for something like photoshop. So the vid ends for me after 2 mins X D
I love Blender but to texture it's like being put in a torture chamber for a few hours, UV and texture is the weakest part of Blender. Substance painter is no where near the power of 3d coat for texture, coat is the king of the hill for texturing even with the many bugs!
Hate Substance. Absolutely unintuitive pile of sliders, layers and all kind of crap. Tried to wrap it around my head several times to no avail.
you always start with a beginner tutorial
if a software is an industry standard for texturing workflow
then unintuity is probably not the issue
@@SalmanKhan-dx1ch adobe
Substance isn't hard, just a lot that probably wouldn't make sense to someone not used to photo editing software.
I feel like the only reason I got the hang of it almost immediately is because it really just functions as 3d Photoshop. Blending modes, levels and curves, it's all the same.