Thanks! And I agree getting from the beginner “I know how texturing works” to actually knowing how to make it look good is something that I feel is glossed over a lot on UA-cam
Thank you as always. I've found that this works fine for simple image textures but not more complex procedural ones. I've actually asked one of the major texture addon texture creators to add a grunge / edgewear slider to his textures and he said he's working on it!
I actually have a procedural texture stacking pack that allows you to use sliders to add edge wear, dirt build up, wall leaks and a ton more procedural layers to objects and textures. willurquhart3d.gumroad.com/l/ugpno/13yyd7z it’s also on sale until the end of the day using this link if you’re interested!
Additional tip for this method. You may have to render the scene longer, or not have enough (v)ram at all. Then do the same thing in Photoshop and throw it into the blender. You can also bake textures
This is great. For the bump part consider using the separate xyz color node to single out one of the channels. This will give you more control over the bump / normal
Excellent. I just want to put down what I’m doing and find some stuff to texture now. You used it a bit but Blend modes are one of those things that gets overlooked and rarely explained.. Im not a mixmaster but it paid off the figure out what the categories are bor and which of those to use as a starting point. Sometimes the right blend takes care of all the heavy lifting and in a way you can’t brute force by stacking
Glad to have gotten you inspired! And yes blend modes are crazy powerful, I still don’t know what all of them really do but there’s definitely a couple of them I use all the time to make different shaders using just 3 or 4 of the same textures
Although it seems great but it adds to render times doesn't it? But I like it overall. I did this in Unreal and it shoots performance but really good way to not always rely on bridging back and forth between programs
It might add a little bit to render time but I’ve never noticed something too significant in blender. In most cases as well I generally only use 2 images, and rarely use seamless textures if I can avoid them anyway so sometimes I only need one. Also you can always bake it down to 1 image texture to save render time and storage!
Great tutorial! This technique I’ve done before with great results tho the render times do suffer a bit. do you bake your textures afterwards for render times?
It really depends. I don’t tend to notice a significant increase from this method however. Usually I notice it more when I use procedural textures. But from time to time I do tend to bake my images. The render for the thumbnail took about 45 seconds to render, but removing by the clouds it takes about 15-20 seconds!
If you use textures even dirt out of scale and proportion the object start to look small. 99% of all texture artists doing this mistake. The dirt pattern is way to big in scale.
Yes that’s true, but this is just showing the process all how to do it. Everything else is up to artist regarding scaling and texture choice and anything in between.
It’s not procedural though? This is a technique you have complete control over when deciding how things mix. The only time I believe I mentioned procedural was regarding a different video on how to add extra controls too proceduralism.
@@thiagovidal6137yes I’m talking about a different video on mixing procedural textures with painted textures and maps/ different ways to add control to procedural textures so you aren’t entirely at the mercy of procedural math and stuff
I don't understand the obsession with pbr based workflows coff coff hyper realistic shaders why blur the lines of realty and digital? I miss the day of NPR based workflows where art style was king
Well I wouldn’t say it’s an obsession. For the most part it’s just to integrate with real footage, in which case it needs to look photoreal. If you are making an animated movie, then you can stylize it. Same with games. Just depends on the genre, and they follow the same principles anyway.
@@Otakubro6 I personally love it cg. There’s just something cool about creating something that is genuinely indistinguishable from reality with shaders and modeling. I also love stylized art. I’m not sure there’s an obsession necessarily though. There’s lots of animated shows and movies and art. It’s just another genre.
nice intermediate tutorial about texturing. we need more tutorials like this on youtube instead of the ones repeating each other over and over again.
Thanks! And I agree getting from the beginner “I know how texturing works” to actually knowing how to make it look good is something that I feel is glossed over a lot on UA-cam
yeah. There are too many beginner level tutorial but aren't enough advanced level ones which actually make your artwork go from ok to great.
I feel like I just found a hidden gem. Great tutorial bud!
Glad to help out!
I already understand the concept of mixing textures, but never thought to use it like this
thank you
Thank you as always. I've found that this works fine for simple image textures but not more complex procedural ones. I've actually asked one of the major texture addon texture creators to add a grunge / edgewear slider to his textures and he said he's working on it!
I actually have a procedural texture stacking pack that allows you to use sliders to add edge wear, dirt build up, wall leaks and a ton more procedural layers to objects and textures. willurquhart3d.gumroad.com/l/ugpno/13yyd7z it’s also on sale until the end of the day using this link if you’re interested!
Additional tip for this method. You may have to render the scene longer, or not have enough (v)ram at all.
Then do the same thing in Photoshop and throw it into the blender. You can also bake textures
Baking the diffuse will also work ig
Sorry I didn't read the second half 😅
This is great. For the bump part consider using the separate xyz color node to single out one of the channels. This will give you more control over the bump / normal
Amazing tutorial! Such a simple concept but so so powerful! These are the best! ❤
great tuto thank you
Excellent. I just want to put down what I’m doing and find some stuff to texture now. You used it a bit but Blend modes are one of those things that gets overlooked and rarely explained.. Im not a mixmaster but it paid off the figure out what the categories are bor and which of those to use as a starting point. Sometimes the right blend takes care of all the heavy lifting and in a way you can’t brute force by stacking
Glad to have gotten you inspired! And yes blend modes are crazy powerful, I still don’t know what all of them really do but there’s definitely a couple of them I use all the time to make different shaders using just 3 or 4 of the same textures
Seems similiar to Linear Interpolation in Unreal Engine 5. Good stuff!
awesome demonstration!
Thank you!
Extremely useful tutorial,thank you for this video
@@dextergrimms5337 thanks so much! Hoping some more artists see it because I believe it’s the single best way to improve texturing!
very smartly done
great technique way easy to create realism
wow, very nice technique! thanks for sharing!
Thank you!
Very Informative...thnx
More please!
Check out the previous tutorial as well! It covers a different method for improving textures quickly!
Although it seems great but it adds to render times doesn't it?
But I like it overall. I did this in Unreal and it shoots performance but really good way to not always rely on bridging back and forth between programs
It might add a little bit to render time but I’ve never noticed something too significant in blender. In most cases as well I generally only use 2 images, and rarely use seamless textures if I can avoid them anyway so sometimes I only need one. Also you can always bake it down to 1 image texture to save render time and storage!
@@willurquhart3D Sweet! makes sense if you're using 2. That's quite a computation amount saved there.
Great tutorial! This technique I’ve done before with great results tho the render times do suffer a bit. do you bake your textures afterwards for render times?
It really depends. I don’t tend to notice a significant increase from this method however. Usually I notice it more when I use procedural textures. But from time to time I do tend to bake my images. The render for the thumbnail took about 45 seconds to render, but removing by the clouds it takes about 15-20 seconds!
Thanks 🎉
Thank you so much for revealing this mystery
i did the mix in random image edititng software
Thanks a lot.
Any time!
If you use textures even dirt out of scale and proportion the object start to look small. 99% of all texture artists doing this mistake. The dirt pattern is way to big in scale.
Yes that’s true, but this is just showing the process all how to do it. Everything else is up to artist regarding scaling and texture choice and anything in between.
@@willurquhart3D The process is amazing. Thank you for sharing!
genius ! !!!
that hdri looks great, is it from Polyhaven?
I believe it is if I remember correctly
where'd you get those arch and scene assets??
I modeled them!
hbitproject has a video making a nice arch
where do you find your textures ?
Anywhere and everywhere. Pinterest, textures.com (back when it was free) texturer.com, cg textures, google images
Sub + active bell instantly after this banger.
Thank you!
dont want to sound lazy but can you provide the scene for download please ,, thanks
"Procedure" and "control" basically contradict each other
It’s not procedural though? This is a technique you have complete control over when deciding how things mix. The only time I believe I mentioned procedural was regarding a different video on how to add extra controls too proceduralism.
@@willurquhart3D I'm talking about the very beginning of the video. It sounded a bit contradicting.
@@thiagovidal6137yes I’m talking about a different video on mixing procedural textures with painted textures and maps/ different ways to add control to procedural textures so you aren’t entirely at the mercy of procedural math and stuff
I don't understand the obsession with pbr based workflows coff coff hyper realistic shaders why blur the lines of realty and digital? I miss the day of NPR based workflows where art style was king
Well I wouldn’t say it’s an obsession. For the most part it’s just to integrate with real footage, in which case it needs to look photoreal. If you are making an animated movie, then you can stylize it. Same with games. Just depends on the genre, and they follow the same principles anyway.
@willurquhart3D I am talking in general not anything specific
@@Otakubro6 I personally love it cg. There’s just something cool about creating something that is genuinely indistinguishable from reality with shaders and modeling. I also love stylized art. I’m not sure there’s an obsession necessarily though. There’s lots of animated shows and movies and art. It’s just another genre.